# The_One_Ring_Core_Rules ![rw-book-cover](https://readwise-assets.s3.amazonaws.com/static/images/article4.6bc1851654a0.png) 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 ![rw-book-cover](https://readwise-assets.s3.amazonaws.com/static/images/article4.6bc1851654a0.png) 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))