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About This Game

Banner art by Gianna Michèle Kaye. A game set in Middle-Earth between the events of the Hobbit and the Lord of the Rings.

Game System

The One Ring

Detailed Description

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(Art credit: Gianna Michèle Kaye)

‘It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.’

 

It is the year 2950 of the Third Age. Smaug has been defeated and the battle of the Five Armies has been won. It is the dawn of a time of prosperity and hope. The dwarven kingdom of Erebor has been reclaimed; the descendants of Durin the Deathless are wealthier than ever before. Dale and lake-town have been rebuilt. Agents of King Bard are now roaming the Wilderland, eager to lead Men into a golden age. In the forests, the elves of the woodland realm can again venture deep into what once was Greenwood the Great, while the Woodmen see their holdings expand for the first time in centuries. To the west, Beorn the Skinchanger has abandoned his solitude, and now leads all sorts of brave, stout-hearted folk to patrol the Misty Mountains. Further to the west, the remarkable stories of Bilbo have spread throughout the Shire, inspiring many young hobbits. This is a time for trade, exploration, travelling and all sorts of adventure.

Yet the Shadow, although defeated, has not been truly vanquished. It still lingers in places where no elf or mortal dares set foot. The Enemy awaits in hiding, scheming his return… for if the Free Folks do not unite to hold back the Darkness, the Shadow is certain to grow stronger and envelop the whole of Wilderland.

 

The campaign

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(Art credit: Jon Hodgson)

This game started in 2016 on the original Myth-Weavers website (here). We've had three game masters, dozens of players and about ten adventures over the years. The game moves at a casual but consistent pace; most active participants are in it for the long haul.

We draw heavily from published material, especially from The One Ring (1st edition). In particular, we have ran adventures from Tales from Wilderland, The Darkening of Mirkwood, fan-made content or our own homebrew creations. For a list of our adventures thus far, click here.

 

The setting

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(Art credit: Jeff Murray)

This is Middle-Earth in the twilight years of the Third Age. In particular, the game has so far focused in Wilderland (Rhovanion), though there are plans to potentially expand to other regions as we progress along the Tale of the Years.

The tale begins at 2946 T.A., five years following the death of Smaug and the Battle of the Five Armies. These are the last good years for the peoples of Wilderland; they are not fated to last for long. We are currently in 2950 T.A.

 

Tone and mood

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(Art credit: Jon Hodgson)

This is, first and foremost, a game of grounded fantasy. Player characters are not great heroes (at least not to begin with). They are normal peoples with normal lives, thrust into situations that are greater than them. While the game is not necessarily always grim or dark, those aspects are certainly present, and the tone is for the most part serious.

The world itself is also low-magic (or at least, low overt magic), as befits the Third Age of Middle-Earth.

 

The systems

Initially, the game used The One Ring (1st edition) rules. More recently, we have been experimenting with Ironsworn as well as the second edition of The One Ring. The plan is to employ additional systems and subsystems to run side-stories, with mechanics carefully selected to reinforce the mood of particular narrative arcs. 

Familiarity with the mechanics is not a requirement. We are a friendly bunch, and happy to teach them to anyone interested in the game. Similarly, ownership of the rulebooks is not required.

