This is a perfect example of an easy bread that can be made every day. I mean, sure, it would be just as easy (if not easier) to use a sourdough starter, or to bake a large batch for several days in a row*, but if you are a fan of fresh, chewy, crusty bread every dang day than this is the one you want to use. This is the recipe I use whenever I need (or want) fresh bread for dinner. It’s easy. Seriously, it can be done in less than an hour. Plus it’s one of the best breads I’ve ever made, so there’s that too :)
*When one is involved in all the menial tasks to survival that we take for granted, sometimes we forget just what goes into ‘survival’. Peoples of Middle Earth would naturally have to work very hard, since not everyone can go on adventures and have everything taken care of for them. I like this little saying, even if it’s just household chores (leaving out planting, weeding, butchering, harvesting, thrashing, preserving, spinning, weaving, knitting, chopping firewood, etc.) I suppose I’m guilty of romanticizing the ‘olden lifestyle’; it sure sounds fun but if it came down to it I’ll stay in the 21st century, thank you very much. “Wash on Monday Iron on Tuesday Mend on Wednesday Churn on Thursday Clean on Friday Bake on Saturday Rest on Sunday.”
When you’re trying to fall asleep but then you realize that if you take The Peoples of Middle Earth as canon, both Fëanor’s eldest and youngest sons burned to death: Amrod because he tried to turn back too soon and Maedhros because he was determined to see the quest to the bitter end.
On the Shoulders of Giants – Using the Big “Canon” Elements of a Setting
I’m a big fan of The Lord of the Rings books and films, and
I make little secret about it. One thing that comes up often is “Why don’t they
just have the eagles fly the Ring to Mt. Doom?” When this comes up, I patiently
explain that there are three “in game” reasons and one actual reason.
First, the eagles are the servants of ManwëSúlimo, Valar of the Air.
When the Valar sent help to the people of Middle-Earth in the form of the
wizards like Gandalf, Radagast, and Saruman, they were told to help overthrow
Sauron but not to do it directly themselves. The point was to help the people
of Middle-Earth solve their problem, not to solve it for them. If the eagles
work directly for the same force, do you really think they’re going to be
allowed to so directly take this errand on?
Second, the eagles are just as susceptible to
the temptations of the power of the One Ring as anyone else. Would you really
want a corrupted giant eagle with the power of the One Ring flying around?
Third, the only chance of getting the Ring to
Mt. Doom lay in not letting Sauron know that they were doing it. If a group of
eagles flew over Mordor, Sauron would’ve noticed pretty darned quick. We’d be
having flying Ringwraiths dog-fighting the eagles pretty quick, to say nothing
of orcish war machines shooting them out of the sky. The only reason that they
were able to fly to Mt. Doom unchallenged was that Sauron’s power was broken
before they started the flight.
The actual reason, however, is that that
would be a really boring book to read.
The same goes for a campaign setting. There’s
a reason Elminster doesn’t stop every conceivable threat to the Forgotten Realms,
Paladine doesn’t just step in to directly battle the evil dragons of Krynn, and
the Lady of Pain doesn’t simply end threats to Sigil before they begin. Those
would be really boring campaigns of D&D.
When you have a setting with built in power
beings such as these, part of the fun is to have them appear and to give the
PCs a chance to rub elbows with them. It’s important, however, to use them in more
auxiliary roles. Yes, they’re very fun and interesting characters, and they are
absolutely the right people to take on the situations in the novels that
various authors write about them. In your campaign, however, the problems of
the campaign should largely be handled by the PCs.
You can invent good story reasons as to why
these beings aren’t interfering. Paladine doesn’t battle the evil dragons out
of fear of what they might do to the captive eggs of good dragons. Elminster
fears that, if his interference is noticed, the Cult of the Dragon will call in
their big guns, escalating the issue. Drizzt can’t help the PCs because he’s
taking on his own share of foes. The Lady of Pain simply glides on, ignoring
the trans-dimensional threat, due to her own alien motivations.
So if the big characters aren’t going to
solve every problem, how can you use them in your campaign? In my opinion,
there are many ways to bring them in effectively.
These characters make fantastic patrons for
the PCs. Who wouldn’t remember the time that Mordenkainen himself asked the PCs
to travel deep into the Theocracy of the Pale on a secret mission? If Harry
Houdini and Arthur Conan Doyle bring the PCs into their confidence to help them
wipe out a resurgent Cthulhu cult in the bayous of Louisiana, that will be a
memorable investigation. If Hoyle himself offers your Deadlands huckster a copy
of his rules, they will not forget it.
