The New Notion Club Archives
The New Notion Club Archives

Elven warcraft presented coherent yet diverse paradigms shaped by lineage, geography, and sustained contact with other smithing peoples. From the earliest migrations through the founding of Gondolin and into the later Ages, Elven forces formed a spectrum ranging from light forest-warriors to fully standardized field armies.

Organization[]

Functional categories[]

Elven martial forces were classified into four functional categories: Standard Forces, Guard Formations, House-trained Elite Warriors, and Irregular Light Forces. Each category fulfilled distinct operational roles within Elven polity and warfare.

Command and recruitment[]

Armies were raised by regional lords, chieftains, tribes, clans, houses, and guilds. Standing retinues and house cadres formed the professional core, while levies supplemented forces during campaign seasons.

Equipment and Manufacture[]

Materials[]

Wood and leather remained universal for shields and harness; iron and steel alloys were used where advanced smithing existed; rare materials such as mithril and galvorn occurred only as exceptional items in elite gear.

Armour classes[]

Mail forms included byrnie, hauberk, and haubergeon. Plate elements appeared as breastplates, corselets, and cuirasses. Scale and lamellar constructions were recorded as fine "fish-armour." Padded garments served as standard underlayers.

Helmets and shields[]

Typical helmets ranged from round skull-caps to conical and spangen forms, and from high-crested helms to masked types and combinations. Shields were usually round or oval; almond and reverse-teardrop shapes appeared among high-elven contingents; kite variants were used for mounted troops.

Hands and limbs[]

Gauntlets varied from mitten-style to fingered articulated plates. Lower limb protection included mail chausses, cuisses, poleyns and greaves; tassets supplemented upper-leg defence where plate was in use.

Weapons[]

Field weapons comprised spears (long thrusting and shorter lances), swords, axes, bills and polearms, bows (powerful Elven short bows and longbows), javelins and slings for skirmishers. Ornamented and gem-set arms occurred among house elites and guards.

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Doctrine and Training[]

High-elven doctrine[]

Noldor and allied High-elves trained in the eonwian and tulkasian martial arts and the hunt. Traditional instruction formed a civic virtue and produced broadly capable warriors, both on foot and mounted.

Sindarin adaptation[]

The Sindar evolved from archaic hunter-gatherer nomads into a pragmatic martial culture after sustained contact and trade with Dwarves; they adopted mail, helmets, axes and refined spear points, then developed house-based specialties.

Green-elves and Nandor practice[]

Green-elves and the Nandor preserved an archaic hunter-warrior mode: light armament, camouflage, ambush and avoidance of pitched battle; heavy armour and formal formations were not their practice.

Cavalry employment[]

Elven riders generally fought without stirrups and saddle; cavalry tasks emphasized mobility, skirmishing, and missile use rather than couched-lance shock. Mounted troops therefore used thrusting spears, lances employed for reach rather than full-impact couching, and frequent use of bows or javelins.

Combined-arms integration[]

Field armies combined mail-armed infantry, missile troops both foot and mounted, light skirmishers and house-trained elite cadres to yield flexibility across varied terrain.

Noldor[]

Origin[]

The Noldor preserved and transmitted the martial arts of their kin and the Valar, shaped by lore, smithcraft, and service beneath crowned houses. Their armies were raised by princes and lords, maintained by household retinues and standing cadres drawn from free folk who trained as part of civic duty.

Training and Discipline[]

Training was formal and continuous; drill and sparring, mastery of spear and sword, and instruction in combined manoeuvre were expected of every warrior of standing. House-cadres practised ordered advance, shield cohesion and echeloned reserve; trumpetry and banner-signs regulated movement in battle.

Typical Field Deployment[]

Armies mustered as organised bodies: slow-moving cores of heavy foot for the line, supported by mobile horse for scouting and flank work, and by ranks of archers both on foot and mounted for missile support. House-cadres were held as shock or pursuing reserves; ceremonial guards accompanied commanders and served as rally markers.

Exemplary Unit[]

A Noldorin standard cohort: a block of heavy foot in close order, bannered, with a mounted screen for reconnaissance and flanking, and a House contingent kept ready to break or exploit a breach.

Green-elves[]

Origin[]

The Green-elves (actually all of the early Nandor) retained an older mode of war, learned among coppice and fen; they fought as hunters and guardians of place rather than as mustered hosts of state.

Training and Discipline[]

Instruction was practical, lived and local: stalking, silent approach, and practiced use of bow and light weapons. Leadership was distributed; captains arose by merit in the field rather than by formal commission.

