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Cheat Sheet

The document provides an overview of the character creation and fellowship phases in The One Ring roleplaying game. It outlines how players select a heroic culture, attributes, skills, and calling for their player hero. It also describes how the fellowship is formed, including choosing a patron and safe haven. The fellowship's power is determined by attributes of the heroes and items they possess.

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Adrian Carpio
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
94 views

Cheat Sheet

The document provides an overview of the character creation and fellowship phases in The One Ring roleplaying game. It outlines how players select a heroic culture, attributes, skills, and calling for their player hero. It also describes how the fellowship is formed, including choosing a patron and safe haven. The fellowship's power is determined by attributes of the heroes and items they possess.

Uploaded by

Adrian Carpio
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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The One Ring 2nd Edition Cheatsheet

character creation
SELECT HEROIC CULTURE
(Bardings – p. 32, Dwarves of Durin’s Folk – p. 34, Elves of Lindon – p. 36, Hobbits of the Shire –
p. 38, Men of Bree – p. 40, Rangers of the North – p. 42)

Record cultural blessing (special ability or trait possessed by the whole culture, e.g. ‘Stout-
Hearted’ for Bardings – all Valour rolls favoured); optionally: the cultural weakness, too.

Choose or roll attributes (1d): strength, Calculate attribute target numbers


heart, wits – from tables for the culture. (20 – Attribute score).

Calculate derived stats (endurance – from strength + a number; hope – from heart + a number;
and parry – from wits + a number) – from tables for the culture.

Record skill and combat proficiency ratings (number of Record the standard of
success dice for each) – from tables for the culture. living + treasure rating.

Choose 2 distinctive features – from tables for the culture. Choose name and age.

ANSWER THE CALL TO ADVENTURE

Choose a calling
(Captain, Champion, Messenger, Scholar, Treasure Hunter, Warden)
♦ Choose 2 favoured skills from list (allows a favoured roll – 2 Feat dice & keep better result);
♦ Choose 1 distinctive feature;
♦ Record shadow path.

Spend previous experience points (10 points – each level paid individually).

Choose starting gear: 1 weapon for each Combat Proficiency with rating + armour, helms, or
shields; useful items + (optionally) travelling gear (winter: boots, jacket, fur-lined cloak, woollen
trousers, blankets; summer: light clothes and cloak) – no load rating.

Record valour and wisdom scores at 1 and choose 1 starting reward and 1 starting virtue.

GATHER THE COMPANY

Choose a patron. Choose a safe haven (refuge to repair for the Fellowship Phase, usually
place where the heroes first met, e.g. Bree, Rivendell, Tharbad, etc.).

Determine the Company’s fellowship rating (no. of heroes + modifiers Choose


from virtues and cultural blessings – if any + bonus from patron). fellowship
focuses (one for
Set eye awareness (LM) – reset every new adventuring phase (Table below each hero – can
+ 1 for each hero with wisdom or valour 4 or more + 1 for each famous be chosen later).
weapon and armour in the company).

1 The One Ring, Middle-earth, and The Lord of the Rings and the characters, items, events, and places therein are trademarks or registered trademarks of the Saul Zaentz
Company d/b/a Middle-earth Enterprises (SZC). The One Ring Roleplaying game and its logo are registered trademarks of Free League Publishing and Fria Ligan AB.
This document is drafted and distributed under Fair Use. It cannot be sold or traded.
culture is the provenance of the calling is the hero’s purpose and motivation for standard of living is the Hero’s financial
Player Hero, e.g. Hobbits of the adventuring. From it stems their shadow path which leads status. Increases as he gains treasure points.
Shire. cultural blessing is a special to their downfall if they succumb to Shadow (advancing on Determines in general what the Hero can
ability or quality profoundly it with every bout of madness by acquiring a flaw). When afford with out-of-pocket expenses, the kind
ingrained in the community and Hero with all 4 flaws has Shadow reach the Maximum of steed he can take on journey, and his
available to all its members. Hope, he is taken out of play: Dwarves, Men, and Hobbits armour. Finances are not monitored closely.
are lost to madness (e.g. run away leading to being killed, poor (–) can’t afford anything, can’t equip
strength is the hero’s physical or starve to death, forsaken), Elves return to valinor. oneself for adventure
aptitude. TN used on all strength frugal (0) rarely can afford anything, prefers to
skill rolls (ones below) & attack make or find what’s needed
rolls. Used to calculate maximum common (30) can pay for oneself, e.g.
endurance – hero’s physical stamina accommodation and meals, often haggles
and determination – and recover it. prosperous (90) can pay for anything,
Hero with a high strength score is sometimes for others, comfortable
more likely to be imposing (awe), to accommodation, drinking at an inn, etc.
have a clear singing voice (song), to rich (180) luxurious, can concentrate on more
be fit and agile (athletics), to have lofty matters than making a living
good sight and hearing (awareness, very rich (300+) can buy anything they fancy,
hunting), and to possess skilful only reached after years of adventuring
hands (craft).
patron is an influential individual
Skills rolled with the respective attribute interested in the company, offers it
TN and no. of success dice equal to boxes additional reasons for adventuring,
checked. favoured skills (used for provides support and counsel, and
Favoured Rolls) have the box on the left bonus fellowship points. Patrons
checked. work with the Player-heroes from
Categorised into 6 skill groups of 3 each: time to time, following a personal
personality (awe, enhearten, persuade). agenda, but in general hoping to
A hero’s personality comes through in influence the events that are going to
their capacity to impress, encourage, and shape Middle-earth.
influence others. A good level of Company starts the game choosing
proficiency in all three Skills in this group one Patron, but additional ones may
is the mark of a leader. be added in its course.
movement (athletics, travel, stealth).
Overcoming obstacles, enduring long heart is the hero’s spiritual and
journeys, and moving secretly are the emotional aptitude. TN used on
stuff adventurers are made of. heart skill rolls & valour rolls.
perception (awareness, insight, scan). Used to calculate maximum hope
The ability to catch hidden details often score – hero’s spiritual resource – and
pays off, be it noticing an odd noise that recover it.
gives away an ambusher, catching the A hero with a high heart score is a
gleam in the eyes of a liar, or spotting the charismatic leader (enhearten,
crack in the wall that reveals a secret door. battle), an energetic guide (travel), a
survival (hunting, healing, explore). The gracious gentleman (courtesy), able
three Skills of this group, essential for a to read the hearts of others
roving adventurer, make for an (insight), or to understand their hurt
invaluable member of a company.
and how to heal them (healing).
custom (song, courtesy, riddle). While
heroes are often held to be uncivilised
brutes by the common folk, their lives can valour measures hero’s courage,
sometimes depend on knowing the tempered by dangerous deeds. If a
proper words, wisest song, or cleverest player decides to favour valour over
answer. Excelling in these Skills is wisdom in the course of the game, his
considered a noble achievement. status in others’ eyes will be
vocation (craft, battle, lore). Before determined primarily by his deeds.
their resolve hardened and pushed them Heroes are expected to rise to
on the road to adventure, adventurers excellence in about 10 years of
probably led a life much like that of game time — meaning, to reach
ordinary individuals: learning a trade, weapons possessed by the hero, with stats copied from
ranks of 5+ in valour and wisdom,
defending their people, and absorbing the Weapons table. axes, swords, and spears are for
and comparable levels in a combat
their accumulated wisdom. close combat. bows and spears are ranged. Can be
upgraded with rewards (each reward applied only proficiency.
once to each weapon). valour tests are made when faced
injury rating is the TN for the protection roll (in case with sources of shadow.
Each combat proficiency represents skill with a rewards are upgrades that players
certain kind of weapon. Can be used for any of piercing blow). damage is the amount of endurance
can select to raise the effectiveness of
weapon of that kind. Cannot be favoured. lost in case of a successful attack.
their war gear. Every time the hero’s
Improved by spending adventure points. If a Lost or broken war gear can be replaced or fixed at no
valour goes up, he receives a
hero uses a weapon they don’t have a rating for, cost at the next settlement or another appropriate
reward (discovering a new property
they roll just the Feat die. narrative moment. Small favour may be demanded, e.g. a
of his item or a new one with that
brawling: attacking while unarmed, or using a task, song or tale, especially if the settlement is not of the
property).
dagger, cudgel, or an improvised weapon, roll a same Culture.
Available rewards:
number of dice equal to their highest Combat Items upgraded with rewards should never be lost,
Proficiency, but suffer a disadvantage: lose (1d). broken, or taken from hero (without dire narrative
consequences)(e.g. a shield with a Reward cannot be
smashed). They also cannot be handed over to other
heroes not even in the case of character death (prized
items are usually buried with their owners).

