The One Ring™ roleplayIng game
We asked Francesco to describe what type of character he plays when he gets the chance: “I like to play as a Woodman of Wilderland, as I had far more freedom when creating them as a Culture. Tolkien only hints at their presence in Wilderland, but I think I found his inspiration for them in the House of the Wolfings by William Morris. And their Hound of Mirkwood virtue is pretty cool too!”
The One Ring Roleplaying Game comes with a set of pre-generated characters to get you started and to serve as examples of each of the playable cultures.
But it is not just insidious corruption that threatens the heroes of Middle-earth, for there is also the more visible threat of the servants of the Shadow: Orcs, Trolls, Spiders, Wargs and darker things besides.
Tales from Wilderland™ contains seven ready-to-play adventures that can either be played on their own, or together to form an epic campaign. From a failed robbery to kidnapped Hobbits, a blood feud to a malignant threat, these adventures will keep the company busy for many a session.
The Loremaster’s Screen & Lake-town Guide™ not only contains a handy screen, complete with reference tables and Jon Hodgson’s stunning depiction of Lake-town, but also a complete Lake-town supplement, including a new heroic culture.
The Heart of the Wild™ describes the setting of Wilderland in greater depth than ever before, from the banks of the Anduin and the foothills of the Misty Mountains to the dark heart of Mirkwood. Not only is the book packed with setting information, including adventure hooks aplenty, but also a bestiary of horrible monsters to give your players nightmares!
The Darkening of Mirkwood™ builds upon the setting information of The Heart of the Wild with a truly epic campaign spanning thirty years of game-time, in which the fate of Mirkwood and all its denizens hang in the balance. Enough adventures not just for a company, but quite possibly for their descendants too.
Rivendell™ takes your adventures west across the Misty Mountains to the Last Homely House, expanding play into eastern Eriador, covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between. There are also rules for creating your own Magical Treasure; playing Rangers of the North and High Elves of Rivendell; turning the baleful Eye of Mordor on your company; and facing more powerful adversaries than ever before.
Ruins of the North™ contains six standalone adventures West of the Misty Mountains, which can be run together as an epic campaign across Eriador spanning many years. Children kidnapped in the night, unusually cunning Trolls, a mysterious caravan, the fate of a company of Hobbits, the legacy of the Dúnedain and an evil awakening beneath the barrows – six new stories set in the ancient land of Eriador.
Hobbit Tales™ is a standalone card game that sees players competing to tell stories of their (Hobbit-sized) adventures. What makes it of particular interest to players of The One Ring is that it includes a set of rules for using the cards to generate Hazard episodes in the roleplaying game.
Horse-lords of Rohan™ – This setting supplement takes us south along the Anduin and into the land of the Rohirrim, where we explore not only the culture and lands of the Riders of Rohan, but also their rivals the Dunlendings. We’ll also venture into the depths of Fangorn Forest and into Isengard itself.
The Adventurer’s Companion™ – The first supplement aimed squarely at players. Including a whole wealth of advice, ideas and background for making your own hero and company, as well as new Heroic Cultures including Bree-folk, Riders of Rohan, Dwarves of the Blue Mountain, the Elves of Lorien and People of Gondor, a new Calling in the form of the Captain, and expanded rules for generational play.
Journeys and Maps™ – a deluxe set of Middle-earth game maps and a guide to travel for The One Ring.