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    Post The Complete Guide to Role Play, Immersion, and the Lore


    After much work and hours unnumbered spent for this guide it is now at last finished. The beginnings of this project started more than half a year ago, and though it has been a great labour both in hand and in thought, it has been done out of love and admiration for the legendary world of Arda and Middle-earth role play, and for this server and its folk: dearest of all in LotRO. It has been created with much care, and with newcomers to LotRO rp and to the game itself in mind, to serve as a resource of useful information about role play and immersion, and as a resource for the swift gaining of true knowledge about the lore (a compilation of words of J.R.R. Tolkien himself) for people who have not read the books and are entirely new to the setting, and also for others who want to refresh their memory without searching throughout the books themselves. Much effort was put also into keeping the guide short and presenting it in a manner easy to read and follow through.

    And though other guides about role play have been made over the years, there has not been one that includes everything in one place - so that it is easy for all to find information, and for the wider understanding of these things. If you are new to role play, or the lore, or to both, and something in the text seems unclear to you, feel free to ask.

    Now, without any more words I gladly share with you the,


    What Is Role Play
    When a player takes the role of his character and through him acts and speaks as in the world of Middle-earth. This is known also as In Character (or IC in brief) and can be expressed in-game in written form by words (speaking, telling a tale, reciting a poem, singing a song), through music (by using the instruments), and visually-by merely making your character look realistic (walking, sitting by the hearth, fishing, and so on).

    Why People Role Play
    To be deeply immersed in the magical, mythical world of J.R.R. Tolkien, and experience it in a richer way and to an extent which the game itself cannot achieve. Role playing provides an immediate and deeper connection to the setting in a way that is denied to us by reading the books, watching the movies, or listening to Middle-earth music. It is a powerful tool, and one that when performed well can result in a truly engrossing long-lasting experience.

    What Do People Get From Role Playing
    Experiences of stories that the game itself cannot reach to that extent and depth, inspiration and creativity of various forms, awe-inspiring moments, memorable player-events and characters, meaningful relationships, excitement, lasting joy, further (or the only) reason for staying in LotRO, enjoyment, and contentment.

    What Is Well For One To Know About Role Play
    • You can show fellow players that you are In Character by typing in the chat-window: /rp on. A message will then appear saying that you are now role playing, and this is openly indicated with your name changing color from grey to white. Also, if others mouse-over your character it will say to them that you are role playing. Typing /rp off will show that you are Out of Character (or OOC in short). This means that you play as yourself, the player, and not as your character.

    • To make your character (and horse/pony) walk, use the key INS (or INSERT) on your keyboard. To sit on a chair or stool, type: /sit (while standing by such items).

    • The class, does not have to be role played. It is more of a game-perspective that may not perforce reflect the role of your character in terms of role play. For example, a player has an Elf runekeeper, though his IC role is that of a harper. A hobbit guardian in class, a well-to-do and stay-at-home hobbit gardener from a role play point of view. But sometimes certain skills and abilities of a class can help in role play. For example, if you want your character to hunt for food, remember to choose a class that lets you use a bow, as not all of them can.

    • Thoughts and emotions are not visible and our characters cannot read the minds of others. Yet, we can give out expressions to realistically hint at the feelings and thoughts of our characters. For example, instead of saying 'The woman sitting by the fire feels happy as she is thinking about past happy days with her children', a more realistic version would be: 'The woman has a pleasant look in her eyes and on her face as if recalling some happy memory out of her past.'

    • Game-mechanic and OOC information it is wise to not use in role play, for only we, the players, have that knowledge, and not our characters (unless they have acquired it by others). Some examples of this are: the name above the head of a character, the story behind a person, titles, kinship name.

    • Role playing out actions that leave no chance for others to respond as they wish to, is well to avoid as it is unjust and also one may be shunned for doing so (unless it has been agreed beforehand by the participants). For example, dealing a deadly blow to a brigand, or shave the beard of a dwarf in mockery. In other words, dominion over the characters of others.

    • Try to avoid making broad statements that may seem effective, or said as facts. Examples: 'Nat and his fellows are the most well-known and respected folk in all of Bree-land.' 'My blade, is one of the most renowned swords of the Elder Days.' 'The South-gate of Bree was burnt down last night by brigands and gangrels.'

      For if things are said in that manner, then it sounds as if trying to 'enforce' a wide effect or knowledge in the World. For if I say that my character is the most well-known and respected of the Bree-folk, then that suggests that all other Bree-lander characters should know him and regard him in that same manner.

      An exception to this generalization would be when the information is supported by the lore. For instance: 'Come friends! we would rejoice greatly for a song, for you are the fairest in voice of all our kindred [referring to the Teleri elves].' Or 'We [Elves of Lothlorien] do not clad strangers in the garb of our people.' This is lore-based information, and thus fair for all to use.

    • Try to remember that your character is him/herself, and you, remain as yourself. Things done or said while IC are directed at your character, and not at you, the player. So if another person comes up and say IC 'What an unpleasant sight it is to see such a strange traveler of this sort in our parts.', it is meant for your character, not the player behind it.

    • Level does not matter for role play, save that it helps to safely reach and stay in the higher-level areas where you may want to rp. It is a game-mechanic.

    The Tale Of Your Own Character In The World Of Middle-earth
    From a role play point of view, or from the realistic greater scheme of things, the main tale of the game is not the story of our characters. They may be enmeshed in it in some parts and to an extent, but it is not theirs. For it is designed much more from a game perspective, placing the player-character as the hero of Middle-earth: the doer of legendary deeds of great renown, and worthy of song and praise in all lands. But this is unrealistic and works not well in the role play setting; for not everyone can be the hero of Tolkien's World, saving Middle-earth every day, and have experienced the very same great stories and defeated the same foes as so many other players have. Thus, many epic quests and raids are considered Out Of Character. Though one way that some such events can still be thought as IC in themselves, is that they have come to pass in the World, but done by some other unnamed people and not by our characters. Yet, there are times in which our characters can fit well enough. Such occasions are when they can be thought as one of the many who were present during such events.

    For example: you rp your character as one of the Rohirrim in defence of Helm's Deep when the army of Saruman assails it. This is a time that can be viewed IC by everyone as he was one among so many. An opposite example would be: when your character becomes the hero of Archet. This is considered OOC; for otherwise, every one of us that plays the race of Man would be the hero of Archet.

    How The Character Biography May Be Used
    To open this tab click on the social panel of your character (or use the O letter on your keyboard). It is wise and useful to have this for the description of the outward appearance of your character - things that one can see by looking at him/her. Information about the character him/herself it is well to refrain from as to not give out things that cannot be known by others at first sight.

    How To Use Communication Channels In Character
    To foster an environment that encourages and preserves immersion, the SAY and REGIONAL chat-channels on this server are IC. Say is the area around your character, what he sees and hears, and so the most reasonable channel for IC treatment. To use it type: /me (space, and follow with text). Add the speech separately, after (or before) that, again in say. The Regional channel can be used in a different manner: with the rumors and sightings way, usually written in the third person. Finally, tells too, can be IC; as a whisper. When your character wants to say something to someone without others around knowing what is said. At times, a little (necessary) OOC information may be added within brackets [[ ]] to let others know of an event or a gathering. Examples for each channel now follow:

    [Say] /me looks down on the water with eyes of a merry expression. And in a new new line:'It is a fair morn, and I rejoice seeing the light of the sun playing down on the face of the stream!'

    [Regional] 'A company of dwarves came into the village this morning, and rumor has it that they carried many goods that they will be selling at the market square.'

    'All that is heard lately in Pomso's homestead is about his birthday party [[next Monday at 22:00 UK-time]] and all around hobbits say its going to be a grand celebration! ''It will snow food and rain drink'' is all they say. ''Come and join in the fun!'' Pomso has been saying to everyone.'

    'Excellent varieties of pipe-weed are sold by Ponso outside the Green Dragon. His prices are quite good they say! [[Want to sell/Want to buy Longbottom Leaf and Old Toby]]'

    'A small group of Bree-folk was seen heading off to the farmlands to drive away the local brigands that have been causing some trouble. [[Need a healer for <name of quest>]]'

    Floating Chat
    There is an option to make what other characters say appear above their heads; same as we see with Non-player Characters (NPCs in brief). This can be helpful during busy role play events when there are many different conversations going on at the same time. To enable this go to SYSTEM > OPTIONS > UI SETTINGS > CHAT BUBBLES.

    How To Play Music
    LotRO has a full player-generated Music System that lets you play instruments on the go using the buttons on your keyboard. But you can also pre-record music, ready to be played once in-game. First, obtain an instrument from a Bard NPC. Then equip it, and enter music mode by typing /music. A progress bar will then appear showing this. To play notes, use any of the several keyboard commands associated with playing music. To play pre-made music, type in-game the name of that folder (which is stored in your computer). To get out of music mode, simply move your character, or type /music off. Only the Minstrel class has direct access to all instruments. But the other classes too, can learn the skill for a particular instrument when a Minstrel above level 30 instructs them.

    • Pre-made Music
      To compose your own music, open notepad, and there enter the music notes. You can also download other's ready melodies. All such ABC (text based format for music notation) folders must have an .abc extension, and be stored in My Documents / LotRO / Music. You can rename these (but leave the .abc at the end). To play this pre-made music in-game, type /play <filename>, where <filename> is the name of the ABC file minus the .abc extension.

    • Playing with your Fellow/s
      You can also play music with others together as one. First, all need to have the same song's ABC file. The file itself does not have to be named the same, but it needs to be the same song. Then invite others to your fellowship to play music with. Everyone should enter music mode, and type: /play <filename> sync (with ''<filename>'' being the name of the ABC file you are all going to play). For example, if say, you want to play Song1.abc, you would all type /play Song1 sync. Following that, everyone should receive a message saying ''<PlayerName> is ready to begin synchronised playing''. Any of the fellowship members can then begin the music by typing: /playstart. A message will appear confirming that synchronized playing is about to begin.

    • Preview Music Outside the Game
      You can also use Maestro which lets you play ABC files, giving you the choice to listen to how melodies sound in-game without having to log in. This is especially useful for previewing songs with multiple parts to see how the parts sound with each other without having to get your band together in LotRO.

    Plugins Designed Especially For RP Purposes
    • Songbook
      This lets you view your ABC song files in-game and play them with a click of a button, saving you time. This can be very useful when in the midst of role play or during an rp event.

    • Poetical
      With this plugin you can easily and swiftly sing songs, and recite tales or poems without having to go outside the game to copy and paste the words. In it you can store countless songs (and poems and stories) and switch between them with ease. By clicking a single button you can recite lines which then appear in-game in the say channel.

    • Predict In Game Time
      This plugin can predict what the time in LotRO will be at any chosen real time. Thus you can plan an event that may rely during a certain in-game time-of-day.

    • Babble
      Designed to reduce the amount of selected emotes by others. You will still see the emotes performed, but they will no longer take up space in your chat-window. This can be useful during large active rp events as numerous and often repeated emotes such as dance, clap, and cheer, can fill up the chat-window and so making it difficult to see and follow rp talk.

    Official Role Playing Rules and Policy
    Laurelin is in truth the only Official RP Supported (English-speaking) server of LotRO. This means that there is a set of additional set of rules and policies in place by the Higher Powers (Standing Stone Games), for a greater immersive environment.

    In brief those are:
    1. Character names must be fitting for the setting. This means that they should simply be within the spirit of the world of Middle-earth. Some opposite examples would be: ''Ipawnyouha'', ''Wondergirlx'', ''Bionicman'', ''Fishslapper''.
    2. The /say channel (mainly) is reserved for In Character (rp) use.
    3. Do not harass role playing, nor use it as a way to abuse other players for any reason.

    To preserve this more immersive and in a way mature environment, and support and protect role players and role play, repeated violations of the above may result in:
    • Warnings.
    • A block from the server.
    • Account suspension.
    • Permanent account suspension for extremely offensive violations.

    What Is Immersion
    One of Tolkien's aims was to create a belief in the story where you find yourself totally drawn in, almost believing in the words on the page; that moment where you feel completely sucked in by the book, turning pages at an ever faster rate because you are in a way living the story with the eyes of your thought. In the context of LotRO, logging in with your character to become enmeshed in the wonder of Middle-earth and in a tale for however long it lasts. To feel deeply engaged within the environment, the stories, and with other characters.