3
distinctive features make the Hero Inspired 3 skill points earned at the end of each fellowship points are the level of trust in the
(gains 2d if he spends a poi nt of hope) on rolls gaming session (approx. 1 for each hr of company. Refreshed every fellowship phase. Can
related to the given feature. Features allow for gaming). Spent to gain new ranks in weapon be spent during Adventuring (when resting) to
deeper customization. Can be changed skills (1 rank in a given Skill per fellowship regain hope (1 pt each Fsp. pt.) – every player has to
during yule (Recount a Story Undertaking). phase) and valour or wisdom (not both). Can agree on it; or to trigger patron’s special effects.
be saved for more expensive updates later.
flaws are gained with each bout of madness. shadow is gained on each exposure to
(when Shadow matches Maximum Hope) Rolls 3 adventure points earned at the end of each gaming shadow source (misdeeds, dread, greed,
affected by a Flaw are ill-favoured (worst result session + equal to wits during yule. sorcery) or when fellowship focus is
out of 2 Feat dice). Spent to gain new ranks in common skills (one rank in Wounded, has a Bout of Madness or is
Each Bout of Madness clears all temporary a given Skill per fellowship phase). Can be saved for otherwise harmed (1 pt each time). Cannot
Shadow points. Bouts are negative outbursts (e.g. more expensive updates later. exceed the Maximum Hope score. All
betrayal, fear, lust, rage). They have to occur sources except Misdeeds can be reduced
during current Adventuring Phase, otherwise the with Shadow tests (wisdom/valour): 1 pt on
hero with Shadow reaching maximum Hope is success + 1 each success icon.
considered to have left the company. Shadow matches/exceeds Current Hope:
miserable (Tests fail on an eye); matches
wits are the hero’s mental aptitude. TN used Maximum Hope: (the above + Ill-favoured
on wits skill rolls & wisdom rolls Used to on all rolls).
gain Skill points and to calculate parry – the When Shadow doesn’t yet match Maximum
ability to keep integrity and deflect blows Hope, all of it can be exchanged for 1
(TN for adversaries’ attack rolls). A hero permanent shadow scar (Harden Will) –
with a high wits value will quickly learn can be cleared only during Yule (Heal
witty oratory (persuade), the arts of a burglar Scars).
(stealth), show attentiveness (scan, dread (reduce with Valour):
explore), and will be clever and studious ♦ Tragic unexpected event: 1 pt
(riddle, lore). ♦ Dreadful experience, orc work: 2 pts
♦ Physical/spiritual torment, torture,
wisdom is the hero’s self-confidence and haunting: 3 pts
capacity for good judgement. If player ♦ Directly experiencing power of the
chooses wisdom over valour spending Enemy: 4 pts
experience points, it suggests that greed Magical treasure found on EYE
adventuring is affecting him subtly but (reduce with Wisdom:
profoundly. Starting as a naive individual, ♦ Marvellous artifact (success die 1-3): 1 pt
he can achieve the sagacity of the Wise.
♦ Wondrous Item (success die 4-5): 2 pts
virtues are special abilities complementing
♦ Famous weapon/armour (success die 6): 3
hero’s arsenal of Skills and Combat
pts
Proficiencies; gained every time wisdom
sorcery points depend on strength of
rises; each can be acquired many times .
spell/creature’s abilities (reduce with
cultural virtues represent the secret
Wisdom)
talents of various cultures, and let
misdeeds (cannot be reduced unless done
adventurers accomplish things that are seen
unwillingly and repaired, then Wisdom
as extraordinary, if not magical. All Cultures
test):
have 6 cultural virtues that can be chosen
only by members of that culture, when ♦ violent threats, lies, heedless cruelty: 1 pt
they gain a new wisdom rank (instead of a ♦ manipulation, power abuse, deliberate
regular virtue). cruelty: 2 pts
♦ theft, cowardice, treachery: 3 pts
♦ torturing/harming/killing/crippling
surrendered foe or harmless folk: 4 pts
♦ murder, willful service of the Enemy: 4 pts
+ 1 shadow scar

endurance is lost when subject to exertion


or physical harm (see combat and sources
wounds are serious injuries from combat of injury). If lower or equal to total load,
armour protects the hero from a A weary hero
(piercing blows) or harmful events (e.g. fire, hero is weary. Hero can carry items up to his
potential wound. When hit by a doesn’t count 1, 2,
falling, etc. – see sources of injury). Wounded maximum endurance.
piercing blow make a protection and 3 results on
heroes recover endurance more slowly. When When at 0, hero drops unconscious and
roll (feat die + no. of success dice success dice when
wounded for 1st time roll Feat die for wound wakes up with 1 after 1 hr. After short rest
equal to protection value from making a roll.
severity (mark on character sheet): (1 hr) unwounded hero recovers endurance
armour and helm). helm’s A miserable hero
protection value is recorded automatically fails • rune: Moderate injury – uncheck wounded equal to strength, none if wounded; after
separately as it can be dropped in on a roll with an eye box in few hours long rest (night’s sleep) unwounded
combat to reduce load. result (additionally • 1-10: Severe injury – value shows days for it recovers all, wounded equal to strength.
shield offers bonus to parry. if his shadow to mend load equals Armour + Weapons + points of
During opening volleys It matches his • eye: Grievous injury – 0 endurance and dying Treasure + each marvellous artifact or
doubles its modifier if a target is maximum hope, he dying heroes (2 wounds or 1 Grievous) have wondrous item. load can be immediately
aware of the incoming attack. It is ill-favoured on Endurance reduced to 0 and fall unconscious, lowered if hero drops an item (except coat
can also be dropped in combat to all rolls (worst result die after 1 hr if they don’t get Healing roll. For of armour – taken off outside of combat).
reduce load. out of 2 feat dice). other wounds failed roll is repeated after 1 fatigue is gained from journey events (see
day. Successful Healing reduces severity by 1 table in rules for journeys) and raises load
day + 1 for each success icon and dying hero temporarily. Reduced by travel roll on 1st
equipment are items carried by the hero. Ordinary long rest upon reaching destination.
wakes after 1 hr with 1 endurance. If hero was
travelling gear is not recorded. It includes useful items Remaining fatigue is reduced 1 pt each next
dying add 10 days to the time for wound to
associated with a specific skill – 1d bonus on its tests. They long rest not on the road.
mend. Injury leaves a permanent mark, e.g. a
are not given a load rating. No. of them depends on Endurance loss is not deadly – wounds are,
missing finger.
standard of living. They can be changed during it represents only the stamina level.
fellowship phase. Other things are magical treasures:
marvellous artifacts (1 blessing – magical success + 2d ) When hope is equal to or lower than shadow, hero is made miserable. Can be spent to gain 1
or wondrous items (2 blessings). Precious items (famous success die on a test, 2d if inspired. Can be spent to let other hero gain 1d (only one hero can
objects of worth) can be included here, too. Every point of help). If hero has a magical talent or artifact, they can spend hope to achieve magical success
treasure, individual marvellous artefact or wondrous (automatic success + roll only success dice to determine success level). Can be used also to reuse
item adds one point of load (famous Weapons and a skill during interaction stage of a council.
Armour have their individual ratings). Players can hide it Recovered during fellowship phase equal to heart and during resting by spending
somewhere or give them to their pack animals to carry. fellowship. When at 0, hero is spiritually spent and can’t use it – regains 1 pt. after long rest.
dice rolling
take action
Determine the action and the way it is done.

Action requires a roll if it involves a danger, aims to obtain knowledge not readily available, aims to influence uncooperative Loremaster
character, involves gaining shadow points (see shadow on the character sheet), or is an attack or a protection roll in combat (see combat).

Action is a one-time action. Action is a series of smaller feats – a skill


endeavour. Heroes must achieve a set number
of successful rolls — resistance rating, within a
Set the risk level of the action: given time limit – no. of tests allowed.
standard – limited pressure or risk, higher control over circumstances
hazardous – daring attempt with possible serious negative
consequences on failure resistance rating:
foolish – grievous consequences on failure ♦ simple (3) – lengthy but manageable endeavour
♦ laborious (6) – difficult and time-consuming affair
If action is to be done by one hero but concerns the whole company ♦ daunting (9) – incredibly hard, complicated endeavour
it is done by most suited hero with the highest relevant skill rank.
time limit:
If hero has a Hero may be supported Hero with a magical ♦ short time – equal to Resistance
useful item by 1 hero spending 1 talent or artifact can ♦ enough time – equal to Resistance +1
associated with hope (gain 1d) if spend 1 hope ♦ plenty of time – equal to Resistance +2
the skill, he can supporting a fellowship before roll to If no time limit is required, Loremaster decides how often
gain 1d. focus (gain 2d). achieve a magical heroes can make rolls (e.g. 2x a day) to achieve the goal.
success.
The action may The hero may spend 1 Place 1 feat die on
suffer a hope to gain 1d. its rune side Endeavour is concluded when heroes reach the required
complication If he has a relevant (automatic success) amount of successful rolls, run out of time, or abandon the
and is harder distinctive feature, he & roll success dice Endeavour.
than normal – can be inspired and gain normally for higher In case of success, heroes achieve objective. In case of
lose 1d or more. 2d instead. degrees of success. failure, Loremaster determines what happens, based on
the nature of the Skill Endeavour.
Bonuses and penalties are cumulative — if a hero gains or loses dice from
multiple sources, simply add up all gained dice and subtract all lost dice.
Failed rolls in a Skill Endeavour may mean different things,
based on specific circumstances.
If hero is using a favoured If hero’s shadow matches maximum ♦ simple failure – Failing a roll during Endeavour not
skill, or other modifier, the hope, he has a relevant flaw, or other performed under stress only causes delay, but the
roll is favoured. modifier, the roll is ill-favoured resolution may continue.
♦ failure with woe – A negative consequence occurs (e.g.
favoured and ill-favoured rolls are not cumulative, if falling for a short distance with a loss of Endurance, inhaling
there are multiple modifiers, just roll 1 feat die normally. smoke while extinguishing fire).
♦ disaster! – Skill Endeavour fails completely and cannot be
resumed.
Roll feat die (or 2 feat dice if roll is favoured or ill-favoured) + no. of
success dice according to the relevant skill rank + bonus success dice if any.
loremaster characters’ influence on rolls
Hero’s roll loses 1d if the LM character’s distinctive
Hero automatically If roll is favoured, Add success feature is making the action difficult, or gains 1d if the
succeeds on a rune. If he is choose the best feat dice results. If feature is making it easier.
miserable, he automatically die result, if ill- hero is weary, If LM character is helping the hero complete a task, roll
fails on an eye, otherwise favoured, choose add only the gains 1d or 2d if the trait ensures superior level of support.
the eye counts as a 0. the worst one. 4, 5, or 6.

The result must match TN of the relevant attribute for the skill.

