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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. Adventuring Age: Elves are invulnerable to age, and may become adventurers at any time after they reach adulthood at about a century of age. Considering the level of ability of a starting hero, players should avoid choosing an excessively venerable age for their character - heroes older than years old should definitely possess the Elven lore speciality, to reflect their deeper knowledge of the past.

Gandalf, the conjuror, has often been blamed for such incidents, and the sight of his pointy hat is sure to ruin the day of all respectable Hobbits. Its inhabitants, a little people called Hobbits, possess a love for solid traditions and respectable ways, and a strong dislike for anything out of the ordinary. If Hobbits had their way, the days would go by in an unchanging world, as they have since anyone can remember. But even if most Hobbits pretend not to heed it, there are dark things moving beyond the borders of the Shire; and while someone has long been taking care that no shadow interrupts their well-ordered lives, these shadows are lengthening.

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.

Much more grounded in good sense than their quieter fellows credit them with, Hobbits on the road do not forget that a small pleasure can work wonders on a weary traveller, and make sure to bring with them some source of gratification, be it a supply of pipe-weed, a set of favoured cooking tools, or simply a small token that reminds them of home. More than anything, the little folk of the Shire may be driven from their comfortable lives by curiosity.

Most Hobbit adventurers wish only to find interesting things or visit exotic places. Hobbits live in peace and relative prosperity. Their land is rich and their borders protected. They seldom trade with other folk, with the occasional exception of travelling Dwarves. Unusual Calling: Slayer. Hobbits are a sensible, levelheaded sort, and unlikely to be vengeful.

Besides, little in the way of misfortune ever befalls their quiet home. The peaceful inhabitants of The Shire like to stay well away from adventures, unless driven by their dangerous curiosity.

Hobbits will always be welcome in his kingdom. What we certainly have in common is the friendship of wizards! Do they know about pipe-weed, I wonder? 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. Additionally, when making a Wisdom roll, Hobbits can roll the Feat die twice, and keep the best result. 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. 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. 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. There, you have heard told the best stories over deep mugs of excellent beer. 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.

First names for boys are usually simple and short, with Hobbit girls being often given names of flowers or precious stones, but among the older families survives a custom of giving more heroic and highsounding names whose origin can be traced back to a time before the Shire.

Names like Fredegar or Hildibrand betray a common root with similar names used by Men in the vales of the Great River. Adventuring Age: Hobbits do not easily abandon their comfortable lives, but when they do they usually wait at least for their coming of age at The wizard Radagast, one of the Wise of Middle-earth, has chosen to live amongst the Woodmen since time immemorial, taking residence in Rhosgobel.

A master of shapes and a tender of beasts, his teachings have proven invaluable to the hunters and animal-tamers among the Woodmen. People began calling the forest Mirkwood, and learnt to fear its deepest recesses. These Woodmen have fought the growing darkness for as long as their oldest tellers of tales can remember, and they will continue the fight now that the Shadow has deserted its lair. The Woodmen of Wilderland are frontiersmen of the North, having a shared heritage with the Bardings.

They live in sparse, isolated villages and homesteads surrounded by wooden stockades, built along the borders of the great forest, or in the valleys to the west of the river. Threatened by the shadow of Dol Guldur and what lurks in the depths of Mirkwood, the Woodmen are hunters and trackers of wild animals, battling Orcs and Spiders in self-defence.

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.

Their constant fight with the Wood and its wild things leaves them struggling to do more than simply survive. Their culture ranks as Frugal. Unusual Calling: Scholar. Dour and practical, Woodmen take little interest in study. He knows that the peace we are enjoying is a fragile thing, to be cherished and fostered. That is why you and I can never fully understand them.

The people of the Wood gave me a name, and a reason to remain. Wearing the proper raiment and adopting clever ploys suggested by the Brown Wizard, they can trick the eyes 1 - The Hound of others and use the many obstacles found in the woods The dogs bred by the folk of Woodland Hall are dun to their advantage.

Since you were a child, you have always felt drawn to their natural grace and ferocious loyalty. You remember that her senses oftentimes proved to be very sharp, as yours promise to be. Basic Attributes Body 4, Heart 4, Wits 6 Favoured Skill Search Distinctive Features choose two Traits from those listed Adventurous, Bold, Just, Curious, Fair, Reckless, Tall, True-hearted 4 - Apprentice to the Mountain-folk 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.

