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:
Cultural skill that includes proficency with:
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
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Print Sheet
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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
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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
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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
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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
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Feat
Total
Direct Simple Success
Direct Superior Success
Direct Extraordinary Success
favoured
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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!
The One Ring game is property of Cubicle 7, as well as the texts and gameplay concepts.
Roll Feat twice and...
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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}.
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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
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Added missing Adventurer's Companion cultures: Wild Hobbits of the Vales of Anduin and Wayward Elves of Mirkwood.
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Changed name of the "Against the Unseen" cultural blessing into "Dauntless guardians" for the Dúnedain.
December 12th, 2016
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Added Courage box for Adventurer's Companion new rule.
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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.
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Added new calling: Leader.
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Added 7 new masteries: Corruption Mastery (blighted place, tainted treasure, and sorcery), Fear Mastery, Protection Mastery (leather, mail), Skill Mastery.
November 26th, 2016
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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
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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
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Added the heroic cultures of Dwarves of the Iron Hills and of the Grey Mountains.
August 23rd, 2014
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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
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Updated traits, blessings, gear and other items based on the revised rules for the second edition.
January 31st, 2014
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Fixed a translating problem on weapon and armor tooltips. Thanks, Luis, for finding and squishing this bug. :)
December 14th, 2013
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Added Heart of the Wild's content: Woodmen of Mountain Hall, Hobbits of the Vale of Anduin.
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Added new cultural virtues The Call of Mirkwood and River-Blooded.
March 1st, 2013
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Added Gold, Silver and Copper currency fields.
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Added Inventory free text fields.
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Several optimizations to code.
November 20th, 2012
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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
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Now you can spend the initial points during character generation to acquire weapon skills not included in the initial package.
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Bugfix: Gear slots won't anymore slide up to occupy named gear slots during character load.
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Bugfix: When selecting a cultural weapon group skill during creation, it will not generate a blank row in the Weapon Gear table.
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Added a Donate button to the main menu.
February 28th, 2012
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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)
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The Online Server window has seen its layout changed. Thanks Garn for the suggestion.
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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!
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All characters stored in the server are now viewable by anyone.
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Internet Explorer 9+ is now fully supported!
February 24th, 2012
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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.
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You can now remove a weapon skill without removing the whole row.
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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.
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Fixed page not rememebering Font selection or What's New read status.
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Fixed backspace not working on text fields, or Enter not working on the Culture Selection window.
February 21st, 2012
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Fixed the problem with mobile browsers not showing the page. Sorry!
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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)
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You can now change the fonts in the page to the previous ones by clicking the Change Font button. It will remember your selection.
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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.
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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.
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The What's New button will now be highlighted when there are changes you have not yet read about. ;)
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The Dice Roller will show in the chat if the roll was made adding (or substracting) any modifier.
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Several cosmetic tweaks.
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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! :)