    LotRO in itself is a highly immersive game but there are many things which sway the attention of the player and break away from immersion. Follow the things below to enrich and preserve it.

    Time Of Day
    When indoors, it is easy to forget whether it is bright day light outside or night has fallen, and go by the real time of day where you the player is and not your character. But during role play remember to check as this is something that will likely enough come up in your speech or actions in one way or another. Knowing what the time is in-game takes only a moment: by simply looking at the mini-map at the right top corner of your screen.

    Travel Times
    In LotRO, three (real) hours and six minutes is the time period of a whole day and night in the game. Eight full days have gone by in-game when in our own world twenty four hours have passed. But distances in LotRO (as in any other game) are scaled down, and therefore travelling horsed (as well as on foot) is far swifter than it would be in truth; but while In Character it is wise to not show this. For example, walking from Archet to the Prancing Pony of Bree-town takes 10 minutes (of real time). But to represent a more life-like and true to the world of Middle-earth picture, in role play we would say and consider it as (say) more than an hour (or 80 minutes).

    It is worth taking a moment to check your spelling, grammar and punctuation, and see what you have written before posting it. By reading it only once you might find some typos, and also, that it is not as you meant for it to seem and sound. Do not haste, but try take not too long either. Role players in general are a patient folk and are willing to wait especially when it comes to everything about rp and newcomers to it. But you may send an OOC tell letting the other person know that you are there but need a little more time with your IC replies.

    Aim for music that is fitting to the setting such as traditional, classical, country, and folk, rather than modern famous tunes. This is not to say that minstrels in Middle-earth did not at all play similar melodies, but we, the players, know them and will swiftly recognize them if played in-game, and thus breaking away from the immersion; for this type of music will quickly take our thought to famous singers of our world.

    It is good to remember (when it comes to rp at least) that Middle-earth is a world set in an ancient time period. Aim for every-day simple looking clothes and keep the more formal raiments for celebrations and ceremonies.
    • A hood serves as a purpose rather than fashion. Fitting use of it would be: outdoors in a rainy weather, for warmth, for cover when in perilous places, or when you wish to pass unnoticed.
    • Boots too, serve a practical purpose: if travelling far afield on foot or horsed, perhaps in ceremonies, and to denote position or rank when on duty (for example, a guard of the Citadel of Minas Tirith or a doorwarden).
    • As for handwear, fitting use would be in cold weather, work (say a smith), on horseback, when on duty, and for ceremonies. For further realism, remember to have them off when playing music instruments.
    • We know that in older days women did not wear trousers, and LotRO has a rich variety of dresses and robes.
    • The garb of our characters can be lore-inspired. For example, Elves of Mirkwood seem to wear green and brown (Legolas, and other of his people are described in these colors); Falathrim elves in hues of blue due to their love for the sea; Snowmen of Forochel, in colors of animals (such as brown and white), for they clad themselves in their hides, and so on.

    Cosmetic Outfits
    You can have complete control over how your character looks without impacting the gameplay benefits from equipped items. It is like wearing a set of clothes over your armor. You still get the benefits from the armor, but you can have a different appearance. In other words, a cosmetic outfit overrides the appearance of your base equipment. To access the Cosmetic Outfits Panel open your Character Panel (by pressing C) and click on the Cosmetic Outfits tab. To equip an item cosmetically you drag it into the suitable slot of the outfit. By using the 'eye icons' located next to the slots, you can show or hide the appearance of individual items in the head, shoulders, hands, back, and feet slots. For example, your character has his hood drawn up while it is raining, but when it stops you want him to pull it down. By clicking on that eye icon, making it closed, the hood will come off. Finally, you have to click the button at the bottom of the panel (next to WEAR THE FOLLOWING OUTFIT) to enable the outfit.

    • Dressing Room
      This allows you to preview any items that respond to CTRL + left mouseclick, such as armor, weapons, and cosmetics in the Auction House, other that appear as quest rewards from NPCs, items in your bags, items from people you are inspecting, and more yet. Also, all available dye colors can be viewed there, even if you do not have that color.

    • The Wardrobe System
      This is a special kind of shared storage space. To place an item therein, simply drag it over. All items in the wardrobe can be accessed and used by all your characters. You can copy anything into the wardrobe, regardless of level, class or reputation requirements. It lifts all restrictions. For example, the hunter class cannot use heavy armour but putting it in the wardrobe enables you to wear it as an outfit. However, it only keeps a copy of the item in it; the actual item itself (say a cloak) remains in your bag (or elsewhere, such as in the vault).

    Cosmetic Weapons
    You can have weapons (and shields) equipped in the same way as cosmetic outfits. There are slots wherein you can put your preferable items to be seen instead of the other weapons with the better statistics that you use for quests, and raids. This will not change the effect (damage for instance) of your weapons, but they will look as you wish. This is useful as some weapons are overdone.

    Cosmetic Pets
    If you so wish, you can turn them off; for some are very unrealistic especially when indoors and during rp events. This also contributes to better performance. To do so go to SYSTEM > OPTIONS > SOCIAL OPTIONS > COSMETIC PETS

    To fully immerse yourself in the world of Middle-earth you may wish to turn off some channels as they can be very distracting. To do so, right-click on the GENERAL tab of the chat-window > CHANGE FILTERS > and there you can uncheck any of the channels. They will be listed by their name. If/when you wish to enable them again, go back to that option and check them.

    Another option is to create a separate chat tab for a channel so you can view it only when you wish to - when you click on it. This way the text will not appear in your main chat window. It is wise to use this for a channel that you do not want to miss what is said in it, such as the kinship channel, and other that are far less distracting and most often on topic, such as the ADVICE and LFF channels.

    Chat-window Background
    You can change its opacity so that it becomes fully clear and thus giving you more view of the scenery. To do this go to SYSTEM > OPTIONS > CHAT and have the slider on the left end.

    Player Interface
    When you wish to, you can hide all elements you see on your screen with the F12 on your keyboard. You can also make all these things smaller, and thus giving you a clearer and wider view. To do this go to SYSTEM > OPTIONS > UI SETTINGS. You can move these around by CTRL + ~

    You can turn off (or lower) the game sounds, such as things you click on, and the sound of notifications (mail, tells, and more yet). Go to SYSTEM > OPTIONS > AUDIO > USER INTERFACE VOLUME.

    Floaty Names
    These include player titles and all names: character, and kinship, as well as NPC-names. During a role play event, many characters together will create a sea of lines of letters to an extent where you cannot see details of the environment. But you can turn off all floaty names with the N key, or by unchecking them by going to SYSTEM > OPTIONS > UI SETTINGS > FLOATING INFORMATION.

    Kinship, Sparring, And Adoption Requests
    You can disable these if you wish to further decrease the chances of OOC distraction while In Character. To do this, go to SETTINGS > SOCIAL OPTIONS > MISC > and where it says ENABLE KIN/SPARRING/ADOPTION REQUESTS have these unchecked.

    Involuntary Emotes
    These are actions that other players can force your character to perform. In role playing times and events, and when playing music, or merely when you are IC by yourself immersed in the environment, it can greatly break the mood in an instant. Thankfully, this can be avoided, as there is an option to turn these emotes off. To do so, go to SYSTEM > OPTIONS > SOCIAL OPTIONS and there you can uncheck the ENABLE INVOLUNTARY EMOTES.

    Small Things Worthy Of A Note
    These may seem as details but they are important in their own degree and measure, and all together can add much to the immersion. It is not expected to follow everything at all times. They have been merely put together and shared here for knowledge.

    • Try not to walk through NPCs and people's characters, or have a part of your character in them while standing or sitting.

    • Some emotes are very unrealistic or childlike. It is good to try them all beforehand. You can preview all emotes by clicking on the menu arrow (bottom left) and then 'collections'.

    • If you have to go but can spare just a moment more, instead of logging off there and then, you may want to express this IC. For example: 'I will go now outside for a breath of fresh air and a glimpse of the stars. Farewell for now!' Have your character walk away out of sight, and then, log off.

    • Remember that what you can see through the eyes of your character is what he can see. For example, I, the player, may be able to see a foe behind some high rocks due to the camera angle but my character cannot.

    • Middle-earth is not a safe place. That uncertainty of safety can be shown in some ways by our characters. For example, if in unknown, barren, or perilous places it is wise to use the cover of night, travelling in the dark rather than in bright daylight easily to be marked. Also, making a fire, may draw attention and foes can see it from afar. It is like signaling where you are. When/if you do have a fire, remember to put it out after and hid all traces of it. Set off before sunrise so that your leaving is not marked.

    • Bear in mind that money in-game is a thousand times more common. It comes by far too easy, but from a realistic (and lore) point of view this is not so. Otherwise, if we consider all the gold a player acquires as true (in rp) then we would all be the equivalents of kings. To give a helpful example, Bill Ferny's price for his pony was 12 silver pennies; and that was at least three times the pony's value in Bree-land. And when Barliman had to pay 30 silver pennies for compensation, it was a sore blow to him (and he was among the more wealthy).

    • Feel no need to rush. Travel slowly by walking, and stop for rest, sleep, drink and food. If you are horsed, ride on out in the open, but in towns and villages remember to slow down and have your horse walking rather than running on the streets of a small village. Dismount at the stable, or at least well before stairs and other entries. Ride fast when you must make haste to show the importance of your errand, and moreover to make your journey seem and feel longer (and therefore give you somewhat a sense of real-like travelling). These things, apart from adding to your (and others) immersion, may bring you random role play: anywhere out in the wild, or the place your character stays in for the night.

    • Our characters can have (for awhile) an NPC companion by using a Landscape Soldier Token which can be bought from the in-game LotRO STORE. The Captain class can always summon such a companion to aid him in combat. We can change the appearance of this Non-player Character and use him/her also in a role play manner or to add further immersion.


    Much time was spent for this part of the guide. But it has been kept as short as possible (originally it was thrice larger), and to the point, so that even people who have not read the books can read and learn swiftly and easily. Everything here comes from the words of J.R.R. Tolkien himself, and thus the absolute way in which this text is presented. It is not an interpretation, nor is it done out of memory. It consists of unnumbered direct references from the books; a compilation of quotes, passages, footnotes, and even alone scattered words all found throughout the writings of J.R.R. Tolkien. There is in all the text only one or two small points which are not his exact words (but are still valid observations from what there is to read), and that is shown by the different manner of writing (words such as 'it seems', - though bear in mind that sometimes Tolkien uses such wording).

    All the books were re-read again especially for this guide, gathering information which later was arranged in multiple topics and parts, ordered, and finally, put together for a coherent read. The only differences from the words of the author himself are subtle and do not alter anything he has written. But these differences are: the text has been changed to present tense from past for a specific reason, linking words have been added (as this was needed), and references or explanations behind some passages that lead to historical events or other less related information, are not included; all to make for an uninterrupted read, a clearer picture of the text, and to not lengthen more the guide.

    The lore is entwined with immersion and role play. The purpose of this guide is to help in understanding and learning some general themes about the world of Middle-earth and its people, and to 'get into the head of the character' so to speak (or of his race/people rather), and perhaps also help entirely new folk to role play and lore discover what race they can see themselves role playing the most; or as I like to say, weather they are an Elf, a Dwarf, a Man, or a Hobbit-at-heart when it comes to Middle-earth role play. Spare a little of your time to read this and you will then have a very good (and true) understanding and knowledge which otherwise would take far longer to gain; for this is, it seems, the only such compilation of words from the books that is done with great care especially for LotRO and with role play always in mind.

    Finally, many thanks go to Gladaewen and Herulomwe for their contribution; for Gladaewen is the very skilled artist that has created the admirable illustrations especially for this guide, and Herulomwe has made the excellent transparency of these drawings with the background of the forum, and has created also the art in the title of the guide, and a diagram to easily understand the relations between the various branches of Elves.

    Naming Your Character
    Try to create a fitting name for Middle-earth. Avoid modern nick-names, or slang, as these are a violation of the role playing naming policy on this server, and also, though role players here are a mature and welcoming people, more likely than not they will not approach characters with such names.

    J.R.R. Tolkien has given each race its own naming customs. Reading the information gathered below will help in the making of an authentic-sounding name for your character.