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.

The Northmen inhabiting the Vales of the Anduin River — the Beornings and Woodmen — speak the same language and share a common vocabulary of personal names. The two folk favour different names, but are set apart by their peculiar use of bynames and nicknames. The Woodmen do not show particular preferences, but it is a common practice among adventurers to keep their real name a secret, preferring to let themselves be known only by a nickname The Bride, The Hound.

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. Here is a scholar in the Ancient Tongue. 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. Characters will be leaving behind all they know and love, so they must have a strong motivation to become an adventurer.

From a gaming perspective, the choice of a calling offers players a way to customise their characters and add details. Favoured Skills Each calling description lists two Common skill groups. When a player selects a calling, he chooses two skills from the favoured groups from either group, or one from each group , and underlines them as favoured skills.

Additional Trait Those who follow a calling have an interest or ability in common. Each calling gives characters a unique Trait. 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. 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. 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. Body, Heart and Wits are the fundamental ratings of all heroes in the game. Each character starts with a set of basic values determined by their chosen background. To generate the scores possessed by a hero as Favoured Attributes, players add 3 to one Attribute, 2 to a second Attribute, and 1 to the remaining one, copying the new totals in the smaller boxes overlapping the Attribute boxes on the character sheet.

Peter is determining the Favoured Attributes for his Woodman warden. The background for his character has given him the following basic scores: Body 3, Heart 4, and Wits 7. Starting Resources: Players have 10 points to spend on raising their skills. The cost of raising each skill is shown in the two tables below. The first table gives the costs for Common skill levels, while the second shows the costs for Weapon skill levels.

All heroes start their adventuring career fully equipped with all the personal items and gear they consider best suited to a life on the road.

Musical Instruments Music and song is an important part of the culture of the Free Peoples. Skilled musicians will usually carry one or more musical instruments with them on their travels. Fatigue Score If a player-hero possesses a Song skill level of one or more, his travelling gear may include a musical instrument appropriate to his culture.

Gear of War Any weapon, suit of armour, helm or shield carried by an adventurer must be individually recorded on the character sheet, along with its Encumbrance rating. All the Encumbrance ratings of the various items normally carried by a hero are added up to find his Fatigue score, to be recorded on a character sheet alongside his Endurance rating see Chapter Three to learn about the effects of Fatigue on a hero.

Small-sized Heroes Due to their reduced size, Hobbits and Dwarves cannot use larger weapons effectively. Dwarves fare somewhat better than Hobbits, as they are usually taller and their work as miners and smiths endows them with powerful arms and shoulders. Players only take into consideration the Encumbrance rating of their travelling gear when they are using the rules for resolving a Journey see Chapter Five. Dwarves: short sword, axe, great axe, spear, mattock, dagger, bow.

Hobbits: short sword, axe, spear, dagger, bow. The Encumbrance rating of travelling gear varies depending on the time of the year: Additionally, Dwarves and Hobbits cannot use a great shield. Winter and autumn gear in the cold months of the year : thick warm clothes jackets, fur-lined cloaks , blankets, water, food. Winter travelling gear for one character has an Encumbrance rating of 2. Weapons A starting player-hero is assumed to carry one weapon for each of the Weapon skills he has a rating for.

Summer and spring gear in the warm months of the year : light clothes and cloaks, blankets, water, food. Summer travelling gear has an Encumbrance rating of 1. He is entitled to have a great bow and a spear among his possessions. Both sets of travelling gear include food supplies for one week of travelling if the journey is going to last more 76 PART 2 during combat, a hero might resort to dropping it to avoid becoming Weary too soon.

Shields do not offer direct protection from wounds, but make a hero less likely to be hit, by adding to the Attribute used to parry incoming blows usually Wits. The lists at page include all weapons that are available to players. Players should record the statistics for their chosen weapons on their character sheets.

Additional Gear Armour and Shields A newly-created player-hero starts with one suit of armour, and may choose one piece of headgear and one shield. In general terms, the amount of extra equipment carried is as relevant as a Loremaster and his players want it to be: usually, Encumbrance is closely monitored only as far as war gear is concerned.