When heroes compete with each other, they


The action succeeds. The action fails.
make an opposed roll (can be different skills)
If both succeed, count success icons, if still a
Count 6’s on success dice to determine level of success: If Loremaster allows it, action can be draw, then roll again or end with a draw.
0 normal success – action achieves the bare minimum repeated testing a different ability.
1 great success – action has additional positive outcome
2+ extraordinary success – action is absolutely exceptional consequences of failure
Each 6 result can be spent to:
♦ Cancel other hero’s Failure and turn it into Success;
Risk: standard No risk level Risk: hazardous Risk: foolish
♦ Score 1 Additional Success on an Endeavour, or turn
Failure into Success; success with woe simple failure failure with woe disaster!
♦ Gain additional information, not necessarily related to the Hero exchanges a Action fails and hero fails, with an Roll doesn’t achieve
task at hand; failure for a success nothing bad additional serious objective + causes a
♦ Achieve goal noiselessly/without attracting attention; with unexpected happens. negative event grievous negative
♦ Achieve goal in a shorter time (half the expected time); inconvenience that that will need event. Unlike failing
♦ Influence more subjects originally targeted by the action. devalues performance attending with woe, the
Each Success corresponds to one additional subject or or has a negative side to/preventing. effects cannot be
5 group. effect. prevented.
combat
ambushing
If either side is ambushing, Loremaster decides if a roll is required (not required for a well-prepared ambush) and the appropriate ability.
♦ The enemy ambushes: awareness/battle/hunting (heroes who fail can’t make opening volleys and actions in 1st round);
♦ The company ambushes: stealth/battle/hunting (if all heroes succeed, all enemies can’t make opening volleys or actions in 1st round).

opening volleys
If at the start of battle the sides are at a distance, Loremaster can allow a number of opening volleys resolved as normal ranged attacks.
♦ Under most circumstances, all combatants are entitled to at least one volley using a bow or a thrown weapon (a spear or a short spear).
♦ If the sides are at a greater distance, the Loremaster might allow combatants using a bow to let loose two volleys, or even more.
♦ Player-heroes carrying a shield double its parry modifier if aware of the attack.
♦ Normally the player-heroes launch their volleys first, unless the Loremaster deems the circumstances to favour the opposition. After opening volleys,
combatants cover the separating distance and begin fighting at close quarters.

close quarters rounds sequence


1. stance: The Company chooses their stances – close combat stances: Forward, Open, Defensive; ranged combat stance: Rearward.
2. engagement: All combatants in Close Combat are paired with one or more opponents.
3. action resolution: The actions of all combatants are resolved in Stance order from Forward to Rearward.

stances engagement
♦ forward (close combat) Each hero in close combat engages one or more opponents.
Fierce stance risking greater exposure. Hero’s attack rolls and close combat attacks They remain engaged until all opposition is defeated, or they
aimed at him gain 1d. leave combat.
Combat task: intimidate foe: awe roll as main action. On a success all opponents with more enemies than heroes:
might 1 are weary on their next attack. On a great success adversaries with might 2. 1. Loremaster assigns 1 opponent to each unengaged hero
On extraordinary success: all adversaries. in close combat.
♦ open (close combat) 2. For each remaining foe, Loremaster chooses between
Attacking normally while giving proper attention to enemies’ actions. no advantage engaging an engaged hero in close combat or standing
or disadvantage. back and being able to make ranged attacks.
Combat task: rally comrades: enhearten roll as main action. On a success all heroes more heroes than enemies or equally matched:
in forward gain 1d on attack rolls in the following round. On great success also 1. Heroes in close combat choose an unengaged
those in open stance. On extraordinary success: all heroes in close combat. adversary, from those introduced by Loremaster as eligible
♦ defensive (close combat) targets. If there are not enough enemies, heroes in close
Fighting conservatively, protecting oneself or others. All close combat attacks aimed combat without an adversary must engage one already
at the hero + his attacks (for each engaging opponent) lose 1d. engaged.
Combat task: protect companion: battle roll as main action. On success next attack 2. If one or more of the Company is in rearward, and there
aimed at the protected hero loses 1d, + 1d for each success icon. are enemies left unengaged, Loremaster chooses whether
♦ rearward (ranged combat): they engage an engaged hero in close combat, or stand
Attacking and being targeted only with ranged weapons. back to make ranged attacks (on any hero in the fight).
Combat Task: prepare shot: take time to aim – scan roll as the main action for the engagement limits:
round. If successful roll, gain 1d on the next ranged attack, plus another (1d) for each ♦ 3 human-sized creatures or 2 large creatures (e.g. trolls) for
success icon. each hero in close combat. Heroes choose which adversary
Allowed if enemies no more than 2x the heroes. For each hero in rearward there to attack during their turn.
must be two other heroes close combat. More heroes can assume rearward than ♦ Maximum of 3 heroes in close combat for human-sized
normal, if e.g. fighting on narrow ledge, a mountain path, or the Company opponent, up to 6 for large one.
outnumbers the enemy by at least 3 to 1 human-sized enemy or 5 to 1 greater than If hero becomes unengaged, he can choose another
human. adversary respecting the engagement limits.

attacks combat actions


Roll for a combat proficiency of the weapon used, TN from strength + opponent’s parry Heroes resolve actions first, in stance order, (from
rating. Adversaries’ TN: hero’s parry. forward to rearward) then all adversaries.
♦ success: Endurance loss equal to weapon’s damage. Heroes become weary if endurance ♦ choose 1 main action (requiring full attention – e.g. attack
reaches load, drop unconscious if at 0. Adversaries with 0 endurance are eliminated. or combat task; recovering position after a knock-back;
Once each round, heroes (not adversaries) can halve the endurance loss (rounding recovering a dropped weapon, helm, or shield; carrying a
fractions up) by being knocked back: spend next main action recovering fighting fallen comrade to safety; moving across battlefield.
position. ♦ + choose 1 secondary action (faster, simpler, before or
♦ special damage: inflict a special effect for each success icon on successful roll (can be the after the main one), e.g. advancing or retreating while
same multiple times): fighting; locating someone on the battlefield; drawing a
♦ heavy blow — any weapon: additional Endurance loss: hero’s strength +1 for 2- weapon; removing helm/shield/weapon to reduce load.
handed weapons. LM must decide if the action will take more time, require a
♦ fend off — any close combat weapon: increase parry for the round: +1 using Axes/all roll or include a risk. Adversaries may make secondary
Brawling weapons, +2 using Swords, +3 using Spears. actions too, but its optional to speed up gameplay.
♦ pierce — bows, spears, swords: modify feat die result of the attack: +1 using Swords, Sometimes talking and negotiating is possible, too.
+2 using Bows, +3 using Spears —possibly causing piercing blow (eye or rune are
unaffected). leaving combat/disengage
♦ shield thrust — shield: If strength greater than target’s attribute level, push back ♦ Assume a rearward stance, and escape during hero’s
the target. Adversary loses 1d for the length of the round (if used multiple times, turn. No roll required. The same applies to adversaries
must be used on different opponents). choosing to stand back.
♦ piercing blow: success + 10/rune on feat die – opponent makes a protection roll: Feat ♦ Assume a defensive stance, rolling for attack normally: If
die + success dice equal to protection of the armour worn, TN equal to opponent attack is a success, do not inflict any damage but leave the
weapon’s injury (if attack made the character Weary, the test is made before Weariness battlefield instead. If the attack fails, remain engaged.
9 sets in). On fail, target is wounded – hero rolls for wound severity, most adversaries are
eliminated.
complications and advantages
In some circumstances Loremaster can set a level of complication or advantage, giving a bonus/penalty to all rolls made by the heroes.
Heroes can remove a complication or gain an advantage, by making a battle roll as main action for the round. If roll is to remove a complication,
a success cancels it for the next attack roll. On a great or extraordinary success complication is removed for the rest of the fight. If roll
is to gain an advantage, on a success an advantage is gained for the next attack roll, or for the remainder of the battle in case of greater level
of success.
complications:
♦ moderately hindered – lose 1d: on difficult terrain, unfavourable weather conditions, in cramped quarters; ranged: target at medium range,
or under good cover (trees in a sparse wood).
♦ severely hindered – lose 2d: almost blinded by heavy snow, knee-deep in mud or swift-running water, in darkness; ranged: target at long
range, very small (a bird), or protected by darkness or ample cover (trees in a dense wood).
advantages:
♦ moderate advantage – gain 1d: attacking from high ground, exploiting a favourable terrain feature; ranged: target moving slowly, big, or
available with scarce cover.
♦ greater advantage – gain 2d: defender hindered, blinded by heavy snow, knee-deep in mud or swift-running water, etc; ranged: target
stationary, very big (a Dragon), or without available cover.

injuries
wounds
♦ Most adversaries wounded: killed.
♦ Hero wounded 1st time: immediately check the wounded box on the character sheet, roll feat die on wound severity table.
♦ Hero wounded 2nd time: drop to 0 endurance, fall unconscious and dying. 2nd wound not recorded on the character sheet, skip severity
roll. Hero dies within 1 hour if he doesn’t get a successful healing roll. On a successful healing hero wakes in 1 hour, at 1 endurance. He
must then add 10 days to the time required for his injury to mend (minus the days removed by the healing roll). The injury leaves a permanent
mark (a scar, a limp, a missing finger).
♦ Hero reduced to 0 endurance (wounded once or not at all): can be automatically hit by opponent if nobody protects him – he immediately
makes a protection roll, can be also abducted by adversaries if nobody saves him, wakes up after 1 hour with 1 endurance.

first aid
Heroes may reduce wound
severity with a healing roll. Heroes
who are not unconscious may roll
themselves.
success: reduce recovery time by 1
day + 1 for each success icon (to a
minimum of 1 day).
Each hero may be administered a
successful first aid only once. A
failed healing roll cannot be
repeated until at least 1 day has
injuries outside combat passed.
Hero can be injured or lose endurance when exposed to a source of harm, e.g. fire, cold, falling, etc., or
attempting a dangerous task, e.g. failed athletics roll while climbing/swimming across river.
fatal injuries
endurance loss levels If heroes suffer an incident fatal in
♦ moderate: LM makes a Favoured Feat die roll; all likelihood (e.g. fall from extreme
♦ severe: LM rolls 1 Feat die; height onto hard surface), they die
♦ grievous: LM makes an Ill-favoured Feat die roll. instantly when wounded or dying.
Consider especially in the case of
consequences of failure may also sometimes lead to grievous sources of injury.
endurance loss:
♦ failure/success with woe: moderate loss; poison/sickness
♦ failure with woe: severe loss; Poisoned/mortally sick hero cannot
♦ disaster: grievous loss. rest and must roll for endurance
loss (see table) at the end of each
day — If the roll produces a rune, he
takes no damage and is not
poisoned any more.
Successful healing roll at the start
of a day also removes poison. Roll
loses 1d if poison is severe, and
loses 2d if grievous.
councils
council is a formal gathering in which the Company can win or lose something valuable depending on the outcome. The goal is achieved on a
number of successful rolls matching resistance before time limit (no. of attempts) runs out.