    Naming Traditions

    • Hobbits
      Generally hobbits have both a first name and a patronymic surname. To their maid-children, very frequently they give the names of flowers or jewels. But some, especially in Bree-land, use names -common in England at the time- without any particular meaning such as Priscilla, Nina, and Angelica. To their man-children, they usually give names that have no meaning at all in their daily language. Some examples are: Bilbo, Bongo, Tom, Sam, Bob, and Lotho. But in some old families, especially those of Fallohide origin such as the Tooks and the Bolgers, it is, however, the custom to give high-sounding first names. Heroic and romantic names, drawn from Fallohide legends according to the Hobbits. These are represented by names of Germanic or Frankish origin. Furthermore, in Hobbit-names -a and -ie are most often feminine endings, and -o, -y, and -e, are generally masculine.

      Most surnames, fall into three broad categories: Names which have no obvious meaning and tend to belong to the oldest of families, such as Took, Baggins, Bolger, and Bunce; descriptive surnames, such as Proudfoot, Headstrong, Brownlock, and Goodchild; and geographical surnames (the most often), which is to say, playing off a feature of the landscape or the name of a town or village. Some obvious examples are: Banks, Burrows, and Longhole. But the Bree-land hobbits add a fourth category, botanical names.

    • Dwarves
      Their real names are in their secret language, and they never reveal them; they are not even carved in their own tombs. Instead, they go by a different name out in the world, meant for outsiders and everyday use. These names are generally Norse-sounding, and rather short and straight-forward. They are often named after fathers or relatives, and they use Roman numerals for this (such as Thorin I, Thorin II). The names of siblings too, often rhyme. For instance, Fundin is the father of Balin and Dwalin. As for 'surnames', some have them, but it is not the kind of surname that is passed down from father to son. Instead, these usually say something about the dwarf - his profession, or a weapon or piece of armor that he possesses or has crafted himself. If you cannot find a good surname for your dwarf, worry not. Many dwarves go without one.

    • Elves
      Most often their names are in Sindarin (the most used language by Elves). Among the Noldor it is customary to receive at birth a name given first by the father, (the 'father-name') which remains the official public name thereafter. This is often derived from the father's or the mother's own name. Also, in the hour of birth, or on some other occasion of moment, the mother might give a special name of her own choosing to her child (the 'mother name') indicating some dominant feature of its nature as perceived by her, or some foresight of its special fate. These are called the 'names of insight', or of 'foresight', and they have authority, and are regarded as true names when solemnly given, and are public not private if placed (as sometimes is done) immediately after the father-name. Later in life an "after-name" might be given by anyone, (not necessarily by members of the same house or kin), in memory of some deed, or event, or in token of some marked feature of body or mind. Sometimes, this name is chosen by the Elf himself. Names, or nicknames, of this kind any one of the Eldar may bear, but (among the Noldor at least) are seldom included in the 'full title', but when they are, because of their wide use and fame, they are set at the end. Finally, an Elf may choose a name for himself, the "chosen name", which reflects unique linguistic tastes. This is private, but not secret. The chosen names are regarded by the Noldor as part of their personal property, like (say) their rings, cups, or knives, or other possessions which they could lend, or share with kindred and friends, but which could not be taken without leave.

      Elves do not take surnames such as the hobbits or the men of Bree. As written above, they may go by a title instead, such as the name of a parent or an achievement in life.

    • Men

      Folk of Bree
      They use simple, sensible English-sounding names that are generally short. Examples are: Nat, Tom, Cole. There are some with more elaborate names such as Barliman and Cuthbert. Examples of maiden names are: Nora, Clara, Maribel. They use many of the same naming conventions that female hobbits use, such as being named after flowers and having names ending in the letter "-a". As for surnames, they seem all to have rather botanical names, referring to plants and plant-life, like Rushlight, Appledore, Thistlewool, Ferny, and Cutleaf.

      People of Gondor
      Generally, both men and women have Sindarin names. Therefore, their names are often similar to those of Elves. As for surnames, they seem to use titles instead of last names. But these do not appear to be common among them.

      People of Rohan
      Their names are like (but not identical with) Old English, and they show a strong Anglo-Saxon influence. The ending "-wyn" seems to be popular for women. They do not seem to have family names. Instead, they go by the first name, and for some, followed by any title that they have earned.

      Snowmen of Forochel
      It seems that Tolkien has not written of their language, or if he did, it has not been published. But in LotRO their names are inspired by Finnish; a language which Tolkien learned and was fond of. Some examples for men are: Âtos, Arvo, Menikko, and Jyri. And for wormen: Jâna, Nea, Rûsu, and Ilta.

    Manner Of Speech
    Elves are the most skilled in words of all the races; therefore, it comes as little surprise that they speak with such eloquence. Their manner of speech, is in all of its forms, it seems, fluid; flowing easy and clear like water, and somewhat lofty among the Eldar, and especially the Noldor. Hobbits speak for the most part a rustic and simple dialect, represented by rather more modern English idioms. The few more learned and able among them have some knowledge of 'book-language' (as it is termed in the Shire). But from the folksiness of the Shire and Bree-land, the language in general grows increasingly formal and archaic as we head to the South. In Gondor and Rohan a more antique language is used, more formal and more terse. But this does not mean the use of 'thee' and 'thou'; it can manifest itself in many other ways. An example given by Tolkien himself is that while we might say 'They also had spears and helms', in archaic form it would be 'Spears and helms also they had'.

    In fact, use of thou, thee, thy is not usual nor consistent. It is used to represent ceremonious and poetic language, and to mark a use of the familiar form where that is not usual. It may also be used to indicate a deliberate change to a form of affection or endearment. So, 'thou' depending of the way it is used, may indicate intimacy, or on the other hand, contempt and superiority in position. Certainly, it is not usually meant to convey disrespect when addressed to the One or the Valar or family, but if one were to address someone else with it, it indicates a superiority to that person.

    Regarding, modern swear words or oaths, instead of saying 'Damn!' or 'Oh my God!' to indicate surprise and startlement, a Gondorian may say ''By the Valar!'', a hobbit, ''My goodness!'' or ''Good heavens!''; a dwarf, ''By Durin's beard!''; and an elf might say, ''Ai, ai!.'' (elvish word for 'alas').

    For further inspiration and guidance, look at the dialogues in the books, and also in the game from NPCs and quests.

    The Estrangement Of The Free Peoples
    There are indeed very many references in the books that clearly show the estrangement that devides each race. The Elves have their own labours and their own sorrows, and they (the Eldar at least) are now little concerned with the ways of any other creatures upon earth. Men and Elves have become estranged by the arts of the Enemy, and by the slow changes of time in which each kind has walked further down their sundered roads. Even from distant times, the hearts of the Elves have been estranged from Men, (save only the Edain, the ancestors of the Numenoreans). And Men now fear and misdoubt the Elves, and yet know little of them. Dwarves, even from their beginning, Eru (the One) declared that often strife would arise between them and Elves and Men. Their friendship with the Eldar has ever been cool, even before those griefs that lay between them had yet come to pass. Always, it seems, that their relationship and alliance as a people has been rather for profit and common cause than love or league of friendship. As for hobbits, they are shy of the Big People, and are not concerned with them.

    The Men of Gondor having grown like other Middle men, are untrusting and fearful of Lothlorien considering it perilous. The Dunlending are afraid of Elvish Folk and flee and hid themselves from them, though few indeed ever come to their country. And these men have for long been enemies of the people of Rohan who also shun the Elves and speak of the Golden Wood with dread; and there is no great love for dwarves either, descending even from older times, from the Éothéod: the ancestors of the Rohirrim. The Wood-elves of Mirkwood too, do not love dwarves, and in ancient days they had had wars with some of them. The Elves of Lothlorien, have not had dealings with them since the Dark Days, and they are not permitted in their land. But even their own kindred in Mirkwood are sundered from them. Also, before the hobbits of the Fellowship came to Lorien, the Galadhrim had not heard of hobbits, for many a long year, and did not know that any yet dwelt in Middle-earth. Elves in Eriador know of hobbits but they are not concerned with them and their small doings, thinking them dull. In the Shire, hobbits have heeded less and less the world outside, and people beyond their little land are Outsiders for them, even other hobbits. Bree-folk too, consider any beyond Bree-land as Outsiders, and affairs away south, are remote and therefore not important for them. Hobbits and men in Bree, though on friendly terms, each mind their own affairs in their own ways.

    'Magic' in Middle-earth is derived from an inherent power contained within the individual not to be come by 'lore' or spells. Elves are given this ability but not Men, or hobbits. In fact, hobbits have never studied magic of any kind and there is no magic about them. The word itself, "magic", is a relative term used by mortal races for those acts or items whose workings can not be explained. The Elves themselves only use the term figuratively because to them this ability is completely natural for them. For "Elf-magic'' is Art (not Power), delivered from many of its human limitations; more effortless, more quick, more complete (product, and vision in unflawed correspondence). This art they have developed until to other races it may seem magical. As for dwarves, they have so great a skill in craftmanship that some of their works may seem magical to others.

    This is a monotheistic world of 'natural theology'. The Valar are not worshiped, though they are praised and invoked. There are no temples or 'churches' or fanes among 'good' peoples. They have little or no 'religion' in the sense of worship. For help they may call on a Vala, as a Catholic might on a Saint, though no doubt knowing in theory that the power of the Vala is limited and derivative. But this is a 'primitive age': and these folk may be said to view the Valar as children view their parents or immediate adult superiors. The Elves have no religion (or religious practices, rather) for those had been in the hands of gods. Hobbits do not practise any form of worship or prayer. The Númenóreans (and others of that branch of Humanity, that fought against the Enemy, even if they elected to remain in Middle-earth and did not go to Númenor: such as the Rohirrim) are pure monotheists. All things and beings and power that might seem worshipful are not to be worshiped, not even the gods/Valar, being only creatures of the One. And He is immensely remote.

    Warfare Among The Peoples Of Middle-earth
    Not all people in this world are warlike. In truth, many are not, and gear of war is not anywhere to be found or given freely. The folk of Bree-land would look at such things with amazement and gape with wonder. Swords and shields are outlandish in those parts. If in some kind of trouble it seems that they had only cudgels and clubs for defense, even their gatekeepers or the somewhat more wealthy among them such as Barliman (further representing the rural and simple way of living). Ruffians too, as seen in the book, have no weapons other than whips, knives, and clubs, and some had bows. As for hobbits, even against the uprising of the ruffians, when more than a hundred of them assembled to trap them, staves, axes, hammers, knives, and a few hunting-bows were their weapons. To the far North, the Snowmen of Forochel seem to be a primitive folk. We know that they were afraid of the weapons of Arvedui and his men. But they hunted for food, so simple bows and spears would not be rare among them. Warfare gear we see as he head south, in Rohan and Gondor, where they have mail armor, bright swords and spears, shields and helmets. Such gear, is also it seems available among Dwarves, for they are very skilled in smith-work. And Rangers of the North too, though it seems they do not go about with armor on, they have their weapons, sword and bow, and perhaps spear too. But even in such lands and among such people, it is good to remember that not all are in the service of war. Think of shepherds-folk, farmers, women at home, the old and the lame.

    If nonetheless you feel that you must wear armour while in role play, then at least think of doing so with a suitable character and in times that fit best, such as, when on duty (a doorwarden for example), or when going to battle, or perhaps during ceremonies. For otherwise it is unrealistic for a character to be at all times in armour, even for one of the valiant and proud soldiers of Minas Tirith.

    Canon Characters
    It is not wise to relate a player character to any feature character. Our characters may know them by sight, have spoken with them, or be under their service. For example, being in the éored (body of men, fully trained for war) of Eomer, one of Faramir's men (the Rangers of Ithilien), one of the Rangers of the North whose chieftain is Aragorn, your Noldo Elf being one of the followers of Feanor, your hobbit-lass having been told many tales by Bilbo Baggins. In other words, such a relationship that does not intervene with the main story or comes off as a point of great attention. Some opposite examples are: having your character being a close-friend of Legolas, or being his long lost sister, your maiden character being wedded to Barliman in Bree, or having your character act as if under direct orders especially to him (or his kinship) by Lord Elrond.