  1. What's new in this game
  2. Okay, maybe I'm just technologically illiterate- but it won't let me click on any of the boxes, and I have to use Tab to go through them one by one.
  3. Character Cenhelm Experience 0 Attributes Edge 3 Heart 2 Iron 1 Shadow 1 Wits 2 Momentum Track +2 Max +10 Reset +2 Tracks Health +5 Spirit +5 Supply +5 Bonds Tarric Vows Reclaim Framsburg (Epic) Vow3 (Rating) Vow4 (Rating) Vow5 (Rating) Debilities Conditions 🔲 Wounded 🔲 Unprepared 🔲 Shaken 🔲 Encumbered Banes 🔲 Maimed 🔲 Corrupted Burdens 🔲 Cursed 🔲 Tormented Assets Wildblood When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of tracking, woodcraft, or woodland creatures, add +1 When you Face Danger or Secure an Advantage by hiding or sneaking in the woodlands, add +1 and take +1 momentum on a hit. When you Make Camp in the woodlands, you may roll +wits (instead of +supply). If you do, you and your allies each choose 1 more option on a hit. Fletcher When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit. When you Resupply by recovering or gathering arrows after a battle, add +2. When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one. Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only). Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only). Archer If you wield a bow... When you Secure an Advantage by taking a moment to aim, choose your approach add +1. Options: Trust your instincts: Roll +wits, and take +2 momentum on a strong hit. Line up your shot: Roll +edge, and take +1 momentum on a hit. Once per fight, when you Strike or Clash, you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum. When you Resupply by hunting, add +1 and take +1 momentum on a hit.
  4. Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 3 | Supply: 5 | Uthred: 3 | Band strength: 4 | Fails: 13] "Very well." replied the huntress. "Let us then call it Estin, in honor of their memory and their hospitality. I will run it past Sigrid; yet I do not imagine she will object. If she does, I leave to you the task of persuading her." She looked to the others, seeking their approval. When at length no objections had been raised, she turned again to her dwarven companion. "But enough talk-let us get to work. There is much to be done, as you already know full well." OOC Alright, I think this sets the scene nicely for BlueTrillum to jump in with the rolls. Feel free to transition us! As I said, this 'adventure' can be a sequence of very loosely connected scenes, so no pressure to build some grand narrative; it can just be snapshots of the PCs' contributions, separate or joint (and how the NPCs react to these, potentially). Basically something like a series of vignettes, as I mentioned earlier.
  5. Barin’s breath still came hard from his mouth and flared nostrils, but the intercession of the large Beorning helped to calm him somewhat in that the hand holding his knife slowly began to lower. As his anger subsided, he shook his head to help clear it. But he silently vowed to keep a close eye on the horse lord travelling with them. Doubtful tat he’d ever be able to look the man straight in the eye without wishing to gut him ever again. OOC
  6. "Yes, I do." Bróin turns about towards Idunn, his tone matter-of-fact. "Dindy always joked that the inn was the eastern-most outpost of the Shire. The kindly West might as well be the Undying Lands for most of you, but I walked among such folk for many years Idunn; I say with confidence then that the Easterly Inn was as homely a home as could be found, a place of respite amidst the dangerous wilds. It failed because those who slept under its roof failed to heed its need when it was most dire. Myself included." Bróin's voice becomes strained for a moment, but he soldiers on. "We will not make that mistake again. Nor should we forget the lessons Dindy and Dody and Agatha taught us - in that I believe we have a tale the Free Cottars may see a great deal of themselves in. In Estin then, they may peace and security as they never knew under Viglund." OOC Current Momentum: +5 Vara's Health: 2/2 Wealth: 2/5
  7. Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 3 | Supply: 5 | Uthred: 3 | Band strength: 4 | Fails: 13] "Close enough..." said Idunn, answering Bróin's question. Then she paused, considering for a few moments. She remembered the hobbits well enough. At the time, it had not occurred to her that their inn would not last the winter. "Do you think the hobbits would have wanted this?" she asked at length, to the dwarf but also to anyone who was within earshot. "To keep their memory through the name? We do not plan to raise an inn, after all, but a proper village... and one that I hope will safe as a refuge for the troubles Viglund may impose upon the North. The name should be inviting, so that Free Cottars who wish to escape