A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.
Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.
The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.
The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.
While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.
Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom
This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.
A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.
A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men.
A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.
This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.
The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.
Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including running, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.
A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.
In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere. When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of experience, the use of Travel benefits mostly from a hero’s strength of spirit.
A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.
A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.
A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.
The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.
A high Awareness rating expresses an extraordinary watchfulness, and is extremely useful to a companion who serves as a look-out for the company.
Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel.
A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.
Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something.
A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.
Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.
The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.
The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.
Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor.
The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.
Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.
Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.
The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.
A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.
Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.
An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.
An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.
The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.
A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwarves and Noldor Elves, revere crafts as the highest expression of creativity.
A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).
Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required.
Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.
A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.
Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.
A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.
The Men of Dale are Northmen of noble origins. They are often tall and strong-limbed, with fair hair, although dark or even black hair is not unknown. Their men usually shave their beards completely unless they are very old, and cut their hair shorter than the Woodmen of Wilderland. Women let their hair grow very long, but often braid it in tight tresses. Adventurers from Dale can be easily recognised as they carry the best equipment to be found among the Men living in Wilderland.
Living for many a year under the ever-present menace of Smaug the Dreadful has made the Bardings a courageous race. After all, there are not many creatures more fearsome than a great Dragon...
• When making a test using Valour, Barding characters can roll the Feat die twice, and keep the best result.
Your parents paid richly for a Dwarf-smith to take you as an apprentice in his forge, and you worked hard under his severe discipline, to prove that your craft could reach his people’s high standards. In the long hours you spent hammering on the anvil under the close scrutiny of your master, you have learnt that it is possible to create amazing things, but it is only by putting your heart into your work that you can succeed in creating a masterpiece.
King Bard has earned his throne by accomplishing a feat deemed unthinkable by most, setting an example to generations to come. But it is another deed that caught your interest and fired your imagination: that of the witty halfling who crossed words with Smaug the Golden in his lair. While you yourself do not expect to ever see a living Dragon, you look forward to your chance to win renown with your cunning.
You grew up in Lake-town, the son of a merchant who traded goods with the Raft-elves from the woods. You often joined them to row on their crafts, proud of your strength as a youth. Under the shadow of the Dragon, your family’s business struggled for survival and you dared not venture far, but since the death of Smaug, you and your brothers have started to journey to the Elvenking’s forest stronghold. After many visits to those magical halls, your eyes and ears seem to notice details that escaped your attention in the past; perhaps a subtle gift from the Fair Folk.
You have long served on a trading boat from Esgaroth, first leaving the Long Lake when you were very young. Once, staying for months in a distant haven to the South, waiting for a caravan from the East to arrive, you fell victim to a foreign sickness, and were succoured by a lady speaking a strange tongue. She saved your life, and taught you how to save others in time of need.
Your great-grandfather witnessed the destruction of his father’s house, burnt when the Dragon razed Dale. He escaped with his life, but from that day his eyes turned the colour of pale ashes. Through your grandfather and your father after him, his unrelenting gaze lives on in your ashen eyes.
Faithful to your ancestors’ heritage, your family never embraced the ways of the Lake-men, and since you were a child, you spent long days hunting on the mainland. For many years it was a dangerous trade bearing little fruit, but now the land is again blooming with every new spring, and birds and animals alike are returning to claim their old nests and lairs. Now, you will have a chance to properly hone your skills once again.
Beornings are rugged men with brawny arms and legs, and lively women with undaunted eyes. Their spirit is reflected in their appearance: the women have long, wild hair and the men unkempt beards. Born free, they pay no tribute nor bow to any crown, keeping at peace the strip of land they have chosen as their own. All foes of the Beornings are mortal foes, but friends who prove to be trustworthy are friends for life.
Beornings fight like cornered animals: when they see their own blood they are filled with a red wrath.
• During combat, a Wounded Beorning ignores the effects of being Weary (whether he was injured during the same fight or not).
Many years ago, your father came down from the mountains and took as his wife a woman from the tribes of Mirkwood. You grew up among two worlds, seen as a stranger by both folks. For many years, you encountered suspicion and mistrust, and many scoffed at the colour of your eyes and hair. But you endured and were finally able to take what your heart deemed good from both your mother’s and your father’s kin.
Since the time your family joined Beorn’s folk you have been a runner, a messenger carrying news for your folk. In your hide shoes, you have countless times trodden the path that goes from the High Pass to the Old Ford, always welcomed by chieftains and families eager to hear your tidings. At times you have brought joy and merriment with news of victory, but also woe and distress with tales of war and defeat.
Beorn, the great chieftain of your folk, sent your father to watch the mountain passes for the best part of the year, leaving you to provide for your family. Whenever the pursuit of an animal’s trail led you westward towards the mountains, your heart leapt in anticipation of the day your father would be back, with new stories to tell and fresh scars to testify to their truthfulness.
They say that when your father was on the look-out, he could hide even from the sight of the Great Eagles. From him you learnt that there is no dishonour in stealth, whether it is your task to spy upon your enemies or when you are keeping watch over a village of your folk. You have listened to your father’s advice and observed his crafty movements, trying to discover and learn his tricks.
According to the old men of your folk, when your grandfather died he was more than one hundred years old. He was a hardy warrior, but you remember him best wrapped in his white wolf-skin, recounting tales about the bygone days of his youth. He could use words as precious as fine diamonds or as loud as clashing iron as he spoke of battles won and lost, of kings forgotten and buried, and of a threatening Shadow so old its age could not be counted in men’s lives. You treasure his tales as an invaluable inheritance.
The elders and ancient warriors of your tribe spend the long evening hours talking in front of the hearth, on the stepped dais of the main hall. To the young and restless, their soft speaking may seem idle talk, but you loved to listen to their wise words as they exchanged tales and songs, as old as the intricate images wound around the wooden pillars of the hall. One day you might well end up adding your own words to the songs of your folk, strengthening the bonds of tradition.
Dwarves are an ancient and secretive race, whose customs and traditions are mostly unknown to outsiders. At the end of the Third Age, they are a proud but dwindling people, survivors from a distant past. Almost all Dwarves that can be encountered speak of themselves as belonging to ‘Durin’s folk’. They are probably the most redoubtable warriors in Middle-earth, hard to break or corrupt, but often at odds with other Free Peoples over old quarrels or new slights.
The legendary stubborness of Dwarves lets them endure burdens that would break the back of the sturdiest of Men.
• Dwarf characters calculate their Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total.
You and your family have laboured hard in the mines of the Iron Hills, dreaming that one day you will be able to delve deeper once again for far more precious ore. Unfortunately, to this day most ancient Dwarf-holds are no more than Dragon’s lairs or Orc-infested pits. You toil patiently, peering into the gloom with eyes hungry for the gleaming of gems and gold.
By the reckoning of the Dwarves, you were only a stripling when you left your home in the Blue Mountains to follow your kinsmen along the trading roads. You have since seen many places and met different folks eager to trade goods for the product of dwarven handiwork. You remember little of the roads you took, as you were led by your more experienced kin, but those journeys have awoken in you a desire to see the world.
Long ago, your ancestors were driven out of their underground halls in the far North. Since you were born, you have assisted your ailing father as he suffered from his enforced exile. His malady proved infectious, and over the long years, your longing for the lost home of your forefathers consumed you day after day. You tried to quench your spite in forgetfulness, but the embers of your anger never died completely.
The hardships endured by your folk during two ages of the world have inspired many songs. But the words that come easier to your lips are those recounting deeds of courage and valour or, even better, those exalting the craft of your forefathers in works of cunning and skill. Your tales are testimony that your people has suffered much, but can still see beauty in the Northern World.
Your grandfather never relented in his hunt for the Orc- chief from Mount Gundabad who killed his wife. Leading you along dim underground passages, he told you much about the cruel ways of the servants of the Shadow, and how to fight them. His words scared you when you were young and haunted your dreams, but now that you have started down the road to adventure you begin to see the value of his advice.
Your elder brother instructed you to judge others by their deeds, not their words, especially when dealing with the fair-spoken Elves. But in time you have come to trust your instinct above all else, as your heart is not easily swayed. Thieves and liars do not dare to meet your eyes, as you seem able to lay bare their plots.
Elusive warriors devoted to the preservation of their hidden realm, Silvan Elves are a fair but hardy folk. Their experiences have made them suspicious of other peoples, but have not robbed them of the ability to delight in the simple pleasures of living. Even though their power is slowly waning, Elves are staunch fighters dedicated to resisting the encroaching darkness, either alone or side- by-side with trusted allies. As all those who belong to the Firstborn, they are not subject to illness or old age, and thus can dwell within the circles of the world until they choose to leave it, or are slain.
While fond of the Sun, the Elves of Mirkwood find themselves at greater ease under moonlight or starlight, or among the shadows of a forest; their senses are keener, their motions exceedingly sure and graceful.
• When an Elf of Mirkwood is inside a forest or under the earth, or it is night, all his Attribute bonuses are based on his favoured rating in all rolls involving the use of a Common skill.
You have lived among the Raft-elves, often dealing with the Men of Lake-town on behalf of King Thranduil. At first, it was only your sire’s command that made you leave your forest home, but now you have no regrets. The world beyond the King’s realm is wide and, while full of hidden threats, is also populated by other valiant peoples, enemies of the same Shadow that your kin has fought for centuries. It could well be your mission to find worthy and trusted allies to join you in your fight...
Your father was a minstrel of great virtue, whose work will be praised for countless years. His talent passed along to you, but transformed into a love for the music that lies in plain speech. Your voice is pleasing to all listeners, and you choose your words much as your fingers choose the strings on the harp.
A long time ago, Elves akin to your folk dwelt around the Naked Hill in the south of Greenwood the Great, before the Necromancer claimed it to build his fastness of sorcery. Now that the Shadow has fled, you have often journeyed there to spy upon that dreaded place, to ponder on the hurt suffered by your people in many years of cruel warfare. Many of your kinsmen prefer to forget and be merry, but you know that evil is seldom conquered forever.
In your veins runs the blood of Elven adventurers of great renown, who in ages past chose to dwell among the Silvan Elves, seeking refuge and peace in troubled years. They say their superior wisdom is reflected in your noble countenance, and much is expected of you in the coming wars. You have sworn never to betray these expectations, and you will die before you see your fair home reduced to ruins.
The beauty of Greenwood the Great seems lost forever in the shadows of Mirkwood, but you still find solace running alongside its wild beasts, as your kinsmen did for centuries. The wood sings to you as tree branches sway and leaves rustle; enchanting music you strive to decipher. Some find your ways to be simple and rustic, but they fail to see the wisdom of choosing to live your life fully in these waning years.
You have journeyed far from the borders of the Woodland Realm with your father, on his errands to the courts of Men and Dwarves. Standing by his side, you have learnt much in a handful of months; more than in years spent in the gilded cage of your home. Sadly, you have also discovered how the Shadow is creeping upon the outside world, gaining in strength with each passing year.
Hobbits are much smaller than Men, even smaller than Dwarves, and are often mistaken for children by Men who see them. Such likeness may be explained through a long-forgotten common ancestry, which would also explain why Hobbits often like or dislike the same things as Men do. A merry folk, Hobbits are good-natured individuals. When pushed to resort to weapons, they choose small swords and short hunting bows, which they can shoot with uncanny precision when needs be.
Hobbits possess a cheerful spirit and a friendliness that makes them good companions. Additionally, they have learned their place in the world a long time ago, and a deep-rooted sense of proportion has found its place in their hearts. No visions or wild fantasies can tempt them, as they do not seek power or control over others.
• Each Hobbit character in the group increases the company’s Fellowship rating by one point. Additionally, when making a Wisdom roll, Hobbits can roll the Feat die twice, and keep the best result.
You were born into a family of farmers in the Southfarthing, where the best pipe-weed grows. To satisfy your curiosity – and your father’s expectations – you started to work at a very early age, learning a lot from farmhands and traders. From time to time, you feel your closeness to the earth move you, awakening a desire to sleep in the fields, under a canopy of stars.
Your father was a tradesman and you were supposed to take his place in his workshop in Hardbottle at the age of 33. But before that time, a mysterious wanderlust took you and you were away from home for months. When you came back, you renounced your position, to the outrage of your whole neighbourhood. But you know that secretly your father approves: he always dreamed of leaving the Shire to ‘go and see Elves’!
Your uncle was a Sheriff, and often brought you along with him when he went ‘beating the bounds’, that is, when he was appointed to watch the Shire’s borders for Outsiders. More often than not, his watch included a visit to The Ivy Bush, a small inn on the Bywater Road. There, you have heard told the best stories over deep mugs of excellent beer.
You come from a well-to-do family of landed gentry of the Westfarthing, living in a Hobbit-hole in Michel Delving. It is rumoured that your great-grandfather once vanished, only to show up three days later at the local inn, talking of a giant Tree-man he had seen on the North Moors. Some believe your family’s fortune is based on the giant’s hoard your ancestor discovered, but you have been able to dispel such rumours with your humorous remarks.
Your parents belong to the folk of Buckland, and you were brought up on the ‘wrong side of the Brandywine River’, as they say. If half the tales be true, members of your family have always displayed a certain queerness of character, and an unusual fighting spirit, a strangeness you seem to possess yourself.
You grew up peacefully in a farmhouse in the Marish, Eastfarthing, until something Tookish stirred in your blood and overcame your respectability. It first happened on your way home one night, when you spotted some outlandish folk around a bright camp-fire. When you described them to your grandmother, she told you they were Dwarves, on their way to the Blue Mountains. From that night you started to shun well-trodden paths, hoping to meet other wayfarers secretly crossing the Shire.
As all Men of the North, they are commonly light-haired and tall, but often brown-skinned with a little red in their cheeks thanks to a life in the open. Sometimes deemed surly of speech and unforthcoming by other folk, they are rangers and hunters, haters of Orcs and Spiders, skilled in fighting in the deep of the woods with bows of yew, stout spears, and long-hafted axes. They were once skilful tamers of steeds and hunting dogs, but their life under the Shadow has forced them to mostly abandon the training of horses, and to favour that of hounds.
The Woodmen know the woods so well that they can put a name on every shade of green found in a forest. Wearing the proper raiment and adopting clever ploys suggested by the Brown Wizard, they can trick the eyes of others and use the many obstacles found in the woods to their advantage.
• When the Woodmen fight in the woods, they use their favoured Wits score as their basic Parry rating.
The dogs bred by the folk of Woodland Hall are dun in colour, long of limb, sharp-nosed, gaunt and great. Since you were a child, you have always felt drawn to their natural grace and ferocious loyalty. But, above all, you share their love for the hunt, and you can feel their excitement when they are closing in on their prey.
Many years ago, you and your sisters and brothers used to challenge each other to recall the stories depicted in the woven tapestries hung along the walls of the great hall of Rhosgobel. One day, you caught the attention of the wizard Radagast, and he told you how the deeds of your ancestors were handed down from generation to generation as songs. He taught you that there are important lessons to be learnt from the past, and from the actions of those that came before you.
They say your mother was as fair as an Elf-maiden, and that your father spirited her away from the Wood of Sorcery far in the South. You don’t know if this is true, although you doubt it, as there was nothing sorcerous in her true love for you and your father. You remember that her senses oftentimes proved to be very sharp, as yours promise to be.
The precious ore that hammer and anvil shape into tools and weapons is difficult to come by in the vales of the Great River, and commerce has grown thin in the years of ever-growing darkness. When you were younger, you and many other children of your age were sent by the alderman of your clan to join the workers in the mines above Mountain Hall. You remember long days as dark as winter nights, spent underground searching for the glimmer that would put swords into the hands of the warriors of your folk, and needed tools for shepherds, hunters and farmers alike.
The wild-wood can scare the hardiest of men, but that didn’t stop you and your brothers from climbing every tree and running along any path you could find under the eaves of the forest. Your father’s rules prevented you from straying from the paths connecting Woodland Hall to the southern homesteads, but at times you have seen glimpses of queer things where the shadows in the woods are deeper. Now that you have outgrown your father’s authority, your thirst for adventure won’t be easily quenched.
When he was a youth, your uncle severely injured his own right leg, mishandling his axe. Deprived of his rightful place among the active warriors of your folk, he instead turned to his wits and experience to contribute to the fight against the Shadow. His cunning was instrumental in many a victory on the field of battle. He proved to you that when war is at hand, good advice is as important as good swords to ensure triumph.
The forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature.
You know how to handle a boat in the running waters of a river, or in the tricky currents of a lake.
This venerable talent includes pickpocketing, lock picking and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars.
You know how to prepare food, from simple bread to your folk’s special dishes.
The memory of three ages of the world, Elven-lore preserves recollections of deeds and places lost to the Old lore of other races. You are also versed in the Ancient Tongue of the Elves beyond the Sea.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Dragons; warriors and hunters often owe their survival to such knowledge. Dragon-slayers invariably dedicate themselves to the destruction of Dragons.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Giants; warriors and hunters often owe their survival to such knowledge. Giant-slayers invariably dedicate themselves to the destruction of Giants.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Orcs; warriors and hunters often owe their survival to such knowledge. Orc-slayers invariably dedicate themselves to the destruction of Orcs.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Spiders; warriors and hunters often owe their survival to such knowledge. Spider-slayers invariably dedicate themselves to the destruction of Spiders.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Trolls; warriors and hunters often owe their survival to such knowledge. Troll-slayers invariably dedicate themselves to the destruction of Trolls.
This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of Wolves; warriors and hunters often owe their survival to such knowledge. Wolf-slayers invariably dedicate themselves to the destruction of Wolves.
You know how to make a fire almost anywhere out of almost anything, if needs be.
You are able to catch fish with net, spear, bow or line, or even with your hands, if you are given time to exercise your patient craft.
You possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road.
The tending of gardens has awoken in you a love for all growing things, and lets you recognise easily those plants and fruits that are wholesome and most nourishing.
Whether used to identify a spice, a plant with curative properties or a blend of pipe-weed, herb-lore is a knowledge favoured by many races of Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve.
You are skilled, according to the tradition of your people, in the healing of wounds and sickness.
You are familiar with the difficulties often encountered when crossing mountain passes, and with the ways of overcoming them.
