Proverbs and Pithy Sayings of Middle Earth

I've been slowly gathering a list of example proverbs, aphorisms, and other pithy sayings from *The Lord of the Rings* for sprinkling into my games of *The One Ring*. Some are properly called proverbs, others I think are still good examples that can be reshaped into proper proverbs.

Quotes are loosely sorted here by source or by culture in case you feel there might be a strong mapping between speaker and where the quote is most prominent. However, many of these sayings also seem quite suitable to be generally spoken.

Unattributed quotes come from Lord of the Rings. Other sources are attributed with the quote. These are not sorted in any particular order.

Table of Contents:

  1. Gandalf
  2. Aragorn
  3. Treebeard
  4. Hobbits
  5. Bree
  6. Rohan
  7. Gondor
  8. Elves

Gandalf

‘This is idle talk,’ said Gandalf. ‘Needless is Théoden’s demand, but it is useless to refuse. A king will have his way in his own hall, be it folly or wisdom.

It matters little who is the enemy, if we cannot beat off his attack,’ said Gandalf.

And Gandalf said: ‘Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder.

‘I owe much to Éomer,’ said Théoden. ‘Faithful heart may have froward tongue.

‘Say also,’ said Gandalf, ‘that to crooked eyes truth may wear a wry face.

The wise speak only of what they know, Gríma son of Gálmód. A witless worm have you become. Therefore be silent, and keep your forked tongue behind your teeth. I have not passed through fire and death to bandy crooked words with a serving-man till the lightning falls.’

‘Of course, my dear Bilbo,’ said Gandalf. ‘If you had really started this affair, you might be expected to finish it. But you know well enough now that starting is too great a claim for any, and that only a small part is played in great deeds by any hero.

‘In one thing you have not changed, dear friend,’ said Aragorn: ‘you still speak in riddles.’

‘What? In riddles?’ said Gandalf. ‘No! For I was talking aloud to myself. A habit of the old: they choose the wisest person present to speak to; the long explanations needed by the young are wearying.’ He laughed, but the sound now seemed warm and kindly as a gleam of sunshine.

‘Other evils there are that may come; for Sauron is himself but a servant or emissary. Yet it is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till. What weather they shall have is not ours to rule.

‘Yes,’ said Gandalf. ‘If you have walked all these days with closed ears and mind asleep, wake up now!’ He knocked on the door.”

Aragorn

The hasty stroke goes oft astray,’ said Aragorn. ‘We must press our Enemy, and no longer wait upon him for the move.

We come to kill, by sun or moon. What of the dawn?’

None knows what the new day shall bring him,’ said Aragorn.

‘This is a night as long as years,’ he said. ‘How long will the day tarry?’

‘Dawn is not far off,’ said Gamling, who had now climbed up beside him. ‘But dawn will not help us, I fear.’

Yet dawn is ever the hope of men,’ said Aragorn.

Treebeard

‘Good! Good!’ said Treebeard. ‘But I spoke hastily. We must not be hasty. I have become too hot. I must cool myself and think; for it is easier to shout stop! than to do it.

‘Of course, it is likely enough, my friends,’ he said slowly, ‘likely enough that we are going to our doom: the last march of the Ents. But if we stayed at home and did nothing, doom would find us anyway, sooner or later. That thought has long been growing in our hearts; and that is why we are marching now. It was not a hasty resolve. Now at least the last march of the Ents may be worth a song. Aye,’ he sighed, ‘we may help the other peoples before we pass away. Still, I should have liked to see the songs come true about the Entwives. I should dearly have liked to see Fimbrethil again. But there, my friends, songs like trees bear fruit only in their own time and their own way: and sometimes they are withered untimely.

Hobbits

“What shall we do, what shall we do!” he cried. “Escaping goblins to be caught by wolves!” he said, and it became a proverb, though we now say “out of the frying-pan into the fire” in the same sort of uncomfortable situations.
The Hobbit

It’s an ill wind as blows nobody no good, as I always say. And All’s well as ends Better!

