# The_One_Ring_Core_Rules

URL:: https://readwise.io/reader/document_raw_content/3593266
Author:: readwise.io
## Highlights
> t is the year 2965 of the Third Age and the Shadow is
> returning. Twenty-four years ago, an alliance of Elves, Men,
> and Dwarves defeated a horde of Orcs and Wild Wolves,
> under a sky darkened by Giant Bats, inaugurating a new
> era of prosperity for the Free Peoples. But twenty years is a
> long time for peace to last, and in many dark corners of the
> earth a shadow is lengthening once again. ([View Highlight](https://read.readwise.io/read/01gbpv7hqkdrcy9bmg3h8hrzaq))
> An Adventuring Phase session of play is played as a series of
> scenes, connected sequentially in a wider narrative arc. A
> scene is a single episode focusing on the Company, or part
> of it, facing some kind of challenge, preparing for one, or
> recovering from it. ([View Highlight](https://read.readwise.io/read/01gbpveff4aee2s0aect4cbxn6))
> When the Adventuring Phase is concluded, a Fellowship
> Phase starts with the players narrating what their characters
> do when they finally return from their adventuring to rest
> for a while. It is now the Loremaster’s turn to act reactively,
> by listening to their players’ propositions and wishes, and
> making sure that the rules are correctly applied.
> During a Fellowship Phase, the players present to the
> Loremaster their ideas and intentions — for example, choos-
> ing where they are going to rest, and deciding what they will
> do while they are there. ([View Highlight](https://read.readwise.io/read/01gbpvev6w1ag2s25x8g82h5q4))
> The One Ring makes use of a specialised set of dice, including
> six 6-sided dice (also called Success Dice) and two 12-sided
> dice with two special icons (called the Feat Dice). ([View Highlight](https://read.readwise.io/read/01gbrcazcfqp7979g9s7ntt1q1))
> USING YOUR OWN DICE
> If you already have a set of regular dice you use for
> games, you can easily use them for The One Ring.
> Just remember that on the 12-sided Feat Dice, the
> 11 is the Eye of Sauron symbol
> and the 12 is a
> Gandalf rune . On the 6-sided Success Dice, the
> 6 has an Elvish , which represents an additional
> level of success. ([View Highlight](https://read.readwise.io/read/01gbrcbfq83m6g2n7a5z4578f3))
> which ability
> The ability to use depends mostly on the type of roll:
> ♦ Skill Rolls. By far the most common type of actions,
> Skill rolls are required whenever a Player-hero
> attempts to do something that can be accomplished
> using one of the 18 Skills listed on a character sheet.
> ♦ Combat Rolls. When involved in a fight, the Player-
> heroes rely mostly on their Combat Proficiencies to
> make attack rolls, and on PROTECTION rolls to avoid
> being injured seriously when hit.
> ♦ Shadow Tests. The corrupting effect of the Shadow
> can be resisted by making VALOUR and WISDOM rolls,
> prompted by sources such as Dread, Sorcery, and Greed. ([View Highlight](https://read.readwise.io/read/01gbrcdvmq72wzn48frkxyvpj4))
> how to read the feat dice
> Each Feat Die shows numbers ranging from 1 to 10, and two
> special icons: a Gandalf rune ( ) and the Eye of Sauron ( ).
> The two icons are normally read as follows:
> ♦ The rune is the greatest result you can get on a Feat
> Die. When the die comes up showing the rune, the
> action succeeds regardless of whether the total result
> of the roll was enough to match or beat the TN or not.
> ♦ The
> icon is considered to be the worst result possi-
> ble on a Feat Die. When the Feat Die comes up show-
> ing the
> icon, the Feat Die result counts as a zero. ([View Highlight](https://read.readwise.io/read/01gbtpabj7sevezepc5h0a8xaq))
> make the roll
> Once the correct ability to be used has been determined,
> proceed to make the roll employing its numerical rating (all
> abilities that can be used to make a roll are given a value
> ranging from 1 to 6):
> 1. Roll one Feat Die, plus a number of Success Dice
> equal to the rating of the appropriate ability (roll only
> the Feat Die if the rating is zero).