You are learned in the traditions and the rumour of bygone days. Your knowledge may derive from different sources, from stories heard around the fire to the dusty records of a chronicler.
Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes.
You may call upon your knowledge of the Anduin when planning to traverse it as part of your journey.
You may call upon your knowledge of Mirkwood when planning to traverse it as part of your journey.
You have mastered the art of smoking the herb called pipe- weed or leaf, using a pipe of clay or wood. Practitioners of the art say it gives patience and clarity of mind, and helps them greatly to relax, concentrate or to converse peacefully with others.
You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork.
Cutting rock to build works of stone such as walls, halls and towers is a precious skill, revered among the highest forms of craftsmanship. You are able to discern the diverse qualities of the many building materials employed in Middle-earth, and to evaluate the use they are put to.
You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness.
You have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.
You are an accomplished swimmer, able to cross a swift stream, or to swim for an extended period.
You find yourself at ease when negotiating the buying and selling of items, or even information.
You are accustomed to the difficulties of moving in passages dug under the earth; for example, you do not easily lose your sense of direction while underground.
The art of cutting and carving wood deftly to create useful tools or beautiful things has long been your trade. You can easily mend broken instruments and even weapons with wooden parts.
Your spirit is attracted by new experiences and challenges, especially when they seem perilous enough to put your mettle to the test.
You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger.
You prefer a careful approach to all your endeavours, as you know that things can always go wrong.
You are ingenious and smart, quick to learn and able to make intuitive leaps.
Your wit is sharp, and you are ready to use it to your advantage.
Your inquisitive nature is easily aroused by what is often not your concern.
When you set yourself a goal, you pursue it relentlessly.
When an endeavour appeals to your interest, you are filled with excitement and impatience.
When you choose not to be seen, you can be as evasive as a fish in muddy waters.
You are forceful, vital and enthusiastic, which often proves contagious.
You are considered beautiful by most people, even by those not belonging to your folk.
Your speech and manners are naturally pleasant and respectful.
When provoked by deed or word, or when you deem it necessary, you let loose your savage side, demonstrating your aggressiveness.
Your speech is plain and direct, as your words relate your thoughts without evasiveness.
You give with an open hand, always mindful of the need of others.
Your countenance is threatening, and betrays the harshness of your spirit.
You often appear taciturn and surly; the truth is that you have little patience in dealing with others, and prefer to keep to yourself rather than indulge in conversations of little consequence. To some, your abruptness is a sign of your reliability.
You show the mettle of a seasoned adventurer. Misfortune has taken its toll on you, or your eyes have already witnessed too many hard deeds.
You can withstand long hours of toil and travel far without rest, or under extreme conditions.
You abide by a set of high principles that, among other things, require you to treat others (even you enemy) with respect, to keep your word when given, to bear yourself with dignity in any circumstance, and to seek to be fair in judgment.
You are not easily deceived by appearances, and can usually tell right from wrong.
The keenness of your eyesight surpasses that of most folk.
Your dignified bearing arouses feelings of reverence and respect in onlookers.
You show forgiveness to enemies and are quick to pity, as the hurts or sadness of others deeply move you.
Your spirit is not easily discouraged, and you can find light in the darkest of shadows.
Your movements are sure and agile.
You are slow to lose your temper, and can suffer fools, delays or even hardship without complaint.
You hold in high esteem all your feats and achievements, or those of your people.
No sound escapes your attention.
You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing.
You are blessed with vigorous health, and seldom suffer from ailments or diseases.
You do not easily share your thoughts, and prefer to conceal your intentions from the eyes of others, especially outsiders to your folk.
You stand half the height of a grown man and are easily overlooked.
You are firm in temperament and belief, and usually base your actions solely on your own judgement.
You possess a severe nature, and express it in your behaviour, body language and speech.
You strongly believe in the old proverb that says that ‘he who trusts not, is not deceived’ and live by its words.
You move swiftly, and are quick to take action.
You tower above most of your folk.
You are sincere, and your words and actions show your honest intentions.
You are reliable and faithful, and your word is a valid pledge.
You do not forget slights and insults, not to mention betrayals. You are prone to holding grudges or actively seeking satisfaction.
You are always mindful of your surroundings, and observant of the speech and behaviour of strangers.
Your confidence in your own judgement makes you deaf to all counsel but your own.
You are easily angered, and when seriously provoked you cannot contain your fury.
Overcoming difficulties has hardened your spirit, and at the same time renewed your faith in a brighter future.
Raise your maximum Hope rating by two points. When you choose this mastery, set your Hope score again to its maximum rating.
When you throw a weapon or bend your bow, your hand is steady and your aim is sure.
Raise your ranged Damage rating by one.
You have practised a skill until it has become as natural as breathing.
You can choose a new favoured skill (either a Common skill or a Weapon skill).
You have learned to put all your strength into your blows in hand-to-hand battle.
Raise your close combat Damage rating by one.
Adventuring is honing your inborn talents.
Raise one of your favoured Attributes by one.
Your determination and stamina have improved through hardship and toil.
Raise your maximum Endurance rating by two points. When you choose this Mastery, set your Endurance score again to its maximum rating.
You are a rightful heir to an illustrious household that was powerful in the city of Dale. To many, your family history and fortune destine you for greatness, as they did your ancestors.
Raise your standard of living from Prosperous to Rich; from now on, your Standing rating doesn’t decrease during a Fellowship phase.
If, during play, you receive a wound that would normally kill you (a coup de grâce or a killing blow) you can choose between the following options:
1. You die, and let your direct descendant inherit the Birthright Virtue as an additional Cultural blessing (a free Virtue at character creation), or
2. You are saved by some miraculous circumstance that leaves you wounded but alive. You then reset your Standing rating to zero, as you are then presumed dead by your own folk. You can do this only once, and never again.
You have learnt to bend your bow so fiercely that you hear its string crack like a whip when it sends its arrows flying.
When you are using a great bow your ranged Damage bonus is based on your favoured Body score.
The former glory of the proud hosts of Dale has been restored by King Bard, and so the martial discipline that once made the city powerful is again imparted to all young men and women alike, lest the city be caught unprepared by assailants. You have sworn to protect the city and its king with your life, and in return you are regularly trained by the most expert swordsmen and bowmen of the realm.
Raise your maximum Endurance score by 3 points. Additionally, from now on the cost of raising your skill rating in Sword, Long Sword, Spear or Great Bow is lowered by 1 Experience point at each level.
A skilled warrior can use his sword to deflect blows that would have otherwise hit their mark. You have learnt to fight defensively using your weapon to full advantage.
When you are fighting in a defensive stance, your get a bonus to your Parry equal to the Encumbrance rating of your sword (either a sword or a long sword).
Many citizens of ancient Dale found themselves blessed – or cursed – by a sort of foresight following Smaug’s destruction of the city. As a descendent of one of these bloodlines, you share this gift.
Sometimes, you feel a sense of foreboding that warns you of impending catastrophe and other gloomy events. But the future is always uncertain, and sometimes what you foresee never materialises.
Raise your maximum Hope score by 1 point. Additionally, once every Adventuring phase, you may invoke your power of foresight. When this happens, the Loremaster should give you a relevant piece of information regarding negative events likely to occur during your current adventure. If no such information is available – or the Loremaster prefers not to divulge it – at the start of the next Fellowship phase, he must award you one Experience point instead (your foresight contained a more intimate message, leading to a sudden bout of insight or deeper understanding).
Your foresight manifests in many forms: it can be a hazy vision, a recurring and enigmatic dream, or a cryptic message borne by a talking bird.
Beorn has taught you to heed the call of an ancient animal heritage. When the moon is high in the sky and the world is fully revealed in an argentine glow, no sound escapes your ears, as the night speaks to you in the language of the Wild.
Raise your maximum Endurance score by 3 points. Additionally, from now on your sight and hearing are greatly enhanced at night, and let you see or hear better than under the light of the sun, and at a greater distance: when you make a roll using a Perception skill at night you always add your Attribute score to the result, as if enjoying an Attribute bonus.
At night you can slip into a dream-like state, and leave your body in spirit form to swiftly travel along the tracks made by animals across the length and breadth of Wilderland.
In this state, you can spend a point of Hope to explore an area within three days of travel, until sunrise wakes you.
Your spirit form takes the appearance of a full-grown bear. It is visible to onlookers, and leaves tracks on the ground. While you are outside your body, any action you attempt is resolved using your Attributes and skills as usual, but any strenuous activity causing the loss of Endurance wakes you up. Any harm suffered while travelling in spirit form is transferred to your body at the moment of awakening.
Tales say that a warrior’s own courage will turn steel and iron better than the smith’s hammer-work.
When you are hit by a Piercing blow in combat, you may choose to reduce your Endurance score by a number of points before rolling for Protection, to lower the Injury rating of the blow by an equal number.
As long as you can move freely while fighting, you may profit from great strength and nimbleness.
If the total Encumbrance of your carried gear is equal to or less than 12, when you are fighting in a close combat stance, you receive a bonus of +3 to your Parry score.
The honey-cakes of the Beornings are legendary among travellers. You can march far by eating just a little of them, and they are much more pleasant than cram, the waybread that Dale-men make for journeys in the wild. You have been shown the secret of baking such cakes, and can prepare them for the consumption of all members of your Company.
Raise your company’s Fellowship rating by one point. Additionally, when you are on a journey, you and your fellow travellers reduce the difficulty of all your Fatigue tests by a value equal to your Wisdom rating.
You have been taught some long-remembered fragments of old spells that retain power to this day. Some require you to cut or engrave a Runic inscription, usually in stone or metal, or sometimes carved in wood. You can learn a total of three spells: secrecy, prohibition and exclusion, and opening and shutting.
You must choose one spell when you first select this Virtue, and you may learn a new one by spending one Experience point as your undertaking during a Fellowship phase.
Spells of Opening and Shutting
This fragment must be recited in front of a door or gate, to magically lock it, or recited backwards to open it if locked. The spell has no effect on a door that has been blocked by magic and now requires a particular word to open it, but might work if the entrance was barred by the same type of magic.
The spell starts working as soon as you have finished reciting it.
Spells of Prohibition and Exclusion
This Runic inscription was usually placed on gates and on doors, to protect an area from unwanted visitors. You may carve these signs on a rock or on the bark of a tree within the perimeter of your camp, and their power will wake you at the first sign of danger.
Carve the runes and go to sleep. You will immediately awaken if any threatening presence approaches.
Spells of Secrecy
Carve these runes on a concealed door, personal hiding place or object, and it will be noticed only if someone searches for it with great care. These signs are invisible to the untrained eye as long as the power within them is still working; they can only be seen and read when the spell is spent or broken.
The object concealed by the spell can only be found with an extraordinary Search result, unless the searcher is a Dwarf (in which case a simple success is enough).
You have been taught how to defend yourself while fighting under the surface of the earth. You know how to exploit corners, darkness and other natural obstacles to your advantage.
When fighting underground, your Parry rating receives a bonus of +3.
When you face your kin’s most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.
When you are fighting Orcs and their kind using hand- to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
You have befriended a raven of the ancient breed living around the Lonely Mountain. Long-lived and able to speak the common tongue, these birds are often wise companions, bound to your kin by ties of old friendship. Many times in the past they have provided invaluable help by gathering news or sending messages for your folk.
If you are in Wilderland, your raven friend is never far away. You can sound a call and summon him to your presence in a matter of minutes. As soon as he joins you, you may command him.
Usually, the raven is eager to please you, but an unusual or less than reasonable request might put their faithfulness to the test and require a Courtesy roll against a TN of 14. The raven does not ask for anything in return, but repeated requests over a short time might sooner or later lead him to feel entitled to compensation (his precise terms are up to the Loremaster, and might lead to interesting story developments).
The time needed for a raven to complete the errand depends on the request, on the distance to be covered, and on the complexity of the assignment. A raven flies at an average speed of thirty miles per hour (enough to cross the whole width of Mirkwood in one day)
The following list shows some of the possible errands you can assign to your winged ally, but should in no way limit your inventiveness.
Bring tidings: a raven is always well informed about the latest events concerning the Wild, and is eager to report them.
Carry messages: the raven can deliver messages anywhere in the region, passing its content to others of his kin.
Investigate: the raven can be sent to gather information on a specific subject. It must be something naturally accessible to one of its kind.
Carry food: a raven might be persuaded to carry some food if able to steal or borrow it from a location within a day’s flight.
Dwarves are deemed to be stubborn and unyielding. Their natural inclination to persevere against all odds is strengthened by the taint of the Shadow.
You add a number equal to your current Shadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills).
Most members of your kin possess a natural talent for hitting the mark when using their bows. You seem to possess that quality yourself, as your arrows find their target with uncanny precision.
When you spend a point of Hope to invoke an Attribute bonus on a ranged attack roll using a bow, you receive an additional bonus equal to your basic Heart score.
You have learnt to recover from your exertions while engaging in a repetitive task, like walking, or rowing in a boat.
At the end of a day of activity, you recover a number of Endurance points equal to your Wisdom rank. If you then take a prolonged rest, you recover normally.
Your folk have suffered grievous losses during many wars against the Shadow. Even the passing of centuries cannot quell the bitter hate that your kindred harbour for the Enemy.
When you are fighting in a Forward stance against servants of the Shadow (including Spiders, Orcs, Trolls and Evil Men), add one Success die to all your attack rolls (up to a maximum of 6).
You have learnt how to communicate with almost everything, from any living being to grass, stone and water. This means, for example, that you can hear from the stones in a path who trod it recently, or sing to soothe an unquiet animal.
To use this gift you must make an appropriate skill roll. Which skill you use depends on what you are trying to do and is at the Loremaster’s discretion, but here are a few examples: to interpret the words of the stones in a path requires a roll of Riddle; to restrain a scared horse requires a roll of Song; to listen to the voice of a river requires a roll of Insight.
You are mastering what mortals might call ‘Elf-magic.’ You learn how to fling a Stinging Arrow when you first select this Virtue. You may later master the making of Elf-lights as your undertaking, and spending one Experience point during a Fellowship phase; finally, you discover the secret of Enchanted Sleep by spending another Experience point as another undertaking during a later Fellowship phase.
Stinging Arrow
You can make an arrow flicker as if with a magical fire, making it fly true.
Spend a point of Hope when you let loose an arrow and it will fly up to twice its normal range, OR spend a point of Hope after a successful ranged attack using a bow or great bow to produce an automatic Piercing blow.
Elf-lights
You know how to make a torch or a lamp burn with a peculiar flame that attracts all mortals who see it. Spend a point of Hope to light a torch, or a lamp. Any speaking creature who sees its flame must try to get near it by any means possible, or spend a point of Hope (or Hate) to ignore the spell effect.
You may snuff out the light at will, even from a distance, either to extinguish the flame quickly and quietly, or to cause it to flare suddenly to blind and confuse your enemies (those standing close to the flare are fight as if Weary for one round of combat).
Enchanted Sleep
Having used an elf-light to attract an unwary victim, you can enchant him into slumber.
You may snuff out the elf-light when someone enters the area illuminated by the light. The first living creature with an Attribute level lower than 6 that enters the area drops immediately in an enchanted sleep.
You have learnt to choose exactly the right moment to turn away from the attention of others, sometimes unconsciously anticipating the need to disappear.
At the start of an episode where the location you are in is entered by newcomers, and if the location offers even the smallest opportunity to hide or sneak silently away, you can spend a point of Hope to disappear. You could slip into a convenient shadowy corner, a thick patch of undergrowth, a crowded room, a sharp bend in a passage underground or any other potentially concealing feature – the final decision on whether there is available concealment lies with the Loremaster.
No roll is needed, and you are considered to be present in the area, but unseen to the eyes of the interlopers. If the newly arrived individuals knew that you were present, it is as if you actually disappeared into thin air. You can at any moment choose to reveal yourself, simply stepping into the open from your hiding place.
One of the Wise once said that you have to put a Hobbit in a tight place before you find out what is in them (the problem being that they try their best to avoid tight places...).
When you spend a point of Hope to invoke an Attribute bonus, you additionally cancel all penalties enforced from being Weary for that action.
You have spent a great deal of your time practising with all sorts of throwing games, and your accuracy is exceptional.
When you make a ranged attack, you can roll the Feat die twice and keep the best result.
When you are allowed to take a prolonged rest in a safe place (not ‘on the road’), you recover your health at a prodigious pace, whether you are hurt or simply tired.
If you are Wounded and your injury hasn’t been treated you recover 2 Endurance points; if you are Wounded and your injury has been treated successfully, you recover 4 Endurance points; if you are uninjured, you recover 3 Endurance points plus your favoured Heart rating.
When you are travelling, you recover normally (the reduced recovery rates found on page 11 do not apply to you).
You have learnt how to gain an advantage in a fight from being smaller than most of your opponents.
When you are being attacked in close combat by a creature bigger than you (very often), your basic Parry rating is calculated using your favoured Wits score, instead of your basic Wits.
Outside of combat, you gain the ‘Small’ Trait, and can invoke it using the usual Trait rules (see the Traits chapter for details).
You have learnt to tap into the inner strength of the indefatigable and relentless hunter.
Once per day you may spend a Hope point to recover a number of Endurance points equal to your favoured Heart rating.
Mirkwood is shunned by many men and beasts, yet its shadowy eaves are still good for the growing of herbs. You are learning the ancient craft of concocting salves and herbal remedies from your village elders and wise- women.
You learn to recognise which herbs qualify as Fragrant Weeds when you first select this Virtue, and can master the secrets of Poison Remedies as your undertaking during a Fellowship phase, and spending one Experience point.
Fragrant Weeds
You have developed the habit of chewing some herbs and roots that are said to bring vigour back into a man’s limbs. As long as you are in a wild area, you can collect enough herbs for their effect to be noticeable:
When your Endurance rating drops to equal or below your Fatigue score for the first time, you are not yet considered Weary. You become Weary only when your Endurance drops again.
Poison Remedies
You can find the necessary ingredients to concoct a drink that, when ingested, will help a victim shake off the effects of spider-poison, or to prepare a salve that when applied to a wound or a bruise will neutralise the action of Orc-poison.
Spend a point of Hope and roll Craft against a TN of 16 to neutralise the effects of a single poison type on all members of your Company.
Your folk have always delighted in training great, long- jawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit.
Raise your maximum Hope score by 2 points.
But such trust comes at a price: a Hound of Mirkwood is a valorous and noble beast, always ready to take the side of his human companion during combat.
When you are engaged in battle, if an attack aimed at you produces an Eye Of Sauron result, the blow hits and automatically wounds the hound instead (in place of the effects of a normal hit). You may prevent this by taking the automatic wound yourself (you cannot roll for Protection). A wounded hound is put out of combat for the remainder of the scene, and will return at your side at the start of the next session only if you succeed in a Healing roll with a TN of 16. If you fail, the hound will not recover until the next Fellowship phase.
The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this Virtue, your hound learns to assist you with one Common skill as described under Support below, without paying the Experience point cost. You can train him to Support additional skills, as well as to assist you in combat, as a separate undertaking during later Fellowship phases, as follows:
Support
You can train your hound to assist you in one activity. A dog can be trained to support you when making any one of the following skill rolls: Awe, Awareness, Explore, or Hunting. It takes a Fellowship phase and one Experience point to teach your dog to complete an additional task.
When you are making a roll using one of the skills imparted to your dog, you may roll the Feat die twice, and keep the best result.
Harass Enemy
You may spend a Fellowship phase and two Experience points to teach your animal companion to harass your opponent when fighting at close quarters.
When you are fighting alongside your animal companion, your immediate adversary in close combat is always considered to be Weary.
Protect
You may spend a Fellowship phase and one Experience point to teach your hound to steadfastly defend you when you withdraw to attack your enemies with a ranged weapon.