    FotR: Fellowship of the Ring
    TTT: The Two Towers
    RotK: Return of the King
    HoMe: History of Middle-earth
    LJRRT: Letters of J.R.R. Tolkien
    UT: Unfinished Tales of Numenor and Middle-earth

    Naming Traditions
    LotR, Appendix F, II, ''On Translation''
    HoMe, Peoples of Middle-earth, Chapter II, ''The Appendix on Languages''
    HoMe, Morgoth's Ring, Of Naming
    HoMe, The Peoples Of Middle-earth, Note On Mother-names
    Nomenclature of The Lord of the Rings (Notes made by J.R.R. Tolkien to assist translators of the book into other languages)
    LJRRT, Letter 144
    FotR, ''At the Sign of the Prancing Pony''
    LJRRT, Letter 144

    Manner Of Speech
    LotR Appx F, II, ''On Translation''
    LotR, Appendix F, II first footnote
    HoMe, The Peoples of Middle-earth, The Appendix on Languages relating to the RotK Appendix on Languages

    The Estrangement Of The Free Peoples
    FotR, "Three is Company"
    TTT, ''Window on the West''
    The Silmarillion, Quenta Silmarillion, ''Of The Fifth Battle: Nirnaeth Arnoediad''
    The Silmarilion, ''Of the Sindar''
    RotK, ''Many Partings''
    RotK, Appendix A, ''The House of Eorl''
    The Hobbit, ''Flies and Spiders''
    FotR, ''Lothlorien''
    FotR, Prologue, ''Concerning Hobbits''
    FotR, ''Homeward Bound''
    FotR, ''At the Sign of the Prancing Pony''

    LJRRT, Letter 131
    LJRRT, Letter 155
    FotR, Prologue, ''Concerning Hobbits''

    LJRRT, Letter 220
    LJRRT, Letter 153
    LJRRT, Letter 204
    LJRRT, Letter 156

    Warfare Among The Peoples Of Middle-earth
    RotK, ''Homeward Bound''
    RotK, ''The Scouring of the Shire''
    RotK, Appendix A
    Last edited by Erennor; Aug 19 2017 at 04:54 PM.

  2. #2

    These are a rustic and simple people; a merry folk with a very plain sense of humor that love peace and quiet and good tilled earth. Nobody else calls them hobbits; they themselves call them that. They are slow to quarrel, and for sport killing nothing that lives. Indeed, they have never fought among themselves, and at no time have hobbits of any kind been warlike. Families for the most part manage their own affairs. Growing food and eating it occupies most of their time. And eat they do, and drink, and laugh deep fruity laughs (especially after dinner, which they have twice a day when they can get it), often and heartily, being fond of simple jests at all times, and of six meals a day (when they can get them). They are easy-going with their children in the matter of sitting up late, especially when there is a chance of getting them a free meal (such as in birthday parties). They have a way of humming softly as they walk along, especially when they are drawing near home at night. With most hobbits it is a supper-song or a bed-song. They seldom sing of anything more terrible than wind or rain. Most of their songs are about things that make them laugh; or about food and drink, of course. They like gardens, and they have a passion for mushrooms surpassing even the greediest likings of Big People. Hobbits as a rule are shy of them, and any others that live beyond the borders (including hobbits), they refer to as Outsiders, and take very little interest in them, considering them dull and uncouth. Maps made in the Shire show mostly white spaces beyond its borders. Most Hobbits regard even rivers and small boats with deep misgivings, and not many of them can swim. They do not like heights, and do not sleep upstairs, even when they have any stairs. Hobbits have rather short memories as a rule. They are hospitable and delight in parties, and in presents, which give away freely and eagerly accept. Indeed, Hobbits give presents to other people on their own birthdays, though not very expensive ones and not always new.

    All hobbits can cook, for they begin to learn the art before their letters (which many never reach). As a matter of fact, a love of learning (other than genealogical lore) is far from general among them, though they have a passion for family history, and they are ready to hear again stories that they already know. They will discuss the small doings of their fathers, grandfathers, and great-grandfathers, and remoter cousins to the ninth degree. They concern themselves a good deal with dates and reckon up their relationships with great care. They even draw long and elaborate family-trees with innumerable branches showing the relations of their own system with others. All but Hobbits would find them exceedingly dull. Also, hobbits keep a few words of their own, as well as their own names of months and days. The smoking of pipe-weed (or leaf as they say) they prefer to call it 'art' rather than custom, and their burrows they call smials.

    Hobbits come of age at 33. Before that, they are in their tweens (as they say) - the irresponsible twenties between childhood and coming of age. They can often live to be 100 or more years old. Bilbo's at 111 was considered on the old-ish side. Old Took lived 130 years and is presented as the oldest hobbit. A remarkable age even by hobbit standards. Thus it seems that the average lifespan of a hobbit is about 100 to 115 years old.

    Hobbits are divided into three somewhat different breeds. The Harfoots, who are browner of skin, smaller, and shorter, and prefer highland and hillsides. They are the most normal and representative variety of Hobbits, and far the most numerous. The Stoors, who are broader and heavier in build, prefer flat lands and riversides. And the Fallohides, who are the least numerous, are fairer of skin and also of hair, and they are taller and slimmer than others. Many Stoors can grow down on their chins, but no Harfoot or Fallohide has any trace of a beard. Hobbit faces are as a rule good-natured rather than beautiful, broad, bright-eyed, red-cheeked, with mouths apt to laughter, and to eating and drinking. They are inclined to be fat in the stomach and do not hurry unnecessarily. They dress in bright colours, being notably fond of yellow and green, and they wear no shoes (apart from the Hobbits of the Eastfarthing who at times wear dwarf-boots in muddy weather) as their feet has tough leathery soles and are clad in a thick hair, much like the hair of their heads, which is short and curly and commonly brown. Speaking of which, golden hair are very rare among hobbits.

    Hobbits of the Marish
    They are mostly Stoors and dwell in houses. In fact, the practice of building houses rather than Hobbit-holes was said to have begun in the Marish. They retain a number of their own strange words (such as Stoorish) and peculiar names. They are also unusual in that they sometimes wear boots in muddy weather. And folk down there are near the border and are more on their guard; for they get queer folk wandering in these parts at times. But Old Maggot is a terror to trespassers, and keeps ferocious dogs. The Golden Perch, not long away, has a reputation of serving the best beer in the Eastfarthing.

    Hobbits of Buckland
    They are not very different from the other hobbits of the Four Farthings. Except in one point: they are fond of boats, and some of them can swim. Also, the Bucklanders keep their doors locked after dark, and that is not usual in the Shire. But most of the folk of the old Shire regard them as peculiar, half foreigners so to speak, and it is said that there is Bree-blood in the Brandybucks by all accounts. And in their turn, Bucklanders regard Hobbiton folk as queer. But the hobbits in the Marish are friendly with the Bucklanders, and the authority of the Master of the Hall (as the head of the Brandybuck family is called) is still acknowledged by the farmers between Stock and Rushey. And Old Maggot is a good friend to all the Brandybucks.

    The Bree-hobbits are friendly and inquisitive, decent and prosperous, and no more rustic than most of their distant relatives in the Shire. They claim to have been the first actual smokers of pipe-weed. They claim, of course, to have done everything before the people of the Shire, whom they refer to as ''colonists''. In fact, there are many families of hobbits in the Bree-land that claim to be the oldest settlement of Hobbits in the world. They are on friendly terms with the Big Folk (as they call them), minding their own affairs in their own ways, but both rightly regarding themselves as necessary parts of the Bree-folk. They do not themselves travel much, but occasionally they go as far as Buckland, or the Eastfarthing; but the Hobbits of the Shire now seldom visit it. An occasional Bucklander or adventurous Took may come out to the Inn for a night or two, but even that is becoming less and less usual.

    Hobbit Folklore

    Hobbits have a rich folklore; many fireside-tales and children's stories at home told to youngsters. In the old days hobbits used to go on their travels now and again. Not that many ever came back, and not that all they said was believed. But they have tales of the big folk down away in the Sunlands. Swertings they are called in their tales; and they ride on oliphaunts, 'tis said, when they fight. They put houses and towers on the oliphauntses backs and all, and the oliphaunts throw rocks and trees at one another. There is also an old nursery-rhyme about this animal, though it is commonly supposed to be mythical. Dragons for them are comfortably far-off and therefore legendary. Bilbo and Frodo had often told the story of the three trolls far away; but it was never more than half believed. The stories about the Old Forest, a dark bad place, are a nightmare. The Forest is queer, they say. No one ever has luck in there. Folk get lost in it. People don't go in there. They say the trees do actually move, and can surround strangers and hem them in, and nurses tell old bogey-stories about goblins and wolves and other things of that sort. As sinister a reputation in hobbit-legend as the Old Forest itself have the Barrow-downs. Even in the Shire the rumour of the Barrow-wights of the Barrow-downs beyond the Forest had been heard. But it is not a tale that any hobbit likes to listen to, even by a comfortable fireside far away. The name of Moria is a legend of vague fear even to hobbits, and the name of Mordor even they have heard of, but only in legends of the dark past like a shadow on the borders of old stories; but it was ominous and disquieting. The Last Desert is a distant and likely mythical desert in the far east of Middle-earth, the abode of Were-worms.

    Gandalf's Reputation

    Hobbits as a rule can only see his jokes and toys. Tales and adventures sprouted up all over the place wherever he went, in the most extraordinary fashion. He is the wandering wizard that gave Old Took a pair of magic diamond studs that fastened themselves and never came undone till ordered, the fellow who used to tell such wonderful tales at parties, about dragons and goblins and giants and the rescue of princesses and the unexpected luck of widows' sons. The man that used to make such particularly excellent fireworks. Gandalf who was responsible for so many quiet lads and lasses going off into the Blue for mad adventures. He used to upset things badly in these parts once upon a time. And after the astonishing disappearance of Bilbo Baggins the blame was mostly laid on Gandalf. He has become rather unpopular. They say he is rather a nuisance and a disturber of the peace. Some people actually accuse him of spiriting Bilbo away, or worse. If you want to know, there was supposed to be a plot between him and Frodo to get hold of his wealth.

    Widely Known Events in the Shire

    Bilbo's Return

    The Bagginses have lived in the neighborhood of The Hill for time out of mind, and people consider them very respectable, not only because most of them are rich, but also because they never have any adventures or do anything unexpected. So when Bilbo came back to Bag End after his adventure his life was not quite the same as it had been. He discovered that he was presumed dead and an auction was going on of his house and possessions. His sudden return created quite a disturbance. He had lost his reputation, and was no longer quite respectable in the Shire. He was in fact held by all the hobbits of the neighborhood to be queer-except by his nephews and nieces on the Took side; but even they were not encouraged in their friendship by their elders. Much talk and false rumors have been circulated about his affairs and doings, and few believe any of his tales. They say his money was got in some strange fashion in foreign parts, and that gold and jewels he buried in the hill of Hobbiton.

    Bilbo's 111th Birthday Party

    Bilbo threw a grand party for his 111th birthday. During this event he did a vanishing act with his ring and left. He vanished out of thin air, so to speak, and he was never seen by any hobbit in Hobbiton again. This astonishing disappearance of Mr. Bilbo Baggins alarmed or offended most of his relations, and gave the whole Shire something to talk about for many days, and was remembered for a very long time. It has become a fireside-story for young hobbits; and eventually Mad Baggins, who used to vanish with a bang and a flash and reappear with bags of jewels and gold, became a favourite character of legend and still lives on long after all the true events. But the general opinion in the neighborhood is that Bilbo, who had always been rather cracked, had at last gone quite mad, and had run off into the Blue. There he had undoubtedly fallen into a pool or a river and come to a tragic, but hardly an untimely, end.

    Frodo and his Affairs

    Frodo at once began to carry on Bilbo's reputation for oddity. Some people were rather shocked (until they got used to it) that Frodo kept up the custom of giving Bilbo's Birthday Party year after year. He went tramping all over the Shire with his friends, but more often he wandered further afield by himself, and to the amazement of sensible folk he was sometimes seen far from home walking in the hills and woods under the starlight, and other times talking with the strange wayfarers (mostly dwarves) that began at this time to appear in the Shire. What is more, as time went on, people began to notice that he also showed signs of good 'preservation': outwardly he retained the appearance of a robust and energetic hobbit just out of his tweens. 'Some folk have all the luck,' they said; but it was not until Frodo approached the usually more sober age of fifty that they began to think it queer.