Recently, Brother Eustace was spoken to by Manakel,
a Solari n the service of his goddess, about the possibility of retrieving the
Cup and Talisman of Al’Akbar from the Desolation of Azmartheon. The gods and
their celestial servants are restrained from directly interfering in mortal
affairs by an ancient compact following the Dawn War. By using a being as
mighty as a Solar to impart the knowledge, however, the gravity and importance
of this potential quest were definitely felt.
Another favorite way of mine to use these
characters is as an ally to explain why the PCs aren’t fighting more enemies. Maybe
your players are trying to disrupt a ritual before a Yochlol is summoned by
drow raiders who intend to set it against a nearby town. Their ally, Drizzt,
grins at them. “I will fight along the northern path. You take the southern
path. One of us is bound to make it to the ritual before the demon escapes.” Drizzt
makes his approach very obvious, luring most of the drow to fight him, leaving
only a skeleton crew to fight the PCs. Drizzt never makes it in time to disrupt
the ritual, but he does distract quite a few enemies, giving the PCs the chance
to be the heroes. “My thanks,” he says afterwards. “If I’d been alone, I never
could have done this.”
A good example of this was my recent use of
the bronze dragon Lazaranthios when the PCs took on Gar Shatterkeel. I wanted
the battle to feel super epic, and I thought having a dragon fighting alongside
the PCs would help explain why they weren’t having to fight every last water
elemental and orc that I’d described as being part of Gar’s forces. Using the
table I wrote for narrating the non-PC part of the battle (see my article on
the subject earlier in this blog), I would talk about Lazaranthios blasting an
orcish ship with lightning, or leaping, claws bared, at a huge water elemental,
or even being shot by a ship’s ballista and having to scramble to avoid falling
in the water. This approach helped make the battle big – “We’re fighting
alongside a massive dragon!” – but it made sure the PCs were the heroes. The
PCs killed Gar Shatterkeel, not Lazaranthios.
One memorable way to use a big canon NPC
would be as an enemy. Imagine a DC Comics superhero campaign in which Batman is
an adversary. At first, he simply feels the PCs are in over their heads. Later,
because of the actions of a common enemy, he becomes sure the PCs are up to no
good, and he expends considerable amounts of resources trying to keep them away
from his affairs. Later, he finally realizes that they’re on the same side, and
he humbles himself by admitting his error before becoming more of an ally and
I’m only scratching the surface here, because
there are many fun ways to include these well-known NPCs. They can be friends,
family, rivals, lovers, or anything else you want them to be. The one thing to
avoid letting them become, however, is a deus
ex machina. In your campaign, the PCs are the most important element, and
the canon NPCs shouldn’t ever take that away from them if you can help it.
Sparing use of the campaign’s important NPCs
can be a memorable way to make that setting live for your players. But it’s
always important that those NPCs don’t overshadow the PCS. Instead, have them lift
your PCs up and help them shine.
Nobody’s going to deny that, as it’s conventionally depicted, Middle-Earth - the setting of The Hobbit and The Lord of the Rings - is awfully monochrome. In art, basically everybody is drawn as white, and all major depictions in film have used white actors.
When this state of affairs is questioned, the defences typically revolve around “accuracy”, which can mean one of two things: fidelity to the source material, and the internal consistency of the setting. Being concerned primarily with languages and mythology, Tolkien left few clear descriptions of what the peoples of Middle-Earth actually look like, so in this case, arguments in favour of the status quo more often rest on setting consistency.
Of course, we need hold ourselves neither to fidelity nor to consistency - the author’s dead, and we can do what we want. However, what if I told you that there’s a reasonable argument to be made from that very standpoint of setting consistency that Aragorn - the one character you’d most expect to be depicted as a white dude - really ought to be portrayed as Middle Eastern and/or North African?
First, consider the framing device of Tolkien’s work. The central conceit of The Lord of the Rings - one retroactively extended to The Hobbit, and thereafter to later works - is that Tolkien himself is not the story’s author, but a mere translator of writings left behind by Bilbo, Frodo and other major characters. Similarly, Middle-Earth itself is positioned not as a fictional realm, but as the actual prehistory of our own world. As such, the languages and mythologies that Tolkien created were intended not merely to resemble their modern counterparts, but to stand as plausible ancestors for them.
Now, Aragorn is the king of a tribe or nation of people called the Dúnedain. Let’s take a closer look at them in the context of that prehistoric connection.
