Before the One Ring: Shadows over Gondolin: Heroic Cultures and Patrons
I’m getting my The One Ring campaign set up, which will take place in the First Age, beginning in roughly the year 504. I realized I needed to establish the Heroic Cultures and Patrons of the setting.
Heroic Cultures
I originally thought about writing up brand new heroic cultures, but I realized what an immense undertaking this would be. Maybe in the future, but not for now. So, I wanted to provide my players with options by reflavoring the current Heroic Cultures.
First of all, no hobbits. They’re straight out. Hobbits didn’t exist in the First Age.
Vanyar have not returned to middle earth, but live in Valinor, so we don’t need to use them. Being exposed to the Valar, they would be really epic and amazing, so you’d want to create an even more impressive heroic culture than Rivendell Elves.
The two other groups of elves in Beleriand are the Sindar and the Noldor.
The Sindar are the elves of the forest kingdom of Doriath and the forests of Ossiriand. In the Third Age, the Sindar are the elves of Mirkwood and Lorien (though Galadriel was a Noldor), so the elves of Doriath are Elves of Lórien, while the Elves of Ossiriand are the Elves of Mirkwood. You could play any other Sindar as Wayward Elves of Mirkwood.
The Noldor in the Third Age are from Rivendell, and the main concentration of Noldor at the time of the campaign are in Gondolin, so the High Elves of Rivendell will be perfect to represent them, especially because a few of the Elves who were in Rivendell during the events of the War of the Ring actually served in Gondolin (such as Glorfindel).
Humans are divided into three main groups: The houses of Bëor, Haleth, and Hador.
The house of Bëor are cunning, quick to learn, and are “slow to cry and to laugh.” I would use Bardings and Dunlendings for them.
The house of Haleth are reclusive and secretive. They prefer the forests and solitude. They could be either Woodmen of Wilderland, or, especially because their house eventually became the Numenorians, and (even further along) the Dunedain, they could be Rangers of the North.
The house of Hador is known for their hardy people who are warlike, tall, and stern. These could be Riders of Rohan or Beornings.
If you are playing a human who has settled in Gondolin, I would definitely have you play as a Man of Minas Tirith.
The Dwarves of Belegost (the Longbeards), and the Dwarves of Nogrod (the Firebeards and Broadbeams), are Dwarves of the Blue Mountains. The Blue Mountains are one of the only remaining elements of Beleriand, so these will be the most common Dwarves. The two remaining kingdoms are the far distant Khazad-Dum and Gundabad. I would make sure to point out how far away they are, so these dwarves will be much rarer. The Dwarves of Gundabad will be Dwarves of the Iron Hills, and the Dwarves of Khazad-Dum will be Dwarves of The Lonely Mountain.
Patrons of Gondolin
As the campaign will center around Gondolin, I thought it might be a good idea to build up the houses of Gondolin and present them as Patrons for the players. I’m using the Patron rules from the Adventurer’s Companion here.
Gil-Galad serves as King Turgon’s right hand man, a wise councilor and most trusted friend. He serves in the House of the King.
Requirements: Valour or Wisdom 3, or Standing 2 (Elves of Gondolin)
Resources: Information, Standing, Sigil
Egalmoth, leader of the House of the Heavenly Arch. His house has a wide variety of interests in the city, and is the wealthiest of the houses. They are known for their archers.
Requirements: Wisdom 3, or Standing 1 (Elves of Gondolin)
Resources: Exceptional Resources, Reward
-Exceptional Resources: Egalmoth, as a patron, provides the companions with magic treasure (found in the Rivendell supplement). This can be fleshed out at a later point.
Galdor, leader of the House of the Tree. They serve as the peacekeepers in the city, wielding maces and using slings and bolos to subdue wrongdoers.
Requirements: Valour 3, or Standing 1 (Elves of Gondolin, Elves of Doriath)
Resources: Direct Assistance, Information
Glorfindel, of the house of the Golden Flower. They are glassworkers and craftsmen.
Requirements: Wisdom 3, or Standing 1 (Elves of Gondolin)
Resources: Reward, Standing
Ecthelion of the House of the Fountain. They are some of the most ostentatious, wearing intricate armor of silver and diamonds so that they glitter. They are ceremonial guards, Ecthelion answering to Gil-Galad.
Requirements: Valour 3, or Standing 1 (Elves of Gondolin)
Resources: Direct Assistance, Sigil
Maeglin, of the House of the Mole. These are the miners who carefully work the Encircling Mountains.
Requirements: Valour 3, or Standing 1 (Elves of Gondolin)
Resources: Information, Sigil
Salgant, of the House of the Harp. Their house creates instruments and music. Salgant is often derided as a coward, but is a friend to Maeglin, and a mentor to Earendil.
Requirements: Wisdom 3, or Standing 1 (Elves of Gondolin)
Resources: Exceptional Resources, Standing
-Musical Instruments given to the companions from The House of the Harp increase the companion’s Song skill by one while playing that instrument.
Duilin is the head of the House of the Swallow. He is said to be the greatest archer in the whole of Arda. He expects nothing but the best from his men, and is in a rivalry with Egalmoth, as both serve as the defenders of the wall and rangers.
Requirements: Valour 3, or Standing 1 (Elves of Gondolin or Eagles of the Encircling Mountains)
Resources: Exceptional Resources, Information
-Exceptional Resources: The Eagles who inhabit the Encircling Mountains.
Tuor is the only Human to rule a house of Gondolin, The House of the White Wing. It is the smallest of houses. He is married to Idril, princess of Gondolin, and is the father to Earendil.
Requirements: Valour 3, or Standing 1 (Elves or Humans of Gondolin or House of Hador)
Resources: Direct Assistance, Standing
Penlod serves as master of the House of the Tower of Snow. They are the lookouts, living in the mountains around Gondolin, keeping a close eye out for orcs and agents of Morgoth.
Requirements: Valour 3, or Standing 1 (Elves of Gondolin or Eagles of the Encircling Mountains)
Resources: Direct Assistance, Sigil
Rog is the master of the House of the Hammer of Wrath. These blacksmiths and builders are the workaday journeymen of the city. The house is composed of both Elf and Man, many of whom were rescued from the prisons and slave mines of Morgoth. He is considered the strongest Elf in all of Arda.
Requirements: Valour 3, or Standing 1 (Elves of Gondolin)
Resources: Direct Assistance, Exceptional Resources
-Exceptional Resources: You are given access to the forges of the house. When using the forges, your Craft skill is increased by 1.
In addition, at this time, Dior Eluchíl has reestablished Doriath and has restored it to a bright shadow of its former glory. King Dior can act as a patron for the companions.
Requirements: Valor or Wisdom 3, or Standing 1 (Elves of Doriath)
Resources: Direct Assistance, Standing, Sigil
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That’s what I have for now! I’ll be adding more info for the campaign as we get closer.