If you want to fight in a rearward stance, your dog protects you, counting as a companion fighting in a close combat stance (so that you need only another companion in close combat). Additionally, you are allowed to choose a rearward stance even if the total number of enemies is more than twice the number of companions (up to three times) - see Combat at page 156).
Whether travelling, exploring or even resting, the behaviour of animals can communicate much to those who know how to interpret the signs. It could be the sudden silence of a bird, or the distant rustling of a beast in flight. You have learnt to recognise which sounds and sights reveal the approaching of enemies, and to read much from your surroundings.
When you are outside, you may upgrade the quality of a successful Awareness roll by one level, turning a success into a great success, or a great success into an extraordinary one. Additionally, during the day, you may make an Explore roll with a TN of 14 to gather information regarding the area surrounding you, as if you were observing it from a vantage point (the top of a tall tree, a small hill).
This song has been taught to the worthiest members of your clan since your people first descended along the banks of the Great River. Its tune echoes Elven songs from a time of war and weapons, and its precious knowledge has been passed with great care from one generation to the next. Singing its words over a wound can reduce the loss of a warrior’s life-blood to a trickle, letting it flow back to the heart.
At the end of a fight you may roll Song against TN 14. On a successful roll, you recover a number of additional Endurance points equal to your Wisdom rating, twice your Wisdom rating if the roll was a great success, or three times your Wisdom rating if the roll was an extraordinary success. Additionally, your injury is considered to have been treated successfully (see Chapter Four: Life and Death). You may spend a point of Hope to do the same for another member of your Company.
(armour, headpiece or shield)
A skilled craftsman has made this piece of equipment lighter or less cumbersome than its lesser counterparts, thus reducing its Encumbrance.
The Encumbrance rating of the selected item is reduced by 2 (to a minimum of zero Encumbrance).
This upgrade may be applied to any defensive item, and can be selected multiple times (always up to a maximum of three Qualities per item).
(armour or headpiece)
A skilful smith has made this piece of protective equipment more difficult to overcome with a piercing blow.
The selected item’s Protection rating gets a bonus of +1.
This upgrade may be applied to any suit of armour or helm, and can be selected multiple times (always up to a maximum of three Qualities per item).
(shield, unique)
The shield’s structure is reinforced, possibly with a metal rim or a larger iron boss, letting its wearer parry blows with greater ease.
The shield’s Parry bonus is raised by one. In addition, the shield cannot be smashed.
This upgrade may be applied only once, to any type of shield (buckler, shield or great shield).
(weapon, unique)
The weapon is strong and heavy, inflicting more harm on its targets.
The weapon’s Damage rating is raised by two (a weapon that can be wielded with one or two hands gets the bonus to both its damage ratings).
This upgrade may be applied only once, to any one weapon.
(weapon, unique)
Sharp and well-balanced, this weapon is more likely to produce a piercing blow when hitting its target.
The weapon’s Edge rating is reduced by one (note that an Edge rating of Rune of Gandalf becomes a rating of 10).
This upgrade may be applied only once, to any one weapon type.
(weapon, unique)
Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.
The weapon’s Injury rating is raised by two.
This upgrade may be applied only once, to any one weapon type.
(great bow)
The bowyers of Dale used prodigiously tall and powerful staves of fine yew wood to make bows for their King’s men.
When you get a Rune of Gandalf on the Feat die using a Dalish longbow, the target must roll the Feat die twice and choose the worst result for his Protection test roll.
(spear)
The Dwarves of the Mountain forged these spears for a king who lived before the Dragon came. Their thrice- forged heads never lose their keenness, and their shafts are inlaid with gold.
When you make a ranged attack using a Spear of King Bladorthin, you roll the Feat die twice and choose the best result.
(great shield)
The soldiers of Girion, Lord of Dale, carried great shields that were so tall that it was said that a grown man could completely hide behind them.
When you are using a Tower shield, your Parry bonus gets an additional +3 against ranged weapons.
(great spear)
A giant-slaying spear is an unusually long great spear made of ash wood, once used only from horseback.
When you attack creatures greater than human-sized, the Damage rating of the Giant-slaying Spear is raised by +4.
(leather armour)
Craftsmen of old have long laboured on these coats of leather, shaping and decorating them with lacquers and other ornaments.
When wearing Noble armour at an encounter you receive one free Encounter advantage bonus die. Additionally, your Valour and Wisdom scores enjoy a bonus of +3 as far as calculating Tolerance is concerned.
(axe or great axe)
A Beorning splitting axe has a wedge-shaped head, capable of rending armour with its strokes, a hold-over from a time when a Northman needed a weapon capable of piercing the skin of a Dragon.
When you get a Rune of Gandalf on the Feat die using a Splitting axe, the target rolls one Success die less on his Protection test.
(great axe)
It is said that every Dwarf that survived the Battle of Azanulbizar returned from that battlefield bowed under a heavy burden, as he carried the weapons of those who died that day and whose bodies were burned in the pyre.
When you are attacking an enemy with an Attribute level of 7 or less, if you get a Rune of Gandalf on the Feat die using this axe, your opponent is made Weary for the remainder of the combat.
(mail armour)
The Dwarves of the Mountain make good coats of steel rings, but they cannot match the work of the armourers that lived before the Dragon came.
When you invoke an Attribute bonus on a Protection test, use your favoured Body rating as a bonus.
(helm)
The Dwarven heroes of old wore helms with visors crafted by the hammer of the smith in hideous shapes, to better dismay the enemy that looked upon them.
When making a roll using Awe, you roll the Feat die twice and keep the best result.
(spear)
These spears were made with ash wood from what is now called Dol Guldur, once home to many woodland Elves.
If you get a Rune of Gandalf on the Feat die when attacking with a Bitter Spear, you get a +4 to your Injury rating.
(buckler)
The agile Elven warriors learnt long ago to profit from the protection of a small shield when using a great spear. These leaf-shaped bucklers are smaller than most.
Apply the Parry bonus of this buckler even if you are using a two-handed weapon in close combat.
(bow)
The Silvan Elves have always eschewed the great bows favoured by many folks in the North. They prefer shorter and lighter bows that can be bent as quickly as possible, as in a forest the enemy can be anywhere.
You are always allowed to make one additional opening volley, even when no opening volleys are allowed (unless you are surprised).
(bow)
One of the oldest stories told in the Shire remembers how a company of the best archers that the Shire could muster went north to aid the King in battle. They never returned, but a number of very strong bows are said to have been recovered from the battlefield and preserved to this day.
When making a ranged attack using a Bow of the North Downs, add to your rolls a bonus of +3, or your Valour rating (whichever is higher).
(short sword)
At times, country Hobbits find ancient swords inside fallen mounds, amid tilled fields or washed ashore along a watercourse. Unable to discover their precise origin, they call them simply ‘King’s blades.’
If you roll a great or extraordinary success on an attack using a King’s blade, spend 1 point of Hope to automatically inflict a Piercing blow.
(armour)
Suits of armour are very prized ornaments in the houses of the greater families of the Shire. The best among them can be still put to proper use, if an adventurous Hobbit demonstrates he deserves it.
If hit by a Piercing blow while wearing Lucky Armour, roll the Feat die twice and keep the best result on the Protection test.
(long-hafted axe)
The most prized axes have a wide ‘bearded’ head, often scored with ancient runes of victory. The longer blade bites into enemies’ shields, and its hooked end can be used to disarm them.
If you roll a great or extraordinary success on an attack using a Bearded Axe, you may choose not to apply your Damage rating to smash your opponent’s shield OR disarm him instead.
(armour)
Radagast has blessed these suits of armour with his cunning, and now they don’t seem to make a sound when worn, whether they are made from animal skins or rings of steel.
When making a roll using Stealth wearing Feathered Armour, roll the Feat die twice and keep the best result.
(bow or great bow)
When a bow of any type is deemed very powerful, the Woodmen of Wilderland call it a ‘shepherds-bow,’ as they would use it to protect their herds and cattle from the preying claws of the Eagles of the Misty Mountains.
If you roll a great or extraordinary success on an attack using a Shepherds-bow, you inflict extra damage equal to your basic Heart rating.
For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.
You or your family have suffered a terrible loss at another’s hands. You have become an adventurer to take your revenge on whoever wronged you, or maybe just to leave behind a life that you are not able to enjoy any more. Yours is a difficult path to tread, as what you have been through makes it hard to give your trust to anybody.
This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins, or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers.
You see the wonders of living in Middle-earth even where the Shadow is deepest. Every corner of the land holds a promise of untold secrets, and this is why you have decided that any dell, cave and river vale can be your home, albeit briefly. For when the morning comes, another horizon will show your new destination.
In this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from.
Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.
Wandering without ever really settling down might be the destiny of most adventurers, but it carries the risk of never finding something to live for. The road goes ever on and on, it’s true, but whither then?
Adventurers who find themselves on the road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the shadow tightens its grip on their hearts, the world shrinks around them and their closely-guarded possessions.
Individuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in the hero’s spirit, his behaviour worsens, leading to more extreme violent reactions.
When a man is given a position of authority, either by rank, lineage or stature, he may end up mistaking his own wishes for those of the people he should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it.
Impoverished people are probably suffering from a bad harvest season, a fell winter, or the aftermath of a disease or war. They struggle every day to find what they need to survive, and have no time or resources to look for anything beyond the bare necessities, let alone equip themselves for adventure.
Frugal folk usually sleep in comfortable common halls (or tents, if nomadic) and eat the produce of their own lands and pastures. They wear simple clothes at most times, although they may possess finer garments for special gatherings like season festivals, marriages or funerals. Jewels and other superior ornaments, if any are in the keeping of members of the society, are treasured as possessions belonging to the community, and are passed down through generations of appointed keepers.
Adventurers coming from a Frugal folk do not usually carry anything of unusual worth (unless as part of their war gear), with the possible exception of one or two pieces of expensive clothing or common jewellery, like a rich mantle or a golden necklace or bracelet; probably a token of their status among their peers. Consequently, Frugal adventurers can rarely afford to pay for anything, and prefer to find or make what they need instead.
Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family.
Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.
Almost all families belonging to a Prosperous culture can afford to live in separate, private houses. Important individuals wear fine clothing and often have one or more servants in their service at home.
Characters coming from a Prosperous culture can usually pay for their share of any out of pocket expense encountered along their journey, and might even pay for another companion, if need be. This includes, for example, paying for comfortable accommodation, spending some time drinking in company at an inn, and hiring beasts of burden (such as ponies).
Members of a Rich culture live amidst all sorts of luxuries, reaping the fruits of flourishing trade or vast treasure. Although those less well-off warn that affluence can easily lead to spiritual or even physical weakness, the availability of material wealth may instead set an individual free to focus on more lofty matters, like the perfection of a trade or art.
Rich adventurers fare better than their Prosperous fellows, but not excessively so. Their life on the move does not let them take full advantage of their resources, as a good proportion of their wealth will be made up of land and riches.
uiWSDamage: 3 uiWSEdge: G uiWSInjury: 12 uiEnc: 0
One-handed blades have a range of uses, from skinning animals to settling disputes among brutes. Daggers and knives are very common, and in the wild areas of the land, no man, woman or child is found without one in their belt.
uiWSDamage: 5 uiWSEdge: 10 uiWSInjury: 14 uiEnc: 1
Daggers and knives of unusual size, or smaller swords created for combat at close quarters.
uiWSDamage: 5 uiWSEdge: 10 uiWSInjury: 16 uiEnc: 2
A straight-bladed, two-edged sword, wielded in one hand to hew or thrust. This is the most common type of sword.
uiWSDamage: 5/7 uiWSEdge: 10 uiWSInjury: 16/18 uiEnc: 3
A Long sword can be used with one or two hands. The Damage and Injury entries list two separate ratings.
Only superior craftsmen can produce longer blades. These wonderful Elven and Dwarven weapons, and the keen blades forged from strange metals by the Men of the West, are often known as long swords. A long sword may either be wielded with one hand, or used to hack and sweep with two hands.
uiWSDamage: 5 uiWSEdge: 9 uiWSInjury: 14 uiEnc: 2
Can be thrown.
Approximately six feet in length, a spear can be hurled as a javelin or deftly thrust with one hand.
uiWSDamage: 9 uiWSEdge: 9 uiWSInjury: 16 uiEnc: 4
Two-handed weapon. It cannot be thrown.
With a shaft longer than any other spear, a great spear cannot be used as a ranged weapon and must be wielded with two hands.
uiWSDamage: 5 uiWSEdge: G uiWSInjury: 18 uiEnc: 2
A simple fighting variation on the common woodcutting tool, axes hang from the belt of many adventurers raised in or near forests.
uiWSDamage: 9 uiWSEdge: G uiWSInjury: 20 uiEnc: 4
Two-handed weapon.
Sometimes double-headed, the great axe is an impressive heavy weapon that can only be wielded with two hands.
uiWSDamage: 5/7 uiWSEdge: G uiWSInjury: 18/20 uiEnc: 3
A Long-hafted axe can be used with one or two hands. The Damage and Injury entries list two separate ratings.
Borne with one or two hands, a long-hafted axe is designed to hack through the toughest of armour. It is difficult to manoeuvre but when mastered it is a fearful weapon, as a skilled fighter learns to fight with the long haft of the axe and its reinforced tip in addition to the blade.
uiWSDamage: 5 uiWSEdge: 10 uiWSInjury: 14 uiEnc: 1
Ranged weapon.
The simple bow is not very different from a hunting-bow. It never measures more than five feet in length, so as to be strung the more quickly. Elves from Mirkwood use bows, as they do not need the superior range of a great bow while fighting under the eaves of their forest.
uiWSDamage: 7 uiWSEdge: 10 uiWSInjury: 16 uiEnc: 3
Ranged weapon.
As tall as a man and offering superior potency, a great bow can only be used by warriors with the height and stature to bend it fully. An arrow from a great bow can pierce the toughest of armour.
uiWSDamage: 8 uiWSEdge: 10 uiWSInjury: 18 uiEnc: 3
Two-handed weapon.
A heavy digging implement sporting a curved head with a point on one side and a spade-like ‘blade’ on the other, it was used to fearsome effect by the Dwarves who followed Dáin Ironfoot during the Battle of Five Armies.
uiParry: +1 uiEnc: 1
Circular and made of wood reinforced by a protruding metal boss, bucklers are usually smaller and lighter than regular shields.
uiParry: +2 uiEnc: 3
Round, oval or kite-shaped, shields are made of several layers of wood, often reinforced by a large central iron boss, usually decorated and engraved. A regular shield offers good protection from arrows, and is very effective at close quarters.
uiParry: +3 uiEnc: 5
Huge and round or barrel-shaped, these shields are carried in battle by the sturdiest of warriors, and are used to carry back their bodies should they fall, but are considered too cumbersome and unwieldy by some.
uiArmour: 1d uiEnc: 4
uiArmour: 2d uiEnc: 8
uiArmour: 3d uiEnc: 12
uiArmour: 4d uiEnc: 16
uiArmour: 5d uiEnc: 20
uiArmour: +1 uiEnc: 2
An open helmet, the cap sacrifices some protection for comfort and a wider field of vision.
uiArmour: +4 uiEnc: 6
May be removed in combat to lower Fatigue by 3 points.
A headpiece providing full protection, sporting a nose- guard and cheek-guards and protection for the back of the neck.
The simplest suit of armour available, leather armour is made of layers of cured and hardened animal hide sewn together. It is ideal for hunting or travelling as it is lightweight and comfortable, especially compared with mail armour. Leather armour may be crafted as a shirt, or a close-fitting corslet with long sleeves, extending its protection to the wearer’s hips.
The most effective type of armour encountered in Middle- earth at the end of the Third Age is mail armour: suits of close-fitting rings of metal, created to protect from cutting and thrusting weapons. From the shining hauberks of Elven lords to the black mail of Orc-chieftains, mail armour appears in widely different qualities. Ancient mail-coats of dwarf-make, when found, are matchless and prized possessions.
A mail shirt is a chain garment protecting the back, chest and abdomen of its wearer, while a coat of mail is a shirt with long sleeves. A mail hauberk is a longer coat with skirts of mail covering the knees of the wearer, making it ideal for those riding into battle.
Cultural skill that includes proficency with:
  • Axe
  • Great axe
  • Long-hafted axe
Cultural skill that includes proficency with:
  • Bow
  • Great bow
Cultural skill that includes proficency with:
  • Spear
  • Great spear
Cultural skill that includes proficency with:
  • Short sword
  • Sword
  • Long sword
The hero often repays real or imagined wrongs with vicious rudeness. Depending on the provocation, the hero may be simply very impolite, or downright insulting.
A brutal hero reacts violently to provocations and shows little restraint under most circumstances.
A cruel adventurer doesn’t care if his actions cause pain and suffering to others, and is needlessly savage with his enemies.
A hero becomes murderous when he starts to consider killing as a perfectly natural way to achieve a goal or simply to make things go his way.
Grasping describes the desire to accumulate gold and precious items above all else, just for the sake of possessing them.
When your prized possessions start to weigh you down and become a treasure to be guarded, even the good advice of friends appears to mask dubious intentions.
A deceitful adventurer feels no shame in misleading others with lies and stratagems, as long as his machinations further his ends and needs.
A thieving adventurer has discovered that anything he desires can be his – he just has to take it. He earned the right to take all he wants when he sacrificed the love of his peers and his own self-respect.
A resentful adventurer is often bitter and angry with the people he ought to protect, as he feels that he risks his life for individuals that fail to recognise his actions on their behalf.
An arrogant hero doesn’t miss an opportunity to underline his own importance, often belittling his peers and companions.
Overconfidence denotes overweening pride, a sentiment that blinds a hero to his own limits and weaknesses. He will set out to do anything he sets his mind upon, regardless of the consequences that might befall others.
A tyrannical hero escalates his actions and desires to the level of a just cause. His disregard for the lives of others is so profound that he will go to any length to achieve his ends, regardless of the cost or methods employed to accomplish them. Any dissenting opinion is considered as utter betrayal.
A haughty character doesn’t recognise easily the wisdom found in the words and actions of others, and tends to turn aside all advice and offers of help.
A scornful hero treats the propositions of others with disdain, making use of every opportunity to mock them for their presumed inadequacy.
A scheming adventurer keeps his thoughts and intentions to himself at all times, never giving advice and heeding only his own judgment. He might sometimes agree with the propositions of others, but only to be free to follow his own choices later.
When an adventurer becomes treacherous he cannot be trusted to keep his word. He is ready to betray his own friends and allies if it would be to his advantage.
It takes a lot to stir an idle adventurer into action. He is easily distracted, and must be cajoled to fully participate in endeavours.
Forgetful indicates that a hero is often daydreaming and absentminded, and finds it difficult to remember even important things.
An uncaring adventurer is losing touch with the world outside of himself. He can’t bring himself to feel compassion and quickly loses interest in matters that do not concern him directly.
A cowardly hero cares only for his own safety under any circumstances, and will go to any length to save himself when a threat arises.
Create New Character
Save Character as code
Load Character from code
Print Sheet
What's new?
Name:
Culture:
Standard of Living:
Cultural blessing:
Calling:
Shadow weakness:
-Traits-
Specialities:
Distinctive features:
-Attributes-
-Common Skills-
-Skill Groups-
-Weapon Skills-
-Rewards-
-Virtues-
-Gear-
Endurance
Starting Score
Fatigue from Encumbrance
Fatigue from Travel
Total Fatigue
Hope
Starting Score
Temporary Shadow
Armour
Headgear
Parry
Shield
Damage
Ranged
Wisdom
Valour
Experience
Total
Weary
Miserable
Wounded
Next
Weapon Skill Package:
Choose one:
Choose two:
Background:
Choose one:
Choose one. Thick line means suggested calling. Dotted line means unusual calling.
Favoured Skills:
Choose two:
Additional Trait from Calling:
Choose one:
Favoured Attributes:
Choose Favoured Attribute +3:
Choose Favoured Attribute +2:
Choose Favoured Attribute +1:
Valour and Wisdom:
Virtues and Masteries:
Choose one among your culture unique virtues and the general masteries:
Choose your highest starting characteristic:
2 valour
1 wisdom
1 reward
2 wisdom
1 valour
1 virtue
Rewards and Qualities:
Choose one among your culture unique rewards and the general qualities:
Previous Experience:
Spend Previous Experience points ranking up common and weapon skills.
Click on Next for finishing the character creation.
Click on Reset for recovering the previous experience points to spend them again.
10 experience points left
Reset
Final touches:
The automatic character generation process is complete.
For the last step, check your cultural blessing, virtues and rewards and modify your scores accordingly if they require you to do so.
Click on the Finish button to do so.
Finish
Character data:
Copy this chunk of data to some place safe to save your character:
Close
Paste a chunk of character data here to recover your character:
Latest Changes:
Sorry. This application requires a reasonably standards-compliant internet browser such as Chrome, Firefox, Opera, Safari, etc. \r\r Unfortunately, Internet Explorer isn't reasonable enough. :(
damage
edge
injury
enc
armour
headgear
shield
Age
Favoured Skill
Starting Skills
Unique Virtues
Unique Rewards
Body
Heart
Wits
Choose two:
Favoured skill groups
Additional Trait
Choose one among
Shadow weakness
{0} XP
{0} experience points left
Make Not Favoured
Make Favoured
Nevermind
Add
Add Degeneration
There are no more degenerations to add.
Set Comment
Please insert the comment text
Add a New Row
Remove This Row
Select gear piece
Select a weapon group
Select a weapon skill
Remove
Feat
Total
Direct Simple Success
Direct Superior Success
Direct Extraordinary Success
favoured
Export to Forum markup
If you want to show off your character in a forum copy this text and paste it into the forum post.
Endurance
Starting Endurance
Fatigue from Encumbrance
Fatigue from Travel
Total Fatigue
Hope
Starting Hope
Temporary Shadow
Armour
Headgear
Parry
Shield
Damage
Ranged
Wisdom
Valour
Experience
Total Experience
About...