‘And it is also said,’ answered Frodo: ‘Go not to the Elves for counsel, for they will say both no and yes.

The whole thing is quite hopeless, so it’s no good worrying about tomorrow. It probably won’t come. (Frodo)

Bree

He thinks less than he talks, and slower; yet he can see through a brick wall in time (as they say in Bree).

Rohan

‘Strange powers have our enemies, and strange weaknesses!’ said Théoden. ‘But it has long been said: oft evil will shall evil mar.

‘I owe much to Éomer,’ said Théoden. ‘Faithful heart may have froward tongue.
‘Say also,’ said Gandalf, ‘that to crooked eyes truth may wear a wry face.

Merry could not speak, but wept anew. ‘Forgive me, lord,’ he said at last, ‘if I broke your command, and yet have done no more in your service than to weep at our parting.’

The old king smiled. ‘Grieve not! It is forgiven. Great heart will not be denied. Live now in blessedness; and when you sit in peace with your pipe, think of me! For never now shall I sit with you in Meduseld, as I promised, or listen to your herb-lore.’

‘Man!’ cried Pippin, now thoroughly roused. ‘Man! Indeed not! I am a hobbit and no more valiant than I am a man, save perhaps now and again by necessity. Do not let Gandalf deceive you!’

‘Many a doer of great deeds might say no more,’ said Ingold.

Gondor

Then an old wife, Ioreth, the eldest of the women who served in that house, looking on the fair face of Faramir, wept, for all the people loved him. And she said: ‘Alas! if he should die. Would that there were kings in Gondor, as there were once upon a time, they say! For it is said in old lore: The hands of the king are the hands of a healer. And so the rightful king could ever be known.

Sam hesitated for a moment, then bowing very low: ‘Good night, Captain, my lord,’ he said. ‘You took the chance, sir.’

‘Did I so?’ said Faramir. ‘Yes sir, and showed your quality: the very highest.’

Faramir smiled. ‘A pert servant, Master Samwise. But nay: the praise of the praiseworthy is above all rewards.

Not if I found it on the highway would I take it I said. Even if I were such a man as to desire this thing, and even though I knew not clearly what this thing was when I spoke, still I should take those words as a vow, and be held by them. ‘But I am not such a man. Or I am wise enough to know that there are some perils from which a man must flee. (Faramir)

you seem to have stumbled, think that it was fated to be so. Your heart is shrewd as well as faithful, and saw clearer than your eyes. (Faramir)

‘A time may come soon,’ said he, ‘when none will return. Then there will be need of valour without renown, for none shall remember the deeds that are done in the last defence of your homes. Yet the deeds will not be less valiant because they are unpraised.’ (Faramir)

Elves

Few can foresee whither their road will lead them, till they come to its end.’ (Legolas)

‘Then,’ said Glorfindel, ‘let us cast it into the deeps, and so make the lies of Saruman come true. For it is clear now that even at the Council his feet were already on a crooked path. He knew that the Ring was not lost for ever, but wished us to think so; for he began to lust for it for himself. Yet oft in lies truth is hidden: in the Sea it would be safe.’

‘And it is also said,’ answered Frodo: ‘Go not to the Elves for counsel, for they will say both no and yes.

‘Is it indeed?’ laughed Gildor. ‘Elves seldom give unguarded advice, for advice is a dangerous gift, even from the wise to the wise, and all courses may run ill. But what would you? You have not told me all concerning yourself; and how then shall I choose better than you? But if you demand advice, I will for friendship’s sake give it. I think you should now go at once, without delay; and if Gandalf does not come before you set out, then I also advise this: do not go alone. Take such friends as are trusty and willing. Now you should be grateful, for I do not give this counsel gladly.