him can come, but I have not thought of a good name yet. I thought it was a task best left for the future, when we had completed hall and walls." OOC This is just a fluff post, mainly for the sake of discussion with Bróin and everyone. I don't object to Eastinn or Estin, though I wanted Idunn to come up with something that would seem attractive to the Free Cottars. She's not the most creative, so... maybe Haven? Or we could combine the two and call it Easthaven? Which is (maybe hilariously) the name of the starting town from the Icewind Dale series (which got me into RPGs to begin with). I'm good to transition into the next scene soon, though. Maybe you can weave those unlucky rolls into some sort of narrative for the next scene? A few things have already been mentioned at the Discord, so feel free to read if you missed it! For this first project, I suggest something Troublesome or Dangerous to begin with. Maybe Dangerous-which should result in a somewhat larger great hall. I'll put a settlement template together later this week...
  8. As the deliberations continued at the foot of the hill that housed the fortress, things had been set in motion within it. Unbeknownst to the company-at least for now-the sound of Barin's axe striking the ground had travelled through the wind and reached the ears of an orc, who was drawn to investigate the source of the noise... OOC Everyone, give me an Awareness check, TN 16. On a success, you notice the silhouette of an orc standing atop the wall, his posture indicating that he is looking in your general direction. On a failure, you notice nothing. How you proceed and act if you notice the orc is up to you. You may attempt to hide (a Stealth check), shoot the orc with a bow (ranged weapon roll), flee (probably no roll)... it's up to each individual PC. Obviously, if no-one notices anything, or warns the company, then this post is just OOC information and should not be acted on.
  9. Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1 Mom: 3 (10/2) | Health: 4 | Spirit: 3 | Supply: 5 Tarric Tarric stood nearby with Olwinne, listening in and pondering the options. "I agree with Idunn as well," he said at last. "A central hall would give us sturdier protection from the elements as we work, centralization of supplies, and a more defensible place to fall back to if we must. I think we should start there, then take up the palisade and other projects after the hall is serviceable. With so many hands I think we could finish the hall quickly. "Regardless, we will need logs to build both hall and palisade. I can gather a few strong arms with axes and get started on that." He nodded to Bróin. "I've no suggestions for a settlement name, so I'll leave that in your hands." The Beorning glanced at Olwinne, receiving a nod, and picked a handful more before starting out to the nearest stand of trees. OOC/Mechanics Per previous posts: Added a "Winter" track (I think that basically tracks total settlement progress). Set Progress on that to 1. Added the "Raise the Settlement by Fall" Vow (Dangerous rank) with no progress yet. Gonna try Embark on a Project to build a hall (though I'm not sure what rank it should be?) and towards that end Work on a Project to try and advance that goal. -- Miss. Project encounters a delay, envision a settlement trouble, and Work the Season. I rolled a 72 on the settlement trouble table, which is "beast on the hunt", which... maybe delays the woodcutting but perhaps we could turn it around into some fresh meat or something xD. At any rate Work the Season means we take -settlement 'as appropriate to the situation' (hopefully not much at this point), and Tarric rolls +heart... Miss with match. So also -1 morale (guessing the beast got away so no additional provisions for us), and whatever we wish to do about the match. Updated Morale track below to 1. Didn't update Settlement yet until we talk it over/decide rank. Morale: 1 (10/2) | Settlement: 5 Assets Tarric and Olwinne both have +1 talisman vs orcs. Berserker - (Combat Talent) ⚪ When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit. ⚫ When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one: ------ Push yourself: Endure Harm (1 harm) ------ Lose yourself: Endure Stress (1 stress) ⚫ When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss. Wayfinder - (Path) ⚪ When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset. ⚫ When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit. ⚪ When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience. Talisman - (Ritual) ⚫ When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. ------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent. ------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2). ⚫ As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Shadow-walk - (Ritual) ⚫ When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way. ⚫ As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit. ⚪ When you perform this ritual, add +1 and take +1 momentum on a hit. Progress ▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, ⬛= full "Winter": Finish the Settlement (rank?) ⬛⬜⬜⬜⬜⬜⬜⬜⬜⬜ Failure: ⬛⬛⬛⬛⬛⬛▦⬜⬜⬜ Vow: Raise the settlement by Fall (Dangerous) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Project: Build the Hall (rank??) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Vow: name (rank) ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ Bonds: ⬛▦⬜⬜⬜⬜⬜⬜⬜⬜ Bond 1: Olwinne his wife Bond 2: Rhosgobel villagers/friends Bond 3: Idunn Bond 4: Woodmen-town Bond 5: Bróin/Vara Bond 6: Radagast Experience: ◍ = have, ⚫ = used ⚫⚫⚫⚫⚫⚫⚫⚫⚫◍ ⚪⚪⚪⚪⚪⚪⚪⚪⚪⚪ Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F), Investigate Dol Guldur (E) Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F) Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D) Completed Journeys: To Forest Gate (D), To Tyrant Hill (T) Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)
  10. This post is just to check the orcs' awareness (or Perception) as the IC posts imply some noises made... TN is flat 14. I don't have a proper IC post right now but I'll try to use the results and get one posted tomorrow... Edit: Uh... That's a great success.
  11. Dahr-Ol of the Beornings Dahr-Ol watched, perplexed at how all of them had come to behave. Including himself. Something dark must inhabit the Dwimmerhorn indeed. Or perhaps the marsh was tainted in some way. But whatever the cause this could not go on. He lashed his axe across his back and stepped between his companions, hands open and empty. "We are behaving worse than my former people, who liked nothing more than to literally butt heads while vying for supremacy in an argument. We entered this marsh as a company. And we will leave it as a company. If you must climb to your death, then I will climb with you. Barin, you and the others may form a sentry party here and guard our ascent or come with us. Whichever you choose, be sure your bird is prepared to send Radagast whatever we have learned to date. As a precaution. Horse Lord, do you wish to climb in the van or behind me?" Axe stats: Damage 9/Edge 10/Injury 20
  12. Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.| Calling"Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.| TraitsMinistrelsy ☐ Story-Telling ☐ Rhymes of Lore ☐ Hero of the Woodmen ☐ Fair ☐ Reckless(Mastery) ☐ ▣ | AP: 13Personality: ✧✧✧ Movement: ✧✧✧ Perception: ✧✧✧ Survival: ✧✧✧ Custom: ✧✧✧ Vocation: ✧✧✧ ✦✧ | XP: 1111(62) | DP: 0No Challenges Yet. Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found). Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain). Superior Fell - quality unlock for Cenegeslit. | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session. Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down. Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers. | End: 27/27 | Load: 15 | Fatigue: 0 [+1] | Hope: 13/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No Skills: Body 5 (8)+Awe ▣▣☐☐☐☐ Athletics ▣▣▣▣☐☐ Awareness ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ +Song ▣▣▣▣☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (7)Inspire ▣▣▣☐☐☐ Travel ▣▣▣☐☐☐ +Insight ▣▣▣☐☐☐ Healing☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐| Wits 4 (5)Persuade ☐☐☐☐☐☐ Stealth ☐☐☐☐☐☐ Search ☐☐☐☐☐☐ Hunting ▣▣▣☐☐☐ Riddle ▣☐☐☐☐☐ +Lore ▣▣▣☐☐☐ | WeaponsSwords ▣▣▣▣☐☐ Bow ▣▣▣☐☐☐ Dagger ▣☐☐☐☐☐ | War GearWeapon | Damage | Edge | Injury | Notes | Enc Sword 5 8 20 Ancient Keen 2 Bow 5 10 14 N/A 1 Armour/Shield | Protection | Parry | Enc Mail 3d 12(6) Helm +4 2 Shield +2 3 | EquipmentTreasure: 7 War Gear: Mail Shirt, Helm, Shield Leasere: Radhors Mab's Liquor(0) Elven-Crafted Horse Reins Durin the Seeker Radagast's Tome. | SongsSong of Mourning(Tome) ☐ Battle-Song ☐ ▣ He watched the dwarf vent his anger with a kind of removed interest. "Hit a sore spot, did I? Always had the 'gift' for that." He finally said. "What he did... Was right. It was also stupid. You 'saved' a man who was about to die, compromised a mission given by the Brown Wizard, and possibly caused a great many more to die. Would it darken my heart to see him die and do nothing? Yes. Would I do it still? Also yes." He stood up, and walked towards Barin, not reaching for his blade. "You value your life far too much, it seems, above those of others. Well, I dont. If I die getting the news the wizard needs - it would be a good death. So if slitting my throat like a drunken thug in a barfight will make you feel any better... Go ahead, dweorh. Aim right here. Just do it quietly." He inclined his head, and pulled back his collar. "And finish the job after I'm dead." OOC/Actions