> 2. Add up the numerical results on all dice, comparing
> the total to the Target Number (TN) associated with
> the rolled ability. ([View Highlight](https://read.readwise.io/read/01gbrcerkyrceprgdjsrjk5qrs))
> Calculating TNs by subtracting the Attribute scores from
> 20 results in difficulty thresholds that are appropriate to
> medium to long campaigns, as they present a challenge
> to inexperienced individuals, but hold up well as those
> same characters advance in proficiency. For shorter cam-
> paigns or one-shot games the players and the Loremaster
> may agree to derive the TNs by subtracting their Attri-
> butes from 18 instead. ([View Highlight](https://read.readwise.io/read/01gbtpc18pz66bkawj61kz7z78))
> how to read
> the success dice
> Success Dice are special 6-sided dice, customised to show the
> numbers 1, 2, and 3 in outline, and the numbers 4, 5, and 6
> in solid black. In addition, a Success icon — the Elvish symbol
> ( ) — appears along with the number 6. Success Dice are
> always rolled together with a single Feat Die.
> Add the results on all Success Dice to the result of the
> Feat die, with any icons rolled indicating a superior
> result on a success (see Degree of Success below). ([View Highlight](https://read.readwise.io/read/01gbtpapv9kjpf8v5aq7s6w7v4))
> degree of success ([View Highlight](https://read.readwise.io/read/01gca7wdag9e0am0g6ejsq74jz))
> STRENGTH,
> HEART, and WITS ([View Highlight](https://read.readwise.io/read/01gbtpb2h51fwcmer3xkpqjzez))
> A roll result that achieves its Target Number (or results in
> the
> rune) and produces one or more
> icons is an out-
> come of a superior quality — a musician performs partic-
> ularly well, a look-out spots enemies at a longer distance,
> an orator succeeds in galvanizing a larger audience. The
> greater the number of Success icons rolled, the better:
> ♦ (—) If no icons were scored, the action was success-
> ful, but didn’t achieve anything beyond the bare mini-
> mum (a success).
> ♦
> ♦
> If a single was scored, then the Player-hero’s
> accomplishment was out of the ordinary (a great
> success).
> + If two or more icons were scored, the result was
> absolutely exceptional and memorable (an extraordi-
> nary success). ([View Highlight](https://read.readwise.io/read/01gca7wvmq28jcn905tskhfvkn))
- Note: Rolling a success
> 4. Calculate your Derived Stats: Endurance, Hope, and
> Parry
> 5. Record your Skill and Combat Proficiency Ratings
> 6. Choose your Distinctive Features
> 7. Choose a Name and Age
> ANSWER THE CALL TO ADVENTURE
> Players finalise their character creation process by moving on
> to page 44 and applying the steps described below.
> 1. Choose a Calling, from among Captain, Champion,
> Messenger, Scholar, Treasure Hunter, and Warden
> 2. Spend Previous Experience points
> 3. Choose your starting Gear
> 4. Record your VALOUR and WISDOM scores at 1 and
> choose your Starting Reward and Virtue
> GATHER THE COMPANY
> Last, but not least, all players cooperate in adding details
> about how their newly-created adventurers met each other
> and formed a Company (see page 51). A Company may be
> composed of adventurers of any kind, but the sum of its parts
> is going to be influenced by the Player-heroes’ selection of
> Heroic Culture and Calling. ([View Highlight](https://read.readwise.io/read/01gcq5ht9q583622vaprysv94s))
> To create a character, each player must first choose a Heroic
> Culture, selecting the one that is closest to the hero concept
> that they have in mind. All Cultures presented in this volume
> belong to the Free Peoples, brave nations that refuse the
> darkness and are often at open war with it. They represent
> the main choices for roleplaying in the Westlands of Eriador.
> 1. Bardings
> page 32
> 2. Dwarves of Durin’s Folk
> 3. Elves of Lindon
> 4. Hobbits of the Shire
> 5. Men of Bree
> 6. Rangers of the North
> page 34
> page 36
> page 38
> page 40
> page 42 ([View Highlight](https://read.readwise.io/read/01gcq5h86b6d6ecjahzvfd7q15))
> Once they have made their choice, players refer to the appro-
> priate Heroic Culture writeup page and follow the steps
> described below, copying all information onto the character
> sheet (see page 24).