    When Frodo was selling Bag End (to the Sackville-Bagginses!) a few held the theory that his money was running out: he was going to live in a quiet way on the proceeds of the sale down in Buckland among his Brandybuck relations. 'As far from the Sackville-Bagginses as may be,' some said. But so firmly fixed has the notion of the immeasurable wealth of the Bagginses of Bag End become that most find this hard to believe, harder than any other reason or unreason that their fancy can suggest: to most it suggests a dark and yet unrevealed plot by Gandalf. Though he kept himself very quiet and did not go about by day, it was well known that he was 'hiding up in the Bag End'. It was generally known that Frodo was going back to live at Crickhollow, and it had been officially announced that Sam was going with him 'to do for Mr. Frodo and look after his bit of garden'.

    Hobbit Games
    • Quoits: a flattish iron or other ring thrown in play to encircle a peg stuck in the ground or to come as close to it as possible, the game so played.
    • Shooting at the wand: a game in which a narrow slat is used as an archery target.
    • Bowls: a game in which players rolled or weighted balls along the sward in an effort to bring them near as possible to a stationary ball.
    • Ninepins: a game played win nine wooden pins at which a ball is bowled to know them down.

    The Shire Calendar
    Month names
    1. Afteryule (Frery in the Eastfarthing)
    2. Solmath (usually pronounced and sometimes written as Somath)
    3. Rethe
    4. Astron (Chithing in the Eastfarthing)
    5. Thrimidge (often written Thrimich)
    6. Forelithe
    7. Afterlithe
    8. Wedmath
    9. Halimath
    10. Winterfilth
    11. Blotmath (pronounced as Blodmath or Blommath)
    12. Foreyule (Yulemath in the Eastfarthing)
    Weekday names
    1. Sterday
    2. Sunday
    3. Monday
    4. Trewsday
    5. Hevensaday (or Hensday)
    6. Mersday
    7. Highday

    All 12 months have 30 days each, and Friday (Highday) is the last day of the week, and Saturday (Sterday) corresponds more nearly to our Monday.

    Shire-dialect and Common Sayings
    • Don’t look for trouble and none will look for you!
    • Handsome is as handsome does - A person's good actions, rather than his outward appeal. Perhaps words of homespun wisdom too that many a mother tries to pass on to her daughters.
    • Don't get mixed up in the affairs of your betters or you'll land in trouble too big for you
    • Better mistrust undeserved than rush words
    • One good turn deserves another
    • A nice pickle we are all in now
    • We're in a fix and no mistake
    • Things look as hopeless as a frost in Spring
    • I won't have it, and that's flat
    • Short cuts make long delays
    • All's well as ends well
    • Trying to pull the fur off our toes - a hobbit idiom, meaning to give a fright
    • Strange as news from Bree - saying in the East farthing
    • News from Bree, and not sure as Shiretalk
    • Third time pays for all
    • Filling up the corners - When in that delightful stage after being full of food and drink, but continuing to sip favourite drinks and nibble at favorite dainties.
    • Somebody's going to catch it hot! - When learning something that makes you angry. For example, Ted Sandyman cutting down trees as he shouldn't.
    • To stick to you through thick and thin
    • What in the Shire is that
    • What in the name of wonder?
    • Good heavens!
    • Good Gracious!
    • Whew!
    • Thank goodness
    • Whoa!
    • Bless you/me!
    • Misery me!
    • Oi!Oi!
    • Ought
    • Shan't
    • In the nick of time
    • Hurray! Hurray!
    • Begging your pardon
    • I dunno
    • Now you are in for it
    • Hallo - Hello
    • Agin - near
    • Gaffers and gammers
    • Sneaks
    • numbskull - a silly person
    • ninnyhammer - a foolish or gullible person


    BBC interview in 1971
    LJRRT, Letter 213
    TTT, ''Treebeard''
    FotR, Prologue: ''Concerning Hobbits''
    FotR, ''A Long Expected Party''
    FotR, ''Three is Company''
    RotK, ''The Siege of Gondor''
    FotR, "A Short Cut to Mushrooms"
    FotR, ''At the Sign of the Prancing Pony''
    FotR, ''The Shadow of the Past''
    FotR, ''Lothlorien''
    RotK, ''Of Herbs and Stewed Rabit''
    TTT, ''The Road to Isengard''
    RotK, Appendix D, The Calendars
    Nomenclature of The Lord of the Rings (a collection of notes made by J.R.R. Tolkien)
    RotK, ''The Grey Havens''
    FotR, ''A conspiracy Unmasked''

    Hobbit Folklore
    TTT, ''The Black Gate is Closed''
    LJRRT, Letter 64
    The Hobbit, ''An Unexpected Party''
    FotR, ''Flight to the Ford''
    FotR, ''The Old Forest''
    FotR, ''In the House of Tom Bombadil''
    FotR, ''A Journey in the Dark''
    FotR, ''The Shadow of the Past''

    Gandalf's Reputation
    FotR, ''Strider''
    The Hobbit, ''An Unexpected Party''
    FotR, ''The Shadow of the Past''
    FotR, ''A Long-Expected Party''

    Bilbo's Return
    The Hobbit, ''An Unexpected Party''
    The Hobbit, ''The Return Journey''
    The Hobbit, ''The Last Stage''
    FotR, ''A Short Cut to Mushrooms''

    Bilbo's 111th Birthday Party
    FotR, ''A Long Expected Party''
    FotR, ''The Shadow of the Past''

    Frodo and his Affairs
    FotR, ''The Shadow of the Past''
    FotR, ''Three is Company''
    FotR, ''A Conspiracy Unmasked''
    FotR, ''Three is Company''

    Shire Calendar
    Appendix D, The Calendars
    Hobbit Games
    The Hobbit, ''Flies and Spiders''
    Last edited by Erennor; Mar 06 2016 at 01:51 PM.

  3. #3

    In their beginning the Dwarves were made even as they still are, strong to endure and unyielding. Therefore they are stone-hard, stubborn, fast in friendship and in enmity, retentive of the memory of injuries (and of benefits), and they suffer toil and hunger and hurt of body more hardily than all other speaking peoples. They are a acquisitive, and calculating folk with a great idea of the value of money; they ever demand a price for all that they do, whether with delight or with toil. For buying and selling and exchange are their delight, and the winning of wealth thereby; and this they gather rather to hoard than to use, save in further trading. They are lovers of stone, of metals, of gems, and of things that grow and take shape under the hands of craft rather than of things that live by their own life. They speak most of mines, gold and silver and jewels, and the making of things by smith-craft. Dwarves' tongues run on when speaking of their handiwork, they say, and they love first the things made by their own hands. They have marvelous skill with metal and stone; they delve in the earth, but the things that grow and live upon the earth they do not heed. Many a tree feels the bite of their iron without pity. Their skill in smith-work is very great, and the hauberks of the Dwarves are so fashioned that they rust not but shine ever as if they are newburnished, and in the making of byrnies and of hauberks none among Elves or Men have proved their equals. Dwarves can make a fire almost anywhere out of almost anything, wind or no wind. They resist most steadfastly any domination, and the thoughts of their hearts are hard to fathom. They withstand fire more hardily than either Elves or Men, and can carry very heavy burdens. It is also said that they went seldom to the shorelands, for they hated the sound of the sea and feared to look upon it. The bewilderment of treasure can be very strong upon them and rekindle all the fire of their dwarvish hearts; and when the heart of a dwarf, even the most respectable, is wakened by gold and by jewels, he grows suddenly bold, and he may become fierce. And there is no knowing what a dwarf will not dare and do for revenge or the recovery of his own.

    Dwarves have beards from the beginning of their lives, male and female alike. But their women-folk are very few, probably no more than a third of the whole people. They go not to war, and seldom save at direst need issue from their deep bowers and halls. They are in voice and appearance, and in garb if they must go on a journey, so like to the dwarf-men that the eyes and ears of other peoples cannot tell them apart. It is because of the fewness of women among them that the kind of the Dwarves increases slowly, and is in peril when they have no secure dwellings. For Dwarves take only one wife or husband each in their lives, and are jealous, as in all matters of their rights. The number of dwarf-men that marry is actually less than one-third. For not all the women take husbands: some desire none; some desire one that they cannot get, and so will have no other. As for the men, very many also do not desire marriage, being engrossed in their crafts.

    Their average age is about 250 years, which they seldom fall far short of, but can occasionally far exceed (up to 300). A Dwarf of 300 is about as rare and aged as a Man of 100. Dwarves remain young -regarded as too tender for really hard work or for fighting- until they are 30 or nearly that. After that they harden and take on the appearance of age (by human standards) very quickly. By forty all Dwarves look much alike in age, until they reach what they regard as old age, about 240. They then begin to age and wrinkle and go white quickly (baldness being unknown among them), unless they are going to be long-lived, in which case the process is delayed. Almost the only physical disorder they suffer from (they are singularly immune from diseases such as affect Men, and Halflings) is corpulence. Otherwise 'old age' lasts not much more than ten years, and from say 40 or a little before to near 240 (two hundred years) the capacity for toil (and for fighting) of most Dwarves is equally great.

    Dwarves are divided into seven clans: Longbeards, Firebeards and Broadbeams, Ironfists and Stiffbeards, Blacklocks and Stonefoots. The first three are the most westerly (Blue Mountains). The last four woke and dwell in the East, and naught is said of them other than that they communicated with their dwarf brothers in times of war. But in times of great need even the most distant will send help to any of their people.

    They have invented the moon-letters and write them with silver pens. These are rune-letters, but one cannot see them, not when one looks straight at them. They can only be seen when the moon shines behind them, and what is more, with the more cunning sort it must be a moon of the same shape and season as the day when they were written.

    Dwarves keep their own mother tongue (Khuzdul) more or less secret, and using for all 'outer' purposes the language of the people they dwell near; they never reveal their own 'true' personal names in their own ancient tongue. They prize it highly, though it has ceased to be their native tongue and has become a 'book-language.' But it is carefully preserved and taught to all their children at an early age. It thus serves as a lingua franca between all dwarves of all kinds; but it is also a written language used in all important histories and lore, and in recording any matters not intended to be read by other people.

    Dwarves believe that dying, Aulë the Maker, whom they call Mahal, cares for them, and gathers them to Mandos in halls set apart; and that he declared to their Fathers of old that Ilúvatar will hallow them and give them a place among the Children in the End. Then their part shall be to serve Aulë and to aid him in the remaking of Arda after the Last Battle. They say also that the Seven Fathers of the Dwarves return to live again in their own kin and to bear once more their ancient names: of whom Durin is the most renowned, father of that kindred most friendly to the Elves, whose mansions were at Khazad-dûm.

    The first day of the dwarves' New Year is called Durin's Day, and is the first day of the last moon of Autumn on the threshold of Winter. They still call it Durin's Day when the last moon of Autumn and the sun are in the sky together. But it passes their skill in these days to guess when such a time occurs.

    • Many songs and tales they have about the land where their fathers worked of old: in the great realm and city of the Dwarrowdelf, that was in older times full of light and splendour, and not darksome.

    Sayings and Words
    • At your service! - greeting, or a word of welcome
    • At your service and your families. - greeting, or a word of welcome
    • May your beard never grow thin! - farewell greeting, or used as a blessing
    • May his beard wither! - an insult
    • By the beard of Durin!
    • Baruk Khazâd! Khazâd ai-mênu! - battlecry in their own tongue meaning 'Axes of the Dwarves! The Dwarves are upon you!'


    The Silmarillion, Quenta Silmarillion, ''Of Aulë and Yavanna''
    HoMe, The Peoples of Middle-earth, The appendix on Languages II
    The Hobbit, ''Inside Information''
    Silmarillion, ''Of the Sindar''
    HoMe, The War of the Jewels, Concerning the Dwarves
    The Hobbit, ''Queer Lodgins''
    FotR, ''Many Meetings''
    The Hobbit, ''Roast Mutton''
    LotR, Appendix A, part III "Durin's Folk"
    The Silmarillion, ''Of the Rings of Power''
    The Silmarillion, ''The Fifth Battle, Nirnaeth Arnoediad''
    The Hobbit, ''The Clouds Burst''
    The Hobbit, ''Not at Home''
    HoMe, The War of the Jewels, The Later Quenta Silmarillion: ''Of the Naugrim and the Edain"
    RotK, Appendix A, ''Durin's Folk''
    HoMe, The Peoples of Middle-earth, The Making of Appendix A: (IV) ''Durin's Folk''
    LJRRT, Letter 144
    The Hobbit, ''A short Rest''
    Silmarillion, Quenta Silmarillion, ''Of Eulë and Yavanna''
    HoMe, ''Concerning Dwarves''
    FotR, ''A Journey in the Dark''
    Last edited by Erennor; Apr 12 2016 at 07:23 PM.