If the Dúnedain were meant to be the forebears of Western Europeans, we’d expect their language, Adûnaic, to exhibit signs of Germanic (or possibly Italic) derivation - but that’s not what we actually see. Instead, both the phonology and the general word-structure of Adûnaic seem to be of primarily Semitic derivation, i.e., the predominant language family throughout the Middle East and much of North Africa. Indeed, while relatively little Adûnaic vocabulary is present in Tolkien’s extant writings, some of the words we do know seem to be borrowed directly from classical Hebrew - a curious choice if the “men of the West” were intended to represent the ancestors of the Germanic peoples.
Additionally, the Dúnedain are descended from the survivors of the lost island of Númenor, which Tolkien had intended as an explicit analogue of Atlantis. Alone, this doesn’t give us much to go on - unless one happens to know that, in the legendarium from which Tolkien drew his inspirations, the Kingdoms of Egypt were alleged to be remnant colonies of Atlantis. This connection is explicitly reflected in the strong Egyptian influence upon Tolkien’s descriptions of Númenorean funereal customs. We thus have both linguistic and cultural/mythological ties linking the survivors of Númenor to North Africa.
Now, I’m not going to claim that Tolkien actually envisioned the Dúnedain as North African; he was almost certainly picturing white folks. However, when modern fans argue that Aragorn and his kin must be depicted as white as a matter of setting consistency, rather than one of mere authorial preference, strong arguments can be made that this need not be the case; i.e., that depicting the Dúnedain in a manner that would be racialised as Middle Eastern and/or North African by modern standards is, in fact, entirely consistent with the source material, ethnolinguistically speaking. Furthermore, whether they agreed with these arguments or not, any serious Tolkien scholar would at least be aware of them.
In other words, if some dude claims that obviously everyone in Tolkien is white and acts like the very notion of depicting them otherwise is some outlandish novelty, you’ve got yourself a fake geek boy.
(As an aside, if we turn our consideration to the Easterlings, the human allies of Sauron who have traditionally been depicted in art as Middle Eastern on no stronger evidence than the fact that they’re baddies from the East, a similar process of analysis suggests that they’d more reasonably be racialised as Slavic in modern terms. Taken together with the preceding discussion, an argument can be made that not only is the conventional racialisation of Tolkien’s human nations in contemporary art unsupported by the source material, we may well have it precisely backwards!)
Thesis on Morgoth and Sauron and their roles as Dark Lords (Part 2/4)
For my Tolkien project, I decided I was going to explore the dynamics of Morgoth and Sauron and see if I could make an estimate as towhether or not one was more effective as dark lord than the other. I did this in regard as I would not be able to debate whether or not one was more powerful (seeing as the Valar are higher beings then the Maiar, and seeing that Melkor was the eldest, he of course is indisputably stronger than Sauron).
However, just because you’re more powerful doesn’t always mean you’re more effective. We see this all throughout history in examples where generals themselves might not be very capable in battle but are able to gain mastery by being clever strategist. Therefore that inspired me to research if one could argue whether or not Morgoth or Sauron came closer to accomplishing their dominion over Middle Earth (or Beleriand).
I did this by looking at a few key characteristics– longevity of rule (but more importantly, what was achieved), servants (those who served under them and attributed to their victories), their primary enemies (or the state of those they fought against), as well as their defeat (and what caused the finale fall). Then I concluded with their legacy and the impact they have throughout the legendarium.
Armies are what win wars and it’s important to employ those who will help you and not hurt you under your command. What is also important is your relationship with said army and servants. Those who desire your victory will work harder to accomplish it. Those who are merely doing so in order to survive do not possess the same initiative.
I am not at all an expert, just a very passionate individual in Tolkien’s lore. Therefore some of what is stated throughout this essay may be based upon faulted research and weighed heavily by personal interpretation and opinion. So please do keep such in mind. Most of the information here was found within The Silmarillion, The Hobbit, The Lord of the Rings, The Unfinished Tales, as well as Tolkien Gateway and Wikipedia.
Major Servants(* most of these summaries taken from the Tolkien Gateway)
Sauron: The greatest and most trusted servant of Morgoth before and during the First Age. Originally a Maia of Aulë named “Mairon”, he was ensnared by Melkor and as “Gorthaur” he became Morgoth’s lieutenant in his Wars of Beleriand. He demonstrated the ability to take the form of a wolf, a serpent, and a vampire.
Glaurung: First of the dragons and one of the foremost lieutenants of Morgoth during the First Age– possessed a unique power to charm and ensare his prey and said to be the mightiest of dragons.