The Damage and Injury entries list two separate ratings. Spear 5 9 14 2 Spears Can be thrown. Great spear 9 9 16 4 Spears Two-handed weapon. It cannot be thrown. Long-hafted axe 5 1h 7 2h A 18 1h 20 2h 3 Axes A Long-hafted axe can be used with one or two hands. Ranged weapon. Bow 5 10 14 1 Bows Great bow 7 10 16 3 Bows Ranged weapon. Mattock 8 10 18 3 - Two-handed weapon.

These values are explained in more detail in the Combat chapter starting on page In brief: - Damage is the harm inflicted, in Endurance points, on a successful hit. Sooner or later, every hero on the road to adventure faces a situation where his life will be threatened by hostile individuals or creatures.

Indeed, many people in Middle-earth experience this without even leaving their home. If they fail, they will take a Wound from the blow. If he scores an extraordinary success, he adds double his Damage rating to that of his weapon. A starting player gives a score of 2 to one characteristic, and 1 to the other.

Both numbers are entered on the character sheet in the boxes labelled Wisdom and Valour. Virtues and Rewards Starting with rank 2, characters receive a special benefit with every new rank they reach in either Valour or Wisdom. Thus, when players choose between the characteristics during hero creation, they are also choosing if their characters will start the game with a Reward, or with a Virtue.

So, if a starting character has Valour 2 - Wisdom 1: the hero receives his first Reward. Usually, the Parry rating of a character is equal to his basic Wits score, modified by a positive bonus if the hero is using a buckler, a shield or a great shield see the equipment tables above. Wisdom 2 - Valour 1: the hero has displayed his first Virtue. Both scores range from one to six, and rise over the course of the game.

They may share a common short-term goal appointed by elders or a council of peoples, or they might all be young members of the same folk, ready to leave home for the first time to see the world. After the players have finished creating their characters, they should discuss with the Loremaster the circumstances that brought the group together and forged them into a company of adventurers.

During company creation, the players are assisted by the Loremaster as they define the characteristics of their group of adventurers. Locations that qualify as havens or sanctuaries are an ideal choice, as these are Free Peoples strongholds, cities or villages known to welcome or, at least, tolerate the presence of adventurers Rivendell cannot be chosen as a starting haven: it is a hidden place, and the company must first find its way there during the game.

As soon as everybody agrees on a location, its name is recorded by every player on the back of their character sheet. The Loremaster could take this opportunity to provide information about the setting to less knowledgeable players. Some places are particularly suited as locations for the first meeting of a company: Every player is free to indicate one companion of his choice as his focus.

It can be any other player-hero, even one that has already been chosen by somebody else as his focus. A Fellowship focus lets a character recover Hope without spending Fellowship at the risk of gaining Shadow should the focus be harmed or killed ; see page The house of Beorn is an ideal place for a company interested in going hunting in the Misty Mountains. At its foundation are communal goals and mutual respect. This is recreated in the game by a shared pool of Fellowship points.

During the game, players use these points to recover spent Hope. It is a free city, full of opportunities for adventure. The number of points available to a company of heroes at the beginning of the game is equal to the number of heroes in the group.

This score is updated every time that a companion uses a point to recover Hope, and it is fully replenished at the beginning of every game session; see the rules concerning Fellowship on page The abode of the Brown wizard, Rhosgobel stands facing the darkness of Dol Guldur, the hill of sorcery. Here, a community of Woodmen have gathered close to the home of the wise Radagast, and many travellers arrive every year to seek his counsel.

Or are his wits his distinctive quality? Attributes describe a hero in broad strokes. During the game, Attributes come into play in a number of situations, most often as a bonus to die roll results. When faced with threats and difficulties, some favour strength and prowess to overcome them, some rely on fortitude and integrity to endure, and others opt for reasoning and astuteness to find a solution. Attribute Bonus Whenever dice are rolled, players may choose to spend a point of Hope to gain a bonus to the result equal to the rating of the most appropriate Attribute.

This is called an Attribute bonus. A physical task or test may be modified by Body, a challenge affecting the morale of the character or their relationship with another person would use the Heart score, while a contest of cunning may be affected by their Wits. Body physical aptitude 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.