> 1. Record your Cultural Blessing
> 2. Determine your Attributes, choosing a set or rolling a
> Success die
> 3. Calculate your STRENGTH, HEART, and WITS Target
> Numbers — each TN is equal to 20 minus its corre-
> sponding Attribute score ([View Highlight](https://read.readwise.io/read/01gcq5hhhsfyggqtrqjbgy5fme))
> A Player-hero with a high STRENGTH score can be
> tough and fit, or quick and alert, or physically attrac-
> tive or imposing. ([View Highlight](https://read.readwise.io/read/01gcq5kezfh2vvs03d7hy8nyrb))
> HEART measures an adventurer’s capacity for emo-
> tion, empathy, and enthusiasm. A Player-hero with a
> high HEART score can be fiery, energetic, and hard
> to daunt. ([View Highlight](https://read.readwise.io/read/01gcq5k7avtzkwnhvwmxb6d944))
> A Player-hero with a high WITS rating can be clever,
> attentive, and ingenious. ([View Highlight](https://read.readwise.io/read/01gcq5kbw05vyt8b6dszndz0pz))
> There are three Attributes in The One Ring: STRENGTH,
> HEART, and WITS. These scores describe an adventurer’s
> fundamental physical, emotional, and mental capabilities ([View Highlight](https://read.readwise.io/read/01gcq5jwv3am31m0z2kgma6sb9))
> bardings ([View Highlight](https://read.readwise.io/read/01gcq5pjcx3rxqnva5xqstbj40))
> HEART ([View Highlight](https://read.readwise.io/read/01gcq63ecjcrgy5w0qq08ate6p))
> The Bardings are Northmen of noble origins hailing from
> Wilderland, far off to the east. They rebuilt their city of Dale
> from its ashes after the slaying of the Dragon Smaug and
> they earned a new prosperity trading with nearby kingdoms
> of Elves and Dwarves.
> Each year, Barding merchants reach new faraway lands,
> as they look outside their borders to expand their trade and
> influence. Sometimes, warriors follow in their wake, hoping
> to prove their mettle against worthy adversaries, inspired by
> their King's slaying of the Dragon. ([View Highlight](https://read.readwise.io/read/01gcq5pgnb74zhsrht3r7qt3pb))
> They are strong-limbed, ([View Highlight](https://read.readwise.io/read/01gcq5pwc35mq5med74bvzqq0r))
> Bardings
> prefer to use swords over axes, and naturally favour the bow,
> after the example of their King. ([View Highlight](https://read.readwise.io/read/01gcq5q3hnwr2j4ta8ey83wvp8))
> The Dwarves are an ancient and proud folk, whose customs
> and traditions are mostly unknown to outsiders. A dwindling
> people, they have recently recovered some of their lost great-
> ness, and a Dwarven King reigns once again under the Lonely
> Mountain, in Wilderland.
> Many Dwarves cross into Eriador from the East, on their
> way to their mines in the Blue Mountains. They can often be
> seen marching along the East-West Road that runs through
> the Shire and ends at the Grey Havens. ([View Highlight](https://read.readwise.io/read/01gcq5s2139zn9r4z7p8n4g9we))
> The Dwarves are exceedingly strong for their height, and
> hard to break or corrupt, but often at odds with other folks
> over old quarrels or new slights. ([View Highlight](https://read.readwise.io/read/01gcq5s86fy4cshfax9zz7mqve))
> STRENGTH ([View Highlight](https://read.readwise.io/read/01gcq63pgp0bcf6d5zg21wqabv))
> WITS ([View Highlight](https://read.readwise.io/read/01gcq63zsr7sthfyk872pq63te))
> The Fair Folk of Eriador have dwelt in the Westlands since
> before the drowning of Beleriand. They are all members of
> the Firstborn, displaying a wisdom beyond the reach of Men.
> They rarely leave their sanctuaries in the Grey Havens, for
> these are their fading years.
> More and more leave Middle-earth sailing West on grey
> ships, never to return. Those who still remain live mostly along
> the western coasts, where once were found great kingdoms of
> their kindreds. Wandering Elves can at times be encountered
> on the roads leading east in spring and autumn, when their
> companies leave their lands beyond the Tower Hills. ([View Highlight](https://read.readwise.io/read/01gcq5th2vebj82n4z6n1r2c57))
> All Elves are endowed with tremendous vitality and great
> vigour. They are not subject to illness or old age, and thus
> can dwell within the circles of the world until they choose to
> leave it, or are slain. ([View Highlight](https://read.readwise.io/read/01gcq5ttfx0hnvwmn2rjzcwe3t))
> The Elves find it hard to forget the taint of the Shadow once
> it has left its mark on their spirit. ([View Highlight](https://read.readwise.io/read/01gcq5vkx5w8ptwame5cg50tre))
> Hobbits are a small and merry folk, possessing a love for time-
> honoured traditions and respectable ways, and a strong dislike
> for anything out of the ordinary. If Hobbits had their way, the
> days would go by in an unchanging world, as they have since
> anyone can remember. At least, in their land, the Shire.