  13. At the sound of Idunn and Segrid's voice, Bróin turns from Frier for a moment. Listening for a moment as the two debate where to begin, he clears his throat so as to presage his entry into the conversation. "I concur with Idunn on this. Best we start with the hall, then palisades. If we had time and resources I would recommend a Motte-and-Bailey style, but alas we shall have to trust the land to protect and provide for us... for now, at least." Bróin strokes his beard for a moment, deep in thought before at last speaking. "One other matter comes to mind. One by turns important and not - a name for this community. Tell me Idunn, how would you say 'Eastern Inn' or 'Easterly Inn' in the tongue of the Woodmen? Eastinn or Estin?" OOC Current Momentum: +5 Vara's Health: 2/2 Wealth: 2/5
  14. At Gramtyng's initial tirade Barin's ire rose noticeably. His upper lip began to curl in a snarl. As the bard began to turn away, the dwarf could take no more. A solid *thunk* was audible as the head of an axe embedded itself in the ground less than an inch from Gram's foot. Barin advanced on Gramtyng. "You dare. YOU DARE to accuse us of cowardice? Of not doing what is right? After he," he pointed at Dahr-Ol, "nearly DIED trying to do what is right? "And they call us dwarves stubborn? Stupidity and arrogance is all you're showing. Kakhuf inbarathrag. Me dubul ma samnirmî kasab du zantulbasn bintablagi! "Mi targê. We have confirmed the presence of the shadow here as the wizard requested. We have an idea that there are many of them and that they pose a significant threat. You speak of Magric. Yes, he was sent to guide us. Aid us. Recommended by the Wizard himself. I ask you now, where is he? "So, you go on ahead. Do what you feel you must, But you'll do it without me. And if you so much as dare to accuse me, or any of this company of cowardice again, I shall cut you down where you stand you ... you .. A'lâju Mahal!" By the time he'd had his say, Barin's voice was no longer a whisper but a roar. Visibly shaking with rage, he spat at the mans feet and waited, knife drawn, for the inevitable response.
  15. Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.| Calling"Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.| TraitsMinistrelsy ☐ Story-Telling ☐ Rhymes of Lore ☐ Hero of the Woodmen ☐ Fair ☐ Reckless(Mastery) ☐ ▣ | AP: 13Personality: ✧✧✧ Movement: ✧✧✧ Perception: ✧✧✧ Survival: ✧✧✧ Custom: ✧✧✧ Vocation: ✧✧✧ ✦✧ | XP: 1111(62) | DP: 0No Challenges Yet. Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found). Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain). Superior Fell - quality unlock for Cenegeslit. | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session. Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down. Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers. | End: 27/27 | Load: 15 | Fatigue: 0 [+1] | Hope: 13/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No Skills: Body 5 (8)+Awe ▣▣☐☐☐☐ Athletics ▣▣▣▣☐☐ Awareness ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ +Song ▣▣▣▣☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (7)Inspire ▣▣▣☐☐☐ Travel ▣▣▣☐☐☐ +Insight ▣▣▣☐☐☐ Healing☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐| Wits 4 (5)Persuade ☐☐☐☐☐☐ Stealth ☐☐☐☐☐☐ Search ☐☐☐☐☐☐ Hunting ▣▣▣☐☐☐ Riddle ▣☐☐☐☐☐ +Lore ▣▣▣☐☐☐ | WeaponsSwords ▣▣▣▣☐☐ Bow ▣▣▣☐☐☐ Dagger ▣☐☐☐☐☐ | War GearWeapon | Damage | Edge | Injury | Notes | Enc Sword 5 8 20 Ancient Keen 2 Bow 5 10 14 N/A 1 Armour/Shield | Protection | Parry | Enc Mail 3d 12(6) Helm +4 2 Shield +2 3 | EquipmentTreasure: 7 War Gear: Mail Shirt, Helm, Shield Leasere: Radhors Mab's Liquor(0) Elven-Crafted Horse Reins Durin the Seeker Radagast's Tome. | SongsSong of Mourning(Tome) ☐ Battle-Song ☐ ▣ There was no anger, at this point... Just an icy cold chill, like he'd plunged himself into a frozen lake. Somewhere, out of his perception, he knew he was angry, but did not feel it. "You are mistaken. The Eagles have told him where it was - the moors of Gladden. I and others told you the Dwimmerhorn does not stay still - it moves. Its exact location is not going to be constant, so that is not something we can call 'our' information." The horselord's tone was even and as cold as he'd felt. "We killed a handful of orcs on a mission that was to be secretive, had to flee, and wait. What estimate of the garrison? Two were seen, not twenty... The throng we've seen tracks of, whom might be going anywhere - even marching on Mountain Hall, but you do not wish to so much as verify it. We are scouts, Dahr-Ol. We were sent here, and the others went to Dol Guldur. There IS no-one else to send; it is merely handing off the hot coals to another. I do not underestimate the orcs. I overestimated your commitment to these lands. Do you believe the Brown Wizard has armies under