‘At least for a while,’ said Elrond. ‘The road must be trod, but it will be very hard. And neither strength nor wisdom will carry us far upon it. This quest may be attempted by the weak with as much hope as the strong. Yet such is oft the course of deeds that move the wheels of the world: small hands do them because they must, while the eyes of the great are elsewhere.

But of bliss and glad life there is little to be said, before it ends; as works fair and wonderful, while still they endure for eyes to see, are their own record, and only when they are in peril or broken for ever do they pass into song.

Silmarillion, “Of the Sindar”

Phillip’s Notes on The One Ring 2e

I’ve been cleaning up and publishing some of my notes from running The One Ring (2nd edition). This page serves as a place to collect and organize the various posts.

Table of Contents:

  1. For Players
  2. For Loremasters
    1. Regional – Eriador

For Players

For Loremasters

Regional – Eriador

Where Can a New Party Start in Eriador?

I would say the majority of games I’ve played in and observed start at The Prancing Pony in Bree. Nothing wrong with that, of course, it is an iconic location for Lord of the Rings fans and a great meeting place for multiple cultures.

But sometimes we like to mix it up. Here are some suggestions for other starting points:

  • Bilbo’s house in the Shire
  • The Summer Smoke Ring Festival at Staddle
  • The Dwarven House outside of Mithlond
  • The Halls of the Dwarves (detailed in Realms of the Three Rings), particularly Clearweather Market
    • I called the inn in Clearweather Market “The Bedrock”
  • The Bridge Inn at Tharbad
  • The Queen’s Hall at Lond Daer
  • The Last Bridge or Sarn Ford, with a crisis already underway
  • Weathertop, with Rangers asking for help with a crisis from those traveling on The East Road
  • In media res – traveling on The East Road or south on the Greenway, with a destination already in mind

These are suggested with the idea of being a newly formed mixed-culture party. Other locations might be suitable with a more restricted set of cultures.

References

Running The One Ring 2e for Two Players

I’ve been running a campaign of The One Ring for two players for over a year now. Questions about adjusting TOR for two players seem to come up surprisingly often, so I wanted to share my notes.

In short, I recommend giving 5 extra experience points, adjusting the fellowship pool amount, and playing as you normally would. Don’t make it harder than it needs to be!

Table of Contents:

  1. Character Creation
  2. Fellowship Pool
  3. Fellowship Focus
  4. Situational Difficulty
  5. Combat
  6. Benefits of Two Players
  7. References

Character Creation

I do not recommend reducing the attribute TNs (i.e., calculating from a base of 18 instead of 20). While it makes things initially easier, players can ramp up to a power level where it’s difficult to challenge them. Starting with base 18 makes this happen much sooner.

I do recommend adding 5 extra starting experience for each player.

Players need to be aware that in a two player game, not all combinations of cultures and characters will work. I recommend some extra hand holding here to make sure that there’s good coverage of the necessary journey/council/combat/healing skills.

We have not used the Strider distinctive feature in our game, and this hasn’t been a noticeable difficulty for the party. It is an option though.

You could start the characters at Valour and/or Wisdom 2.

Fellowship Pool

DanW uses (8 – player count).

“I sometimes calculate the base pool = 8 less number of heroes, rather than just number of heroes. It boosts small parties and debuffs larger ones, with no impact on a typical party of 4.”

We play 1.5 hr sessions, I gave them with an extra +1 to the baseline (i.e., 3 points per session before cultural and patron bonuses). The end result is effectively the same as DanW’s.

Fellowship Focus

With just two players, we don’t play with fellowship focus. No shadow point when the other takes a wound, only +1d when assisting.

Situational Difficulty

My personal approach was to start with mimimal adjustments, tell the players that we might have to adjust things along the way if we find there’s a balance problem, and then just dive into the game.

I think the big pitfall to avoid in a two player game is making things too easy out of worry about difficulty. I observe my own tendency to pull punches and give extra rewards when playing with two players. And this does help in the beginning, but it’s also easy enough to get yourself into a spot where it’s hard to challenge the players.