> But since the return of Mr Bilbo Baggins from his adven-
> ture with a group of Dwarves and a travelling Wizard, some-
> thing has changed. Stories about remote lands, dark woods,
> Giants, Elves, and forgotten halls beneath the earth have
> started to circulate among Hobbits of a more adventurous
> sort. And with every year, another one or two discreetly dis-
> appear to go and have adventures. ([View Highlight](https://read.readwise.io/read/01gcq5wsn5y3ee1tkq1fjaqr8q))
> HEART ([View Highlight](https://read.readwise.io/read/01gcq648c7jngej6m4b0n5aaqr))
> A merry folk,
> Hobbits possess a cheerful spirit and a friendliness that makes
> them good companions. ([View Highlight](https://read.readwise.io/read/01gcq5x374n0kx3prz7g7j4mkt))
> WITS ([View Highlight](https://read.readwise.io/read/01gcq64h9tthxxydmdx9nygcy6))
> The inhabitants of the Bree-land and its four villages lying
> about Bree-hill are the descendants of the ancient people that
> first dwelt in the region known today as Eriador, the Lone-
> lands. Few have survived the turmoils that have ravaged the
> area, but they are still there now.
> Today, the Men of Bree live at an old meeting of ways, and
> even if the traffic was far greater in former days, travellers
> of various sorts still make their way along those roads. Who-
> ever enters the common room of the Inn of Bree is sure to
> hear strange tales and news from afar, and maybe be swept
> away by them. ([View Highlight](https://read.readwise.io/read/01gcq5y57q8z6e4pc5gpjvy2jw))
> Actual adventurers from Bree-land are rare indeed. ([View Highlight](https://read.readwise.io/read/01gcq5z01ygz07vpnsc0yxvh4b))
> Due to the position of their homeland, the Men of Bree enjoy
> better relationships with Hobbits, Dwarves, Elves, and other
> inhabitants of the world about them than is considered usual. ([View Highlight](https://read.readwise.io/read/01gcq5zdrqc3xgzy75ga7hr932))
> The Rangers are devoted to fighting Sauron and his min-
> ions by an ancient tradition of war and strife. This obligation
> makes it harder for them to put their spirit at ease even when
> enjoying a respite from adventuring. ([View Highlight](https://read.readwise.io/read/01gcq615b9tw7k7ypzd6844gqk))
> The Rangers of the North are a secret people, severely dimin-
> ished in number with the passing of a thousand years. They
> wander in disguise among the ruins of what was once their
> kingdom of Arnor, tirelessly patrolling its many paths and
> roads.
> While the years have lengthened, the task of the Rangers
> has always been the same: to keep the folk of Eriador free
> from care and fear. They labour secretly, keeping to them-
> selves, and rarely giving their names to the travellers they
> save or to the folk whose farms they guard at night, when
> evil things come out from dark places. ([View Highlight](https://read.readwise.io/read/01gcq60h7zxfj3bja6kgwathks))
> They are often silent and grim of countenance, and
> look wise and mature beyond their years. ([View Highlight](https://read.readwise.io/read/01gcq60t6efn9qyhe9zsyqsdgd))
> STRENGTH ([View Highlight](https://read.readwise.io/read/01gcq64qganbkyavp3c0aykh7f))
> Choosing a Calling provides a player with a start
> ing drive, the reason that pushed their character to
> become an adventurer. It is not meant to represent
> a profession or trade, but the sum of the ambitions
> and aspirations that eventually set them on the road.
