Maps of the region:

Dwarven Rings of PowerTo the east of the Longbeard Dwarves (Durin’s Folk), whose dominions ended at the Iron Hills, lay the domains of the Ironfists and Stiffbeards. East of those two Dwarven realms lay the domains of the Blacklocks and Stonefoots. Although that is all we know about their tribes and their locations, we know that they sent delegations to Gundabad (when it was under Dwarven control) and that they would assist other Dwarven peoples in times of crisis. The only seven-kingdom alliance Tolkien documents is that from the War of the Dwarves and Orcs (Third Age years 2793-9).
Angered by his failure, Sauron tried to gather the rings back to him. He succeed in finding two, while four others were swallowed or destroyed by Dragons. The third ring Sauron obtained was taken from Thráin II in T.A. 2845 while he was imprisoned by Sauron in the dungeons of Dol Guldur. Gandalf arrived too late and only got the key and Thrór's Map to the secret entrance of the Lonely Mountain from Thráin.
Good question. Reading the descriptions (and where they are offered), I'd differentiate as below. (In particular, I'm extrapolating on Clan-Wise being the required trait for Husbands/Wives, who are those responsible for passing on culture to a new generation.)Enoch wrote:Fine with me. Seems like it overlaps significantly with Clan History (not necessarily problematic; Burning Wheel skills often overlap). My question is: how much does it overlap with Chronology of Kings? I have Clan-wise, Clan History and Chronology of Kings (which is required). I don't want to spread my points too thin on redundant skills.
Marullus wrote:A woodland elf wouldn't have lost her home to Smaug, but would've lost several homes over the last 900 years as they retreated further from the Necromancer, her king letting Greenwood the Great fall into the darkness now known as Mirkwood and drawing further into seclusion.
Elves also have a different emotional attribute - rather than dwarven Greed, they struggle instead with Grief at living eternally and watching tragedy around them. In Tolkien, this is what drives the elves to sail into the West and leave Middle Earth for the Undying Lands, never to return. Even as a young elf, she has watched a risk-adverse King Thranduil retreat multiple times to avoid putting eternal Elvish lives at risk, trying to keep them in states of frivolity and happiness rather than facing tragedy which weighs on them. (In the later Hobbit story, the elves engage in pop-up banquet parties in their northern bit of forest each night and they take all the dwarves captive in the dungeon for the crime of party-crashing.) She would need to be Born Wilder Elf for this region, but can branch into other settings appropriately. You might want to consider the Exile trait. (Or worse, the Slayer trait.). King Thranduil, his son Legolas, and their immediate kin are Born Etharch. This race/class divide is emphasized by Peter Jackson as the reason Thranduil finds Tauriel (who would be Born Wilder Elf) unfit for Legolas to have a relationship with in the movies.
Marullus wrote:Let's talk about elves in Burning Wheel and Tolkien, then. In BW, they are highly regarded and highly attractive (with both the "Born Under the Silver Stars" and "Fair and Statuesque" traits). They are in tune with creation itself and possess magic in the form of songs. This is inline with Tolkien, where creation was sung into being by the Gods, and the elves (by personal association with them in the first age) learned much of this wisdom.
The magic in Tolkien and BW is typically subtle - dwarves have magic in tune with their nature as smiths born of iron and stone themselves, and create great works due to a semi-magical attunement in their natures. The elves have similar semi-magical skills where they exceed the works of men by their attuned natures, as well as songs that weave a subtle magic more similar to spells. There are human sorcerers in Burning Wheel, but these will not appear in our Tolkien game as PCs.
Burning Wheel is about your character's personal struggle, and the non-human races all have a particular struggle that influences them. Dwarves struggle against greed - they make great works but also covet them. Elves struggle against grief. Long lifespans which measure life in seasons rather than weeks have a unique perspective, and seeing the unavoidable death and ends that await most things is, well, depressing. The main elves named in Tolkien have lived 6,000+ years. Arwen, the main "impetuous youth" of the Lord of the Rings who falls in love with a mortal, is 2,700 years old when she meets him and still treated like a teenager by her dad. Burning Wheel will give you a young elf of 100-200 years old, but for our Tolkien game, we'll likely just script that with a x10 for flavor, making you just over 1,000 years old. When you were a child, the dwarves were still in Moria and your elven people lived in a fine city in the southern forest. As you've grown to your age (think that you're culturally like a 19-21 year old modern human), you've seen the dwarves lose their homes to tragedy four times. You lost your own home in the neighboring forest, moving no less than three times yourself, retreating northward before the encroaching evil of the Necromancer. Why retreating? When your race lives forever by not fighting, you need to think carefully about what you fight for.
Which is the core of a Burning Wheel character. What you believe strongly enough in to fight for is what the game is about, and to play an elf PC, I'll want to see strong development of that. (I want to see strong beliefs on every PC, really, but it is easier on the dwarves who just lost their homes and livelihoods.) The book gives you this:I said you should be a Wood Elf by taking the "Born Wilding Elf" lifepath. At the beginning of the world, the Demigods invited the elves to live with and learn from them by travelling Westward to their land. The wood elves distrusted this, and remained in this part of the world. They are stereotypically more firey, more "rural" and less cultured than those that went to learn great knowledge. Your king, Thranduil (https://en.wikipedia.org/wiki/Thranduil), and the elite class of your society are Gray Elves who went west, then came back and shared knowledge with you. Thranduil lived through part of the First Age (being driven from his home as it was destroyed by flood) and the Second Age here in Greenwood the Great before becoming King (making him about 5,000 years old at that time). At the end of the Second Age, he marched with a great elven army to oppose Sauron (a great evil guy) and returned with 2/3 of his elven warriors dead including his father. Talk about an elf with a reason for grief! As he stepped up to be king, he took an isolationist posture for your whole kingdom. The last 1700 years have been spent falling back as evil crept from south to north, turning Greenwood the Great into Mirkwood, and the elves both secluded and safe. Orcs, giant spiders, evil warg-wolves, and presumably some form of ghosts or undead (since the guy was called "The Necromancer"), are things you know live in the forests you once called home.Elves are often perceived as either aloof and cold or out of touch and bizarre. Neither perception is true. Elves are a passionate people, keenly involved in the affairs of the world. However, their long view of matters gives them a unique perspective. What might seem urgent to short-lived Men and Dwarves is a matter that can be considered at length for the Elves. But once their interest is piqued or ire aroused, Elves engage intensely.
Nor are Elves above the common struggle. They are as complex and internecine as any other people. In fact, it is the mix of their need to be involved, their temperamental nature and their immortal being that gives rise to their Grief. Often their aged wisdom allows them to predict that their affairs will come to a tragic end, but their fiery nature grants them little latitude to stop the calamity. Watching and living this endless cycle of strife nurtures within them a great anguish, ever growing across their endless lives.