his command? Huntsmen and shepherds - do you think they would storm this keep simply to learn its secrets? No." Gramtyng shook his head. "We were told to learn what evil leads them, and what it can do. We are still ignorant, and we may even be too late. We have no more time to tarry, delay, and study. A year? Not even a day, perhaps. Lets say we go back, and learn that because of our caution - lets call it that, for now - the Wizard did not learn of an attack on the settlement, and people died. But! I was out of harms way. Thats the important thing, right? No. I trust Radagast. If he sent us here, it was for a reason. Anyone else - even one person, Magric - could have come here and told him 'there's a fort with 2 people and goat path up', and wouldnt have taken a month for it. We were given a hiding-spell, a guide, instructed what to do... And yet here we are. No, Dahr-Ol. I will be going up the cliff - and what I learn, I will send by raven to the wizard. If I do not return, that was the price of those news. But far better that, then being told how many died over me not doing my job and betraying a wizard's trust." OOC/Actions
  16. Dahr-Ol of the Beornings Dahr-Ol looked at his companion for a long moment. What drove his desire to be at the summit the Beorning could not guess, but it was strong indeed. "My former people call the horse lords soft because they live in the warm south. It is a denigration born of contempt not fact. It is born of a desire to pretend that their enemy was not actually superior to them, even though they clearly were. Regardless of the emotion which breeds it, it is nothing but a dream to help them ignore an unpleasant reality. The reality here is that Radagast did not know where this place was, he said so. He said only it's return was certain. That's why he sent us to Mountain Home to find out where it lay. He even told us how it's appearances and location are a mystery throughout the ages. We have done this for him. We know it is reclaimed, we slew some of the garrison. Which as you mentioned nearly cost me and others our lives. You call it foolhardy to ambush a half dozen orcs when their backs are turned. Yet you think climbing into a garrison where you yourself saw tracks enough for twenty is not? We know who holds it, orcs from Mordor. We know there are better than twenty of them. We even have a possible path up, if a force came prepared for such a climb. We have found the garrison. Estimated its strength. Identified a possibly hidden path up. We should return so that our information does not die with us. Then we can accompany whatever force Radagast deems appropriate back here. I will even volunteer to be your shield bearer on that day. Do not let arrogance lead you to underestimate your foe on this day. We nearly starved last winter in a solemn tower because our foes held the low ground. We shared visions with it's ancient defenders, of my former people being obliterated by a foe they deemed inferior. Look at that hilltop. Remember the tower. There is no folly in being smart. I am often brash, when a man or woman's life is in immediate peril. That is not the situation right now, though if you climb that hill it could certainly become so. We have walked away with our honor intact when it was wise to do so before, or have you forgotten the Wargs in the north? And that thing which was no Warg, though it held their form. What if that is what leads them? You will learn many things as it flays the flesh from your body. All of those secrets would die with you on that hill.... If you truly feel we must know what leads them, let us put together a hide near the main path up. Let us watch them and learn their patterns. I would willingly trade a year lying in the mud to not have to bear your broken corpse back to your people. Or to tell them that all I have for them to remember you by is your last words." Axe stats: Damage 9/Edge 10/Injury 20
  17. Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.| Calling"Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.| TraitsMinistrelsy ☐ Story-Telling ☐ Rhymes of Lore ☐ Hero of the Woodmen ☐ Fair ☐ Reckless(Mastery) ☐ ▣ | AP: 13Personality: ✧✧✧ Movement: ✧✧✧ Perception: ✧✧✧ Survival: ✧✧✧ Custom: ✧✧✧ Vocation: ✧✧✧ ✦✧ | XP: 1111(62) | DP: 0No Challenges Yet. Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found). Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain). Superior Fell - quality unlock for Cenegeslit. | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session. Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down. Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers. | End: 27/27 | Load: 15 | Fatigue: 0 [+1] | Hope: 13/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No Skills: Body 5 (8)+Awe ▣▣☐☐☐☐ Athletics ▣▣▣▣☐☐ Awareness ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ +Song ▣▣▣▣☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (7)Inspire ▣▣▣☐☐☐ Travel ▣▣▣☐☐☐ +Insight ▣▣▣☐☐☐ Healing☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐| Wits 4 (5)Persuade ☐☐☐☐☐☐ Stealth ☐☐☐☐☐☐ Search ☐☐☐☐☐☐ Hunting ▣▣▣☐☐☐ Riddle ▣☐☐☐☐☐ +Lore ▣▣▣☐☐☐ | WeaponsSwords ▣▣▣▣☐☐ Bow ▣▣▣☐☐☐ Dagger ▣☐☐☐☐☐ | War GearWeapon | Damage | Edge | Injury | Notes | Enc Sword 5 8 20 Ancient Keen 2 Bow 5 10 14 N/A 1 Armour/Shield | Protection | Parry | Enc Mail 3d 12(6) Helm +4 2 Shield +2 3 | EquipmentTreasure: 7 War Gear: Mail Shirt, Helm, Shield Leasere: Radhors Mab's Liquor(0) Elven-Crafted Horse Reins Durin the Seeker Radagast's Tome. | SongsSong of Mourning(Tome) ☐ Battle-Song ☐ ▣ Gramtyng waited in silence, while each of them spoke their part, looking them in the eye as they did. An icy cold flowed through his veins, hearing them say such things. Would he voice it in full, he was certain... No, best not to think that. He would at least try not to play to his name. "I do not. In case some of you may have forgotten, as it had been over a month, thanks to a decision which should not have been made - we were to find this place, learn if it was restored or reclaimed, and look for 'something evil', which Radagast has supposed was the leader, at best a great goblin. The location of this place has already been found by the eagles and the rangers. Tracks which lead away but not to where are meaningless. Did we maybe estimate the garrison? Two orcs? We have not. We are the scouts you wish to send into this place, hobbit. That you so keenly wish to send others to do work assigned to you speaks at great length of your character. And you two... I expected better of you, after what I've seen before, but... I suppose I've been wrong before. Did you think the Brown Wizard was sending us on a picnic? Do you think yourself wiser than he, when he already told you all he knew, reached to other Wise, and himself went into Dol Guldur, a place MUCH worse than this? I will give you till nightfall so you are away form here. Then I will begin my climb." He turned away, disgust clear on his face. OOC/Actions
  18. Ernstyr spent a long moment staring up the mount. A mouse might be able to enter undetected, but men and dwarves and halflings would not have such luck. And even if it were just the two sentries, a battle might draw the attention of whatever war party had left. There was nothing to do about it, at least not here. "I agree. The only information we might yet glean is the direction of the orcish band that left. Yet I do not wish to follow them to our doom."
  19. Cecil Brandybuck Cecil fiddled nervously with the shape of his pipe. He was not entirely convinced that they'd escaped unseen and spend most of the conversation staring... waiting for those gates to twinkle and boom. "Gentleman, I agree. Let the old man climb it himself, if he wants - or send his little birds. What sense does it make to climb, anyway? Like sticking one's head in a humming hive to look for bees! No! No. We've done our part. And we should count ourselves lucky for it. Let him send an army if he wants. That's not our business."
  20. “I agree with Dahr-Ol." Barin whispered. "Unless we have cause to make the climb, let's return to the Brown Wizard and let him know what we've found here, or at least retreat and send a bird to him and await instructions. If a sizable contingent of Orcs returns, or is in hiding up there, we are likely done for. Especially if there are Uruks amongst them. If there were an easier way that we could sneak in and back out, then I'd say we continue, but making the climb and being stuck between the walls and a huge drop and no rapid means of escape? Not worth the risk in my mind."
  21. Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 3 | Supply: 5 | Uthred: 3 | Band strength: 4 | Fails: 13] As Bróin took stock of the situation and surveyed the land, Idunn approached with Segrid, the two of them in deep discussion. They were debating that which was to be done next; they were not in disagreement yet, but they were all equal in this endeavour, and thus the polyphony could easily turn into cacophony if they did not bring matters to some sort of moot or gathering. "We should raise a hall first," argued the huntress, "...and quickly, for we are more vulnerable in these tents. It does not need to be tall or mighty-not at first, anyway. I know your chief counseled for a palisade, but that should come second." OOC This is not yet an Embark on a Project move but I'm probing for some consensus for raising a great long-hall first (like a mead hall). But I am good with other ideas too! I'll at some point make a Settlement template to track settlement stuff...
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