Ancalagon: Greatest of the winged Dragons of Morgoth. Morgoth unleashed the winged dragons, with Ancalagon at their van. Ancalagon drove back the forces of the Valar, but was stopped by Eärendil.
Gothmog: High-captain of Angband, one of the chief servants of Morgoth with a rank equal to that of Sauron. One of the Maiar that followed Melkor to exile, and because of either his brilliant mind or because of his ability to assume an immensely powerful physical form, he was made the Lord of Balrogs.
Carcharoth: Bred from the foul breed of Draugluin, the first Werewolf, and fed with elvish and mannish flesh by Morgoth himself. He was the greatest, most powerful wolf to ever live. Carcharoth was set as a guard on the Gates of Angband, and later he mortally wounded both Huan, the Hound of Valinor, and Beren
Dragons: Also known as the Great Worms; they were evil creatures seen mostly in the northern Middle-earth. Greedy, cunning, seductive and malicious, a creation by Morgoth out of fire and sorcery sometime in the First Age. Included species such as fire-drakes and cold-drakes.
Balrogs: Balrogath (“Balrog-kind”) were Maiar corrupted by Morgoth during the creation of Arda, who cloaked themselves in shadow and flame and carried whips and swords. Famed Balrogs include Gothmog, slain by Ecthelion, and Durin’s Bane, slain by Olórin (Gandalf).
Draugluin: The first werewolf. Bred from wolves and inhabited with an evil spirit sent by Morgoth himself, Draugluin was the sire of all Werewolves of Beleriand, and dwelled with his master Sauron in Tol-in-Gaurhoth, the former watchtower of Finrod Felagund. He was slain by Huan during the Quest for the Silmaril, though informed Sauron that Huan was present. Beren and Lúthien used his pelt to sneak into Angband
Giants, Goblins, Trolls: Twisted creatures, created by Morgoth.
Orcs: Orcs were the footsoldiers of evil overlords - Morgoth, Sauron and Saruman. Made in the mockery of elves sometime during the Great Darkness.
Ungoliant (and her children): Ungoliant was an evil spirit in a form that greatly resembled a massive Spider. Ungoliant’s origins are shrouded in mystery. It is thought that she may have been one of the Maiar, or a lesser spirit, whom Melkor corrupted long ago, but she is not listed among the Ainur. It is also said that she came from the darkness above the skies of Arda, leading some to believe that she may be an incarnation of darkness or emptiness itself.
Maeglin: Maeglin was an Elf, the son of Eöl the Dark Elf and Aredhel daughter of Fingolfin. He lived in the First Age of Middle-earth and was a lord of Gondolin, chief of the House of the Mole. Morgoth promised both Gondolin and Idril in return for the location of the hidden city, thus luring Maeglin into the greatest treachery done in the Elder Days. He gave him a token that would allegedly keep him safe from the sack.
If one thing could be noted is that Morgoth had a decent understanding of hierarchy. He expressed a remarkable ability within the Silmarillion to gain trust in those around him– something in which could be his greatest ability besides strength.
It could easily be said that Morgoth possessed greater servants than Sauron; seeing as many were of his own creations. He had the Balrogs under his authority, as well as dragons and being of unknown origins. He wasn’t suffering in terms of followers and it could even be said that he was a decent lord in terms of servitude.
While man suffered under his lash, the orcs were seen as masters in their own right. Maeglin was offered Gondolin upon it’s surrender and the hand of the woman he loved. Gothmog led armies; Glaurung, Ancalagon, and Carchathor were given life. Morgoth didn’t make empty promises– perhaps they weren’t always honest, but he was able to give individuals a purpose.
He didn’t abuse what trust was granted to him once he had what he desired and therefore possessed a rather impressive relationship with those who followed him. While some, such as Ungoliant, would come to betray him– such were few and far between, unlike Sauron whose servants often had their own ideas..
Sauron Major Servants
Nazgûl: Known as the Nine Riders or Black Riders, were Sauron’s “most terrible servants” in Middle-earth. Sometime during the Second, Sauron gave nine Rings of Power to powerful mortal Men. It is said that three of the Nine were lords of Númenor corrupted by Sauron, and one was a king among the Easterlings
One-Ring: An artifact created by Sauron in the Second Age for the purpose of ruling over the Free peoples of Middle-earth, mainly the Elves. It was also known as the Ruling Ring, Great Ring of Power and Isildur’s Bane because it caused the death of Isildur.