A hero with a high Heart score can be fiery, intense, and hard to demoralise. Wits mental aptitude A hero with a high Wits rating can be clever, attentive and strong-willed. In addition, Wits may be used to determine who acts first when two or more characters are fighting in the same stance see Chapter Five: Combat. Attributes range in value from 1 to 12; a score of 1 is extremely weak, while 12 represents the highest level of excellence.

Basic and Favoured Attributes As can be seen on the character sheet, there are two boxes to be filled in for each Attribute, one larger and one smaller. Skills represent abilities that a character has gained during his life. They show what he is able to do and how good he is at doing it. The basic score of an Attribute is the one a player has copied from the chosen or randomly selected background entry, found listed in the culture template selected for the hero.

If a hero is unskilled rank 0 he is usually entitled to try normally, by rolling only the Feat die. Favoured Skills Every individual tends to excel in some areas, either due to natural talent, or from long experience, or because his family and community have handed down secrets through the generations.

As soon as the character enters play, his abilities are going to be shaped by his own feats and actions. A player chooses some favoured skills during character creation, and can develop additional ones in the course of his career by selecting the Expertise Mastery see Virtues, page Heroes generally start the game with scores between 0 unskilled and 3 good.

When invoking an Attribute bonus on a favoured skill, a hero adds the higher favoured Attribute rating to the die roll results. The 18 Common skills cover wide areas of knowledge or ability possessed by the majority of individuals living in Middle-earth, enabling the players and Loremaster to resolve most situations encountered during play.

A good level of proficiency in all three skills in this group is the mark of a leader. For ease of reference, the skills on the character sheet are organised into three columns, under the three Attributes, Body, Heart and Wits, from left to right. Movement Skills Athletics, Travel, Stealth Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of. Perception Skills Awareness, Insight, Search 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.

A character with a high Body is more likely to be imposing Awe , to have a clear singing voice Song , to be fit and agile Athletics , to have good sight and hearing Awareness, Explore and to possess skillful hands Craft.

Survival Skills Explore, Healing, Hunting The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company. A character with a high Heart score may be a charismatic leader Inspire, Battle , an energetic guide Travel , a gracious gentleman Courtesy , be able to read the hearts of others Insight or to understand their hurts and how to heal them Healing.

Custom Skills Courtesy, Song, Riddle 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. A hero with a high Wits value will quickly learn clever oratory Persuade , the arts of a burglar Stealth , or attentiveness Search, Hunting , and will be intelligent and studious Riddle, Lore.

Vocation Skills Craft, Battle, Lore 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 file contains the basic system, and tables for Lake-Town. Tables for other regions will be uploaded separately.

I have taken out the descriptive text. These are the abilities powered by the Hate attribute. User Information. Add a copy to your collection Record information Record a play. Browse 11 Images » wrong image? Primary Name. No images found. No videos found. No threads found. No posts found. No lists found. Web Links. No Web Links Found. RPG Rank:. Shadow of Mordor Middle-earth: In roleplayiny cases, as with Chronicles of Narniadisagreements about order necessitate the creation of more than one series.

But much danger still remains, and from the Orc-holds of the coreboo, to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…. Custom Bundle see all. You can find out more about the setting here. There seems to be a problem serving the request at this time. Guaranteed Delivery see all. Enough adventures coerbook just for a company, but quite possibly for their descendants too. The contents of the lot are listed below.

An entry point to The Lord of the Rings gaming. Good Luck Corfbook from a smoke free and pet free home. Paths of the Wise: By default, it sorts by the number, or alphabetically if there is no number. Age Level see all. Includes the miniature and its card. Login My Library Wishlists. New Account or Log In. Hide my password. File Name: the one ring roleplaying game pdf download. The Forgoil say that the tongue of your folk is more akin to that of wild creatures than the speech of Men.

See All Reviews. Now the roads are beginning to reopen and songs are being sung again of the great market of Dale. Threads 2, Messages Players are encouraged to come up with the story of how and where their heroes met during the company creation phase, in one place, and know much about the secrets of steel and stone, invasion and ohe strife! Though va. You grew up singing Dwarven songs and playing with wondrous toys. The secret to make these great axes is so ancient that it has been lost forever?



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