- Middle-Earth Role-Playing
- Tolkien Quest
- Middle-Earth Quest
- The Lord of the Rings Roleplaying Game
- The One Ring Roleplaying Game
- Adventures in Middle-Earth
…I still prefer the less weight-y games. That said, all of the above games contain interesting and inspirational content within.
Anyway, this alternate character creation system for Middle-Earth Adventures smashes The One Ring (first edition) and Adventures in Middle-Earth, both from Cubicle 7, together and then removes the numbers.
Roll d6 for your culture and d6 for your background within that culture…
- By Hammer and Anvil – Your parents paid richly for a Dwarf-smith to take you as their apprentice.
- Wordweaver – You spent days reading the histories of the most clever adventurers.
- Gifted Senses – You grew up in Lake-town, child of a struggling merchant who traded goods with the Raft-elves from the woods.
- Healing Hands – A foreign woman saved you from a terrible sickness and imparted her craft to you.
- Dragon-eyed – Your grandfather told you stories of dragon-fire, instilling both fear and passion.
- A Patient Hunter – You lived apart from the Lake-men among the nests and lairs of animals.
- Child of Two Folks – One parent of the mountains, one of the woods, leaving you a stranger to both worlds.
- Errand-rider – In running messages from Beorn to outsider villages, you have become on good terms with the chieftains and their families.
- Head of the Family – With your father gone, you provide well enough for the family.
- Light-foot – Your mother was a look-out for the clan and gave you the same abilities.
- Keeper of Tales – You remember the stories of a famous warrior in your lineage.
- Voice from the Past – You have heard the tales of many elders, who look well upon you.
3. DWARF OF THE LONELY MOUNTAIN
- A Life of Toil – You labored hard in the mines of the Iron Hills, hoping for precious ores.
- Far Trader – You sell tools of Dwarven handiwork all around Erebor.
- Bitter Exile – Your ancestors were driven out of their underground halls in the far north.
- Eloquent Orator – Your tales are testimony that your people have suffered much and see the beauty of their new life.
- A Lesson in Revenge – Your grandfather never relented in his hunt for the Orc-chief from Mount Gundabad who killed his wife.
- A Penetrating Gaze – Your elder brother instructed you to judge others by their deeds, not their words, especially when dealing with the Elves.
4. ELF OF MIRKWOOD
- New Hope – You have lived among the Raft-elves, often dealing with the Men of Lake-town on behalf of King Thranduil.
- A Musical Legacy – Your parents were great minstrels, whose work will be praised for years to come.
- Memory of Suffering – You have often journeyed where the Necromancer once built his fortress of sorcery, to spy on the Shadow now gone.
- Noble Blood – There are many great Elven adventures of Silvan descent in your lineage, leading to lofty expectations for your future.
- Wild at Heart – You have witnessed the fading beauty of Greenwood the Great, now Mirkwood.
- Envoy of the King – You have journeyed far from the borders of the Woodland Realm with your father, on his errands to the courts of Men and Dwarves.
5. HOBBIT OF THE SHIRE
- Restless Farmer – You were born into a family of farmers in the Southfarthing where the pipe-weed grows.
- Too Many Paths to Tread – Set to inherit your father’s trade, you instead struck out on the open road.
- A Good Listener – Your uncle was a sheriff and took you along to secure the Shire’s borders.
- Witty Gentleman – You come from a well-to-do family of landed gentry Westfarthing with outdated inheritance rulings that left you with very little.
- Bucklander – Brought up on the ‘wrong side of the Brandywine River’ you have always displayed an unusual character.
- Tookish Blood – Your respectability was overcome by the sudden desire to adventure.
6. WOODMAN OF WILDERLAND
- The Hound – You have always spent time around the dogs bred by Woodland Hall.
- Wizard’s Pupil – Having caught the attention of the Brown Wizard, you have been taught many things.
- Fairy Heritage – They say your mother was as fair as an Elf-maiden, and that your father spirited her away from the Wood of Sorcery far to the south.
- Apprentice to the Mountain-folk – You and others your age were sent by the alderman of your clan to join the workers in the mines above Mountain Hall.
- Seeker – No warnings could stop you and your brothers from running along every path in the forest.
- Sword-day Counsellor – Your injured grandfather taught you everything he knows about handling an axe in combat.
Roll d6 for your class…
- Scholar – A learned expert and master of the healing arts.
- Slayer – A savage and doughty warrior, usually more forceful and less refined.
- Treasure Hunter – A sneaky and clever burglar.
- Wanderer – An experienced traveller most at home on the road or in the wilderness.
- Warden – A brave spirit that equips others to rise up against the Enemy.
- Warrior – A stalwart and disciplined fighter, usually more cultured and less travelled.
Roll d6 for your shadow weakness…
- Lure of Secrets – Individuals who seek to learn all secrets, even those that should remain secrets, and look down on those who don’t hold the same ambitions.
- Curse of Vengeance – Individuals who live by the sword are tempted to use it when their will is thwarted or their honor impugned.
- Dragon-sickness – Individuals who seek lost riches so intently that the Shadow grips their hearts around their possessions.
- Wandering-madness – Individuals who continue to look for something without ever finding something to live for.
- Lure of Power – Individuals who covet authority in their rank, lineage, or stature and becomes misguided at best.
- Choose or re-roll.
Pick six items of your choice connected to…
- Your culture
- Your background
- Your background
- Your class
- Your class
- Your shadow weakness
(Yes, this is lazy design, but it’s late and I’m tired. Browse your Player’s Guides and other Lord of the Rings-related manuals for inspiration.)