> There are six Callings for a hero to answer:
> 1. Captain page 44
> 2. Champion
> page 44
> 3. Messenger
> page 45
> 4. Scholar page 45
> 5. Treasure Hunter
> page 45
> 6. Warden
> page 46 ([View Highlight](https://read.readwise.io/read/01gcq65gjqrjfnhr6y14d00geq))
---
Title: The_One_Ring_Core_Rules
Author: readwise.io
Tags: readwise, articles
date: 2024-01-30
---
# The_One_Ring_Core_Rules

URL:: https://readwise.io/reader/document_raw_content/3593266
Author:: readwise.io
## AI-Generated Summary
None
## Highlights
> t is the year 2965 of the Third Age and the Shadow is
> returning. Twenty-four years ago, an alliance of Elves, Men,
> and Dwarves defeated a horde of Orcs and Wild Wolves,
> under a sky darkened by Giant Bats, inaugurating a new
> era of prosperity for the Free Peoples. But twenty years is a
> long time for peace to last, and in many dark corners of the
> earth a shadow is lengthening once again. ([View Highlight](https://read.readwise.io/read/01gbpv7hqkdrcy9bmg3h8hrzaq))
> An Adventuring Phase session of play is played as a series of
> scenes, connected sequentially in a wider narrative arc. A
> scene is a single episode focusing on the Company, or part
> of it, facing some kind of challenge, preparing for one, or
> recovering from it. ([View Highlight](https://read.readwise.io/read/01gbpveff4aee2s0aect4cbxn6))
> When the Adventuring Phase is concluded, a Fellowship
> Phase starts with the players narrating what their characters
> do when they finally return from their adventuring to rest
> for a while. It is now the Loremaster’s turn to act reactively,
> by listening to their players’ propositions and wishes, and
> making sure that the rules are correctly applied.
> During a Fellowship Phase, the players present to the
> Loremaster their ideas and intentions — for example, choos-
> ing where they are going to rest, and deciding what they will
> do while they are there. ([View Highlight](https://read.readwise.io/read/01gbpvev6w1ag2s25x8g82h5q4))
> The One Ring makes use of a specialised set of dice, including
> six 6-sided dice (also called Success Dice) and two 12-sided
> dice with two special icons (called the Feat Dice). ([View Highlight](https://read.readwise.io/read/01gbrcazcfqp7979g9s7ntt1q1))
> USING YOUR OWN DICE
> If you already have a set of regular dice you use for
> games, you can easily use them for The One Ring.
> Just remember that on the 12-sided Feat Dice, the
> 11 is the Eye of Sauron symbol
> and the 12 is a
> Gandalf rune . On the 6-sided Success Dice, the
> 6 has an Elvish , which represents an additional
> level of success. ([View Highlight](https://read.readwise.io/read/01gbrcbfq83m6g2n7a5z4578f3))
> which ability
> The ability to use depends mostly on the type of roll:
> ♦ Skill Rolls. By far the most common type of actions,
> Skill rolls are required whenever a Player-hero
> attempts to do something that can be accomplished
> using one of the 18 Skills listed on a character sheet.
> ♦ Combat Rolls. When involved in a fight, the Player-
> heroes rely mostly on their Combat Proficiencies to
> make attack rolls, and on PROTECTION rolls to avoid
> being injured seriously when hit.
> ♦ Shadow Tests. The corrupting effect of the Shadow
> can be resisted by making VALOUR and WISDOM rolls,
> prompted by sources such as Dread, Sorcery, and Greed. ([View Highlight](https://read.readwise.io/read/01gbrcdvmq72wzn48frkxyvpj4))
> how to read the feat dice
> Each Feat Die shows numbers ranging from 1 to 10, and two
> special icons: a Gandalf rune ( ) and the Eye of Sauron ( ).
> The two icons are normally read as follows:
> ♦ The rune is the greatest result you can get on a Feat
> Die. When the die comes up showing the rune, the
> action succeeds regardless of whether the total result
> of the roll was enough to match or beat the TN or not.
> ♦ The
> icon is considered to be the worst result possi-
> ble on a Feat Die. When the Feat Die comes up show-
> ing the
> icon, the Feat Die result counts as a zero. ([View Highlight](https://read.readwise.io/read/01gbtpabj7sevezepc5h0a8xaq))
> make the roll
> Once the correct ability to be used has been determined,
> proceed to make the roll employing its numerical rating (all
> abilities that can be used to make a roll are given a value
> ranging from 1 to 6):
> 1. Roll one Feat Die, plus a number of Success Dice
> equal to the rating of the appropriate ability (roll only
> the Feat Die if the rating is zero).