Typical Field Deployment[]

They operated in small, highly mobile bands that struck by ambush and withdrew; they avoided set battle where armour and mass could be brought to bear. Patrols, sentinels, and concealed pickets secured passes, groves and hidden ways.

Exemplary Unit[]

A Green-elf hunting band: a dozen or two men, led by a practiced hunter, deploying scouts ahead, archers in concealment, and a rapid mobile element for pursuit or escape.

Sindar[]

Origin[]

The Sindar began in the old hunter-ways of the east but altered their practice through contact with smiths of stone and forge; with Dwarf-craft they learned the uses of mail, helm and tempered blade and founded house-traditions thereon.

Training and Discipline[]

Sindarin training combined fieldcraft with practical martial drill; houses maintained proprietary forms and cadres in which the applied arts of fighting and the handling of specialised implements were taught. Discipline was pragmatic rather than ceremonial.

Typical Field Deployment[]

Sindar forces ranged from compact line-infantry to ax-bearing shock detachments and flexible bow-groups. On campaign they mixed steady front ranks with mobile flanking parties and specialised house-units for assault, defence or ambush as terrain required.

Exemplary Unit[]

A Sindarin house-company: a nucleus of mail-clad infantry, deployed with a screen of archers and an attached axe-detachment kept to exploit close-quarter opportunities.

Gondolin (Noldor–Sindar Synthesis)[]

Origin[]

Gondolin stood as a forge of forms; Noldorin standard and Sindarin practice met and were shaped anew. The Twelve Houses enshrined this synthesis, each house bearing a distinctive charge, manner and task upon the field.

Training and Discipline[]

Training merged the Noldor's ordered drill with Sindarin practical improvisation. Houses trained in their own rites and maintained specialist cadres; the city's levies and household bands learned to operate within a common command framework while preserving house-competences.

Typical Field Deployment[]

Gondolinic forces were modular. Field armies were built from standard levies, House-cadres and gate- or city-guards; houses fulfilled roles—shock, missile, escort, gate-defence—within a layered battle-plan. Gate-wards wore prescribed panoply and manned fixed defensive arcs ordained to their gate's duty.

Exemplary Unit[]

A Gondolindren field detachment: an organised line of heavy foot, flanked by House-archers and with a House-shock cadre in reserve; gate-wards were formed separately to hold pass and portcullis.

Gondolin and House Warfare Synthesis[]

Gondolin embodied a synthesis of Noldorin and Sindarin practical metallurgy and ceremonial standardization. The Twelve Houses expressed both symbolic identity and distinct tactical roles.

House characteristics[]

Each House maintained a proprietary equipment set, heraldic palette and internal doctrine: shock-axe cadres, feathered-helmed archers, gem-bossed shields, crystal-applied mail, war-hammer assault troops and similar specialized formations. Gate guardians wore distinct armours and held designated weapons matched to their defensive tasks.

Avari and Wood-Elves[]

The East-elves mostly retained their ancient hunter-gatherer and nomad traditions, but a few, mostly of the tatyarin elements, befriended the eastern dwarves and also adapted dwarvish-influenced metalwork, in both armour and weaponry, though not on the same technological level as the Sindar and not even close to the High-elves.

The early Wood-elves resembled their western Green-elven kinsmen, only later under the influence of Sindar in Great Greenwood and Noldor in Lothlórien, they adapted influences of beleriandic warfare in better armour and weaponry and adjusted their tactics.

Society and Recruitment[]

War formed part of daily life for long eras and influenced civic or tribal expectation. Most adult Elves were trained for combat; standing professional armies were exceptional. Houses, guilds and profession pools such as craftsmen, Huntsmen and Rivermen supplied detachments that mustered under house authority in time of need. Loyalty rested on sworn personal oaths and patronage ties; Moot assemblies and house councils legitimised larger mobilisations. Taurdirrim or Malledrim appeared as notable exceptions to general levying: Taurdirrim functioned as permanent forest guardians, Malledrim as continuous defenders posted against the threat from Dol Guldur. Falathrim represented coastal Sinda households whose maritime knowledge shaped harbour practice and ship operations. Falathrim seamanship and coastal watch were practised as specific skill sets rather than as a general doctrine of boarding warfare.

Training and Ethos[]

Training emphasised practical skills acquired over a lifetime: tracking, concealment, archery, scouting and the maintenance of arms. Promotions were earned chiefly by proven conduct in the field and by ritual tests such as trial hunts; patronage and household endorsement also affected advancement. Magical competence occurred as a common attribute among fighters rather than as a separate professional class; healers formed a distinct category because active combat reduced their spiritual healing practices. Healers who served as warriors temporarily stalled being healers and Warriors who became healers had to abandon permanent warfare to be able to do so. Musicians, heralds and banner‑bearers served as signalling and protocol officers and were normally drawn from trained warriors. The title Magor denoted a rank directly below the Arben or knight. Arben designated an honoured, fully trained fighter; it did not necessarily imply hereditary nobility and frequently described foot combatants as well as mounted men. Many warrior-nobles would switch between joining the ranks of heavy armed infantry formations and highly mobile archer-cavalry.