1. set resistance
Consider the goal the company is trying to achieve:
♦ reasonable request (Resistance 3) – encountered folk do not lose anything by helping the Company and are offered something equally
important in return.
♦ bold request (Resistance 6) the goal profits the Company more than the people encountered.
♦ outrageous request (Resistance 9) heroes are asking the encountered folk to do something that is dangerous, or with little or no rewards.

2. introduction
Heroes select a spokesperson – their best speaker. He makes a Skill roll to introduce the company. Result determines the time limit — total
number of attempts the heroes get as a group to make their case, before they are dismissed.
♦ success: time limit equal to resistance + 1 for each success icon.
♦ failure: the time limit equal to resistance + if the council ends in a failure, it ends in a disaster instead (see end of a council).
useful skills:
awe — impress and overturn a negative early reaction or quickly set the terms for the discussion. Downside is that spokesperson voluntarily
mentions the lineage, deeds and other personal information of the various members of the Company for full effect.
courtesy — polite introduction, useful if the Company (or the spokesperson) is already on friendly terms with the opposing party; to unfriendly
ears, a courteous speaker might sound duplicitous. Possible to politely refuse to reveal too much about the group’s identity.
riddle — spokesperson can craft questions and answers to extract a lot of information from others in exchange for very little. Downside is that
poor performance will create mistrust in the opposing party.

3. interaction
Heroes make skill rolls to accumulate enough successes to match or exceed the resistance. If the speech touches topics relevant to the
Company’s goal and deemed important by their audience, heroes can gain 1d or even 2d on a Skill roll.
Rolls can be also modified by the attitude of the encountered people:
♦ reluctant — lose 1d: audience unwilling to help, prejudiced or otherwise concerned.
♦ open — no modifier: default attitude for the audience, a general inclination to listen to what the Company has to say.
♦ friendly — gain 1d: audience very interested in hearing the heroes. The Company introduced by someone of note, or spokesperson
belongs to the same Culture as the audience.
LM keeps track of the total number of successful rolls, each success icon counts as an additional success.
useful skills:
enhearten — requires the complete attention of the audience; can raise the spirit of an endangered community or a downcast leader. The
objective of the Skill attempt must be obvious; otherwise its effect will be weak.
insight — evaluate the emotions of the audience, revealing unspoken purposes or hidden feelings.
persuade — win the minds of the audience, or strengthen the hold on it. May be used discreetly during any kind of social interaction.
riddle — formally play the ancient riddle-game — respected even by wicked creatures — or gather information and news. success can allow to
put together information that speakers might accidentally give away or gather interesting facts, while appearing uninterested.
song — powerful diplomatic device if the singer finds the proper song or intones well-chosen words.

4. end of council – assessing the consequences


♦ success: Company reaches the number of successful rolls meeting resistance and achieving the initial objective.
♦ failure, or success with woe: Company scores a number of successful rolls, but fails to match Resistance within the time limit — the heroes
can choose to simply fail, and be refused what they asked for, or can opt to achieve the goal at a price (may be a challenge).
♦ disaster: Company fails all available rolls, or scores a number of successful rolls but fails to match Resistance after a botched introduction —
Company is now seen as a threat by the audience – may end up being imprisoned or attacked.

journeys
Rules for journeys are used when the journey is relevant for the narrative, has a set goal and possible consequences.

determine journey roles set journey path


♦ guide: one hero; all decisions concerning route, rest, and 1. On the player’s map the company illustrates to LM the intended
supplies; makes marching tests route. Must connect the current (starting) location and the
♦ hunter: multiple heroes; in charge of finding food in the wild destination, considering the topography constraints.
♦ look-out: multiple heroes; in charge of keeping watch 2. LM checks the hex map and draws the Company’s route on the
♦ scout: multiple heroes; in charge of setting up camp, opening journey log, as a path with a number of hexes equal to those
new trails required to reach the destination (not counting the starting hex).
The shape of the path on the journey log not necessarily conforms
more than 4 heroes: more heroes are assigned 1 role — except guide to the one drawn by players — only must be composed of the same
less than 4 heroes: 1 or more heroes take multiple roles – except number of hexes.
guide 3. Players can annotate prominent landmarks traversed or passed
by, e.g. ruins, river fords, bridges, etc; also mark hexes with
different types of terrain, as seen on the region map, to let the LM
assess at the end the total journey duration.
11
make marching tests
Company experiences journey events (threats and unexpected occurrences), occurring at specific spots along the path.
Guide makes a marching test rolling travel. 1st test at the journey start:
♦ failure: event occurs 2 hexes away along the path in Summer/Spring, 1 hex away in Winter/Autumn.
♦ success: event occurs 3 hexes away, +1 for each success icon. The event is marked on the appropriate hex. Once the event has been
resolved, guide makes new test and the journey continues.

resolving events feat fatigue


event skill roll consequences
1. Select Targets die gained
LM rolls 1 success die to determine the targets: eye Terrible Misfortune If roll fails, target is wounded. 3
1-2: Scouts – Tested skill: explore If roll fails, every hero gains 1 shadow
1 Despair 2
3-4: Look-outs – Tested skill: awareness (Dread).
5-6: Hunters – Tested skill: hunting If roll fails, target gains 1 shadow
2-3 Ill Choices 2
2. Determine Event (Dread).
♦ LM rolls Feat die to determine the event based If roll fails, +1 day to journey length +
4-7 Mishap 2
on terrain: target gains 1 fatigue.
♦ border land - favoured roll If roll succeeds, reduce journey length
8-9 Short Cut 1
♦ wild land - normal roll by 1 day.
♦ dark land - ill-favoured roll If roll succeeds, no fatigue is gained, LM
♦ Each event has a unique effect resolved by the 10 Chance-meeting improvises encounter favouring the 1
skill roll from journey events table + all events Company.
cause every hero to gain fatigue. If roll succeeds, every hero regains 1
rune Joyful Sight –
3. Resolve Event hope.
♦ 1 hero among the targets rolls the Skill from
step 1; up to 1 hero with the same role can event examples
support him terrible misfortune: Something goes so badly that the Company is trudging wearily
♦ lose 1d if on hard terrain and the target risks serious harm.
♦ gain 1d if along a road despair: The Company is subjected to a terrible ordeal, an occurrence that is most
♦ Apply consequences from the table (targets are likely connected to the slow rising of the Shadow.
the hero making the roll + his support) ill choices: Failing the event causes the target much grief or frustration.
mishap: An adversity causes the Company to slow its pace, or stop altogether, and
makes the target suffer more from the effects of Fatigue.
perilous locations
short cut: A successful roll by the target allows the Company to progress faster.
Locations on the Journey Map not marked with
chance-meeting: The Player-heroes encounter someone who proves useful to their
hexes — areas particularly hard or dangerous to
current circumstances.
cross. Rated with peril rating. Apply the
joyful sight: LM describes an exceptional event witnessed by the Company,
following when a marching roll leads the
connected to the subtle magic of Middle-earth, lifting the spirit of the beholders.
Company inside or across a perilous area:
1. The Company stops in the perilous area.
2. Face a number of events equal to peril rating ending the journey
(all normal rules apply). Journey ends when guide’s marching test result matches or exceeds the no. of
3. After resolving all events journey continues hexes left between the company's current position and the intended destination,
normally – resume marching rolls from the first when a new scene starts, or when an unexpected occurrence engages the company
hex along the path outside perilous area. in a different activity for a significant amount of time — in that case, LM adjudicates
if it ends the journey or not.
mounts and pack animals
A hero may take a mount for the journey, its travel fatigue
quality depends on his standard of living, but Heroes gain fatigue from journey events (marked on boxes in the journey log). It
it is a shared asset. cannot be shaken off during the journey.
At the end of a journey, heroes with a mount reducing fatigue at the end of journey:
reduce their fatigue by their mount’s vigour. ♦ Heroes with a mount reduce their total fatigue by their mount’s vigour
Each pack animal can carry treasure up to 10 ♦ All heroes can further reduce their fatigue travel roll:
points of load. success: reduce hero’s total fatigue by 1, +1 for each success icon.
Remaining fatigue is recorded on the heroes’ character sheets. They lose 1 fatigue
standard of mount type each following prolonged rest in a sheltered and safe refuge (not ‘on the road’).
vigour
living and quality
journey length (optional):
cannot afford a Count hexes in the Company’s path, adding 1 day for each hex of hard terrain (hills,
Poor/Frugal —
mount woods, marshes, etc.). The total is the length of the journey in days. If the whole
old horse/half- Company is on horseback, 0.5 the total (rounding up) – riding possible only along
Common 1
starved pony roads and good paths.
Prosperous decent beast 2
Rich/Very Rich fine beast 3 forced march:
The Company can march for more hours each day than normally, undertaking
forced march:
Count 1 day for each 2 hexes in the path instead of 1, but each hero gets 1 additional
fatigue for each day of forced march.
fellowship phase
♦ fellowship phase marks the conclusion of each adventuring phase, and ideally takes place at the end of a gaming session, or it can open a new
session, and precede the next adventuring phase.
♦ fellowship phase is an off-time, when the narration passes from LM to the players. They might inquire about leads, problems, and
opportunities during the preceding adventuring phase and describe what their heroes are doing, how they are resting, improving, how the
adventures changed them etc. Players must not introduce new background information though — e.g. exploring a new location, meeting
new personalities, these go in the adventuring phase.
♦ A special kind of fellowship phase is yule – the end of year winter festivities (longer, different available undertakings, etc.).

set duration
Usually covers longer game-time than an adventuring phase. Events described more broadly — days and weeks pass while the heroes relax,
or do personal work or studies. Should last at least one week, up to an entire season. yule is longer, usually entire cold season.