Thuringwethil: Vampire servant of Sauron during the First Age. She was Sauron’s messenger, but was caught in the battle between her master, Lúthien and Huan at Tol-in-Gaurhoth (“Isle of Werewolves”). She was slain either by the Hound of Valinor or in the collapse of Minas Tirith. Lúthien later used her cloak to sneak into Angband during the Quest for the Silmaril. Because of Thuringwethil’s ability to change forms, she may have been a Maia
Witch-king: The Witch-king of Angmar was the chief of the Nazgûl, King of Angmar and Sauron’s great captain in his wars. A wraith, the Witch-king of Angmar was nearly indestructible, a terrifying warrior, and a cunning strategist.
Mouth of Sauron: Sauron’s servant and representative at the end of the Third Age. He had the title Lieutenant of Barad-dûr, since he was so strongly devoted to the Dark Lord. The Mouth of Sauron was one of the Black Númenóreans.
Saurman: Saruman the White was the first of the order of Wizards (or Istari) who came to Middle-earth as Emissaries of the Valar in the Third Age. He was the leader of the White Council. In Sindarin his name was Curunír, which meant “Man of Skill”. It soon became clear that Saruman desired to possess the One Ring himself.
Shelob: A great spider-like creature akin to those of Nan Dungortheb in Beleriand, the last offspring of the demonic Ungoliant. Shelob fed off with all living things, such as Elves and Men, but as these became scarce in the area, she fed upon orcs. Sauron would sometimes send her captured prisoners for whom he had no further use and amuse himself watching how she played with her prey.
Ar-Pharazôn: Ar-Pharazôn the Golden was the twenty-fifth and last King of Númenor. He was the son of Gimilkhâd, who was the younger brother of the twenty-fourth King, Tar-Palantir. Ar-Pharazôn’s willful rule, and his great pride, led directly to the world-changing Downfall of Númenor and the founding of the realms in exile of Arnor and Gondor.
Fellbeasts: Winged creatures with beak and claws, similar to birds but much larger than any other flying beast. They were used as winged mounts of the Nazgûl
Giants, Goblins, Trolls: Twisted creatures, created by Morgoth.
Orcs: Orcs were the footsoldiers of evil overlords - Morgoth, Sauron and Saruman. Made in the mockery of elves sometime during the Great Darkness.
Smeagle/Golum: was a creature who bore the One Ring. He lived in the Misty Mountains for most of his life. In T.A. 2941, he lost the Ring to Bilbo Baggins. For the rest of his life he sought to recover his "precious”. Eventually he would come to seize the Ring from Frodo in Sammath Naur. In his euphoria he died and destroyed the Ring after falling into the cracks of Mount Doom.
Werewolves: Wolves, inhabited by dreadful spirits, they were created (or a least corrupted from some other form) by Sauron, who was their master, and who took the shape of a great wolf himself at least once.
Wargs: An evil breed of demonic wolves, suggesting that they were inhabited by evil spirits. The origin of the breed is unknown - perhaps they were among the creatures bred by Morgoth in the Elder Days. In any case, Gandalf listed the Wargs among Sauron’s servants in the late Third Age.
Vampire Bats: Vampires were mysterious bat-like creatures in the service of Morgoth and of Sauron. The only vampire whose name is recorded in the annals of Arda is Sauron’s servant Thuringwethil, but Sauron himself took the form of a vampire on at least one occasion, to flee Huan.
Flies: Tiresome, flying insects.
For an individual who was as persuasive and charismatic as he, it was almost more so beneficial to be an enemy of Sauron than among his servants, to which he arguably held a weak relationship with.
The orcs within the Lord of the Rings constantly confess to fearing him and seem almost bitter of their existence– often being fed to Shelob; who she herself remarked that Sauron believed her to be nothing more then a pet, in which he was gravely mistaken.
Saurman and Golum both expressed a willingness to betray Sauron as soon as they were able and the Nazgûl, his chief servants, were only obeying on the account that their fates were doomed to the One Ring.
Even Ar-Pharazôn humored Sauron in a mere attempt for immortality and therefore many trusted little in the Dark Lord himself.
One could then argue is that Sauron’s greatest servant was the One Ring, which in reality, was him. Which– if one were familiar with the characteristic of Sauron, would be of no surprise that he trusted himself first and foremost.
Therefore Sauron was ignorant in the needs and desires of those in servitude to him and perhaps that was why he favored the more animalistic creatures in his service. Something to which couldn’t and wouldn’t doubt him.