Web Character Sheet and Generator for The One Ring roleplaying game

A freeware program to create and share your The One Ring characters online.
Creator: David Esparza-Guerrero
General support: Amado Angulo
Translator into Spanish: Jordi Zamarreño
With the permission of game author Francesco Nepitello and Devir España (for the spanish translation).
Contact us to propose features and report bugs in these forum threads!
  • Cubicle 7 Forum
  • RPG.NET Forum
The One Ring game is property of Cubicle 7, as well as the texts and gameplay concepts.
Roll Feat twice and...
...keep Best.
...keep Worst.
Character Server
Type the group login name and login password to be able to manage group characters. You don't need these for listing the public characters.
Group:
Password:
Online Character Server
Loading...
Your Group's Characters
All Characters
Create Group
Save Current Character
Previous
The favoured attribute score is used as bonus to favoured skills instead of the usual score.
Your favoured attributes scores are based on the normal ones +3, +2, or +1 extra points.
Choose which favoured attribute will get which extra amount.
You cannot assign the same amount of extra points to different attributes.
You current base attribute scores are Body: {0}, Heart: {1}, Wits: {2}.
Characters
Character List
Online Gaming
Error: Invalid user.
Character saved.
Character deleted.
Public
Private
Load
Delete
Are you sure you want to delete this character? You will be unable to recover it afterwards.
Type the display name of the character group. This name will be shown to other users.
Type the login name of the group. You will use this name to manage the characters in the group, so keep it safe.
Type the login password of the group. You will need this password to manage the characters in the group, so keep it safe.
The specified group login name is already taken. Please choose a different one.
Character group created.
Instructions
Alias
Chat with Your Group
Chat Log
Fellowship
Advancement
Treasure
Standing
Company
Guide
Scout
Huntsman
Look-out Man
Fellowship Focus
Fellowship Phase
Sanctuaries
Patron
Tale of Years
Exchange Feature
Wounds Treated
Permanent Shadow
Total Shadow
Select a weapon
Download Chat Log
Dice Roller
You can use this Dice Roller for playing online. If you open the chat window, rolls you make will appear there for others to see.
The Dice Roller has seven buttons representing the different amounts of dice you can roll in the game:
  • If you want to roll only the Feat die, click on the Feat button.
  • If you want to roll the Feat die plus three Success dice, click on the button labeled 3.
  • You can type a number in the text box for making rolls with a given modifier. For example, for rolling the Feat die and 2 Success dice with a modifier of +3 type a 3 in the text box, then click on the button labeled 2. All rolls made until you empty the text box will have that +3 modifier.
  • You can make a roll like if the character is Weary. For that, put a checkmark on the Weary checkbox. Success dice with values 1, 2 or 3 will show 0 instead.
  • You can roll the Feat die twice and keep the best or worst result. For that, check one of the two corresponding checkboxes. Rolls made will have the Feat die rolled twice and discarded one of the results.
You don't need to use the dice roller for creating characters.
Character modified remotely by {0}. Please repeat you modifications if they have been overwritten.
Change Font
Synchronize Changes
Someone has made changes into the sheet. ({0}->{1})
Popup Tooltips
Popup Help Buttons
No Popups
Cancel Creation
Hide/Show Volatile Cells
Close Tutorial
Welcome to the Online Character Server.
Here you can create groups of characters to share with your friends and with other people. The character data is stored on the server for free.
You can use these features to host an online game. With the chat you will be able to share dice rolls.
When you save a character in the server, you and your friends will be able to open its character sheet and update it on the run.
The first thing you will need to have to be able to use the full potential of the Online Server is to create your own Character Group.
If you don't have one (and if this is your first time here you will likely have none) you will have to create one.
When you create a Character Group you must choose a Public Group Name (that will be shown to everyone), and a private login and password

Click on Next to go on...
Click on this button. You will be asked, in this order, for a Public Group Name. Type something like "Trotter's TOR Campaign".
Then you will be asked for a login username. Type something secret but easy to retype and remember, like "trot92" without the quotes.
Then you will be prompted for a password. Type something secret but easy to retype and remember, like "snarling honey elephant" without the quotes.
Don't choose a login username or a password that are easy to guess from the Public Group Name. If other people guess your credentials, your characters could be vandalized!

Click on that button and provide the information required, then click on Next to go on...
If you have a group already, then skip this step by clicking on Next to go on...
If everything went well, you have created your own Character Group in the server. If an error happened it could be that you provided invalid username or password or they have been taken already before.
Now type your username and password in these cells. As long as you have your username and password in these cells, you will be interacting with your Character Group.
The page will remember the credentials you type here everytime you come back using this same browser in this computer.
If you have several character groups and you want to switch between them, just change the credentials in these cells. You don't need to click anywhere else to log in or anything.

Type your credentials on these cells, then click on Next to go on...
As players store characters into the server, other players can see them too (but not modify them, of course). This could be useful as a repository of ready-made characters for fast games.
Click on this button to get a list of all characters that have been stored into the server. It will list their names, culture, calling and the character group they belong to.
If you want to open the character sheet of any of them, click on the Load button next to them. The character sheet will be filled with their stats.

Click the button, then load any character, then click on Next to go on...
When you create a character with the Character Creator you can save it into your Character Group.
You can also load a public character and save a copy of it into your Character Group.
The most important part is that you can't have more than one character with the same name in your Group. If you attempt to save a second character with the same name as one in your Group, the second character will replace the first one.
If you want to modify a character and save the changes back into the server, just leave the same name and the new version of the character will replace the old one.

Click on Next to go on...
Let's try it out!
Load a random character from the public list of all characters!

Click on a Load button, then click on Next to go on...
Now move the Online Server window to a side if needed so that you can see the Name field in the character sheet.
Modify that name to something different. For example, rename that character to Aragorn.
If you want, change also some other things in the character sheet. Like some skill ranks or attribute values.

Rename the character, then click on Next to go on...
Now go back to the Online Server window and click on the Save button.
The character will be saved into your Group with the name you chose.

Click on the Save button, then click on Next to go on...
When you save a character, the character list changes to display the list of characters on your Group. You can always get this list by clicking on this button.
Now you know how to copy, modify and save a character into your group. Next we will learn how to delete it.

Click on Next to go on...
To delete a character just click on the Delete button next to it. It will ask for confirmation.
Once a character is deleted there is no way back. Poof. It's gone forever. Be careful.
Let's delete the character you just saved. Click on his delete button.

Click on the Delete button of the character, then confirm, then click on Next to go on...
The chat is very simple to use, but it makes sense only if more than one person is going to use it, of course.
For this tutorial, you can open another browser tab or window that will act as an imaginary friend if you want to try it out.
The chat will only work when two or more people have entered the Group credentials and they open the chat window by clicking on this button.

Click on the button, then click on Next to go on...
First and foremost, select an alias for you. Just type your name here.

Type your name in this text box, then click on Next to go on...
Then you can type messages in this box here. If you have a friend doing the same (or yourself in another browser tab or window) you will see their message appear.

Type something and press Enter to send it, then click on Next to go on...
The chat is not great compared to other chat services. What it is most useful for is for rolling dice during an online game.
Find the Dice Roller panel (it may be below the Online Server window, the Chat window or this tutorial window, move them away) and make a roll.
The roll will be sent to other people in your group connected to the chat.

Roll some dice, then click on Next to go on...
Use this button to close the chat window.

Click the Close button, then click on Next to go on...
This button is used to recover all the chat message you have had in the past, in case you want to remember what happened.

Click on Next to go on...
This button is used for the same, but instead of opening the chat window to show the chat history, it will offer it in a file for download.