choose destination
Usually heroes stop at a safe haven and spend the phase as a group. yule is usually spent individually at home if hero can reach it within approx.
3 months. A place within a reasonable distance from the adventuring location. Can be any location visited by the Company so far. The journey
to the location happens ‘behind the scenes’, optionally heroes can play it out.

perform updates
♦ training: heroes spend skill points to develop their skill ratings, using the experience
points costs table. Skill points can be saved to acquire more expensive upgrades during a
later fellowship phase. max one rank in each Skill can be bought per fellowship phase.
♦ growth: heroes can buy max one rank in each combat proficiency per fellowship phase +
1 rank in either wisdom or valour, (not both). If new attribute value is attained, scores of all
related abilities and features are updated accordingly. When hero reaches new valour or
wisdom rank, they also gain a reward or virtue.
♦ spiritual recovery: heroes automatically recover a number of Hope points equal to heart,
and recover all during yule.
If they had a positive outcome in fighting shadow in previous adventuring phase, they
remove a number of shadow points: yule (end of year phase)
o marginally interfered with the return of the Shadow: each hero removes 1 shadow;
o actively hindered or damaged the Enemy: each hero removes up to 2 shadow; Occurs in winter, approximately 1 in 3
o Gained the attention of the dark lord himself, or at least one of his major servants: fellowship phases. Lasts entire cold season
each hero removes up to 3 shadow. during the winter festivities.
the passage of the years
Every yule each hero ages 1 year + gains
choose undertakings skill points equal to wits adding to the total
undertakings are time-consuming activities, accomplished only during fellowship phase. from previous adventuring phase. LM
♦ ordinary Fellowship Phase – 1 group undertaking + 1 free undertaking (based on Callings) updates the Company on the changes taking
♦ Yule – 1 individual undertaking for each hero + 1 free undertaking (based on Callings) place in the world and that the heroes
individual undertakings during yule must be different for each hero unless they are yule should know about given their location (info
activities. from the setting chapter).

fellowship phase undertakings yule activities


♦ gather rumours: get a rumour from LM (story about a ♦ heal scars: spend 5 adventure points to remove 1 shadow scar
person/place/coming event; or something specific that the hero is ♦ recount a story: improvise a short narration of an event hero
inquiring about, related to the current adventuring circumstances). participated in displaying a certain trait, tell it to own folk or write in
free: if the Company has a warden a book; replace 1 distinctive features with new one.
♦ meet patron: if he is available for meeting at the location; usually ♦ raise an heir:
to ask for assistance, possibly accepting a task in return. o Choose heir’s name and write it on character sheet;
free: if the Company has a messenger o Spend up to 5 treasure + equal no. of adventure points to add 1
♦ ponder storied and figured maps: study every map and scroll of for each adventure point to heir’s starting previous experience
lore available at the location; until the next fellowship phase, +1 to heir is ready to continue the hero’s legacy reaching 10 previous
all feat die rolls on the journey event resolution step. experience points. Heroes who don’t retire yet or don’t die may add
free: if the Company has a scholar to a maximum of 20 previous experience. When the hero retires,
♦ strengthen fellowship: +1 to fellowship rating until create the heir, using the rules for character creation, with the
next fellowship phase. following exceptions:
free: if the Company has a captain o Designate one of hero’s favoured skills as free additional
♦ study magical items: learn all about the qualities of all marvellous favoured skill for the heir.
artefacts and wondrous items possessed by the Company. o Heir’s starting standard of living is equal to the retiring hero’s
free: if the Company has a treasure hunter Heir can spend the accumulated amount of Previous Experience
♦ write a song: compose a lay (e.g. narrating heroic to normally buy skills and combat proficiencies (Skills cannot be
deeds: councils); song of victory (lifting morale: combat), or a raised above rank 4, Combat Proficiencies above rank 3).
walking-song (lifting spirits: journeys) – ideally write title & lyrics. o If heir’s previous experience is 15+, a single item of the original hero
free: if the Company has a champion is passed on to him as heirloom (item upgraded with 1+ reward,
During a heroic venture, a song can be chosen out of available a wondrous artefact, or famous weapon or armour). If previous
ones and sung (every hero rolling song) successful heroes ignore experience is equal to 20, heir gets a 2nd heirloom.
effects of weariness for the length of heroic venture. o 1st quality is automatically activated when heirloom is passed on.
Each song (successful or not) may be used only once. Further qualities can be awoken as the heir gains valour. blessings
of a wondrous artefact are revealed when it’s passed on.

changing useful items & visiting the treasury


Heroes are free to change their useful items (always respecting the maximum no. of items allowed by their current standard of living).
When heroes gain a famous weapon/armour, they can visit the treasury as a fellowship phase undertaking to leave a piece of war gear with
1+ rewards as a gift to their folk, trading the no. of rewards possessed for activating an equal number of qualities on the famous weapon/armour.
13
loremaster characters & adversaries
character customisation
♦ Choose an occupation/field of expertise + 1 or 2 distinctive features (from available or invented); producing e.g.: ‘old but trusted servant’,
‘grim-faced, keen-eyed guard’, ‘wise woman learned in herb-lore’.
♦ Usually interaction with LM characters is resolved without die rolls. When not enough, apply usual rules for action resolution (see dice
rolling: loremaster characters’ influence on rolls).
♦ If the interaction with a LM character leads to conflict, the character must be cast as an adversary by generating the characteristics needed
for combat.
♦For further information and tables for creating LM characters see the loremaster character generation sheet from page 14 onwards.

adversary characteristics
♦ attribute level: replaces 3 attributes – threat level of an adversary type; modifier in combat to special damage opportunities and fell abilities.
♦ might: number of wounds required to slay a foe outright, number of attacks it can take in a combat round
♦ endurance: resistance to exhaustion and harm. Adversary is out of combat if at 0 endurance – cannot opt to be knocked back.
♦ hate/resolve: similar to hope. LM can reduce an hate/resolve score to gain 1d on die roll in combat, e.g. attack or protection. Often required
by fell abilities. weary if at 0 hate/resolve at the beginning of a round. hate: minions of Sauron and monstrous creatures. resolve: evil
men and non-monstrous adversaries, non-minions. Attacking/killing adversary with a Resolve rating is a possible misdeed.
♦ parry: added to strength tn of a hero making a hit in combat.
♦ armour: used to roll protection when adversary is hit by a piercing blow.
♦ combat proficiencies: Each adversary features a primary and a secondary Combat Proficiency, representing its main means of attack. Each
listed attack form is followed first by its rating, then by its stats as Damage/Injury, and finally by the Special Damage opportunities (if any) that
are available to that Adversary type (see the list of options below).
♦ special damage options: success icons spent to trigger special effects (1 each icon). Common ones below, others in adversaries descriptions:
• break shield: Target loses shield and it’s parry bonus (shield with rewards/magical qualities is not affected).
• heavy blow: additional loss of Endurance on attack equal to adversary’s attribute level.
• pierce: +2 to feat die result of an attack.
• seize: attacker holds on to the target — target can only fight in forward stance making brawling attacks. May free himself spending an
icon from a successful attack roll.
♦ fell abilities special talents listed in adversary’s stat box. LM can use a fell ability even to the last hate/resolve point. Unless otherwise noted,
an adversary may use a fell ability in addition to an attack.
♦ distinctive features: 1 or 2 can be given to an adversary to customize him further.
♦ feat die icons: eye is the highest, rune the lowest.

eye awareness
eye awareness is the level of the Enemy’s attention towards the Company. Calculated at the beginning of each adventuring phase (see character
creation). Changes based on the company’s actions. When it reaches a certain limit, it triggers the hunt (some hostility for the heroes).

increasing eye awareness


♦ rolling eyes: +1 point on each roll outside of combat producing an eye, regardless of success or failure;
+2 points or more under dramatic or grave circumstances;
+0 if in a safe place.
♦ shadow gain: When hero gains 1 or more shadow outside of combat, increase eye awareness by equal amount.
♦ using magic: +1 for lesser effect spell cast by wizard or another NPC capable of magic (e.g. Illuminate a dark passage with a short blaze of
magical light, open a locked door, play tricks with voices or sounds);
+2 for major spell (Light a fire in a storm, block a door against a powerful adversary, make a tree burst into flames);
+3 for powerful spell (Rain lightning down upon an advancing enemy, lend speed to a travelling company, make the waters of
a river swell with rage).
More trivial magic, e.g. embellishing pipe-smoke does not increase eye awareness — unless done in the wrong circumstances.

hunt threshold hunt modifiers


If eye awareness matches or exceeds hunt threshold, +4 Company protected by the blessing of a Wizard, or another powerful LM
the group is revealed to the Eye, and something bad character
happens. Differs for the type of traversed region: +2 Travelling under false names, treading paths that are seldom trodden, or
• Border Land: 18 otherwise taking actions to be discreet and unobtrusive
• Wild Land: 16 -2 Heroes have great renown in the area thanks to some exceptional deed
• Dark Land: 14 -4 Enemy actively looking for the heroes, or knows their mission

revelation episodes
Bad event happens when when the company is revealed (can be held off until appropriate time). After a revelation episode the company is
hidden again, and the eye awareness is set back at its starting level.
LM designs the episode based on current circumstances of the Company. Typical revelation episode may include a hero losing the other
companions during a journey or while fleeing, the group running out of food as provisions are found to be unexpectedly spoilt, a decision taken
by heroes proving to be the worst possible choice, an individual the Company was waiting for failing to show up at a crucial moment, etc.
Examples on page 173 of the core rules. For inspiration the LM can use also cards from the hobbit tales from the green dragon inn card game.
treasure
hoards
Company should find a maximum of
2 hoards during the same
Adventuring Phase — 1 lesser Hoard
+ 1 greater hoard; or, 1 marvellous
Hoard. The value (unspecified
amount of silver, gold and gems) of a
hoard in treasure points is
determined by rolling Success dice,
based on its type, and multiplying
the result by the no. of heroes.
Company can split the treasure as
they see fit – recording the shares on
the character sheets.