Organisation and Command[]

The basic organisational unit was the house detachment or guild band. Small autonomous Guardian or warden units maintained borders and woods; permanent garrisons existed where a continuous threat demanded them. Captains or chiefs of the House-lords commanded detachments and lieutenants acted as deputies. The Herald functioned as the High‑King's lieutenant or steward in protocol and could exercise royal authority where a warrant was issued. Ranks and offices were position fields within formations and were not treated as unit types. Selection for command combined demonstrated experience, ritual recognition and household backing. Each command carried a loyalty affiliation—house, patron or royal warrant—and the strength of that bond affected cohesion and substitution rules in the field.

Tactics and Material Practice[]

The bow dominated Elven arms. Short and long bows were range variants within individual loadouts rather than separate corps. Close weapons—knives, blades, axes, tridents and cutlasses—were recorded as household or regional traditions and served principally as secondary arms. Woodland operations relied on ambush, concealment and control of sight lines; open ground saw disciplined spear or glaive formations deployed as occasion required. Large massed formations were only common among the Noldpr and assembled wherever terrain and logistics permitted. Cavalry existed in a specialised form. Mounted work was practised without saddle, stirrup or spurs; it supplied mobility, reconnaissance and short shock actions, not the extended spur‑driven charges of other traditions. Elnaith were recognised as a Noldorin order of mounted knights; Elnaith riders were trained for rapid response and escort duty where terrain and horse availability allowed.

Naval practice favoured fast sail and oar craft manned by archers for control, transport and interdiction. Where Sinda archery could dominate the shore, close boarding actions were uncommon. Large ramming galleys and heavy ram tactics were not characteristic of Elven coastal doctrine.

Siege equipment was produced locally and in modular form. Portable ballistae, small torsion pieces, light catapults, and temporary towers were developed by Noldorin technicians; extensive parks of heavy engines were concentrated in craft centres such as Eregion or Mithlond. Craftsmen and field smiths were embedded within the forces to maintain weapons and engines.

Logistics, Medical Care and Signals[]

Wheeled transport was largely absent. Movement and supply were managed by pack animals, travois, sleds and boats. Logistics relied on local provisioning, mobile workshops and the skill of embedded artisans; repair and reuse of material were fundamental practices. Healers were scarce and functionally vital; their presence or absence materially affected the fighting capacity and endurance of a formation. Musicians, heralds and banner‑bearers provided formal signalling, order and morale support; their roles combined communication, ritual and military discipline. Command signals used horns, flags and vocal codes adapted to forested and open terrain.

Ritual, Law and Political Effects[]

Warfare was governed by customary procedure rather than by centralised codified law. Oaths, Moot decisions and house bargains structured mobilisation and alliance; veteran reputations and house prestige influenced recruitment and the distribution of commands. Political rivalries within and between houses could influence campaign choices and operational reliability; where conflicts transcended house interest, royal warrants and Herald intervention exercised override authority. Honor codes regulated conduct in war, including treatment of prisoners and distribution of spoils. Rituals of appointment and public proofing accompanied major promotions; these acts had political as well as military effect.

Named troops and Roles[]

  • Taurdirrim: permanent forest guardians tasked with patrol, tracking and early warning.
  • Malledrim: standing defenders of Lothlórien appointed to continuous watch and occasional raids against Dol Guldur.
  • Falathrim: Sinda coastal households with seamanship and fast‑boat expertise for coastal patrol and transport.
  • Elnaith: Noldorin order of mounted knights trained for mobility and escort tasks.
  • Magor and Arben: ranks signifying a fully trained warriors and Knights; not synonymous with hereditary nobility or cavalry.
  • Healers: specialised medical practitioners with high social standing and operational importance.
  • Musicians, Heralds, Banner‑bearers: embedded signalling and protocol officers.
  • Craftsmen and builders: smiths, carpenters and engineers from among the common warriors, embedded within forces for repair, siege works and camp construction, not as separate troops or units.

See[]

Editorial Note: This entry contains speculative or fan-based material — such as fanon, fanfiction, or theory constructs — that may not be directly supported by canonical texts. Interpretations offered here are part of the NNCA’s speculative corpus and should not be mistaken for primary Tolkien sources.