  4. #4
    Race of Man

    Men of Bree
    The Men of Bree are cheerful and independent: they belong to nobody but themselves. They are brown-haired, broad, and rather short. They do not themselves travel much (as a matter of fact, horses or ponies for draught or what not, are very few of them in Bree); and the affairs of the four villages (Bree, Staddle, Combe, and Archet) is their chief concern. The Prancing Pony is their meeting place. There go the idle, talkative, and inquisitive among the inhabitants, of all the four villages. They are a bit suspicious of anything out of the way - uncanny, if you understand me; and they don't take to it all of a sudden.

    Common Sayings and Words
    • It never rains but it pours
    • Can see through a brick wall in time
    • There's no accounting for East and West - meaning the Rangers and the Shire-folk
    • First one thing and then another this week have jogged my memory
    • Hello there!
    • Good luck to you! - farewell greeting
    • The oftener you come back the better I'll be pleased. - farewell courteous greeting
    • You don't say. Well I never! - indicating surprise or disbelief
    • Old Barley - nickname for Barliman

    Rangers of the North

    They are the last remnant in the North of the great people, the Men of the West. Stout men and lordly they are, and the Riders of Rohan look almost as boys beside them; for they are grim men of face, worn like weathered rocks for the most part; and they talk seldom. They are believed to have strange powers of sight and hearing, and to understand the languages of beasts and birds. They are clad in rusty green and brown, and they do not bear any badge or token, save only that each cloak is pinned upon the left shoulder by a brooch of silver shaped like a rayed star. Their horses are strong and of proud bearing, but rough-haired, and there is no gleam of stone or gold, nor any fair thing in all their gear or harness.

    The rangers roam at will southwards, and eastwards even as far as the Misty Mountains. They are unused to cities and houses of stone, and rarely seen there, but when they appear they bring news from afar, and when they have the mind, tell strange forgotten tales which are eagerly listened to; but the Bree-folk do not make friends of them. But they are now few and scattered. Long ago, they passed into the shadows and their deeds and labours have seldom been sung or recorded. Naught is now left of them but a strange people wandering secretly in the wild, and other men know not their homes nor the purpose of their journeys, and save in Imladris, in the house of Elrond, their ancestry is forgotten. Yet still some go wandering, walking in loneliness, guarding from evil things folk that are heedless. Long have they laboured for the safekeeping of the borders of the Shire, and Bree has been guarded ceaselessly by them. And yet they have little thanks. Travellers scowl at them, and countrymen give them scornful names. Yet they would not have it otherwise. If simple folk are free from care and fear, simple they will be, and they must be secret to keep them so. That has been their task, while the years have lengthened and the grass has grown.

    • Where the warg howls, there also the orc prowls.

    Snowmen of Forochel

    Known also as the Lossoth, these are a primitive, isolated and unfriendly people, remnant of the Forodwaith, men of far-off days, accustomed to the bitter colds in the far North. They live mostly, inaccessible to their enemies, on the cape of Forochel that shuts off to the north-west the immense bay of that name; but they often camp on the south shores of the bay at the feet of the mountains. There is no evidence of agriculture, smithery, or advanced architecture among them. They seem to live as hunter-gatherers. They house in snow, and they can run on the ice with bones on their feet, and have carts without wheels. Jewels and treasures they do not value.

    People of Rohan

    They are proud and wilful, but they are true-hearted and valiant, generous in thought and deed; bold but not cruel; wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years. They are tall and long-limbed; their hair, flaxen-pale, flows down, and streamed in long braids behind them. They are a simple people who fight rather upon horseback and in the open, and are also a scattered people. They love war and valour as things good in themselves, both a sport and an end. They like best the plains, and delight in horses and in all feats of horsemanship. Verily, they love their horses next to their kin. And not without reason, for the horses of the Riddermark come from the fields of the North, far from the Shadow, and their race, as that of their masters, is descended from the free days of old. They name their land Riddermark, or the Mark, and they call themselves the Riders of the Mark, or Eorlingas, or Eorlings; but in Gondor their land is called Rohan, and its people the Rohirrim (that is, the Horse-lords). The Men of the Mark do not lie, and therefore they are not easily deceived. They have lived as free men under their own kings and laws, but in perpetual alliance with Gondor. They have long been the friends of that people, though they are not akin to them. Long they have tended their beasts and their fields, built their houses, wrought their tools, or ridden away to help in the wars of Minas Tirith. And that they call the life of Men, the way of the world, for they care little for what lays beyond the borders of their land.

    • Minstrels sing that no foe has ever taken the Hornburg if men defended it.
    • They have songs about Eorl the Young, who rode down out of the North; and there were wings upon the feet of his steed, Felarof, father of horses. So men still sing in the evening.

    Legends of Rohan
    • They have old legends about the dwellers in the deep forests and the giant shepherds of the trees in the Entwood.
    • The Halflings, that some among them call the Holbytlan are for them yet another folk of legend. But they know no tales about them. All that is said among them is that far away, over many hills and rivers, live the halfling folk that dwell in holes in sand-dunes. But there are no legends of their deeds, for it is said that they do little, and avoid the sight of men, being able to vanish in a twinkling: and they can change their voices to resemble the piping of birds. Songs they have that tell of these things, but they are forgetting them, teaching them only to children, as a careless custom, and tales by the fireside.
    • Other old tales tell that there is a Lady in the Golden Wood, a Sorceress and a netweaver, they say. Few escape her nets. Webs of deceit have ever been woven in Dwimordene, the vale of phantoms.
    • The Paths of the Dead are a name of terror to the Rohirrim. Their Gate is into the shadows under the black Dwimorberg, the Haunted Mountain. What lies beyond the Door no man knows. yet ancient legend, now seldom spoken, has somewhat to report. The Door leads to a secret way that goes beneath the mountain to some forgotten end. But none venture in to search its secrets. Folk say that Dead Men out of the Dark Years guard the way and will suffer no living man to come to their hidden halls; but at whiles they may themselves be seen passing out of the door like shadows and down the stony road. But they come seldom forth and only at times of great unquiet and coming death.

    Common Sayings and Words
    • Oft the unbidden guest proves the best company
    • Need brooks no delay, yet late is better than never
    • News from afar is seldom sooth
    • Hornburg - name they have for Helm's Deep
    • Mundburg - name they have for Minas Tirith
    • Entwood - name they have for Fangorn forest
    • Dwimordene - name they have for the Golden Wood

    People of Gondor

    They are strong and valiant, and true of heart and speech; they take their words as a vow, and are held by them. It seems that the men of more pure-blooded Númenórean descent are pale-skinned, dark of hair with grey-eyes, and tall and proud and noble. But there are short and swarthy folk among the people from the fiefs of Lamedon, Lebennin, Anfalas, and Lossarnach. There dwell a hardy folk between the mountains and the sea. They are reckoned men of Gondor, yet their blood is mingled, for their sires came more from the forgotten men who housed in the shadow of the hills ere the coming of the Numenoreans. But in the great fief of Belfalas, dwells Prince Imrahil in his castle of Dol Amroth by the sea, and he is of high blood, and his folk also, tall men and proud as lords with sea-grey eyes and dark hair. In them the race of Númenor runs true. And though the blood of Númenor in Gondor is not spent, nor all its pride and dignity forgotten, the wisdom and the life-span of the Númenoreans has waned as they became mingled with lesser Men; the span of their lives has now waned to little more than that of other men, and those among them who pass the tale of five score (100) years with vigour are grown few, save in some houses of purer blood. In their lore they reckon Men as the High, or Men of the West, which were Numenoreans; and the Middle Peoples, Men of the Twilight, such as are the Rohirrim; and the Wild, the Men of Darkness. But they themselves grow like Middle Men. For they now love war and valour as things good in themselves, both a sport and an end; and though they still hold that a warrior should have more skills and knowledge than only the craft of weapons and slaying, they esteem a warrior, nonetheless, above men of other crafts. Such is the need of their days.

    The people of Gondor generally use the Common Speech; but Sindarin is an acquired polite language and used by those of more pure Númenórean descent, especially in Minas Tirith, if they wish to be polite (as in the cry Ernil i Pheriannath, and Master Perian in RotK). Quenya is known to the learned (at least as well as Latin still is in Western Europe). The courteous forms are used by men to all women, irrespective of rank, other than their lovers, wives, sisters, and children. To their parents children use the courteous forms throughout their lives, as soon as they have learned to speak correctly. Among grown men it is used more sparingly, chiefly to those of superior rank and office, and then mainly on formal occasions, unless the superior is also of greater age. Old people are often addressed with the courteous form by much younger men or women, irrespective of all other considerations.

    Residents of Minas Tirith are known it seems to make expeditions to Lossarnach to see its renowned flowers and trees, for in Spring, the woods and fields are full of flowers. From this fief the herbs are brought to the market of Minas Tirith and are used in the Houses of Healing: fair houses set apart where women skilled in healing or in the service of the healers care for those who are grievously sick, and they are tended well. For though all lore is in these latter days fallen from its fullness of old, the leechcraft of Gondor is still wise, and skilled in the healing of wound and hurt, and all such sickness as east of the Sea mortal men are subject to. Save old age only. For that they have found no cure. Athelas, has no virtue that they know of, save perhaps to sweeten a fouled air, or to drive away some passing heaviness. Old folk still use an infusion of the herb for headaches.

    Though they have less skill with horses than some, these people are kindly to beasts, for they are a good and wise folk. But the people of the city use horses very little and they are seldom seen in their streets, save only those ridden by the errand-riders of the Lord.

    Errand Riders

    Swift messengers always ready to go at the urgent command of Denethor or his chief captains. They are clad with a cloak of dark green over a coat of fine mail; on the front of their helm is wrought a small silver star.

    Guards of the Citadel

    They are the only soldiers of Gondor entitled to wear the Livery of Elendil himself - a white tree in blossom, surmounted by a silver crown and stars, all embroidered on a field of black; and they bear heirlooms of Gondor's ancient wealth: tall helmets wrought out of mithril, with close-fitting cheek-guards and carved wings of sea-birds. But it is a law that they must stay in the Citadel; they are not permitted to leave their post for any cause, unless the Lord Denethor or a Captain gives them leave. They rise ere the Sun, and take a morsel in the grey light, and go to their duties at the opening hour. Those who have heavy duty take somewhat to refresh their strength in the midmorning. Then there is the nuncheon, at noon or after as duties allow; and men gather for the daymeal, and such mirth as there still may be, about the hour of sunset. Even without any lordship or rank, to be only a plain man of arms of the Guard of the Tower of Gondor is held worthy in the City, and such men have honour in the land.

    Rangers of Ithilien

    They are selected from the descendants of the people who had dwelt in Ithilien aforetime. They cross the River in secret to harry the forces of the Enemy, and they use several hidden retreats in the region. Their leader is Faramir. Their garb is of brown and green hues for camouflage, and they carry spears or great bows as well as swords.

    Small Things Worthy of a Note
    • Bowed head and hands upon the breast - salutation in the manner of Gondor.
    • If they are guests, they bow to their host, and after they have eaten they rise and thank him.
    • These folk embrace people by stooping, and placing their hands upon the shoulders of the other person, and kissing his/her forehead.
    • Before they eat, they face west in a moment of silence. So they always do: they look towards Numenor that was, and beyond to Elvenhome that is, and to that which is beyond Elvenhome and will ever be. This is a custom among them (or at least among those of purer blood).

    Legends and Tales
    • They do not know of hobbits, save as a name (halfling) in legend.
    • Old tales say that there is Elvish blood in the veins of the folk of Dol Amroth, for the people of Nimrodel dwelt in that land once long ago.
    • Some know and sing the Lay of Nimrodel.