magical treasure rolls


After splitting the treasure points
roll a number of feat dice based on
the type of Hoard. Each rune and eye
is 1 magical treasure. To find what it
is roll on the magical treasure table.
Heroes must agree who is keeping precious objects
each piece. Specific items of worth whose main quality is, e.g., particular significance as a heirloom or antique (e.g.
ring of Barahir), or extraordinary beauty. The value of a precious object in treasure points is assigned
the treasure index by LM, out of the rating generated for the Hoard discovered, but its inclusion in the game can serve
A list with all the magical items that another purpose. More details from the object’s backstory can be learned in meet patron undertaking.
can be found in the campaign. When
something is found on a magical precious objects tables
treasure roll, the LM checks in the
1d6 form 1d6 main material 1d6 craftsmanship
index what it is. It also lets the LM
‘time’ the appearance of magical 1 Jewel (single gem) 1 Pearl 1 Mannish, Westernesse
items and helps in keeping them 2 Brooch 2 Sapphire 2 Elven, Eregion
unique. Magical items in The One 3 Necklace 3 Ruby 3 Dwarven, Khazad-dûm
Ring are categorised as Marvellous 4 Circlet or crown 4 Amethyst (pink to purple) 4 Dwarven, Erebor
Artefacts, Wondrous Items, and
5 Belt, chain, or 5 Roll again: 1-2: Adamant; 3– 5 Dwarven, Beleriand
Famous Weapons and Armour. One
armband 4: ‘white gem’; 5–6: clear (Nogrod or Belegost)
index keeps track of marvellous
crystal
artefacts and wondrous items, and
6 Ring 6 Roll again: 1–2: Emerald; 3– 6 Elven, Beleriand
another famous weapons and
4: ‘green gem’; 5–6: green
armour. LM includes in the index as
crystal
many marvellous artefacts as
desired + ideally 1 to 3 wondrous
items and 1 to 3 pieces of war gear marvellous artifacts and wondrous items
for each hero. Rare and unique objects with a blessing (powerful enchantment – magical success and +2d on rolls of
a specific skill). marvellous artefact – 1 blessing, wondrous item – 2 blessings.
famous weapons and armour When found, the LM chooses one from treasure index, or creates one from the blessings tables rolling
When hero finds one, the LM checks 2x success die (determining skill group and affected skill), and repeating for a 2nd blessing. If the same
treasure index, or selects one item possesses two blessings, choose the type of object that seems more appropriate. To determine
specifically for the hero: the craftsmanship item, use precious objects table 3. Hero may learn about item’s blessings in meet
1. choose item type: Appropriate for patron undertaking.
the hero
2. determine craftsmanship: Elven, blessings tables
Dwarven, or Númenórean. 1d6 group 1-2 3-4 5-6
3. select banes (triggering effects on
1 Personality awe (ring, cloak, circlet, enhearten (ring, cloak, persuade (ring,
bane creatures and feared by them
collar, belt, weapon sheath, staff, war-horn) cloak, circlet,
– e.g. repelling them):
sheath, staff, war-horn) collar)
númenórean: 2 banes: Orcs, Trolls,
Wolves, Evil Men, or 2 Movement athletics (rope, boots, travel (staff, belt, boots) stealth (ring,
Undead. shoes) cloak, shoes)
elven: 1 bane: Orcs, Wolves, or 3 Perception awareness (ring, circlet, insight (ring, circlet, collar) scan (ring,
Spiders. collar) circlet, staff)
4. attribute qualities: rewards or 4 Survival hunting (belt, hunting healing (unusual, as potions explore (boots,
enchanted rewards. Should horn, staff) quickly lose their virtue) staff, coil of
feature max 3 qualities, and min 1 rope)
enchanted reward. They are 5 Custom courtesy (ring, circlet, song (ring, musical riddle (ring)
recorded on the index in the order pair of studs) instrument)
they are to be discovered.
5. name the item: name can be 6 Vocation craft (ring, crafting battle (crown, ring, staff, lore (mirror,
revealed if its bearer researches it or tool) war-horn- rare, usually book, seeing-
meets patron. pertains to weapons) stone)

When a hero 1st uses a famous weapon/armour, it displays only the 1st quality – remaining features are secret – may be unlocked in the order
listed by gaining a valour rank (instead of choosing a reward), or by visiting the treasury.

15
enchanted rewards
Each famous weapon or armour must have at least 1 enchanted reward (which makes it even look exceptional, e.g. burn with a magical
flame). All enchanted rewards can only be applied 1x to the same item. rewards and enchanted rewards sharing a descriptor (e.g. grievous
and superior grievous) cannot be both attributed to the same item. Elven or Númenórean weapons must have at least 1 enchanted reward
with the bane requirement.
ancient close fitting ancient cunning make biting dart cleaving
♦ Craftsmanship: ♦ Craftsmanship: ♦ Craftsmanship: Elven ♦ Craftsmanship: Any
Elven, Dwarven Elven, Dwarven ♦ Item: Ranged weapon ♦ Item: Close combat weapon
♦ Item: Armour, Helm ♦ Item: Armour, Helm, or ♦ Special: bane ♦ Killing a foe with this weapon one
♦ Add +3 or valour rating (if Shield ♦ Target hit with this weapon can immediately attack a second
higher) to protection rolls. ♦ Lower load of an item by 3, looses 1 hate/resolve, or 3 engaged adversary.
or by valour rating (if if a bane creature.
higher), to a minimum of 0.
gleam of terror mithril armour straight flight flame of hope
♦ Craftsmanship: Dwarven ♦ Craftsmanship: Dwarven ♦ Craftsmanship: Any ♦ Craftsmanship: Dwarven
♦ Item: Close combat ♦ Item: Mail Armour ♦ Item: Ranged weapon ♦ Item: Close combat weapon
weapon ♦ Mithril mail shirt and a coat of ♦ Clean shot, attacker ignores ♦ Hitting a target with this weapon,
♦ Target hit with that weapon mail have load of 3 and 6, any roll modifiers due to the whole Company (attacker
also loses 2 hate/resolve. respectively. complications). included) recover 1 endurance,
+1 for each success icon.
hollow steel hammering luminescence foe-slaying
♦ Craftsmanship: Númenóre ♦ Craftsmanship: Any ♦ Craftsmanship: Elven ♦ Craftsmanship:
an ♦ Item: Close combat weapon ♦ Item: Close combat Elven, Númenórean
♦ Item: Bows ♦ target hit by this weapon and weapon ♦ Item: Any weapon
♦ Special: no bane required losing endurance equal or ♦ Special: bane ♦ Special: bane
♦ Always allowed to make more than 2x its attribute is ♦ The weapon shines with ♦ On a piercing blow on a bane
one additional opening also knocked back and must pale light with bane creature, the protection roll is Ill-
volley, even if none are stand up as its next main creatures nearby. Whole favoured. If Ill-favoured for other
allowed, unless surprised. action. company automatically reason, score automatic wound
avoids their ambushes. instead.
superior keen superior reinforced superior fell superior grievous
♦ Craftsmanship: Dwarven, ♦ Craftsmanship: Any ♦ Craftsmanship: ♦ Craftsmanship:
Elven ♦ Item: Shield Elven, Númenórean Dwarven, Númenórean
♦ Item: Any weapon ♦ Special: bane (if Elven or ♦ Item: Any weapon ♦ Item: Any weapon
♦ Special: bane (if Elven) Númenórean) ♦ Special: bane (if ♦ Special: bane (if Númenórean)
♦ If the weapon is Dwarven, it ♦ Add +2 to shield’s Parry Númenórean) ♦ If the weapon is Dwarven, add +2
scores a piercing blow on bonus. If it is Númenórean or ♦ If the weapon is Elven, add to its damage. If Númenórean, add
8+. If Elven, it scores a Elven, add +1 or the bearer’s +4 to its injury. If +1 to its damage, or the bearer’s
piercing blow on 9+, or on valour fighting a bane Númenórean, add +2 to its valour if used against a bane
a 10 minus the bearer’s creature. injury, or the bearer’s creature.
valour for a bane creature. valour (if higher) if used
against a bane creature.
rune-scored armour rune-scored helm rune-scored shield rune-scored weapon
♦ Craftsmanship: Dwarven ♦ Craftsmanship: Dwarven ♦ Craftsmanship: Dwarven ♦ Craftsmanship: Dwarven, Elven
♦ Item: Armour ♦ Item: Helm ♦ Item: Shield ♦ Item: Any weapon
♦ Ignore effects of weary or ♦ Ignore effects of weary or ♦ Adversary’s attack rolls are ♦ Ignore the effects of miserable
miserable on protection miserable on skill rolls for any made as if he was weary. and weary on attack rolls with this
tests when wearing it. combat task when wearing it. weapon.