> 2. Add up the numerical results on all dice, comparing
> the total to the Target Number (TN) associated with
> the rolled ability. ([View Highlight](https://read.readwise.io/read/01gbrcerkyrceprgdjsrjk5qrs))
> Calculating TNs by subtracting the Attribute scores from
> 20 results in difficulty thresholds that are appropriate to
> medium to long campaigns, as they present a challenge
> to inexperienced individuals, but hold up well as those
> same characters advance in proficiency. For shorter cam-
> paigns or one-shot games the players and the Loremaster
> may agree to derive the TNs by subtracting their Attri-
> butes from 18 instead. ([View Highlight](https://read.readwise.io/read/01gbtpc18pz66bkawj61kz7z78))
> how to read
> the success dice
> Success Dice are special 6-sided dice, customised to show the
> numbers 1, 2, and 3 in outline, and the numbers 4, 5, and 6
> in solid black. In addition, a Success icon — the Elvish symbol
> ( ) — appears along with the number 6. Success Dice are
> always rolled together with a single Feat Die.
> Add the results on all Success Dice to the result of the
> Feat die, with any icons rolled indicating a superior
> result on a success (see Degree of Success below). ([View Highlight](https://read.readwise.io/read/01gbtpapv9kjpf8v5aq7s6w7v4))
> degree of success ([View Highlight](https://read.readwise.io/read/01gca7wdag9e0am0g6ejsq74jz))
> STRENGTH,
> HEART, and WITS ([View Highlight](https://read.readwise.io/read/01gbtpb2h51fwcmer3xkpqjzez))
> A roll result that achieves its Target Number (or results in
> the
> rune) and produces one or more
> icons is an out-
> come of a superior quality — a musician performs partic-
> ularly well, a look-out spots enemies at a longer distance,
> an orator succeeds in galvanizing a larger audience. The
> greater the number of Success icons rolled, the better:
> ♦ (—) If no icons were scored, the action was success-
> ful, but didn’t achieve anything beyond the bare mini-
> mum (a success).
> ♦
> ♦
> If a single was scored, then the Player-hero’s
> accomplishment was out of the ordinary (a great
> success).
> + If two or more icons were scored, the result was
> absolutely exceptional and memorable (an extraordi-
> nary success). ([View Highlight](https://read.readwise.io/read/01gca7wvmq28jcn905tskhfvkn))
Note: Rolling a success
> 4. Calculate your Derived Stats: Endurance, Hope, and
> Parry
> 5. Record your Skill and Combat Proficiency Ratings
> 6. Choose your Distinctive Features
> 7. Choose a Name and Age
> ANSWER THE CALL TO ADVENTURE
> Players finalise their character creation process by moving on
> to page 44 and applying the steps described below.
> 1. Choose a Calling, from among Captain, Champion,
> Messenger, Scholar, Treasure Hunter, and Warden
> 2. Spend Previous Experience points
> 3. Choose your starting Gear
> 4. Record your VALOUR and WISDOM scores at 1 and
> choose your Starting Reward and Virtue
> GATHER THE COMPANY
> Last, but not least, all players cooperate in adding details
> about how their newly-created adventurers met each other
> and formed a Company (see page 51). A Company may be
> composed of adventurers of any kind, but the sum of its parts
> is going to be influenced by the Player-heroes’ selection of
> Heroic Culture and Calling. ([View Highlight](https://read.readwise.io/read/01gcq5ht9q583622vaprysv94s))
> To create a character, each player must first choose a Heroic
> Culture, selecting the one that is closest to the hero concept
> that they have in mind. All Cultures presented in this volume
> belong to the Free Peoples, brave nations that refuse the
> darkness and are often at open war with it. They represent
> the main choices for roleplaying in the Westlands of Eriador.
> 1. Bardings
> page 32
> 2. Dwarves of Durin’s Folk
> 3. Elves of Lindon
> 4. Hobbits of the Shire
> 5. Men of Bree
> 6. Rangers of the North
> page 34
> page 36
> page 38
> page 40
> page 42 ([View Highlight](https://read.readwise.io/read/01gcq5h86b6d6ecjahzvfd7q15))
> Once they have made their choice, players refer to the appro-
> priate Heroic Culture writeup page and follow the steps
> described below, copying all information onto the character
> sheet (see page 24).