Both possessed a various assortment of powerful individuals under their authority. However, Morgoth expressed a more natural ability to lead and keep those beneath his authority, sedated. Sauron was perfect at manipulating those around him, but could not establish a relationship as seemed almost natural to Morgoth. Besides, Morgoth even had the undying loyalty of Sauron, who trusted himself most of all. If he could seduce a maiar such as he, then that speaks levels to Morgoth’s influence in those who listened.
for all my talk of one day DMing a Tolkien tabletop roleplay, I’m actually kind of terrified of it, because with my luck it would turn into arguing with, like, @yavieriel and @weary-hearted-queen and @mamiinaandthediamonds about whether or not it’s fair to assume wood elves are actually better at talking to trees
Contrary to popular belief, Glorfindel and Erestor have not
always been friends.
They are too different, in every aspect of the word, to get along.
Glorfindel is the Golden Lord, Balrog Slayer, and Hero of
Gondolin. He walks with the grace of Manwe, brings joy to the healing halls of
Imaldris. Where he goes, life follows, flowers bloom at his feet and the sun
shines bright above him.
He is talkative and social, a friend to all, and a beacon of light and hope for the people of
Imaldris—for the people of Middle Earth. People sing at his arrival , and hold
feast in his honor.
Erestor is the exact opposite.
He is dark in spirit, sickly and pale. There are no songs or
ballads sung of the silent chief councilor, only mournful laments and hateful
sneers. Where he walks, wallows follow,
and the souls of his victims cling to his mind like beggars to coins.
He is the murderer, the
Kinslayer. He limps with Mando’s
breathing down his back, and with Melkor sitting on his shoulder. He brings sadness to halls of Rivendell. Brings
agony and anger.
His only friend is Elrond, if he doesn’t count the books.
And Elrond teams them together for that very reason.
So that Erestor can be forgiven, and so that he can allow a
sliver of happiness into his life.
So that Glorfindel could hurt,
so that he could lose his “happy” front, and so that he could feel.
It isn’t easy, sorting out their differences, and they understand
very little of why they have been made to work together.
Why does Erestor have to work with a man who hates everything
he is, and why must Glorfindel be civil to a Kinslayer (though the word Kinslayer never makes it out of his
mouth, not when Elrond looks at him with a raised, irritated eyebrow).
As expected, their friendship
It’s nothing but long stretches
of silence while they pour over reports, or grunts as Glorfindel hands an
inkwell to Erestor.
Things change when Erestor comes
to work with his sleeves rolled, and Glorfindel sees the marks—the scars. And he
asks, silently, if the councilor did those himself, and Erestor tells him yes.
When Glorfindel shies away from
the fire light, tugging his hair instinctively, Erestor asks if it is the
Balrog, and slowly, the Slayer nods.
A wall is breached, and normality
is established soon after. They talk about their time in Valinor, talk about
their love for Middle Earth, for the people—for Elrond.
Erestor, in his tales, brings
with him a humanity to the Feanorians that Glorfindel never thought existed (which
is only reinforced by Elrond who casually passes by, never missing the chance
to sneak in certain quirks and ticks the
brothers had, and how he loved them all the more for it).
In response, Glorfindel speaks of
Gondolin—of its hush-hush society, of the threat of death that hung over their heads
had they dared to leave. Of the ruling family that walked with their noses in the
air. He regrets what he didn’t to do save it though—what he didn’t do to save
Never did Glorfindel expect the
Kinslayers and their host to be human. Never did Erestor expect the people of
Gondolin to be monsters.
Another wall is breached.
Glorfindel makes himself at home
in the library, and it becomes his hide away when he can no longer put on his
At the same time, Glorfindel
helps Erestor mingle back into Elven society.
Together they heal each other, together they
are there for each other, and over the years, their friendship only
So this was totally suppose to be for Valentine’s Day but I just got around to finishing it lol!
A little comic (?) about Ulmo cause seriously he’s like the coolest. Constantly helping out people of Middle Earth when he could. Obviously wasn’t able to stop a lot of horrible things that happened but still he was like the most active of the Valar.
And also since it was for Valentine’s Day this was just kind of for everyone and especially all you single peeps, to celebrate all kinds of love and not just romantic cause you really don’t need romance in your life to be happy.
So I hope everyone had a wonderful Valentine’s Day and a good weekend. Thank you to all my awesome friends (especially The Company you know who you are), followers, and people in general who support my art by liking and reblogging. UuU
You’re all wonderful <3
P.S. I’m sure there’s a lot of grammar mistakes so forgive me for that. Grammar isn’t my forte ;w;