cursed items
Magical Treasure, e.g. marvellous artefacts, wondrous items, or famous weapons and armour, (or sometimes even regular treasure) can
have a curse on it. A cursed item does not differ from an unmarred one in its virtues. curse is similar to a blessing or a reward, but has a
negative rather than positive effect. A Curse may not be initially apparent and activated by a specific circumstance, e.g.: leaving the area
where the item was found; exposing it to the light of the moon; at the first shedding of blood; in the presence of a specific type of creature;
upon entering a dark land.
LM must secretly decide how the curse can be lifted (it can be the focus of an adventuring phase), e.g. at the place of the item’s forging, or
by the light of the same moon by which it was made, by casting of an ancient spell lost to the ages or by the slaying of a particularly dangerous
creature. A cursed item is not an evil artefact created by the Enemy. Once a Curse has been lifted, the item is back a regular magical item.
♦ curse of weakness: The cursed hero temporarily displays the worst flaw connected to their own shadow path.
♦ darken: When the item is revealed (e.g. unsheathed) all sources of light weaken. The bearer of the item has his sight seriously impaired
and all his appropriate rolls lose 1d. The bystanders are disoriented.
♦ hunted: Enemies perceive the item when near it. In addition, the Company’s journey events can revolve around this hunt.
♦ ill-luck: Every eye rolled by the bearer results in automatic failure (as if miserable).
♦ ill-omen: The bearer’s arrival is preceded by dark warnings and fell omens – all of the bearer’s rolls during a council lose 1d.
♦ malice: Object is malicious towards the bearer. If a roll concerns the item (e.g. a skill roll augmented by a blessing, an attack roll for a
weapon, a protection roll for armour), the bearer cannot spend hope to gain bonus dice.
♦ owned: The item is owned or created by another creature (e.g. a recurring villain in the campaign) and wants to return to it. In the
presence of its owner, the item becomes useless: with special features completely ineffective.
♦ shadow taint: As long as the hero carries the item, their shadow score increases +1 for an artefact with 1 blessing, +2 for 2 blessings; for
a famous weapon or armour, it’s 2x the no. of its enchanted rewards. This Shadow cannot be removed or healed, and raises the hero’s
shadow until the curse is lifted.
♦ weakening: The item makes the bearer weaker. One of his attribute tn’s (selected by LM) increases by +2.
loremaster character generation sheet
attribute level parry modifiers
rating description examples rating description
1-2 poor Weakling, young man, puny monster 0 big creature, undead
creature, non-fighter
3-4 average Seasoned merchant, witty innkeeper, attentive city guard
+1 average fighter
5-6 good Royal envoy, experienced guide, worthy warrior
+2 good fighter
7-8 superior Veteran warrior or captain, fearsome monster
+3 outstanding fighter
9-10 outstanding Outstanding hero, Elf-lord, lethal monster
LM character attacking another LM character rolls
11-12 prodigious Dragon, creature from another age
with a TN of 20 – his attribute + opponent’s parry.

skill ratings (for a skill group or relevant skill) endurance ratings


rating description the ability is… culture endurance
- unskilled Not related to Bardings 14
character’s trade.
Beornings 16
♦ poor Partially related to Dwarves 18
♦♦ average the character's trade.
Elves 12
♦♦♦ good Directly related to Hobbits 10
♦♦♦♦ superior the character’s trade.
Woodmen 12
LM can adjust the proficiency level of a character
to better reflect his experience level by choosing If the character is a fighter
the higher or the lower rating in a category. by trade, he adds his
Exceptionally proficient characters can get even attribute to the endurance
more superior skill ratings, up to the score of 6. from the table.

distinctive features adventuring ages


Adventurous Energetic Lordly Short-sighted culture age
Bold Fair Loyal Small Men (except Dúnedain) 16-30
Brave Fair-spoken Merciful Spiteful Dúnedain 18-60
Brooding Faithful Merry Steadfast Dwarves 50-100
Brutal Fierce Mistrustful Stern Elves 100-500
Busybody Forgetful Nimble Strider High Elves 500-1000
Cautious Forthright Observant Subtle Hobbits 25-60
Charismatic Frail Old Suspicious
Clever Generous Overconfident Swift additional distinctive features (specialties)
Commanding Grim Patient Taciturn
Beast-lore Gardener Rhymes of Lore
Crazy Gruff Proud Tall
Boating Herb-lore Shadow-lore
Cruel Hardened Quick of hearing True-hearted
Burglary Horsemanship Smith-craft
Cunning Hardy Reckless Trusty
Curious Honourable Resentful Vengeful Cooking Leadership Smoking
Determined Impatient Resigned Wary Elven-lore Leechcraft Stone-craft
Devious Impulsive Robust Wild Enemy-lore Minstrelsy Story-telling
Dutiful Inquisitive Rustic Wilful Fire-making Mountaineer Swimming
Eager Just Ruthless Wily Fishing Old Lore Trading
Eccentric Keen Scornful Wise Folk-lore Region-lore Woodwright
Elusive Keen-eyed Secretive Wrathful