> 1. Record your Cultural Blessing
> 2. Determine your Attributes, choosing a set or rolling a
> Success die
> 3. Calculate your STRENGTH, HEART, and WITS Target
> Numbers — each TN is equal to 20 minus its corre-
> sponding Attribute score ([View Highlight](https://read.readwise.io/read/01gcq5hhhsfyggqtrqjbgy5fme))
> A Player-hero with a high STRENGTH score can be
> tough and fit, or quick and alert, or physically attrac-
> tive or imposing. ([View Highlight](https://read.readwise.io/read/01gcq5kezfh2vvs03d7hy8nyrb))
> HEART measures an adventurer’s capacity for emo-
> tion, empathy, and enthusiasm. A Player-hero with a
> high HEART score can be fiery, energetic, and hard
> to daunt. ([View Highlight](https://read.readwise.io/read/01gcq5k7avtzkwnhvwmxb6d944))
> A Player-hero with a high WITS rating can be clever,
> attentive, and ingenious. ([View Highlight](https://read.readwise.io/read/01gcq5kbw05vyt8b6dszndz0pz))
> There are three Attributes in The One Ring: STRENGTH,
> HEART, and WITS. These scores describe an adventurer’s
> fundamental physical, emotional, and mental capabilities ([View Highlight](https://read.readwise.io/read/01gcq5jwv3am31m0z2kgma6sb9))
> bardings ([View Highlight](https://read.readwise.io/read/01gcq5pjcx3rxqnva5xqstbj40))
> HEART ([View Highlight](https://read.readwise.io/read/01gcq63ecjcrgy5w0qq08ate6p))
> The Bardings are Northmen of noble origins hailing from
> Wilderland, far off to the east. They rebuilt their city of Dale
> from its ashes after the slaying of the Dragon Smaug and
> they earned a new prosperity trading with nearby kingdoms
> of Elves and Dwarves.
> Each year, Barding merchants reach new faraway lands,
> as they look outside their borders to expand their trade and
> influence. Sometimes, warriors follow in their wake, hoping
> to prove their mettle against worthy adversaries, inspired by
> their King's slaying of the Dragon. ([View Highlight](https://read.readwise.io/read/01gcq5pgnb74zhsrht3r7qt3pb))
> They are strong-limbed, ([View Highlight](https://read.readwise.io/read/01gcq5pwc35mq5med74bvzqq0r))
> Bardings
> prefer to use swords over axes, and naturally favour the bow,
> after the example of their King. ([View Highlight](https://read.readwise.io/read/01gcq5q3hnwr2j4ta8ey83wvp8))
> The Dwarves are an ancient and proud folk, whose customs
> and traditions are mostly unknown to outsiders. A dwindling
> people, they have recently recovered some of their lost great-
> ness, and a Dwarven King reigns once again under the Lonely
> Mountain, in Wilderland.
> Many Dwarves cross into Eriador from the East, on their
> way to their mines in the Blue Mountains. They can often be
> seen marching along the East-West Road that runs through
> the Shire and ends at the Grey Havens. ([View Highlight](https://read.readwise.io/read/01gcq5s2139zn9r4z7p8n4g9we))
> The Dwarves are exceedingly strong for their height, and
> hard to break or corrupt, but often at odds with other folks
> over old quarrels or new slights. ([View Highlight](https://read.readwise.io/read/01gcq5s86fy4cshfax9zz7mqve))
> STRENGTH ([View Highlight](https://read.readwise.io/read/01gcq63pgp0bcf6d5zg21wqabv))
> WITS ([View Highlight](https://read.readwise.io/read/01gcq63zsr7sthfyk872pq63te))
> The Fair Folk of Eriador have dwelt in the Westlands since
> before the drowning of Beleriand. They are all members of
> the Firstborn, displaying a wisdom beyond the reach of Men.
> They rarely leave their sanctuaries in the Grey Havens, for
> these are their fading years.
> More and more leave Middle-earth sailing West on grey
> ships, never to return. Those who still remain live mostly along
> the western coasts, where once were found great kingdoms of
> their kindreds. Wandering Elves can at times be encountered
> on the roads leading east in spring and autumn, when their
> companies leave their lands beyond the Tower Hills. ([View Highlight](https://read.readwise.io/read/01gcq5th2vebj82n4z6n1r2c57))
> All Elves are endowed with tremendous vitality and great
> vigour. They are not subject to illness or old age, and thus
> can dwell within the circles of the world until they choose to
> leave it, or are slain. ([View Highlight](https://read.readwise.io/read/01gcq5ttfx0hnvwmn2rjzcwe3t))
> The Elves find it hard to forget the taint of the Shadow once
> it has left its mark on their spirit. ([View Highlight](https://read.readwise.io/read/01gcq5vkx5w8ptwame5cg50tre))
> Hobbits are a small and merry folk, possessing a love for time-
> honoured traditions and respectable ways, and a strong dislike
> for anything out of the ordinary. If Hobbits had their way, the
> days would go by in an unchanging world, as they have since
> anyone can remember. At least, in their land, the Shire.