Click on Next to go on...
This ends the Online Server tutorial.
I hope you enjoy this feature and please report bugs and provide suggestions to the forums stated in the About... window. :)
The Men of the lake distinguish themselves from their neighbours, the inhabitants of Dale, by their greater love for 'modern' things and exotic novelties, a contrast with the Bardings' healthier respect for tradition. Where the wealthiest among the men and women of dale display their status wearing gold bracelets and torques, or pins and brooches with precious stones, the inhabitants of Lake-town favour rich furs and fine-woven fabrics, often the product of foreign craftmanship. Their differences extend beyond mere appearance though: Bardings are said to prize nobility and lineage, while Lake-men value above all men or women who elevate themselves through resourcefulness and daring.
The Men of Esgaroth are quick to find and exploit the positive in everything they experience, however little it seems. Every defeat is a chance to learn, every blow suffered is a lesson taken by heart.
• When a Man of the lake is wounded, or fails at a roll with seriously negative consequences, he may spend a point of Hope to earn an Experience point. Eligible rolls are, for example, all Fear tests made during combat, all Corruption tests, or any failed roll deemed suitable by the Loremaster.
Your old nanny taught you many songs about the Dwarf-kings of the Mountain, and you grew up thinking that their halls of stone were as real as the bone-littered cave of the Mash-ogre she told you about when you misbehaved. Now you know that dreams and legends are real, and that there are treasures and wonderful new lands out there, waiting for you to go and seek them out.
Your father spent much of his hard-earned gold on your education, to make sure that one day his rigtful heir could aspire to the loftiest positions in the city council. But you seemed able to focus only on miths and legends, your single-mindedness finally proving too much for your teachers and your father's patience. Soon you will have to make a choice: to renounce your dreams or take the road as an adventurer, to be soon forsaken by your family in favour of your younger siblings - unless you return as a hero.
Everyone who knows you has, at least once, seen you sitting for long hours at your hearth or on the steps of the market-square quays with your knife in hand, whittling pieces of wood into animals, blossoms and leaves. Your ability has even drawn comments from passing raft-elves, their praise music to your ears: you feel a measure of kinship with those graceful and silent forest-dwelling people, and you will one day go and visit their halls with many pillars, to see with your eyes the fabled carven throne of the Elvenking.
You are born into a family of envoys and diplomats, serving the city council of Esgaroth and its Master for countless generations. Your manners are so naturally dignified that you could have passed for the heir of a noble house - if you weren't born in a town where the only lords are merchant princes. But you don't see that as a flaw; where you are planning to go, the actions of an individual are not lessened in worth by lack of a proper lineage.
You, your father and his father before him served in the city watch, until the town was incinerated by the fiery death throes of the Dragon. When you saw the great beast fall from the sky, you realised how countless years looking at the distant Mountain had been spent in vain - for of what use is a watchman when his warning is not heeded by heroes who can do something about the coming threat?
When you were a kid you could be seen running starry-eyed along the busy streets of the city, pulling pranks with your friends on noble emissaries, rich merchants, shady traders, even silent sell-swords and menacing cutthroats. Your stare lost its innocence when one night your older brother disappeared after a night of drunken revelry. You don't know what happened to him - he may have fallen into the water, but you know well that in Lake-town even drunk men know not to walk close to the edge of the quays...
You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands.
You have demonstrated a talent worthy of admission to the Bowmen's Guild of Esgaroth, a honourable association uniting the best archers of Lake-town. Now you may train and share secrets of the trade with many old friends of Bard the Bowman himself, all veterans of the Battle of Five Armies.
• Raise your Standing by 1 point. Additionally, from now on, when you are using a bow or a great bow, you may spend a point of Hope to upgrade the quality of a successful attack roll by one level, turning a success into a great success, or a great success into an extraordinary one.
Your family's fortune is rising with the reopening of the trading routes that lead to the markets in the South and East. This increased affluence has started to positively affect your adventuring life, as you may choose a servant from those employed in your household and have him join you in your next endeavour. At the start of an Adventuring phase you may pick one servant to accompany you:
  • Page: a page assists you in all your daily routines, like washing and dressing, and takes care of your clothes and gear. He is at your side during any encounter, making sure that you are properly introduced and providing advice and counsel. When you enjoy the help of a page, you can roll the Feat die twice and keep the best result when you are making any Courtesy and Insight rolls.
  • Physician: a physician is an older servant who has long been trained in the arts of taking care of your health. He knows every little ailment you might have suffered from since you were a child, and possesses the knowledge to prepare a remedy. As long as you are assisted by a physician, you can roll the Feat die twice and keep the best result when you are making a Healing roll.
  • Porter: a porter helps you in carrying your gear when you are adventuring. When you are making a Fatigue test, you can roll the Feat die twice and keep the best result.
  • Scrivener: a scrivener is a personal servant who can read and write. He is usually well-learned and keeps a daily record of your exploits, if you are employing a scrivener you can roll the Feat die twice and keep the best result when you are making any Lore and Riddle rolls.
With the exception of a physician, a servant in a rich trading family is usually a young boy, often a minor relative of modest ambition. Regardless of his duty, your servant is no fighting man, but is considered to be always around and eager to perform his assigned task.
You have learnt to wield a shield like the boatmen of Esgaroth do when they fight to repel enemies trying to board their ships.
• If you are fighting using a shield of any type, when you successfully hit an enemy roll the Feat die again: on a roll of 8+ you inflict an additional loss of Endurance equal to your Damage rating plus the Encumbrance value of the shield you are using (1 for Buckler, 3 for Shield, 5 for Great Shield).
Some say that "fair speech may hide a foul heart", but you have lived among merchants and traders long enough to know that pleasant words are always received better than harsh ones when dealing with strangers.
• When you are about to play out an encounter, you can attempt to raise its Tolerance rating making a roll with any custom skill (Song, Courtesy or Riddle) against TN 14. On a successful roll, add +1 to the Tolerance of the encounter, +2 if the roll was a great success, or +3 if the roll was an extraordinary success.
Life on the lake has taught you how to move appropriately when on board a moving boat. Now that you have taken up adventuring you can exploit your superior balance to your advantage even when you are on dry land.
• When an opponent is attacking you in combat, before the dice are rolled, you may spend a bonus Success die due to a Combat advantage to get a bonus of +3 to your Parry score. Additionally, if you are fighting on a boat, a raft, or other precarious or risky surface (for example, an Elven tree platform, a rope bridge) you receive one free Combat advantage bonus die during Onset.
(mail armour)
Men-folk out of the East favour suits of armour made of overlapping brass plates, or composed of small scales arranged in a mesh, like the scales on a fish or the feathers of birds. Many of these elaborate coats have been hanging on the walls of the great hall of Lake-town, waiting for heroes worthy to wear them.
• A Brazen armour is the equivalent of a suit of mail armour, but wearing it allows you to roll one additional Success die on a Protection roll against an attack made with a edged or blunt melee weapon (swords, axes and clubs), and one Success die less against spears and arrows, or other types of penetrating attacks.
Among the most unusual and rare possessions of a lake-men household are these unassuming whetstones, small flat pebbles never bigger than a pigeon egg, black in colour and faintly traced with green veins. They can be obtained from the oldest and most superstitious fishermen of the town, who swear they get them in exchange for iron tool offerings left in certain areas of the Long Marshes.
• If you carry a Keening Bog-stone in a pouch or wear it as a necklace, it vibrates and emits a soft wailing sound when a creature possessing the Hate Sunlight or Denizen of the Dark special abilities is close (within 100 yards). Additionally, the first attack you aim at such a creature will provoke an additional loss of a point of Hate.
(sword)
Exotic blades from the distant South are the most sought-after collector's items among the more fashionable merchants of Lake-town. Most of those that find their way to the North are useless ceremonial blades of cheaply damasked iron, with lacquered hilts and scabbards set with coloured stones. A rare few are the work of truly superior craftsmanship, quick and deadly weapons in the hand of a skilled fighter.
• When making a melee attack using a Serpent scimitar, ignore any Parry rating bonus your target has that is due to them carrying a shield.
Gold pieces:
Silver pennies:
Copper coins:
Inventory
The Woodmen of Mountain Hall are cousins and oathbrothers to the Woodmen of Mirkwood, and live in a long steep-sided valley near the head of the river Icewater.
Their Mountain Hall — Firienseld in the language of the Vales of Anduin — is an easily defended burg in the shadow of the mountains, built atop their mines. It needs every wall and trench, as the Goblins often threaten the Hall.
The Woodmen of Firienseld have learned how to put the unforgiving features of the mountains to their advantage when they are involved in a fight.
• When the Woodmen fight in the mountains, they use their favoured Wits score as their basic Parry rating.
Many people believe wild Hobbits to be nothing more than children’s stories, but the truth is that a few halflings still live in the region about the Gladden Fields. They don’t live in comfortable Hobbit-holes, but hide under the eaves of Mirkwood or dig a refuge along the river-bank for a night and move on. They have little contact with the humans of the region; the dangers of Wilderland have turned them into a secretive, shy folk, quite unlike their sedentary, settled cousins of Eriador. They play little part in the affairs of the region, and consider most humans to be as dangerous and oversized as Orcs. Only a few trustworthy people, mostly River-folk, know where these halflings make their home.
The wild Hobbits of the Vales of Anduin who survived the coming of the Shadow over Mirkwood have been made tougher by the experience, and are more aware of its threats. They have learned to recognise the presence of its minions and the traces of his devilry.
• When a wild Hobbit makes a HUNTING or AWARENESS roll to track or perceive the proximity of an evil creature or a servant of the Shadow, he adds his Attribute score to the result, as if enjoying an Attribute bonus. Additionally, when making a Corruption test to resist the taint of a blighted place, wild Hobbits can roll the Feat die twice and keep the best result.
You think your fate and that of your race should be that of enjoying life to the fullest, as long as Mirkwood and the world endure. You accept the price of this choice: you will dwindle and fade until you become a living memory, a fairy who lingers yet in the shadows of the trees. For the moment though, your fading just makes it harder for others to heed your footsteps, or to see you when you choose not to be seen.
• You may spend a point of Hope to automatically succeed at any STEALTH roll. Additionally, when you make a roll using a Movement or a Survival skill, you ignore the effects of being Weary.
• Unfortunately, your fading does not pass unnoticed; other Elves recognise your refusal to depart into the West with a simple look, and treat you as a wild and wilful creature, not deserving trust: your Valour and Wisdom are considered to be equal to 1 for the purposes of determining the Tolerance of an encounter.
A secret about your heritage has been revealed to you — according to family tradition, one of your ancestors was a lover of one of the River-Maidens, and she left him with a child to raise. You are descended from that child.
• You automatically succeed at any ATHLETiCS roll related to boating or swimming, and all your Attribute bonuses are based on your Favoured rating when on or near the Dusky River. Furthermore, you may understand the speech of the black herons that live along the riverbanks.
The Rangers are the last descendants in the North of the Dúnedain, Kings among Men that once came to Middle- earth over the Sea out of Westernesse. When they do not disguise their features, they are tall and lordly, towering above most Men living in the North. They are often silent and grim of countenance, and look wise and mature beyond their years.
The Rangers of the North still have in a measure the foresight their ancestors possessed in full before their race was diminished.
• A Ranger of the North ‘activates’ the Foresighted Trait the first time that he successfully invokes it with the usual Trait rules (see the Traits section on page 92 of The One Ring for details). The activated Trait may then be invoked normally for the length of the current gaming session. When the session ends, the Trait won’t be available for activation until the beginning of the following Adventuring phase.
All Ranger of the North characters add the Foresighted Trait in brackets on their character sheet.
A sense of watchfulness, and of fear, may at times arise in you to warn you of a danger that has not yet come to pass. Even the wisest among your kin cannot always interpret these signs, and sometimes the reasons behind your sensations are never explained, as some of the things that you perceived do not actually come to be.
Your folk have long preserved the lore of the kingdom of Arnor, passing on its wisdom from generation to generation. You are learned in the old lore of the Rangers and you know the crossing paths of Eriador like the back of your hand. Lore of Arnor bestows the benefits granted by both Old Lore and Region Lore (Eriador).
You wandered the far corners of the Northern Realm and travelled to places unknown to most of your kinsmen before you reached 14 years of age. Many miles and many weeks spent into the Wild have made you strong and fit. Your talents have been noticed, and you have become a carrier of tidings, at the service of the many Rangers spread across one of the most dangerous realms of the world. Your vigour assures that news of the Enemy’s movement and purpose is known to all who serve the lost kingdom, no matter how scattered they might be.
You have been taught that the servants of the Enemy thrive upon secrecy and deception. It is not enough to keep them at bay by strength of arms: for the plans of their masters to be laid bare, their honey-tongued lies must be exposed and their twisted words unravelled. Fortunately, you can see through their tricks quite well and you can recognise honesty in all Men, Elves or Dwarves. These qualities are as valuable to your kin as a shield in battle, and will guide you in your search for the truth.
From a young age you had vivid dreams that stole away many nights of peaceful slumber. You spent your waking hours interrogating yourself about the meaning of those visions, and through years of study and meditation you have turned your dreams into a gift that allows you to gaze into the hearts of those you meet. It is said that your ancestors in Westernesse possessed similar talents, and you believe you are the bearer of their legacy.
Though the simple folk of the North speak in harsh whispers when you draw near, they also turn to you in times of woe when a blight has set itself upon their lands, for you have hands of healing and have cultivated gifts of renewal. Clad in mud-stained boots and carrying pouches filled with sweet-smelling leaves and herbs, your presence brings relief to all who have been injured, both in body and spirit. Still, you spend long seasons in the Wild and are often regarded as a savage figure to be feared unless at the utmost end of need.
You have wandered long in the ruins and shadows of the Northern Kingdom. Whether beneath the burial mounds of Cardolan or amongst the ivy-choked ruins of Fornost, you have gazed upon the faded glory of your ancestors’ halls and wept at the faded realm before you. By your sword, shadows are driven from these dark holds and in those rare moments of victory relics of kings past have been brought back to their rightful place among your people.
Though the blood of Númenor has thinned in the waning years of the Third Age, many among the Dúnedain of the North still reveal the legacy of the Sea-Kings in their unexpected grace and hidden majesty. In spite of your road-worn garb and often harsh demeanour, the vestiges of that lost nobility emerges fully in your voice and words. You have turned this ancient gift into a beacon of hope in dark times; you are confident that inspiration can stir both your kin and the free folk of the North to stand strong in the face of evil.
When you first select this Virtue you learn how to See the Unseen. You may later reinforce your spirit with Strength of Will by spending 1 Experience point as your undertaking during a Fellowship phase. Finally, you reach the stature of a true Wraith Bane by spending another Experience point as a new undertaking during a later Fellowship phase.
  • See the Unseen
    You are automatically aware of the presence or proximity of ghosts, shades and wraiths of any kind. A successful roll of Lore yields additional information on the nature of the haunting.
  • Strength of Will
    When an undead creature forces you to make a Corruption or Fear test, if you invoke an Attribute bonus it is based off your favoured Heart score. If you pass your own test with a great success, you may let another companion who failed his own roll to pass the test instead, or two companions on an extraordinary success.
  • Wraith Bane
    When you hit an undead monster that can be wounded by your attacks with a Piercing Blow, the creature rolls one less die on its Protection test (to a minimum of 1 die).
If the total Encumbrance of the gear you are carrying is equal to or less than 14 you gain the following benefits: your maximum Endurance score is considered to be 3 points higher, and every time you obtain a great success on a Fatigue test you may let another companion who failed his own roll to pass the test instead, or two companions on an extraordinary success.
In battle, when you fight in a Forward stance you may attempt the Intimidate Foe combat task in addition to your attack roll (instead of forfeiting your action for the turn), but from that point on all your foes gain the Hatred (Dúnedain) special ability and will attack you when given the opportunity.
During an encounter, you may upgrade the quality of one successful roll by one level, turning a success into a great success, or a great success into an extraordinary one.
Once a day, you may make a Hunting roll: on a success, the Loremaster must give you a useful piece of information about a quarry you are hunting or a place you are seeking; the higher the quality of the success, the more information you obtain.
Additionally, if the Hunting roll was successful, you may spend 1 point of Hope: every roll you make until sundown or sunrise using a movement, perception or survival skill benefits from a free Attribute bonus.
When fighting in the wilderness, you receive one free Combat advantage bonus die. When on a journey, if you are the Guide of the company you are considered to be assuming all vacant travelling roles (you are considered to ‘fill in’ as the company’s Huntsman, Scout and Look-out man at the same time, if no other companion is already covering that role).
When you choose this Reward, use the tables on pages 94- 95 to create a Wondrous Artefact possessing one Blessing. You should create an interesting story and description for the object, possibly with the help of the Loremaster. The item is generally of Mannish craftsmanship, but might even be of Elven or Dwarven make.
In addition to the blessing possessed by the relic itself, you are recognised by your kin as its bearer, and as such you enjoy a +2 bonus to Standing.
Raise your Standing score by 1. Moreover, while you are within the ancient boundaries of the realm of Arnor, you may make an Explore roll to find your way to one of these refuges. The quality of the success determines the distance to the nearest safe place: on a success, the refuge is within three days of march, on a great success within two days, on an extraordinary success the refuge can be reached within a few hours.
You start each Adventuring phase with a number of Númenórean Arrows equal to your Valour. When you attack using a bow, you may declare that you are using one of them: if you hit your adversary, he will lose an additional number of Endurance points equal to your Valour; moreover, he will miss his next attack, unless he spends a point of Hate.
At the end of the battle you can recover your used arrows (if the circumstances allow it), unless you failed an attack roll with an Eye result: in that case, the used arrow was lost or broken and cannot be recovered.
In Rivendell can be found Elves with long, flowing golden locks, silver tresses and hair the colour of the dark shadows of twilight. They are at once venerable and noble as a king, yet hale and hearty as a warrior. They are tall and lithe, yet possess great strength and endurance. All High Elves of Rivendell have one thing in common: their pale faces are ageless, neither old nor young, yet written on them are the memories of both gladness and sorrow.
High Elves can perceive creatures that dwell in the wraith- world, be they spirits or ghosts, even when they are normally invisible to the eyes of the living (including Unclad and Invisible Ringwraiths).
Additionally, High Elves are considered to succeed automatically at any Fear test forced upon them by an undead creature.
All creatures of any kind recognise you as an enemy of Sauron. His servants fear you, and will avoid confronting you, unless confident in their superiority. When facing the proof of the presence of the Enemy, you cannot refrain yourself and must take action.
Elrond is not so proud that he would act hastily without consulting those whose opinions he trusts, and who would not hesitate to point out the flaws within his plans. You are one of those to whom Elrond turns when he has need of advice, your honesty and fairness valued as much as your discretion and wits.
To the eyes of Mortals you are as a lord amongst princes. Fair of features and noble of heart, yet terrible to behold when angered. You have seen the glory of Eregion, and the golden armies of your forefathers, but now all that once was great is faded and all that you once ruled naught but ruins.
A long time ago your kin dwelt in Beleriand, where they were smiths of great renown. They laboured long in their proud cities, hidden from the world by a veil of secrecy, but this didn’t save them from their dark fate, and now those lands are lost under the Sea, along with the great works of your fathers. Your hands cannot dare to replicate the beauty of that bygone age, but this knowledge does not prevent you from trying.
You remember well the suffering the Orcs caused your kin, when they tortured and tormented them in their dark dungeons. Although you freed them, their faces were forever marred by the pain they suffered and they soon departed for the West. As long as such evil remains in Middle-earth, you cannot contemplate following them.
It has been many long years since you have called any one place home, travelling the backroads and Elven-paths of Middle-earth with the Wandering Companies. You have enjoyed fully what light is left in the world, singing and laughing and playing under the starlight. One day, the light will fade and you will return to the West, but not today.
Outside the secret vale of Rivendell, the Third Age passes and stone turns to dust, iron to rust and paper to ash. Ancient wisdom slips away like sand in an hourglass, yet who is to say which secret might yet prove vital in the hour of need? You have welcomed many wanderers at the doors of Imladris, travellers who journeyed countless miles seeking to hear the advice of Elrond and consult the lore of forgotten ages. You met everyone with the right words, at the same time trying to lay bare their true motives. Let whoever tried to betray your trust beware your wrath, for you are as kind as you are quick to anger.
You are studying the ancient craft of the Elven-smiths of Eregion, the greatest craftsmen of your kin. You learn how Evaluate Treasure when you first select this virtue. You may later master the secret of how to Enhance Weapons as your undertaking, and spending 1 Experience point during a Fellowship phase; finally, you discover how to Enchant Weapons by spending another Experience point as another undertaking during a later Fellowship phase.
  • Evaluate Treasure
    You recognise the runes and secret symbols employed by the artificers of old to mark their work.
    • When you are allowed to make a Magical Treasure roll, you may roll 1 additional Success die. This bonus die does not count towards the expenditure of Experience points in the case of the discovery of a Wondrous Artefact or a Famous Weapon and Armour.
  • Enhance Weapons
    Choose the Elven-smithing undertaking to retire to your smithy and customise a weapon to suit the combat characteristics of its wielder.
    • When you first enhance a weapon in your smithy, its user gains a bonus of +1 to all his attack rolls using the customised weapon. You may later undertake to improve the same weapon once again, for a total bonus of +2.
    These improvement bonuses are applied until the hero wielding the weapon acquires a new level in the related Weapon skill. When this happens, the companion loses the associated bonuses, but you may eventually enhance it again, repeating the customising procedure. Note that while certainly skillful, you cannot improve the craftsmaship of old: you may only enhance a weapon that does not possess Enchanted Qualities.
  • Enchant Weapons
    Choose the Elven-smithing undertaking to use all your cunning as an artificer and work some of the light of the Blessed Realm into a weapon. The improved weapon now may harm creatures that would be normally vulnerable only to weapons possessing Enchanted Qualities (like Wraiths and Ghosts, for example).
Raise your maximum Hope score by 2 points. Additionally, you receive a bonus Success die to use during the introduction step of any Encounter. Finally, for every Gandalf result on the Feat die you get during the interaction step pick one of the following bonuses:
• When resolving the encounter, the company counts as having scored an additional success.
• After resolving an encounter with Mortals, choose a subject: that character retains only the vaguest memory of what was said or agreed. This effect counts as a magical virtue for the purposes of increasing a company’s Eye Awareness (see page 112).