17
bardings beornings
male names male names
Aegir, Agmund, Agnarr, Alfrim, Alfwald, Arn, Arnulf, Bain, Balki, Bard, Bern, Adalard, Ageric, Agilfrid, Agiulf, Alaric, Alberic, Amalric, Amand, Andagis,
Bragi, Brand, Brandulf, Dag, Domarr, Drengi, Egil, Einar, Eirik, Erland, Erling, Atalaric, Atanagild, Ansegisel, Ansovald, Aregisel, Arnulf, Audovald, Avagis,
Farald, Farmann, Farulf, Fastarr, Finn, Finnulf, Folki, Folkmarr, Galmann, Badegisel, Baldac, Balderic, Barald, Beorn, Beran, Beranald, Berangar,
Galti, Gautarr, Geirmund, Gismund, Gorm, Grimarr, Guthorm, Hafgrim, Bertefried, Beormud, Cilderic, Eberulf, Eboric, Ebregisel, Ebrimuth, Ediulf,
Haki, Hakon, Halfdan, Hamarr, Hedinn, Helgi, Hergrim, Hildir, Holgeir, Ermanaric, Euric, Eutaric, Evermud, Evoric, Frideger, Gararic, Garivald,
Holti, Holvidur, Hord, Ingi, Ingolf, Ioli, Isolf, Jarl, Jarmarr, Joalf, Joar, Jofur, Geberic, Gisalric, Gerold, Grimald, Grimbald, Grimbeorn, Grimfast,
Jokell, Karl, Ketill, Ketilmund, Kol, Kolbeinn, Kori, Leiknir, Lifstan, Lodin, Gundovald, Hartgard, Hartmut, Hartnid, Hathus, Heriwulf, Hildebald,
Lomund, Magni, Mord, Munan, Nari, Nefstan, Nerulf, Odd, Oddmarr, Imnachar, Ingelram, Ingund, Iwald, Iwgar, Leudast, Magneric, Malaric,
Odvarr, Olaf, Olvard, Omund, Ornolf, Ottarr, Ragnarr, Randur, Reinald, Maracar, Merovech, Munderic, Odo, Odovacar, Otbert, Ragnacar, Ramnulf,
Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigmarr, Sigvald, Sigward, Rathar, Reginar, Ricfried, Rigunth, Roderic, Sigeric, Sigibert, Sunnegisil,
Sigmund, Skarf, Skefill, Smidur, Steinarr, Thorald, Thorfast, Torwald, Ulfarr, Theodard, Theodebert, Theodemir, Theodwin, Theudebald, Theuderic,
Ulfied, Unnarr, Valbrand, Valdimarr, Vali, Vandil, Varinn, Varr Thorismund, Walcaud, Waleran, Widuven, Willicar, Wulferd.
female names female names
Aldis, Aldrif, Asfrid, Asny, Astrith, Bera, Bergdis, Brinhild, Dagmar, Dagny, Adosinda, Amalfrida, Amalina, Avagisa, Avina, Beranhild, Brunihild, Gailavira,
Dalla, Edda, Eilif, Erna, Eydis, Estrild, Frida, Geira, Gerda, Grimhild, Gudrun, Garsendis, Geleswinta, Gelvira, Grimhild, Hermesind, Heva, Hilduara,
Gundrid, Gunnhild, Halla, Halldis, Halldora, Helga, Hild, Holma, Inga, Radegund.
Ingirun, Ingrith, Lif, Linhild, Kelda, Ragna, Runa, Saldis, Sigga, Signy, Sigrid, bynames
Sigrun, Solveig, Thora, Thordis, Thorhild, Thorleif, Ulfhild, Ulfrun, Una, …from or of a specific place (Baldac from the High Pass, Beran of the
Valdis, Vigdis, Walda. Mountains), the Bald, the Black, the Bold, the Captain, the Cloaked, the
Crooked, the Eloquent, the Foresighted, the Good, the Good-sword, the
dúnedain Loyal, the Old, the Pugnacious, the Quick-witted, the Quiet, the Red, of the
male names Red-shield, the Rich, the Runner, the Sad, the Sharp, the Smith, the Thin, the
Adrahil, Amlaith, Arvegil, Baranor, Belecthor, Bergil, Celepharn, Cirion, Trouble-maker, the Wise, the Young.
Damrod, Dírhael, Duinhir, Egalmoth, Eradan, Findemir, Forlong, Golasdan,
Hallas, Hirluin, Ingold, Iorlas, Malvegil, Ohtar, Orodreth, Tarannon, Targon. dunlendings
female names male names
Anwen, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Aedin, Aurog, Banoc, Beolain, Cael, Casferoch, Cuglas, Derc, Dumnoval,
Finduilas, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Emon, Etrer, Finsel, Imhar, Iolun, Lon, Madrach, Malduin, Nynren, Osair,
Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs. Soroth, Talmach, Truis, Unthas, Veroch, Vron.
female names
Aeron, Ailsa, Biroth, Brina, Cleona, Coras, Dalva, Dianach, Eisa, Enith, Feidelm,
hobbits
Finathas, Graine, Gwya, Innas, Ivsa, Lakdar, Lewiroth, Maerbrach, Morna,
male names
Nynvia, Ralsora, Sinna, Tueren, Unna.
Adalgrim, Adelard, Andwise, Balbo, Bandobras, Berilac, Bilbo, Bingo,
Blanco, Bodo, Bowman, Bucca, Bungo, Carl, Cotman, Cottar, Dinonas,
Doderic, Dodinas, Drogo, Dudo, Erling, Everard, Falco, Fastred, Ferdibrand, dwarves
Ferdinand, Ferumbras, Filibert, Flambard, Folco, Fortinbras, Fosco, male names
Fredegar, Frodo, Gerontius, Gorbadoc, Gorbulas, Gorhendad, Gormadoc, Ai, Anar, Beli, Bláin, Borin, Bruni, Burin, Dori, Farin, Flói, Frár, Frerin, Frár, Frór,
Griffo, Halfred, Hamfast, Hamson, Harding, Hending, Hildibrand, Ginar, Grór, Gróin, Hanar, Hepti, Iari, Lófar, Lóni, Náli, Niping, Náli, Nár, Nói,
Hildifons, Hildigard, Hildigrim, Hob, Hobson, Holfast, Holman, Hugo, Núr, Nýrád, Ónar, Póri, Regin, Svior, Veig, Vidar, Ónar.
Ilberic, Isembard, Isembold, Isemgrim, Isengar, Isumbras, Largo, Longo, female names
Lotho, Madoc, Marcho, Marmadas, Marmadoc, Marroc, Meriadoc, Merimac, Adís, Afrid, Agda, Bersa, Birna, Dagrún, Dís, Drífa, Edda, Elin, Fenja, Frida,
Merimas, Milo, Minto, Moro, Mosco, Mungo, Nob, Odo, Odovacar, Olo, Geira, Gísla, Hadda, Hón, Ida, Ilmr, Jóra, Kára, Kóna, Líf, Línhild, Már, Mist, Nál,
Orgulas, Otho, Paladin, Peregrin, Polo, Ponto, Porto, Posco, Reginard, Oda, Ósk, Rán, Rinda, Sefa, Syn, Tóra, Trana, Úlfrún, Vírún, Yrr.
Robin, Rorimac, Rudigar, Rufus, Sadoc, Samwise, Sancho, Saradas, Saradoc,
Seredic, Sigismond, Ted, Tobold, Togo, Tolman, Wilcome, Will, Wiseman. elves
female names male names
Adaldrida, Adamanta, Amaranth, Angelica, Asphodel, Belba, Bell, Aegnor, Aerandir, Amras, Amroth, Beleg, Beleganor, Belegon, Calanhir,
Belladonna, Berylla, Camellia, Celandine, Chica, Daisy, Donnamira, Dora, Caranthir, Carmagor, Celegorm, Daeron, Dagorhir, Durandir, Edrahil, Elladan,
Eglantine, Elanor, Esmeralda, Estella, Gilly, Hanna, Hilda, Lily, Linda, Lobelia, Ellahir, Erestor, Fincalan, Fingon, Finrod, Fuindor, Galdagor, Galdor, Galion,
Malva, Marigold, May, Melilot, Menegilda, Mentha, Mimosa, Mirabella, Guilin, Gwindor, Haldir, Hallas, Hirimlad, Ithildir, Lascalan, Linaith, Lindir,
Myrtle, Pansy, Pearl, Peony, Pervinca, Pimpernel, Poppy, Primrose, Primula, Mablin, Mablung, Maeglin, Malanor, Nauros, Orgalad, Orodreth, Oropher,
Prisca, Rosamunda, Rosa, Rose, Ruby, Salvia, Tanta. Orophin, Pelegorn, Saeros, Sargon
family names female names
Baggins, Banks, Boffin, Bolger, Bracegirdle, Brandybuck, Brown, Amarië, Ancalimë, Anwen, Anórel, Aranel, Arbereth, Aredhel, Baraniel,
Brownlock, Bunce, Burrows, Chubb, Cotton, Gamgee, Gardner, Berúthiel, Calanril, Celebrindal, Celebrían, Celenneth, Elanor, Elnîth, Elwing,
Goldworthy, Goodbody, Goodchild, Goold, Greenhand, Grubb, Hayward, Eraniel, Fimbrethil, Finduilas, Fíriel, Gilraeth, Gloredhel, Idril, Ioreth, Irilde,
Headstrong, Hornblower, Maggot, Noakes, North-Tooks, Proudfoot, Ivorwen, Laurelin, Lothíriel, Lôrwend, Luindîs, Meneloth, Moriel, Morwen,
Puddifoot, Roper, Rumble, Sackville, Sandyman, Smallburrow, Took, Míriel, Narieth, Narniel, Nimloth, Nimrodel, Níniel, Orothêl, Tarandis.
Twofoot, Whitfoot.
men of bree
woodmen of wilderland male names
male names Alfred, Artie, Bill, Bob, Carl, Ed, Fred, Giles, Herb, Larry, Nob, Oswald, Percy,
Adalard, Ageric, Agilfrid, Agiulf, Alaric, Alberic, Amalric, Amand, Andagis, Perry, Sid, Tom, Harry.
Atalaric, Atanagild, Ansegisel, Ansovald, Aregisel, Arnulf, Audovald, Avagis, female names
Badegisel, Baldac, Balderic, Barald, Beorn, Beran, Beranald, Berangar, Daisy, Emma, Etta, Fay, Fern, Flora, Gert, Holly, Lily, Myrtle, Poppy, Rose,
Bertefried, Beormud, Cilderic, Eberulf, Eboric, Ebregisel, Ebrimuth, Ediulf, Sage, Tilly, Violet.
Ermanaric, Euric, Eutaric, Evermud, Evoric, Frideger, Gararic, Garivald, family names
Geberic, Gisalric, Gerold, Grimald, Grimbald, Grimbeorn, Grimfast, Appledore, Asterfire, Bellsap, Briarcleave, Butterbur, Cherryborn,
Gundovald, Hartgard, Hartmut, Hartnid, Hathus, Heriwulf, Hildebald, Chesterstout, Droverwind, Ferny, Foxglow, Goatleaf, Hardybough,
Imnachar, Ingelram, Ingund, Iwald, Iwgar, Leudast, Magneric, Malaric, Heathertoes, Hedgedon, Kettlegrass, Lilyhawk, Mossburn, Mugworts,
Maracar, Merovech, Munderic, Odo, Odovacar, Otbert, Ragnacar, Ramnulf, Oakstout, Pickthorn, Pollenroad, Rushlight, Shrubrose, Sweetroot,
Rathar, Reginar, Ricfried, Rigunth, Roderic, Sigeric, Sigibert, Sunnegisil, Thistlewool, Wayward.
Theodard, Theodebert, Theodemir, Theodwin, Theudebald, Theuderic,
Thorismund, Walcaud, Waleran,Widuven, Willicar, Wulferd. riders of rohan
female names male names
Adosinda, Amalfrida, Amalina, Avagisa, Avina, Basina, Beranhild, Brunihild, Aldor, Brego, Brytta, Ceorl, Déor, Dúnhere, Elfhelm, Eofor, Éothain, Fastred,
Deuteria, Gailavira, Garsendis, Geleswinta, Gelvira, Grimhild, Gunteuch, Folcred, Folda, Fréawine, Gamling, Gárulf, Gléowine, Guthláf, Herefara,
Hermesind, Heva, Hilduara, Ingund, Radegund, Sichild, Verich, Waldrada, Herubrand, Horn, Théoden, Wídfara, Wulf.
Wisigard female names
bynames Alflet, Ava, Beorwyn, Berghild, Celwen, Cyneswith, Déorwyn, Elfhild, Éofled,
The Bird-keeper, the Bowman, the Bride, the Bright one, the Eagle, the Frideswyn, Godwyf, Lefwyn, Merwyn, Morwed, Neriend, Sefled, Seledryd,
Healer, the Hound, the Hunter, the Quick, the Shepherd, the Shield-bearer, Sigfled, Théodhild, Théodwyn, Wigbur, Wulfgith.
the Silent one, the Spear-shaker, the Wood-goer.
occupations

feat
group eye 1 2 3 4 5 6 7 8 9 10 rune
die
Old
outcast & crime eye Assassin Thief Deserter Drunkard Schemer Brigand Burglar Survivor Revolutionary Exile Errant Hero
Adventurer
animals &
1 Breeder Farmer Fisher Forester Herder Lumberjack Miller Miner Ostler Hunter Beekeeper Beer-maker
agriculture
construction 2 Quarryman Brickmaker Mason Carpenter Road-layer Thatcher Ship-builder Smith Locksmith Cartwright Glassworker Architect
Street
arts 3 Jester Dancer Singer Juggler Illuminator Minstrel Painter Poet Sculptor Actor Goldsmith
musician
business & trade 4 Debt Collector Draper Butcher Banker Bookkeeper Grocer Guild Master Innkeeper Merchant Vendor Book seller Toy seller
Translator/
communication 5 Gossip Herald Messenger Town Crier Scribe Copyist Annalist Courier Postman Librarian Rune-scribe
Interpreter
craftsmanship 6 Rope-maker Weaver Cobbler Cooper Dyer Embroiderer Fletcher Jeweler Potter Tanner Tinker Woodcarver
government & Captain of the Master of a
7 Tax collector Judge Sheriff Steward Counsellor Town Leader Noble Regent Town Elder Lord
law Haven House
Barmaid/
common labour 8 Gravedigger Servant Scavenger Baker Butler Chimney sweep Cook Boatman Maid Nanny Host
Barboy
magic & medicine 9 Sorcerer Druid Illusionist Cultist Alchemist Herbalist Astrologer Accoucheur Shapeshifter Physician Apothecary Healer
military & Watch
10 Agent Defender Door Warden Knight Ranger Scout Spy Warrior Tracker Bodyguard Captain
security Lieutenant
Student/
lore rune Seer Archivist Teacher Tutor Historian Scholar Sage Astronomer Cartographer Wise-woman Lore-master
Apprentice

useful items

feat die
group / eye 1 2 3 4 5 6 7 8 9 10 rune
success die
Wooden Ball of Waxed Horsehair Pottery oil
camping 1 Blanket Wooden pegs Linen Rope Tent Iron pegs Roll of oilcloth Iron brazier
poles twine bedroll lamp
Leather Spare hood and Oiled leather Woollen Leather rain Pocket
clothing 2 Waistcoat Fur hat Spare socks Fur cape Spare boots Waxed hood
gloves cloak cape hose cape handkerchief
Purse of yarrow
food & Bag of Leather bag Bag of dried Cloth bag of Bag of dried Pouch of Pouch of dried Linen- Paper twists
3 for the healing Box of salt Pouch of herbs
herbs dried meat of rye bread beef dried peas mushrooms nettle tea blackberries covered ham of tea leaves
of wounds
Book of Iron-shod
Sticks of Set of work
tools 4 Iron saw String net Ball of beeswax travelling walking Chalk Wood axe Whetstone Hand shovel Fishing line
charcoal knives
tales staves
Iron cooking Wooden water Knife and
utensils 5 Ladle Frying pan Drinking horn Birch cup Iron kettle Wooden bowls Tin plates Spoon Antler comb
pot flask fork
fire-making Bottle of Bag of kindling Tinderbox with Wooden box Bag of charcoal
6 Char Cloth Iron lantern Bag of candles Burning glass Fire bow Pipe Brass poker
supplies spirits shavings firesteel and flint of matches powder

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