    Common Sayings and Words
    • Not too soft in his speech, but he has a golden heart
    • When heads are at a loss bodies must serve
    • Men who go warring afield look ever to the next hope of food and of drink
    • At the table small men may do the greater deeds
    • Looks may belie the man
    • In the nick of time
    • The wolf that one hears is worse than the orc that one fears
    • Night oft brings news to near kindred


    Men of Bree
    FotR, ''At the Sign of Prancing Pony''
    FotR, ''A Knife in the Dark''

    Rangers of the North
    FotR, ''Many Meetings''
    RotK, ''The Passing of the Grey Company''
    FotR, ''At the Sign of the Prancing Pony''
    FotR, ''The Ring Goes South''
    RotK, ''The Houses of Healing''
    RotK, Appendix A
    The Silmarillion, ''Of the Rings of Power and the Third Age''
    FotR, ''Fog on the Barrow-downs''
    FotR, ''The Council of Elrond''

    People of Rohan
    TTT, ''The Riders of Rohan''
    RotK, ''Muster of Rohan''
    RotK, ''Window on the West''
    RotK, Appendix A
    FotR, ''The Council of Elrond''
    TTT, ''The Road to Isengard''

    Legends of Rohan
    TTT, ''The White Rider''
    TTT, ''The Road to Isengard''
    TTT, ''The Riders of Rohan''
    TTT, ''The King of the Golden Hall''
    TTT, ''The Muster of Rohan''

    People of Gondor
    TTT, ''The Window on the West''
    HoMe, The Peoples of Middle-earth, The appendix on Languages II
    RotK, ''Minas Tirith''
    RotK, ''The Siege of Gondor''
    HoMe, The Peoples of Middle-earth, ''The Heirs of Elendil: The Ruling Stewards of Gondor''
    RotK, The Houses of Healing
    RotK, The Pyre of Denethor

    Errand Riders
    RotK, ''Minas Tirith''
    Guards of the Citadel
    RotK, ''Minas Tirith''
    RotK, ''The Siege of Gondor''

    Rangers of Ithilien
    TTT, ''Of Herbs And Stewed Rabbit''
    Small Things Worthy of a Note
    TTT, ''Window on the West''
    RotK, ''Minas Tirith''
    RotK, ''Journey to the Cross-roads''

    Legends and Tales
    RotK, ''The Siege of Gondor''
    HoMe, The Peoples of Middle-earth, The Heirs of Elendil: The Ruling Stewards of Gondor
    Last edited by Erennor; Dec 13 2016 at 09:39 AM.

  5. #5

    There is Elves and Elves. They are all elvish enough, but they are not all the same. Some are like kings, wise and splendid; others proud and far-off; and some as merry as children for all their elven years. They are the fairest of all earthly creatures, and they conceive and bring forth more beauty than all the other races; and they have the greater bliss in this world. But they are bound to it, never to leave it so long as it lasts, for its life is theirs. Yet, that is to them neither reward nor punishment, but the fulfillment of their being. Hence they are concerned rather with the griefs and burdens of deathlessness in time and change ('change' viewed as a regrettable thing), than with death. Their love of the Earth and all the world is more single and more poignant therefore, and as the years lengthen ever more sorrowful, for the world for them moves both very swift and very slow. Swift, because they themselves change little, and all else fleets by: it is a grief to them. Slow, because they do not count the running years, not for themselves. The passing seasons are but ripples ever repeated in the long stream. And though they can be slain or waste in grief, no sickness nor pestilence brings death to them, neither does age subdue their strength, unless one grows weary of bearing the ever-mounting burden of the years.

    Their spirits are masters of their bodies, and thus they are seldom swayed by the desires of the body only, but are by nature continent and steadfast. Their wisdom waxes from age to age. They know a lot and are wondrous folk for news, and know what is going on among the peoples of the land, as quick as water flows, or quicker. They can run light over grass and leaf or even over snow, leaving no footprints as they pass, and little imprint in the snow. To Elves, the ghosts of Men have no terror. Also, Elves, can, and do 'sleep', but not in our mode, having a different relation to what we call 'dreaming'.

    They attain the stature and shape in which their lives will afterwards endure at their fiftieth year, and for some a hundred years may pass before they are full-grown. They wed only once in life, and for love or at the least by free will upon either part. Their families, or houses, are held together by love and a deep feeling for kinship in mind and body. The 'days of the children', as they call them, remain in their memory as the most merry in life. But they beget children only in days of happiness and peace if they can.

    The eyes of the Elves beheld first of all things the stars of heaven. Therefore they have ever loved the starlight, and to Varda ever they have called at need, and of all the Great ones who dwell in this world, they hold her most in reverence and love. Elbereth they name her, and Elentári, Queen of the Stars, and they call upon her name out of the shadows of Middle-earth, and uplift it in song at the rising of the stars. In reverence Yavanna is next to Varda among the Queens of the Valar. Kementári, Queen of the Earth, she is surnamed in the Eldarin tongue.

    Elves are represented as having become early divided in to two, or three general varieties.
    • The Eldar: they heard the summons of the Valar and followed the westward road. These are beyond all other peoples skilled in tongues, and they are wiser and have truer knowledge of the history and nature of the Earth than the Wild Elves. They are tall, fair of skin and grey-eyed, though their locks are often dark.
    • The High Elves: they followed the summons and reached the Western Shores and passed over Sea to the land of the Valar. These Elves have become immensely enhanced in powers and knowledge.
    • The Wild Elves (or the Avari): wanderers of the Elven-race who never set out upon the paths to Valinor refusing the summons, and know of the Valar only as a rumour and a distant name.

    The Different Branches of the Elves

    • The Vanyar
      Known as the Fair-elves (referring to their golden hair), are closest to Varda and Manwe and of him they received song and poetry. But they play little role in Middle-earth, for they went to the land of Aman and there have remained.

    • The Noldor
      A name of wisdom, they are the Deep Elves; and they are renowned in song, for they fought and laboured long and grievously in the northern lands of old. Great in knowledge they are; though even greater is their thirst for more. They are great craftsmen, and the most skilled of the Elves. They are changeful in speech, for they have great love of words, and seek ever to find names more fit for all things that they know or imagine. They delight in tongues and scripts, and in the figures of broidery, of drawing, and of carving. They have the greater power of mind and body and the mightier warriors and sages have come from among them. They love the hill-slopes and open lands. More friendly to the Dwarves are they than all other Elves. They are the only Elves to return to Middle-earth from Aman and stay. But as time went on, they became obsessed with 'fading', -the mode in which the changes of time (the law of the world under the sun) is perceived by them- for they wanted the peace and bliss and perfect memory of Aman, and yet to remain on the ordinary earth where their prestige as the highest people, above wild Elves, dwarves, and Men, is greater than at the bottom of the hierarchy of Valinor. They thus became sad, and their art antiquarian, and their efforts all a kind of embalming – even though they also retained the old motive of their kind, the adornment of earth, and the healing of its hurts.

    • The Teleri
      They were from the beginning lovers of water, and the fairest singers of all the Elves. Deep in their hearts lies the sea-longing, which is perilous to stir. Those that came at last to the western shores were enamoured of the sea, and they have learned all manner of sea-lore and sea-music, and their songs are filled with the sound of waves upon the shore. But the Teleri Elves have many branches.

    The Different Varieties of the Teleri
    • The Falmari; those who passed over sea and reached Valinor.
    • The Sindar, or the Grey-elves; the part of the Teleri that did not go over sea and remained in Beleriand. They appear in general to resemble the Noldor, being dark-haired, strong and tall, but lithe. Hair of silver hue is found among them occasionally but it does not seem to have been a common feature. They love the woods and the riversides, and under the rule of their King and Queen they became the fairest and most wise and skillful of the elves of Middle-earth.
    • The Falathrim (or the Coast people); those elves who dwelt at the coast. These are the Elves of the Falas that is now lost under the sea. They are the first mariners in Middle-earth and the first makers of ships. Círdan the Shipwright is their lord.
    • The Nandor; those who forsook the westward march, and lingered in the Anduin. They became a people apart, unlike their kin, save that they love water, and dwell most beside falls and running streams. Greater knowledge they have of living things, tree and herb, bird and beast, than all other Elves.
    • The Green-elves, or Laiquendi; they are a part of the Nandor that in after years turned again west at last, over the mountains of Beleriand and into Ossiriand. Their woodcraft was such that a stranger might pass through their land from end to end and see none of them. They were clad in green in spring and summer. They did not cut trees nor hunted beasts.
    • The Wood-elves, or Silvan Elves; these originate from the other Nandor elves that remained behind in the Vales of Anduin. They hid themselves in their woodland realms and have become a scattered folk hardly distinguishable from Avari.


    Hidden in the wild is the fair valley of Rivendell where Elrond maintains a kind of enchanted sanctuary of which few know where it lies. Elrond symbolises the ancient wisdom, and his House represents Lore – the preservation in reverent memory of all tradition concerning the good, wise, and beautiful. It is not a scene of action but of reflection. His house is perfect, whether you like food, or sleep, or work, or story-telling, or singing, or just sitting and thinking best, or a pleasant mixture of them all. Merely to be there is a cure for weariness, fear, and sadness. Such is the virtue of the land of Rivendell that all fear and anxiety is lifted from the mind. The future, good or ill, is not forgotten, but ceases to have any power over the present. Health and hope grows strong in people, and are content with each good day as it comes, taking pleasure in every meal, and in every word and song. Evil things do not come into this valley.

    In the Hall of Fire is where many tales are told - tales of long ago, and tales of new things, and tales of no time at all. Even lays of old are recounted in full there. Songs to Elbereth and other songs of the Blessed Realm are sung too. People go there also for peace, and thought. Bilbo noted that the elvish appetite for music and poetry and tales is so great, that they seem to like them as much as food, or more.

    Elves of Lothlorien

    In Rivendell there is memory of ancient things; in Lórien the ancient things still live on in the waking world. It is like stepping over a bridge of time into a corner of the Elder Days, in a world that is no more, in an ageless time where days bring healing not decay. Evil had been heard there, sorrow had been known; but on the land of Lórien no shadow lies. No blemish or sickness or deformity can be seen in anything that grows upon the earth. And there are no trees like the trees of this land. For in the autumn their leaves fall not, but turn to gold. Not till the spring comes and the new green opens do they fall, and then the boughs are laden with yellow flowers; and the floor of the wood is golden, and golden is the roof, and its pillars are of silver, for the bark of the trees is smooth and grey. In winter here no heart could mourn for summer or for spring. Folk may do little but eat and drink and rest, and walk among the trees; and it is enough. It is wonderfully quiet. Nothing seems to be going on, and nobody seems to want it to.

    The Elves here are a reclusive folk. They seldom use any tongue but their own; for they dwell in the heart of the forest, and do not willingly have dealings with any other folk and few of them know or would use the Westron tongue. But there are some of them still who go abroad for the gathering of news and the watching of their enemies, and they speak the languages of other lands. But it is long indeed since any of these folk have looked on the sea, yet still they remember it in song. They wear light but warm silken stuff and it is hard to say of what colour they are: grey with the hue of twilight under the trees they seem to be; and yet if they are moved, or set in another light, they are green as shadowed leaves, or brown as fallow fields by night, dusksilver as water under the stars. They are light to wear, and warm enough or cool enough at need. And they are a great aid in keeping out of the sight of unfriendly eyes, whether walking among the stones or the trees. They do not clad strangers in the garb of their own people. The Fellowship is the exception.

    Wood-elves of Mirkwood
    They are a good people, and not a wicked folk. They are reasonably well-behaved even to their worst enemies, when they capture them. The giant spiders are the only living things that they have no mercy upon. If they have a fault it is distrust of strangers. They differ from the High Elves of the West, and are more dangerous and less wise and tutored. For most of them (together with their scattered relations in the hills and mountains) are descended from the ancient tribes that never went to Valinor in the West. In the Wide World they have lingered in the twilight of our Sun and Moon but have loved best the stars. They have dwelt most often by the edges of the woods, from which they can escape at times to hunt, or to ride and run over the open lands by moonlight or starlight; but after the coming of Men they have taken ever more and more to the gloaming and the dusk. Most of them live and hunt in the open woods, and have houses or huts on the ground and in the branches. The beeches are their favourite trees. Their king's great cave is their fortress against their enemies. They are very fond of wine, though it must be potent wine to make a wood-elf drowsy. But no vines grow in their parts. The wine, and other goods, are brought from far away, from their kinsfolk in the South, or from the vineyards of Men in distant lands. And they neither mine nor work metals or jewels, nor do they bother much with trade or with tilling the earth.