If you or one of your companions are Wounded or Miserable, you can invoke the name of Elbereth and spend 1 or more Hope points to add an equal number of Success dice to a coming roll. Additionally, each Elven hero (or Elf-friend ) in your company gains 1 bonus Success die on their next die roll too.
Once per combat round, when an adversary spends 1 or more Hate points to activate a special ability, you may roll Valour against TN 10, plus the Attribute level of the adversary. On a successful roll, the effects of the special ability are cancelled, but the adversary does not spend the Hate points.
If the roll was a great or extraordinary success, then the Hate points are cancelled too. If you fail the Valour roll, or you roll an Eye (whether the roll failed or not), you lose 1 point of Hope and you cannot invoke this virtue again for the rest of the battle.
When you roll a Gandalf result on your Feat die using a Common skill, you are additionally considered to have rolled a special icon Tengwar . As a consequence, your roll not only succeeds automatically, but is considered to have succeeded in a superior way (a normal success becomes a great success, and a great success becomes an extraordinary success. When you complete an action with a Gandalf result, something unusual has taken place, something that mortal onlookers can only attribute to ‘Elf-magic’.
Choose one of your Attributes, among Body, Heart or Wits. As long as you wear your lesser ring you gain a bonus of +1 to the basic rating of the chosen Attribute. Additionally, you also gain 1 point of permanent Shadow.
You automatically recognise the threat of the Shadow when you are about to enter a Blighted place. When this happens, you may make a Lore roll: on a success, you identify the source of the blight, allowing you and you companions to lower the TN of any Corruption test by one level (TN -2).
Additionally, if you traversed at least a Blighted area during the last Adventuring phase and you suceeded in the associated Lore roll, you may spend a Fellowship phase compiling your experiences as your undertaking, to gain 1 Experience point.
(great spear)
When you roll a great or extraordinary success on an Attack roll using a Spear of the Last Alliance, you may spend 1 point of Hope to make a second Attack roll against a different opponent.
Remove Shadow Mark
Add Shadow Mark
You may call upon your knowledge of Eriador when planning to traverse it as part of your journey.
The men and women of the Riddermark are warlike, fair and tall, most often with golden hair and light eyes. Darker hair and eyes are not unknown, though uncommon, and such features are at times looked down upon, as they are deemed the sign of Dunlending ancestry. Both men and women grow their hair long and often tie it in long braids, especially when riding.
While devoted to warfare in all its forms, the Riders of Rohan embrace life to its fullest, celebrating all its positive aspects in song and deed, and mourning their passing in sadness when forgetfulness and old age approach.
The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends.
• When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an Rune of Gandalf or Eye of Sauron on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die to all their close combat attack rolls (up to a maximum of 6) until the end of the battle.
From an early age you have learnt to be comfortable around horses and how to best care for them. You can readily tell a good horse from a poor or mediocre one, and when you are on horseback you feel more at ease than upon your feet
Shieldmaidens are trained to ride and wield a blade at an early age and not to fear either pain or death. When faced with threats capable of overwhelming even the most stout-hearted warriors, a shieldmaiden does not blench, but steels her resolve and draws her weapon.
• When a shieldmaiden faces a creature forcing her to make a Fear test, her Attribute bonus is based on her favoured Heart rating. If she passes the test, she will add one Success die to all her attack rolls (up to a maximum of 6) aimed at that creature until the end of the fight.
You may call upon your knowledge of the Riddermark when planning to traverse it as part of your journey.
You have never found greater peace than during those times when the wind was whipping about you and your beloved steed was riding hard across the fields of the Riddermark. As a result, you have become an exceptional rider even amongst your peers. You can travel at a swift pace over long distances and without rest and you are often tasked with scouting ahead of a force of Riders and with carrying messages between distant settlements.
You have always been fascinated by the story of King Folca, the slayer of the Great Boar of Everholt. He was killed by the beast, but his glory is still remembered today. You dream of surpassing his deed, and becoming known as the greatest hunter of the Riddermark. Whether you will achieve your ambition by chasing wild beasts or Orcs, you do not know nor care.
Whether by brutal truth or twisted falsehood, your father was branded a liar and an oath-breaker and you and your family were cast from your village for his crimes. The Golden Hall is a place you have only ever seen from afar and you have never heard the minstrels sing the songs of your ancestors. You drifted between the hills and fields of grain, shying away from the gaze of farmers and wanderers, and have learnt not to leave traces or signs of your passage.
The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend.
It is said that a battle-fury comes upon the warriors of the Mark that makes them fierce and fell beyond the valour of other men. You yearn to feel that fey mood overtake you, and gain renown slaying those who threaten your beloved homeland. You do not fear death, for you know that for all heroes of the Mark the end will come only when songs no longer fill the halls of Edoras.
Your grandfather’s duty was to guard over the gates of Fengel King, and to question everyone who would come and seek admittance to his hall. His was a position of great importance, as it was his own responsibility to judge whoever came to see the King, and he often had to trust to his own wisdom. From him you have learned that a man of worth must be able to perceive a man’s purpose, even when it is hidden behind a veil of crooked words.
You are learning how to properly breed and train horses in the tradition of the Riddermark and of the tamers of the wild horses of old.
Choose the Train your Horses Fellowship phase undertaking (Horse-lords of Rohan, page 144) to retire to your stud-farm and apply your craft to the raising and breeding of foals, mares and stallions.
When you are entitled to make a preliminary skill roll to determine your preparedness at either a journey, a combat or an encounter (see The One Ring Roleplaying Game, page 151), the presence of your esquire lets you roll an additional Success die (up to a maximum of 6).
Additionally, your esquire will promptly recover your mount should you fall from the saddle or be thrown down from it (you must spend an action to climb back upon your horse), he will bring you a spare shield or weapon should you see it smashed or dropped (it doesn’t take you an entire action to recover your gear) and finally he will carry you from the field should you be knocked down by the blows of an enemy. While you won’t allow your esquire to be directly engaged in combat, he is considered to be always about and eager to perform his duties.
You learn one of the listed abilities for free when you first select this Virtue. You may later acquire another ability as your undertaking during a Fellowship phase and spending 1 Experience point. (You may acquire all three abilities in any order).
Horse-archery
You are allowed to use a bow from horseback from any combat stance, as if it were a close combat weapon. Additionally, the number of Success dice rolled on your ranged attacks using a bow are not limited by your Athletics score (see Riding in Combat, page 135).
Shield-raising
When you are using a shield while mounted you double your shield’s Parry modifier.
Sword and Spear
When you are using a sword or a spear from horseback your Success dice are not limited by your Athletics score (see Riding in Combat, page 135).
At the start of an Adventuring phase you may choose to reduce your maximum Hope by a number of points equal to your Valour score. Until the end of the phase, raise your maximum Endurance score by a number equal to twice your Valour score. At the end of the Adventuring phase, both your maximum Endurance and Hope scores reset to normal.
When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one).
Additionally, if the roll produced a Rune of Gandalf you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way).
When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.
When you use a Glinting Spear to charge your enemies you get a +4 to your Injury rating.
Raise your Standing by 1 point. Moreover, when you are wearing your Horsetailed Helm while fighting on horseback or on foot in a Forward stance, if your attack roll is a Rune of Gandalf you receive a bonus Success die to spend on any of your future rolls, or to give to another companion.
Men of Harrowdale only. Incompatible with Horse-herd of the Riddermark.
Whenever you make a die roll and obtain an Eye of Sauron result, you may turn it into a Rune of Gandalf result instead by gaining a Shadow point. The circumstances surrounding this are up to you to describe, but should involve whenever possible a stroke of misfortune befalling others and favouring you instead.
The Riders of Rohan call the hillmen ‘Dunlendings’, for they are mostly swarthy, with dark hair and eyes. They live a hard life in the empty lands west of the mountains, roaming the Dunland Fells and the land between Isen and Adorn accompanying their herds and shunning other folk.
Men and women alike weave their hair in intricate braids, and wear clothes of dull colours, as the hillmen favour dyes that allow them to blend easily with their surroundings. The Dunlendings despise subtlety in speech, and they are quick to take offence and slow to give their trust to anyone outside those who speak their own tongue.
When a Dunlending receives a loss of Endurance that would make him Weary or reduce him to 0 Endurance, he may choose to gain a point of Shadow and cancel that Endurance loss.
You may call upon your knowledge of the Misty Mountains when planning to traverse them as part of your journey.
You find it easy to recognise and follow the paths created across the wild by the passage of beasts and men, and to distinguish between them.
You value little the comforts of what others call civilisation and prefer to trust your instincts when you must deal with others.
When you were young, your parents all but despaired of you, as you were always gone off into the hills, looking for things that were hidden. While the furthest slopes of the mountains are a frightening place when the darkness fall, you roamed there without fear, for you had learned how to read the song of every startled bird, each broken blade of grass and the crack of every old stone. The years have changed you little, though your friends swear that the wind itself must tell you secrets.
Your father was a skilled orator, who roused your tribe to great deeds when necessary. You take after him, but your talents don’t just reside in your speech, but rather in accomplishing what you set out to do with your obstinate resolve. You have always been an example to all those around you and therein lies the problem.
While some seek to emulate you, others have begun to declare you a dangerous influence, one that can only lead your folk into trouble against enemies they cannot hope to oppose.
Many years ago, when you were young and perhaps a bit foolish, you dared to pass unobserved into the circle of Isengard on a dare from a few of your fellows. But you could not long avoid the gaze of Saruman the White. Instead of being angry at your trespass, the Wizard was impressed by your courage, and he told you to return.
Over the years, the White Wizard has passed on to you some of his wisdom, asking only that you tell him of your travels, and bring news that might be of interest to him. A generous bargain, for what you’ve gained.
The majority of the folk of Dunland live by hunting, trading, animal husbandry and simple farming – but not yours. You come from the people of the eastern heights, raiders famed for their brutal attacks and ruthless tactics, even against other Dunlendings.
As you came of age, you realised there were other ways to live than those you were raised to and set out to lead a different sort of life. The fierce warrior that lives within you, though, is never far from the surface…
Your family is one among those that welcomed the exiles from the Lonely Mountain when they first arrived to Dunland as beggars at their door. Your grandfather spied the bearded strangers as they secretly practised their stonecraft or worked at the anvil, learning all he could, and then he passed his stolen craft along.
You grew up singing Dwarven songs and playing with wondrous toys, and know much about the secrets of steel and stone.
When other folk speak of the spirits that haunt the fogs of the mountains, sometimes they are actually talking about you. Long ago, one of the greatest hunters of your tribe saw your potential and decided to teach you all she knew. She showed you the secrets of moving nearly invisibly between trees, and silently over broken stone.
Now, owl’s wings scarcely make less sound than you do and you believe that the time has come to put your skills to the test outside of the fells you know.
When you make a roll to avoid being seen while outside or to detect an ambush, find a trap or discover treachery in others, you always add your Attribute score to the result as if enjoying an Attribute bonus. (This will most commonly be applied to Stealth, Awareness, Search, Hunting and Insight rolls).
Consider all your Common skills as favoured for the purpose of raising their rank. If a skill is already favoured, reduce its Advancement point cost by 1 point.
If you can approach servants of the Shadow before an armed confrontation becomes inevitable, you may interact with them using the normal rules for encounters. So long as you keep Elves and Dwarves in your company out of sight (or bound as “prisoners”) most Orcs, Bandits and other foul folk will not attack you without cause. Additionally, if you are using the rules for Eye Awareness, your individual score is considered to be equal to -1 (subtract 1 from the Starting Eye Awareness of your company).
At night, you can make a roll of Riddle (TN 14) to receive a sign, a foreshadowing of things to come the next day. The knowledge you gain comes in the form of a warning that you must interpret. On a success, you receive 1 bonus Success die to spend on any roll to be made in the course of the following day; you receive 2 bonus Success dice on a great success, and 3 dice on an extraordinary success.
It is up to you to provide the details of the warning you received, but the Loremaster must approve its application before you may proceed to use the bonus dice. Generally, you do so when the opportunity to use the bonus Success dice arises (it is not necessary to explain the warning when you make the Riddle roll).
When you are fighting in a Forward stance, your Damage bonus is based on your favoured Body score.
A Great Forest Axe is so well-balanced that it can be wielded by you with one hand for full effect, allowing you to use a shield as well.
When you attack a living Man with Heart-seeker, a roll of a Rune of Gandalf on the Feat die automatically causes a Wound.
When you invoke an Attribute bonus on a Protection test, add as a bonus the sum of your Body and Heart ratings (in place of only your Body).
This culture has more than one possible Cultural Blessing. Choose one:
The Dwarves of the Iron Hills live the simple but harsh life of miners and smiths. They are often gruff and terse when dealing with outsiders, as choosing to remain on the far eastern edge of the Wild has made them short-spoken, short-tempered and often quick to seek out a physical solution when a threat arises.
More pragmatic than their cousins in Erebor, when they are on the move they wear simple and functional clothes, never carrying anything more than what necessity requires. But when they march to war, the gear they carry betrays their long tradition of a battle-hardened warrior race. The Dwarves of the Iron Hills often sport long, forked beards, plaited and thrusted into their belts when they travel, fight or work the forge.
Always one to relate tales of the mighty at the hearth, or to raise spirits at the coalface, you prosper by the quickness of your wits and the keenness of your tongue. You know that a well-turned phrase can be as sharp as a mattock’s edge or as useful as a cunningly wrought keystone. More taciturn than the tellers of ribald stories known to other folk beyond the Dwarf-halls, you can be wry and witty nonetheless.
The arms and armour of your people are legendary and you have long toiled at your forge. Whenever you could, however, you took to the road to see that your forge-craft is tested in battle and to teach younger Dwarves the great art of your people. You know that one day you will rest in the halls of your ancestors, but your craft and the craft of your kinsmen will live on forever.
You recall when the raven arrived and summoned you on the long march to Erebor. You fought bravely beside your kin and after the battle was over, glory and honour were heaped upon the Dwarves of the Iron Hills. But you remain a soldier and now that the Lonely Mountain has been restored, you know your place is in the Wild, keeping the shadow at bay.
Now that there is once more a King under the Mountain, there are many who wish to hear his voice and know his will. Since the death of Thorin, you have acted as a messenger for King Dáin, travelling across Wilderland to assure that the will of your lord and the safety of Erebor are maintained. Many who have met you are surprised to find you eloquent, for a Dwarf. Yet you know there comes a time when axes must do where words have failed.
You spent the earlier part of your life deep underground, in the seemingly endless mine tunnels that lie beneath the Iron Hills. Hard work and harder conditions have made you strong of arm and relentless of purpose, and no amount of toil can dint your spirits. During what now seems a whole lifetime, you have witnessed both the triumph of skill and determination, as well as the folly of delving too deep, too fast.
In your wandering far from home you have brought what your folk have to offer to where it can be traded for the goods your people need. Wise in the ways of the world beyond the mine and the forge, you have come to favour a life beneath the sky and the open road. Wilderland is full of opportunities for those willing to strike a bargain, sign a contract and embark on a task others may regard as too perilous.
If your Fellowship focus didn’t become Wounded, Poisoned or Miserable, or wasn’t otherwise seriously harmed, at the end of a session you recover 2 points of Hope instead of 1. Additionally, if your Fellowship focus is a fellow Dwarf, raise the company’s Fellowship rating by 1 point.
When you are on a journey wearing an Ironfoot Hauberk, you roll one additional Success die (to a maximum of six Success dice) whenever you are required to make a Travel test. Additionally, you may spend a point of Hope to change an Eye of Sauron result you get on a Travel roll into a Rune of Gandalf instead.
The lean and travel-worn Dwarves of the Grey Mountains have a dour look about them and suspicion ever in their eyes, but when approached prove to be the most gracious of all those belonging to Durin’s Folk, a politeness that is probably due to their knowledge of the ways of many lands. Often bent over with toil, they sometimes seem slightly shorter than their kin – though when they stand tall their Longbeard ancestry reveals itself, especially in their proud noses and piercing eyes.
Typically, the Dwarves of the Grey Mountains carry the tools of their craft with them at almost all times, ever ready for the next opportunity to ply their trade. When they do go to war, they seem to favour the same instruments they use when working, as they wield mattocks and stout axes of blackened iron.
You spent many long years hiding in the caves of the Grey Mountains, skulking and sneaking. The Goblin armies and Orc hordes were too numerous for even your brave kin to challenge in open battle. Instead, you dwelt secretly beside them in darkness. In the aftermath of the Battle of Five Armies, you have stepped out of the shadows and returned to the world.
They came in the night, an ambush. The barbed arrows of the Goblins bit deep, and you still bear those scars to this day. You fled, to your continued shame, and hid in the secret caves of your folk. You waited for days until you were well enough to begin a search. You did not have to look long, at the foot of the Grey Mountains, you found the corpses of your kin on gruesome display. But one Dwarf yet still draws breath, and they will be avenged.
Many times you have heard tell the tales of how your ancestors lost their mansions in their wars against the Worms of the North and how their struggle was hopeless. You do not doubt that the might of a Cold Drake is beyond your strength, but you know that the challenge is certainly something you would not shy away from. Your words bolster the spirit of the youngest among your folk, and prepare them for the tests the darkening of the Age is bringing upon you.
Long have the crafts of your kin remained hidden and unknown to the Free People of Wilderland. Now the roads are beginning to reopen and songs are being sung again of the great market of Dale. You followed in the footsteps of your forefathers, hoping to see your creations sold in the markets across Wilderland.
It is not out of simple respect that the Dwarves honour their ancestors. The devotion your people pay to those who came before you recognises that every Dwarf is but a cog in a complex machine that has allowed you to prosper through countless centuries. Knowledge of that is vital for the prosperity of your folk, something the Dwarves of the Grey Mountains possibly forgot at the height of their power. Ignorance of the lore of the Dwarves is a sin you won’t commit.
Wilderland is dangerous, and filled with enemies. Smaug may be dead, but other greedy monsters lurk in the shadow of Mirkwood and beyond the mountain ranges of the North. The Dwarves have already suffered the consequences of ignoring that the Folk of Durin have few friends, if any at all. When the time comes and you take the road, you will choose a path leading you headfirst into danger. For it is good to know precisely where your foes lie.
If you are making a roll using Awareness while in the dark (at night, underground, or in deep forest), you roll the Feat die twice and keep the best result.
When you are attacking a foe with a scaled skin (a Dragon, or a Troll, for example) using a Worm Axe, the roll of a Rune of Gandalf loosens a scale exposing a weak spot: during the following round, should you or your companions hit your foe with a Piercing Blow, the creature would roll a maximum of one Success die for Protection.
(Only from undertaking "Commission a Smith on Anvil Way", Erebor sourcebook)
The improved balance, customised grip of a custom- forged weapon lets a hero roll again one Success die on each attack.
A Dwarven custom-forged suit of mail armour allows a hero to roll again one Success die on each Protection test.
This upgrade may be applied only once, to any one weapon or armour type.
The Enemy is rolling
Exchange Speciality
The first Dwarves of the Ered Luin were the hardy warriors of Nogrod and Belegost, the two great mountain-cities of the First Age. Master craftsmen, and great haters of Orcs and Dragons, their power was ended when their mansions were drowned in the breaking of Beleriand.
In the twilight of the Third Age, the Dwarves of the Ered Luin are loyal subjects of the King of Durin’s Folk, as their halls were founded anew when Thráin the Second led his people to these mountains after the destruction of Erebor. His son, Thorin Oakenshield, ruled here for a time and the Blue Mountains became a realm of plenty and peace, drawing wayward Dwarves from as far south as Dunland.
You prefer to spend your time outside, to study the marvellous architectural achievements of your forefathers, rather than inside the workshop of your mansion, where you should learn the ways of hammer and forge. Unfortunately, many of your ancestors’ greater works lie deep under the earth, or have been ground to dust in an ancient upheaval that changed the face of the world. This means that to study them you must first find them, something that often takes you many miles away from home, and for many long days.
There is no path between the Blue Mountains and the Grey you haven’t trod with your trusty boots, and there is no inn you haven’t visited. You often paid for drinks and lodging with your work – every village or homestead in Eriador has a broken mill wheel, or a pony to shoe anew. From every customer you have satisfied in the four corners of the land you have picked up a great many proverbs and rhymes, words of wisdom that will prove useful in these days of uncertainty.
For you, the forges beneath the Blue Mountains are more than just places of crafting. There, the ringing of hammer against anvil and the hiss of cooling metal entwine with voices lifted to sing the deeds of your ancestors. You have heard ballads suited for a feast-hall, dirges for days of mourning, and marching songs to bolster the heart of a warrior and prepare him for the shedding of blood. You dream of the day when these songs won’t be sung only to celebrate the past, and you hope you will be the one to bring them to the Iron Hills and Erebor itself.
The innermost halls of your mansion in the Blue Mountains guard a store of lore that can be accessed thanks only to the patient work of Dwarves like you. You spend days on end, bent over ancient rolls of parchment and graven tablets, looking for the clues that will allow you to unlock the obscure ciphers you ancestors used to guard their most precious secrets. Sometimes, your task is to locate the entrance to forgotten chambers, whose existence is substantiated only by pages of half-burnt books and records.
For over a century your father has traded with the Folk of the Shire and the Men of Bree. Trinkets and treasures of his own making decorate the Hobbit-holes of well-to-do families of Hobbiton and wealthier residents of Bree, and now that the Lonely Mountain has been reclaimed, you hope to travel farther even than he did.
In the Blue Mountains, your folk never profited from the proximity of a thriving community like Dale or Esgaroth, and had always to rely on far traders and local hunters and farmers.
Your father and his father before him were accounted among the best hunters of their time, and their knowledge and skill has become your birthright. The way of the hunter is a solitary one, and is as vital to a community as that of the warrior. For when a huntsman fails, his whole family suffers.
During a Fellowship phase, if you choose the Heal Corruption undertaking using Song, you lower the difficulty of the roll by one level (TN -2) for you and for any other companion choosing the same undertaking in the same location. Additionally, if your roll was successful, you begin each session of the next Adventuring phase adding 1 additional point to the Fellowship pool.
You may use the Harp of the Halls outside of combat, when making a roll using Song, Courtesy or Inspire. When you do so, roll the Feat die twice and keep the best result. Additionally, you enjoy a bonus of +1 to Standing.