> But since the return of Mr Bilbo Baggins from his adven-
> ture with a group of Dwarves and a travelling Wizard, some-
> thing has changed. Stories about remote lands, dark woods,
> Giants, Elves, and forgotten halls beneath the earth have
> started to circulate among Hobbits of a more adventurous
> sort. And with every year, another one or two discreetly dis-
> appear to go and have adventures. ([View Highlight](https://read.readwise.io/read/01gcq5wsn5y3ee1tkq1fjaqr8q))
> HEART ([View Highlight](https://read.readwise.io/read/01gcq648c7jngej6m4b0n5aaqr))
> A merry folk,
> Hobbits possess a cheerful spirit and a friendliness that makes
> them good companions. ([View Highlight](https://read.readwise.io/read/01gcq5x374n0kx3prz7g7j4mkt))
> WITS ([View Highlight](https://read.readwise.io/read/01gcq64h9tthxxydmdx9nygcy6))
> The inhabitants of the Bree-land and its four villages lying
> about Bree-hill are the descendants of the ancient people that
> first dwelt in the region known today as Eriador, the Lone-
> lands. Few have survived the turmoils that have ravaged the
> area, but they are still there now.
> Today, the Men of Bree live at an old meeting of ways, and
> even if the traffic was far greater in former days, travellers
> of various sorts still make their way along those roads. Who-
> ever enters the common room of the Inn of Bree is sure to
> hear strange tales and news from afar, and maybe be swept
> away by them. ([View Highlight](https://read.readwise.io/read/01gcq5y57q8z6e4pc5gpjvy2jw))
> Actual adventurers from Bree-land are rare indeed. ([View Highlight](https://read.readwise.io/read/01gcq5z01ygz07vpnsc0yxvh4b))
> Due to the position of their homeland, the Men of Bree enjoy
> better relationships with Hobbits, Dwarves, Elves, and other
> inhabitants of the world about them than is considered usual. ([View Highlight](https://read.readwise.io/read/01gcq5zdrqc3xgzy75ga7hr932))
> The Rangers are devoted to fighting Sauron and his min-
> ions by an ancient tradition of war and strife. This obligation
> makes it harder for them to put their spirit at ease even when
> enjoying a respite from adventuring. ([View Highlight](https://read.readwise.io/read/01gcq615b9tw7k7ypzd6844gqk))
> The Rangers of the North are a secret people, severely dimin-
> ished in number with the passing of a thousand years. They
> wander in disguise among the ruins of what was once their
> kingdom of Arnor, tirelessly patrolling its many paths and
> roads.
> While the years have lengthened, the task of the Rangers
> has always been the same: to keep the folk of Eriador free
> from care and fear. They labour secretly, keeping to them-
> selves, and rarely giving their names to the travellers they
> save or to the folk whose farms they guard at night, when
> evil things come out from dark places. ([View Highlight](https://read.readwise.io/read/01gcq60h7zxfj3bja6kgwathks))
> They are often silent and grim of countenance, and
> look wise and mature beyond their years. ([View Highlight](https://read.readwise.io/read/01gcq60t6efn9qyhe9zsyqsdgd))
> STRENGTH ([View Highlight](https://read.readwise.io/read/01gcq64qganbkyavp3c0aykh7f))
> Choosing a Calling provides a player with a start
> ing drive, the reason that pushed their character to
> become an adventurer. It is not meant to represent
> a profession or trade, but the sum of the ambitions
> and aspirations that eventually set them on the road.
> There are six Callings for a hero to answer:
> 1. Captain page 44
> 2. Champion
> page 44
> 3. Messenger
> page 45
> 4. Scholar page 45
> 5. Treasure Hunter
> page 45
> 6. Warden
> page 46 ([View Highlight](https://read.readwise.io/read/01gcq65gjqrjfnhr6y14d00geq))