    At times, they hold great feasts into clearings of the forest lit with torches fastened to trees round about and lamps swinging from the branches and fires burning on the ground. All are dressed in green and brown and sit on sawn rings of felled trees in a circle, and they eat and drink and laugh merrily, and some harp and others sing, and their faces and their songs are filled with mirth.

    Songs and Tales
    • They have songs about the silver streams in the green fields of Lebennin, where the grass grows tall and in the wind from the Sea the white lilies sway, and the golden bells are shaken of mallos and alfirin.
    • About the mellyrn in Lothlorien.
    • Many songs of long ago for the stream of Nimrodel, remembering the rainbow on its falls, and the golden flowers that floated in its foam.
    • Songs of the maiden Nimrodel, who bore the same name as the stream beside which she lived long ago.
    • Of the old Onodrim (Ents) and their long sorrow.

    Elvish Food And Drink
    • Lembas
      This food is mostly in the form of very thin cakes. They have a brownish colour on the outside and a cream colour on the inside. Elves call it lembas or waybread, and it is more strengthening than any food made by Men, and it is more pleasant than cram by all accounts. The cakes keep sweet for many many days, if they are unbroken and left in their leaf-wrappings. They are used for sustenance on long journeys. One will keep a traveller on his feet for a day of long labour. It does not satisfy desire. It has a potency that increases as travelers rely on it alone and do not mingle it with other foods. It feeds the will, and it gives strength to endure, and to master sinew and limb beyond the measure of mortal kind.

      According to the customs of the Eldar the keeping and giving of lembas has belonged to the Queen alone, and from all the races, this food the Eldar alone know how to make. This corn has in it the strong life of Aman, which it can impart to those who have the need and right to use the bread. It is made for the comfort of those who have need to go upon a long journey in the wild, or for the hurt whose life is in peril. Only these have been permitted to use it. Eldar have been commanded to keep this gift in their own power, and not to make it common to the dwellers in mortal lands. They have not given it to Men, save only to a few whom they loved, if they were in great need.

    • Miruvor
      The cordial of Rivendell probably made of honey of scented flowers. A fragrant liquor clear as spring water and with no taste. It does not feel either cool or warm in the mouth; but strength and vigour flows into all limbs as one drinks it, giving a new strength of heart, and fresh hope and vigour. It is very precious. The Elves said they thought the miruvore of the Valar was made of honey/nectar of certain flowers in the gardens of Valinor. According to the Eldar miruvórë is a word derived from the tongue of the Valar, a name given to the drink poured out at their festivals. Its making and the meaning of its name have not been known for certain, but they believe it to be made from the honey of the undying flowers in the gardens of Yavanna, though it was clear and translucent. This miruvor of Rivendell is it seems an imitation of that drink, miruvórë: the nectar of the Valar made from Yavanna's flowers, poured out during their festivals.

    Elvish Sayings and Words
    • May the stars shine upon your face! - farewell greeting
    • May white stars shine on your journey! - parting words
    • May the stars shine upon the end of your road!
    • A star shines on the hour of our meeting - greeting
    • Ai! ai! - a sign of distress/fear
    • Oft hope is born when all is forlorn
    • May Elbereth protect you!
    • Nanduhirion - as Elves call the Dimrill Dale


    FotR, ''The Mirror of Galadriel''
    FotR, ''Many Meetings''
    The Silmarillion, ''Of the Beginning of Days''
    The Silmarillion, ''Akallabeth''
    LJRTT, Letter 131
    TTT, ''The Great River''
    HoMe, The Later Quenta Silmarillion, ''Morgoth's Ring''
    HoMe, Morgoth’s Ring, ''Ainulindale''
    HoMe, Morgoth’s Ring, ''The Laws and Customs Among the Eldar''
    The Hobbit, ''A Short Rest''
    FotR, ''The Ring Goes South''
    RotK, ''The Passing of the Grey Company"
    The Almost Unpublished Letters of J.R.R.T, Letter 17
    The Silmarillion, Quenta Silmarillion, 'Of The Coming of the Elves and the Captivity of Melkor''
    The Silmarillion, Valaquenta, ''Of the Valar''
    LJRRT, Letter 144
    LotR, Appendix F, On Translation
    The Simlarillion, ''Of the Coming of Men into the West''
    HoMe, Myths transformed
    The Silmarillion, ''Of Men''
    The Silmarillion, ''Of the Beginning of Days''
    The Silmarillion, ''The History of the Silmarils''
    The Silmarillion, ''Of Eldamar and the Princes of the Eldalie''
    The Silmarillion, ''Of the Return of the Noldor''
    RotK, ''The Last Debate''
    HoMe, The War of the Jewels: "Quendi and Eldar"
    The Silmarillion, ''Of Beleriand and its Realms''
    UT, "The History of Galadriel and Celeborn", "Appendix A: The Silvan Elves and their Speech"

    The Hobbit, ''A Short Rest''
    LJRRT, Letter 131
    FotR, ''Many Meetings''
    FotR, ''The Ring goes South''
    The Hobbit, ''The Last Stage''

    Elves of Lothlorien
    FotR, ''Lothlorien''
    TTT, ''The White Rider''
    FotR, ''Farewell to Lorien''

    Wood-elves of Mirkwood
    The Hobbit, ''Flies and Spiders''
    The Hobbit, ''Barrels Out of Bond''

    Elvish Food And Drink
    FotR, ''Farewell to Lorien''
    RotK, ''Mount Doom''
    The Silmarillion, ''Of Turin''
    HoMe, The Peoples of Middle-earth, ''Of Lembas''

    HoMe, The War of the Jewels, Quendi and Eldar: Appendix D, Note on the ''Language of the Valar''
    Note on The Road Goes ever on
    FotR, ''The Ring Goes South''
    Last edited by Erennor; Dec 13 2016 at 10:07 AM.

  6. #6
    My hat is off to you, Erennor - again.
    This is, by far, the most in-depth RP guide I have seen to this day.
    In general, I'm a hard person to impress, so my 10/10 is the sign of utmost respect!


  7. #7
    Join Date
    Jul 2011
    Sticky worth thread! I like that the informations are kept simple, and short. Also well organized in points and easy to read and scroll through them. Wel done!
    My Lotro blog :)

  8. #8
    I simply cannot wait for the introduction in our Warg life and lore.
    ~ ... Fluffer, Warg ... Nice to bite you ... ~

  9. #9
    A great guide for all new (and old) RP'ers! I must commend you on your extensive work and thank you for sharing this with the community. I particularly liked the fact that you made it very relevant for the LOTRO community. While I am not new to RP'ing or the works of Tolkien, I am new to the game. As such, I found your beginning sections very helpful in bringing my character to LOTRO in a far deeper way than I had originally thought. I certainly second the vote to have this thread 'stickied.'

  10. #10
    I thank you! If there are any suggestions, feel free to share-they would be welcome. And, yea, much effort and time has gone into keeping all the text simple and short so that even complete newcomers can easily understand without looking further. And I am glad to hear that it serves well older players too.

    Also, I want to say that more information may be added in future days if aught else related comes up (or things noticed which were not before) in the books and other writings and notes of J.R.R. Tolkien which are not widely published or known (such as his essays), gleaning what little tidbits there may be. And apart from the Guide to the Lore, other things may be added in the Guide to Immersion and Role Play as well, as time goes on and new related things may appear, or old things recalled in the mind, and from suggestions of others not the least.

    But I am very glad that this has been published at last and it will be of good service to many. It is a very great moment regarding the server, and one that I am very glad to see at last : )
    Last edited by Erennor; May 06 2016 at 07:31 PM.

  11. #11
    An excellent thread. Well done on the hard work Erennor!
    "The dwarves of yore made mighty spells,
    While hammers fell like ringing bells.
    In places deep, where dark things sleep,
    In hollow halls beneath the fells."

  12. #12

    Thumbs up

    Excellent work! This will be a great guide not only for the beginners but also the old ones. I thank you.

    Last edited by SadettinTure; Jul 25 2015 at 02:53 AM.

  13. #13
    My thanks!

    Some upcoming additions are:

    For the Guide to Role Play
    • The additional set of rules and policies by Turbine.
    • The new plugin Babble, which helps keep the say channel clearer of emotes (very useful it seems especially during busy events).
    • Mention of how to sit on chairs and stools.

    For the Guide to Immersion
    • A mention about the 'glowing hands' effect of the minstrel class.

    For the Guide to the Lore
    • Names hobbits have for weekdays and months (Sterday, Highday, and so on).

    And as always, if there are any suggestions for aught else to be included, feel free to share.

  14. #14

    Is an 11 out of 10 stars possible?

    Well done, my friend. Well done, indeed. The depth of this guide is unfathomable: the use of the word "complete" is understated! Honored to have you on Laurelin and look forward to your additions in due time.

    With Fondest Appreciation,

    Kristjon Eiriksson, Lord Commander
    Sentries of the Northern Garrison
    "Honour is bestowed not for that which one has received, but received for that which one has bestowed."

  15. #15
    This is a fantastic guide for anyone, novice or adept, who wants to get an overview and a basic knowledge of the role playing systems of LotRO as well as the lore of Tolkien's world. Hopefully it will be widely available and linked to on the Laurelin Archives and elsewhere; and perchance it may enhance our fair server even more and make it more readily available to newcomers!

    Rhúnion Hiruial

  16. #16
    I thank you both! *bows head in thankfulness*

    Also, though the information in The Guide to the Lore part is presented in a simple manner (so that newcomers, and those who have not read the books can learn easily and swiftly), it is rich and very comprehensive; words of the professor himself, but found scattered here and there throughout the books, letters, and notes, and finally all put together to form this coherent read. For those who have read the books more than once or twice, likely enough you can recognize/recall all the direct quotes, phrases, and references.

    Also, I want to take this chance, and openly thank again Gladaewen and Herulomwe for their great contribution. Gladaewen has created all these drawings you see in the Guide to the Lore to complement it, and Herulomwe has designed the title and sub-titles, as well as the diagram to show the different branches of the Elves. I thank you again indeed! The Complete Guide to Role Play, Immersion, and the Lore would not be the same without their creations for it and the high skill that goes with them.
    Last edited by Erennor; Aug 10 2015 at 03:59 AM.

  17. #17
    One again I raise my hat to you Erennor, this is an amazing guide to the lore for both old and young. Thank you for putting in so many hours into this!

    Best regards,

  18. #18
    Some of the comments in the guide seem confusing.

    One example: time. Time in game passes 8x as fast as in real life. But in the example given, a 10-minute walk (IRL) is equivalent to 60 minutes in the LOTRO world. Shouldn't this be 80 minutes?
    His sword was long, his lance was keen, his shining helm afar was seen.

  19. #19
    And I thank you Gaufric for your words!

    Quote Originally Posted by Sito_Origami View Post
    Some of the comments in the guide seem confusing.

    One example: time. Time in game passes 8x as fast as in real life. But in the example given, a 10-minute walk (IRL) is equivalent to 60 minutes in the LOTRO world. Shouldn't this be 80 minutes?

    This was merely given as an example to show somewhat of the great difference, but since it seems that it can be a little confusing, I have now changed it to 80 minutes. I have a mind to re-read parts of the books in future days for this reason: to have a 'table' covering distances between all (or the main) places with what information can be gathered. But feel free to share your other observations. It is well.
    Last edited by Erennor; Aug 20 2015 at 09:03 PM.

  20. #20
    I take my hat off to you Erennor! A truly wonderful guide you have put together and one that deserves multiple readings.

    Very well done indeed my friend

  21. #21
    It is heartening to see it is enjoyed and valued. I thank you indeed! : )

  22. #22
    Are you Andarne in disguise???
    Canesia - Guardian, Maeluivrennil - RK
    Leader of Phoenix Legion on Laurelin
    Leader of Innocent raid alliance

  23. #23
    Andarne's player left the game many years ago. He was mostly focussed on elven roleplay when he was still around writing a guide to elven roleplay.
    Erennor and Andarne are two separate players, Andarne was much more active in game than Erennor from my experience.

  24. #24
    Quote Originally Posted by Erennor View Post
    I have a mind to re-read parts of the books in future days for this reason: to have a 'table' covering distances between all (or the main) places with what information can be gathered. But feel free to share your other observations. It is well.

    I find The Atlas of Middle-Earth is a good resource in this regard.

  25. #25

    WoW! Great guide and worth using too!



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