Very much like the Elves of Mirkwood, the Elves of Lórien fear the encroaching darkness that is surrounding their realm. To outsiders they appear aloof and unconcerned, for their eyes are always gazing upon something only they can see: the slow darkening of all that is fair in Middle-earth outside their blessed land. For most of them the world will never again be as it was of old, and they celebrate the passing of its beauty in their speech and song. They dress in elegant simplicity, mingling raiment of silver and gold. When they are set to the task of travel and warfare, they favour light armament, garbed in pale greys or other colours that easily blend into their surroundings.
You may call upon your knowledge of Lórien when planning to traverse it as part of your journey.
You have walked the borders of the Golden Wood since you were young, observing the incessant watch of the wardens entrusted with the protection of the realm. Inspired by their resolve, you trained and grew watchful and swift. Now you wait for the day when the Lord and Lady of the Galadhrim will command you to cross the rivers to bring aid to any who would stand against the Enemy
Many fountains send white streams running across the gold lawns of Lothlórien. It has been your charge since many years to watch over the springs of your land, and though you find peace in tending these waters, you often feel the voice of Nimrodel singing of rivers running beyond the Golden Wood, into lands you would dearly love to see
Swift and sure on your feet, you run nimbly between the flets built high in the boughs of the mallorn trees, carrying news and rumours wherever they are needed. Yet on some occasions, your swift feet carry you much farther afield, as you are sent to gather tidings of lands outside the forest.
The Lord and Lady of the Galadhrim have seldom left the Golden Wood and only in the most dire of circumstances, so you have been sent out in their stead as an emissary to carry their word and their will to other lands. Invested with authority and displaying a bearing and dignity worthy of the Elder Days, you act as their voice and their eyes in lands beyond the sight of Lórien.
The majority of your folk look at the rivers traversing your land as a defence. To you, the waters of Celebrant and Anduin have always looked like roads, extending beyond the keenest of sights. That is why you prefer to tread the wooden deck of a boat than that of a talan atop the trees. For one day you will let the currents bring you where they may, beyond the golden boughs of Lórien.
In Lothlórien, industrious hands craft elegant things from metal and wood, jewels and silk. The secrets of their making is centuries old, and amount to a wealth of knowledge that is a treasure unto itself. You delight in hearing the ancient craftsmen talk about their art, or reading about the work of those ancient masters that left Middle-earth to sail West.
During a Fellowship phase, if you choose the Heal Corruption undertaking using Craft and roll a success, you equip your company with the waybread of the Elves: begin the next Adventuring phase with an additional pool of Fellowship points usable exclusively during journeys, equal to your Wisdom score on a success, or twice that amount on a great or extraordinary success.
Raise your maximum Hope score by 2 points. Additionally, when you return to Lórien for a Year’s End Fellowship phase, you may recover your full Hope score at the cost of gaining 1 permanent Shadow point.
When you are in the wilderness, you can wrap yourself in your cloak and hood to hide. If you are not observed while hiding, make a TN 14 Stealth roll: on a success, you may remain hidden and unseen as long as you do not move or make a sound.
A Bow of the Galadhrim has an Encumbrance value of 1, thanks to its ease of use. Additionally, if you roll an extraordinary success on an attack using such a bow you automatically score a Piercing blow.
Once every session, you may change one Eye of Sauron result you got on your Feat die into a Rune of Gandalf. Additionally, your Standing rating does not decrease during a Year’s End Fellowship phase if you do not return to Lórien.
The inhabitants of the Bree-land are mostly Men, but there are many families of Hobbits spread among the villages, especially in Staddle, and several of their customs and habits have been adopted by the Big Folk. In fact, the Men of Bree do not appear as outlandish as foreigners do to visitors from the Shire, and both the Big and the Little Folk live on very friendly terms. Their general appearance helps in this matter, too, as the Men of Bree are often brownhaired and rather short, tend to be stocky and broad, and are quick to laugh.
The inclination of the people of Bree to shy away from anything strange or unnatural has made them more vulnerable to adversaries able to instil fear in the heart of their enemies, as those monsters truly embody the darkest tales and legends of their folk, but has strengthened their resolve in the face of evil magic.
When required to make a Fear test provoked by the special ability of an adversary, the difficulty of the roll is raised by one level (TN +2). Conversely, when making a Corruption test for any reason, the difficulty is reduced by two levels (TN -4).
You have an eye for judging the quality of many things, from precious stones to exotic spices, or even the qualities of an individual.
If you are facing an adversary with an Attribute level equal to 6 or more, when you are fighting in a close combat stance you receive a bonus of +3 to your Parry score.
During an Encounter, if you invoke a pertinent Trait using a Personality or Custom skill, you automatically raise by 1 your Advancement points total (do not mark a check, but raise your earned total directly).
When you make a preliminary roll to determine your preparedness for either a journey, a combat or an encounter (see The One Ring Roleplaying Game, page 151), you may make an additional Riddle roll: you gain 1 additional Success die on a success, 2 on a great success and 3 on an extraordinary result
Raise your company’s Fellowship rating by 1 additional point. Additionally, you may select a second Fellowship focus, as long as one of them is a Hobbit companion. (If you are a Bree-Hobbit, one of them must be a Man of Bree.)
When travelling to a Sanctuary you have already opened, you may add your Wisdom score to your Travel roll results. Additionally, if you are spending a Fellowship phase at home and you choose the Heal Corruption undertaking you are always allowed to choose a second Fellowship phase undertaking.
If you wield a Gatekeeper’s Lantern in combat while in the dark, all creatures with the Fear of Fire and Hate Sunlight special abilities lose 2 points of Hate at the end of the first round.
When making a roll using Riddle while smoking this pipe, roll the Feat die twice and keep the best result. Additionally, you maintain your Standing rating during a Year’s End Fellowship phase by spending half the required Treasure points (see The One Ring Roleplaying Game, page 193).
(Great Shield)
When you are fighting in a Forward stance carrying a Shield of the First Men, if you get a Rune of Gandalf on the Feat die on an attack roll, all attacks aimed at you the following Loremaster turn are considered to fail automatically.
The Little Folk of Bree are closely related to the Hobbits of the Shire – indeed, to most Big Folk, it is impossible to tell the difference unless one makes the mistake of asking one of the Hobbits, in which case get comfortable – you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences.
The Men of Minas Tirith are descendants of the Men of the West, the sea-kings who built the City in the time of the two kingdoms of Arnor and Gondor. The wisdom and beauty that Elendil brought out of the West endured here long, but the line of the kings finally died out, leaving the Stewards who followed them to recruit the strength of their people among other folks. Today, the inhabitants of Minas Tirith are Men of the Twilight, tall and fair warriors with memories of ancient things.
To gain a new rank in Wisdom or Valour, you pay an additional Experience cost equal to the rank you are acquiring. Then, if your Wisdom rating is equal to or superior to your Valour, when you roll an Eye of Sauron using any common skill you can roll the Feat die again, keeping the new result. Conversely, if your Valour rating is superior to your Wisdom, apply this ability to your attack rolls.
Much of the old lore of the kingdom of Gondor is preserved in your city, and some of its wisdom is passed on to its inhabitants.
You are learned in the traditions and the rumour of bygone days. Your knowledge may derive from different sources, from stories heard around the fire to the dusty records of a chronicler.
Also, you may call upon your knowledge of Gondor when planning to traverse it as part of your journey.
You grew in the streets of the sixth circle of Minas Tirith, where the barracks housing the errand-riders of the Steward are found. You woke up every morning to the sound of hooves clattering and horses neighing. Growing up, you have seen the same streets over and over again from the tall back of a swift steed, ready to go at the urgent command of the Steward or his captains.
Your father was one of the keepers of the keys of the City, and knew the pass-words of its Seven Gates. One day you will take his place, a position held by your family for generations. Yours will be a dangerous watch, for they say that in these darkening days agents of the Shadow work within the walls of Minas Tirith as often as without.
They say that the lore of Gondor has fallen from its fullness of old. Yet, there are places in Minas Tirith where knowledge and wisdom is still honoured, and nowhere more than in the Houses of Healing, where the hurt and sick are tended.
You have been the pupil of a Herb-master, a lady wise in leechcraft and in the ways of mending the hurt provoked by war and disease, and you are sure that her teachings will prove precious in your adventures to come.
The great age of your stone city is betrayed by the everpresent sounds of industrious labour: the beating of hammers, the clinking of trowels, and the creaking of cart and barrow-wheels. Everywhere you look a wall is being mended, a statue is repaired, and the fair letters of an ancient inscription are being restored. The Tower of Guard needs looking after, as much as it needs defending, lest it falls year by year into decay.
To this goal, an army of craftsmen apply their skills every day, repairing what is damaged, and substituting what is ruined beyond repair. You have been one of them, and you look at your stoneworking days with pride. And woe to the man who says that your time would have been spent better as a soldier!
The Men of the South regard the Sea as a blessed thing and often look West in remembrance of lost Westernesse. While you too have felt the call of the open waters of the Bay of Belfalas and beyond, you always had a more pragmatic matter to attend to: Whether by ship or by riverboat, you and your family have carried goods to and from the far reaches of Gondor, keeping trade and commerce alive in this time of twilight.
You were but a child when you first learnt how to properly sharpen the blade of your family sword. Since that day, you have taken more meals in your company’s storehouses and butteries than in your home, and have walked for miles to the words of ancient marching songs. But no toil or hardship is too grievous for you, for when you climb up the steps leading to the highest battlements of the City to look out on the lands below, you see how much would be at stake, should a war against the Nameless One finally come.
At the start of combat, if you are the Captain of the company (see Adventurer's Companion, page 105) you may spend a point of Hope to gain a number of additional Combat advantage dice equal to the number of heroes in your company
Whenyou are in Minas Tirith, you are expected to wear the black and silver livery of the Tower, and to follow the commands of your superiors.
You gain a bonus of +1 to Standing. Then, you learn one of the listed abilities for free when you first select this Virtue. You may later acquire another ability during a Year’s End Fellowship phase in Minas Tirith: choose this activity as your undertaking for the phase and spend 1 Experience point. (You may acquire all three abilities in any order).
Many Foes: When you are fighting in an Open stance and you are engaged by more than one adversary in combat, you ignore the effects of being Weary.
Shield-arm: When you are fighting in a Defensive stance, you double your shield’s Parry modifier.
Sword-arm: When you are fighting in a Forward stance, add a bonus equal to twice the Encumbrance rating of your weapon to the total Endurance loss inflicted by each of your blows.
When you fight in an Open stance you may attempt the Rally Comrades combat task in addition to your attack roll (instead of forfeiting your action for the turn). If you fail your rally skill roll (Inspire or Song), or if you roll an Eye of Sauron you lose 1 point of Hope and you cannot invoke this virtue again for the rest of the battle.
Raise your maximum Endurance score by 3 points. Additionally, when you are on a Journey, if you obtain a great success on a Fatigue test, you may spend a point of Hope to automatically succeed on a following Fatigue test required for the same journey (or the following two on an extraordinary result).
During encounters, add one Success die to all your Awe, Insight and Riddle rolls (up to a maximum of six dice). Additionally, the first time any one of such rolls is successful, you gain 1 Advancement point (check the appropriate skill group).
In combat, when it is your turn to take action, you may forego your chance to make an attack roll and make a roll of Awe instead. The TN for the roll is 10, plus the highest Attribute level among all foes. On a successful roll, all adversaries have been dismayed and are considered to have no favoured skills for a duration based on the success produced by the roll: for 1 round on an ordinary success, 2 rounds on a great success, and 3 rounds on an extraordinary result.
(Shield or Great Shield)
When you are carrying a Shield of the Citadel, if you are hit by an adversary rolling an ordinary success, reduce the Endurance loss inflicted on you by a number of points equal to the Encumbrance value of your shield.
(Sword or Spear)
When you are wielding a Weapon of Great Lineage and you are hit by an attack, if the attacker is an Orc or Evil Man, you in turn deal a loss of Endurance equal to 3 or your Valour rating (whichever is higher) to your attacker.
The Wise know that advice is a dangerous gift, as all courses may run ill. Worse is the case of a leader of men, as when his actions go amiss, many suffer as a consequence. But when the world is on the brink of ruin, it is the duty of all men of worth to rise and take the lead, whatever the risk of making the wrong choices. You have decided to put your judgement to the service of others, to guide them in this dark hour. But you don’t want others to heed your commands out of fear or obedience – you want them to follow you because they trust in your counsel.
You possess the capability to win the trust of others and push them to action. When under pressure, other men naturally turn to you for guidance, as ducklings follow their mother, or wolf pups heed their father.
Courage
At the beginning of each game session, check which hero has the highest total Experience points score among all companions. Each companion who has fewer Experience points than that hero gains a point of Courage for every full 10 total Experience points’ difference. A player-hero can earn no more Courage points than his basic Heart rating.
Courage points may be spent in several ways:
  • When about to spend 1 point of Hope, you may spend 1 point of Courage instead.
  • At the end of a game session, spend 1 point (and 1 point only) of Courage to gain 1 Experience point.
  • At the end of a game session, spend 1 point (and 1 point only) of Courage to gain 2 Advancement points.
Any Courage points left at the end of a session are lost (they cannot be saved for the following session).
Add 1 Mastery die to all Corruption tests made while traversing a Blighted Place.
Add 1 Mastery die to all Corruption tests made while finding Tainted treasure.
Add 1 Mastery die to all Corruption tests made while being targeted by sorcery (any Corruption tests forced by a creature).
Add 1 Mastery die to all your Fear tests. Fear Mastery can be chosen more than once.
Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Add 1 Mastery die to all your Protection rolls made while wearing mail armour.
Add 1 Mastery die to a favoured skill (Common or Weapon skill). The same skill cannot be chosen twice.
The Goblins came down from the mountains and this time your family was unable to hide. They swept across your community with sword and torch, leaving fire and slaughter in their wake. Whether by stealth or because you were overlooked in the carnage, you survived – but you are the only one. Now you look to Wilderland, hoping to find a your place in the world alone.
The head of your family is an ancient matriarch, learned in the healing of illnesses and the mending of wounds. Since you were a child, she sent you about to gather useful herbs and roots for her, and she kept you close when she was preparing her remedies. In particular, she taught you how to prepare her special broth, a prodigious fish soup that helped many among your folk to survive the coldest winters.
You have always been the most inquisitive among your many brothers ans sisters. Your elders told you that the land where you fish and hunt and burrow has seen the passage of many armies, and that it is easy to find proof of their passing, if you know where to look. You, you leave no stone unturned, no cave unexplored and no pool undisturbed, looking for those treasures that one day will be part of your gear, when you will leave your land to go and seek adventure.
The shelters of your people are simple things, and each Hobbit of the Vale is always looking to stay one step ahead of the dangerous things that wander the Wild. You are a look-out for your family, searching along the banks of the Great River for new locations that have suitable fishing holes and hidden burrows where they can find safety, if only for a small time.
For many long years you watched the water flow, weaving baskets for your folk while sitting on the river-banks. At times, you sat for hours on end, with only your cunning hands moving expertly, weaving grasses and rushes, reeds and vines. One day, you spied the passing of a peculiar group, a half-dozen Men, carrying shields and weapons. They didn’t see you, even if they camped at a stone’s throw from you. You will never forget the gleaming steel of their swords, nor the stern expression on their faces. Seeing them, you realised that you won’t have to flee from danger all your life: the Shadow can be faced, and conquered.
While many of your kind are made bitter by your folk’s constant struggle against the Wild, you are of a lighter heart. You travel, often alone and to the confustication of your family, up and down the banks of the Anduin in search of the best watering hole in Wilderland. You know all the best fishing spots and have even turned an eye to other waters. Perhaps other lakes, rivers and tributaries can offer new tastes that you can bring home to brighten the dinner table.
When you are using your Riddle skill to interpret or spin a riddle, you can roll the Feat die twice and keep the best result. Additionally, if during an encounter you challenge a Loremaster character to a riddling contest (making a Riddle roll against a difficulty set following the guidelines found on page 216 of The One Ring Roleplaying Game, or as a direct, opposed roll if the opposing character possesses a Custom score) and win, the outcome of the encounter is improved by one degree of success (a Success becomes a Great Success, etc.).
If you are a Huntsman during a journey and you are travelling across an area with access to a watercourse or lake, you are considered to succeed automatically at any Hunting roll.
(bow)
It is told there was a battle many years ago where one King from the south and his men perished near the Gladden river. Some of the weapons these men carried with them were left in the battlefield, among them, some bows of exceptional quality that were recovered before they were lost to plunder or time.
When making a ranged attack using a Bow of the Gladden Fields, add to your rolls a bonus of +3, or your Valour rating (whichever is higher).
(short sword)
It is told there was a battle many years ago where one King from the south and his men perished near the Gladden river. Some of the weapons these men carried with them were left in the battlefield, among them, some blades of exceptional quality that were recovered before they were lost to plunder or time.
If you roll a great or extraordinary success on an attack using a Blade from the Gladden Fields, spend 1 point of Hope to automatically inflict a Piercing blow.
(armour)
It is told there was a battle many years ago where one King from the south and his men perished near the Gladden river. Some of the weapons these men carried with them were left in the battlefield, among them, some armours of exceptional quality that were recovered before they were lost to plunder or time.
If hit by a Piercing blow while wearing Armor from the Gladden Fields, roll the Feat die twice and keep the best result on the Protection test.
Not all Elves hear the call of the Sea and long for the West. Among the Elves of Mirkwood, a small faction are enamoured of the pleasures of Middle-earth and seek to live life to the fullest. Much to the displeasure of their King, they travel beneath the eaves of Mirkwood and find hidden places away from the Elf-path where they hold reckless celebrations. They believe themselves to be engaging in a great rebellion against the oppressive and growing shadow: expressing joy.
These are the Wayward Elves, kin to the Elves of Mirkwood in all but their beliefs. They deem that the greatest victory against the darkness can be achieved by the Firstborn with celebration, song and mirth. Though most of their kin regard them as foolish rabble and idle rebels, they see themselves simply as engaging in the great joys to which Elves were born: honouring song and starlight. They delight in all forms of merriment and seek to bring hope wherever they go, especially into the dark places of the world.
You feel a rhythm on the battle field, the clashing of swords your drum, the cries of battle your song. A fierce warrior poet, you revel in the deeds of your folk, be it bravery in the face of an ancient Enemies, or strength of arms on the field of battle. You find inspiration in the heart of conflict, and you are happy to brave it in order to bring back rhymes and staves of exultation.
Ever the first to know a secret, ever the first to tell it in dance and song and rhyme, you were always a teller of tales and a singer of songs.
Too much for the staid company of Thranduil’s court, you have abandoned that cloistered life for the rawness and richness of life beyond. You seek out its riddles, stories, dances and songs and impart them to any who will listen. Outside the royal court you have found an audience of like-minded free spirits: your kin who seek a life beyond the ordinary.
You were a valet at the service of Thranduil’s royal court, until a lady in a high office felt insulted by your behaviour, described by her as ‘ill-advised’. Since that day, you have left behind the gates of the halls of your Lord, vowing never to return. Who needs a palace when you can tread the many-pillared paths of Mirkwood? Your kin was born to see the stars, not to skulk in a darkened fortress under the earth.
You have listened to the words of the seers of Mirkwood, and read ancient chronicles in the Halls of the Woodland Realm. But you long to hear the tales that are told beyond the borders of your land and hear the songs that your kin compose in Lothlórien and Rivendell! Your folk is ancient beyond the reckoning of Mortals, and you yearn to discover your roots.
You delight in the thrill of the chase, with bow or spear, hawk or hound and, for those who dare to brave its depths, Mirkwood is the greatest of hunting grounds. You have rejected the tired and formulaic hunts of Thranduil’s kingdom for the wilder hunt, unplanned and without pageantry, deep in the heart of the forest. You against the Wild.
You have always felt more inspired by the night sky than the trees of Mirkwood. Your eyes are ever turned upwards and you have long wandered under the light of the Moon. For many long nights you have been drawn deeper and deeper into the darkness of Mirkwood, yet you have always found your way back to a place of safety. But the stars are pulling you further and further away, further down the road and towards the horizon.
(Requires The Call of Mirkwood virtue)
When you drink from the Wine of the Dark Mountains before a battle, you start combat with an additional number of temporary Endurance points equal to twice your Valour score.
Your family has run a business in Bree since time immemorial, serving the needs of the Bree-landers and the strangers who come up from the south or east, or the Little Folk from the west. Why, your grandfather even once had Elves on his doorstep, as plain as day – and indeed, their coin was as good as anyone else’s. You worked in the family business when you were younger, until a great desire came upon you to follow the Road and see where all those strangers and their gold come from.
Dwarf-miners and traders passing through Bree on their way to their mansions in the Blue Mountains took you with them as a caravan guard, and you became friends (if friendship is the right word for the grudging, slow-won respect of that grim folk). In time, you returned home to Bree, but wanderlust soon put your feet back on the road – only now you march in time to the walking songs of Durin’s folk.
Your kin dwell in the Chetwood, the forest east of Bree. Most of the forest is safe and wholesome, but parts – especially near the Midgewater Marshes – have their own perils, and as a child you learned to find food that was safe to eat near certain old trees that whispered to one another in the night. It was worth creeping out of Archet-village and risking the dangers of the wood, though, because on some nights, you could hear Elvish singing on the wind when the Wandering Companies passed by.
The gates of Bree and the other villages are locked at night, to keep out those that would make trouble… and other things, too. You were one of the wardens, and spent many cold, lonely nights on watch, with only the stars and hooting owls for company.
Your grandfather was not born in the Bree-land. He made a long and arduous journey up from the South, across the Gap of Rohan from beyond the Isen. He crossed the river on the bridge at Tharbad with his wife and three children and settled here in the vale by Bree-hill. The North is cold and wild compared to the lands where your grandfather was born, but the tales he used to tell about the fierce kings of the South never made you doubt his choice.
It was many years ago that you discovered something that not many in the Bree-land even suspect: the region is far from being safe - it is a secluded shelter, a small island surrounded by unseen foes. You haven’t told anyone as you fear they won’t believe you. But you know for sure, because you have been about with a group of Outsiders… They are called Rangers in Bree, and not much is made of them, but they taught you to look for useful things in the wild. Now you know where to find shelter and supplies, a knowledge you will soon make use of, for the day when you will go out and look for them is near.
Roll this many additional success dice. After rolling, the same amount of dice with the lowest results will be discarded.
Hi everyone!
Here you can see the latest changes made into the character sheet, so you don't miss any new features.
December 15th, 2016
  • Added missing Adventurer's Companion cultures: Wild Hobbits of the Vales of Anduin and Wayward Elves of Mirkwood.
  • Changed name of the "Against the Unseen" cultural blessing into "Dauntless guardians" for the Dúnedain.

December 12th, 2016
  • Added Courage box for Adventurer's Companion new rule.
  • Added Adventurer's Companion 5 new cultures: Dwarf of the Blue Mountains, Elf of Lórien, Man of Bree, Bree-Hobbit, and Man of Minas Tirith.
  • Added new calling: Leader.
  • Added 7 new masteries: Corruption Mastery (blighted place, tainted treasure, and sorcery), Fear Mastery, Protection Mastery (leather, mail), Skill Mastery.

November 26th, 2016
  • Due to a modification to the rules with the latest edition of the game, now you can change a speciality for a character to any other, without any limitations.

September 16th, 2016
  • Dice rolls can be marked as rolled by the Enemy. In that case, the Rune of Gandalf and the Eye of Sauron exchange values.

September 15th, 2016
  • Added the heroic cultures of Dwarves of the Iron Hills and of the Grey Mountains.

August 23rd, 2014
  • Added the heroic cultures of Dúnedain and High Elves of Rivendell, as well as the ability to mark a skill with the Shadow for the High Elves.
August 11th, 2014
  • Updated traits, blessings, gear and other items based on the revised rules for the second edition.
January 31st, 2014
  • Fixed a translating problem on weapon and armor tooltips. Thanks, Luis, for finding and squishing this bug. :)
December 14th, 2013
  • Added Heart of the Wild's content: Woodmen of Mountain Hall, Hobbits of the Vale of Anduin.
  • Added new cultural virtues The Call of Mirkwood and River-Blooded.
March 1st, 2013
  • Added Gold, Silver and Copper currency fields.
  • Added Inventory free text fields.
  • Several optimizations to code.
November 20th, 2012
  • Added the new "Men of the lake" culture from the "Loremaster's Screen and Lake-Town Sourcebook" supplement! At last!
    Sorry for the delay, but I got the book just today from the mail. :)
August 28th, 2012
  • Now you can spend the initial points during character generation to acquire weapon skills not included in the initial package.
  • Bugfix: Gear slots won't anymore slide up to occupy named gear slots during character load.
  • Bugfix: When selecting a cultural weapon group skill during creation, it will not generate a blank row in the Weapon Gear table.
  • Added a Donate button to the main menu.
February 28th, 2012
  • Added a tutorial to the Online Server. Your first time there will open by itself. Next time you can open it by clicking on the Instructions button. (I will add more tutorials for other areas in the future)
  • The Online Server window has seen its layout changed. Thanks Garn for the suggestion.
  • Added a new button to the main menu to hide all volatile cells for printing. The volatile cells are those whose values are prone to change often during a game or after character development and you would like them being blank for printing. Thanks Thriddle for the suggestion!
  • All characters stored in the server are now viewable by anyone.
  • Internet Explorer 9+ is now fully supported!
February 24th, 2012
  • Added Carried checkboxes to all weapon gear and armor gear rows. When marked, that gear is considered to be carried by the character, and its Encumbrance value will be added to the Fatigue. When not marked, it is owned by the character but left at home or carried by a mule.
    When you load your character for first time after this change, you will have all gear off. Just mark the ones you want to carry back on.
  • You can now remove a weapon skill without removing the whole row.
  • Cosmetic change: Next button will appear always to the right. (Thanks, Chryckan)
    Cosmetic change: Fixed black page printing in Chrome.
    Cosmetic change: Changed all fonts to printable ones. Because of an unfixed bug in Firefox itself, you can't get the webfonts printed in that browser. They have to fix that.
  • Fixed page not rememebering Font selection or What's New read status.
  • Fixed backspace not working on text fields, or Enter not working on the Culture Selection window.
February 21st, 2012
  • Fixed the problem with mobile browsers not showing the page. Sorry!
  • Print button removed. Use your browser's print command to print instead. Fixed the back background on the print preview in Chrome. (Still some glitches)
  • You can now change the fonts in the page to the previous ones by clicking the Change Font button. It will remember your selection.
  • You can now change how the popup descriptions of game items work.
    By default, when hovering the mouse over a game items, a little (?) button will appear next to it. Click on that button to get a window with the description of the item.
    Alternatively you can click the Popup Help Buttons button to change back to the classic popup tooltips.
    You can click the Popup Tooltips button again to remove any kind of popup help.
    You can click again to go back to popup buttons. The page will remember your selection.
  • The Character Creation wizard has now bigger buttons to help using it in smaller screen mobile devices.
    Also, it has now a Cancel Creation button that will close the wizard and restore the character sheet you had before, regardless of in which stage of the creation you cancelled.
    Also, you can now press Enter for Next, Backspace for Previous and Escape for Cancel Creation.
  • The What's New button will now be highlighted when there are changes you have not yet read about. ;)
  • The Dice Roller will show in the chat if the roll was made adding (or substracting) any modifier.
  • Several cosmetic tweaks.
  • Experimental new online feature: Synchronization.
    When you load an online character, you can enable the new Synchronize Changes button.
    While the button is enabled, all changes made to the character will be sent to the server.
    The program will check for changes from the server and bring them to update the sheet.
    This feature should be useful during online games where the same sheet is open by the Loremaster and the players. If both load the character from the server and both enable Synchronization, they will see eachother's changes appear automatically.
    Please understand that this feature is experimental and you may encounter some glitches. Please, report any bugs. Thanks! :)