I recommend remembering you have the option to offer Success with Woe instead of a Failure in many circumstances. This can allow the players to push the narrative forward instead of getting stuck, while having fun, awful setbacks accompanying it.

Combat

Fights are definitely a place where I worry – I don’t want to make every fight easy, but I also don’t want to wipe the party unexpectedly. In the first combat roll of our campaign, one of my players took nasty wound and I thought it was going to be a TPK. But since then, they have gone better than expected.

It’s fine for parties to struggle with combat. My players have gotten wise about recruiting help, using situations to their advantage, and finding alternatives to combat.

Moria warbands are a good way to model help from multiple NPCs.

I recommend giving one of the players the Cleaving quality on a piece of treasure – this helps keep the momentum up in fights.

I’m open to Skirmish stance from Strider mode, they haven’t reached for it yet. But it’s something to consider.

Benefits of Two Players

We focus so much on the adjustments needed for smaller parties, I just want to talk about some of the benefits I see from my small group:

  • Scheduling is so easy – we played 44/52 weeks in 2025!
  • Each player gets plenty of spotlight time, and they also get plenty of breaks
  • Splitting the party is easy to manage – switch back and forth between players.
  • Decisions get made quickly

References

Crime and Punishment in Eriador

Something that has come up in several different games of The One Ring has been the topic of taking someone prisoner and delivering them to justice in some settlement or other. This comes up especially often in relation to a certain published adventure with a despicable dwarf, but has also happened in other situations as well. I wanted to capture my thoughts on this matter, and how I approach this type of situation in my games.

I understand the drive to do this. We are roleplaying Tolkienian heroes, oriented to the good, and non-Orc enemies should be captured and tried by those with more authority. The problem is that the sense of justice and judgment that holds in our world doesn’t really hold in Eriador. We have a “justice system,” and we put punishment and locking people up out-of-sight and into the hands of “qualified people.”

But the towns and villages that remain in Eriador are small, disparate remnants of an emptied, collapsed kingdom. There is no central authority. Each settlement makes their own law. Nobody wants to take prisoners off of your hands. Nobody wants to lock up prisoners for long periods of time, continuing to feed and care for them in the meantime. People certainly would not appreciate you to bringing problems INTO their homes!

In fact, what we think of as “jails” or “prisons” are (mostly) non-existent!

  • Different villages might have a lock-hole to keep a drunk overnight or to briefly hold a criminal awaiting trial. This would be the most that you might find, and even this might be something that doesn’t exist!
  • Bree would likely have the above, or even a small jail of sorts. But a 1e adventure notes they would have to construct a gallows for an execution, they don’t have one ready.
  • The Shire is not a place I would take prisoners for justice…
  • Perhaps the Halls of the Dwarves are similar to Bree here.
  • Tharbad is probably the one place with a proper prison, but conditions are grim and justice is wanting in that place. Also, why would the Master want to take in an external prisoner, unless he was someone who escaped from the city that will be publicly executed as a warning to others?
  • Why would the elves appreciate you bringing a bandit to their borders to deal with?

If you bring a prisoner to one of these places, the first question that should arise is what do these people care about the alleged crimes?

  • If you take a dwarf to the Halls of the Dwarves (where they were already exiled from!) for troubles in another land, what do you expect these people to do about it? It didn’t happen in their land, you were the one who brought him back.
  • Perhaps you’ve taken a problematic dwarf to Bree for the Reeve to dispense justice. But the relevant crimes in Bree, at best, might be a failure to pay for goods and services. You probably had something bigger in mind for punishment!

In many cases, the people are likely to not be interested, and if they can be persuaded to care, they’re going to offer lesser punishments than what the players are expecting, including the prisoner’s likely freedom.

Because the nature of punishment is not quite the same as what the players are expecting. If you’re not keeping prisoners long-term, you are left with a small set of outcomes. These outcomes are not oriented around an ideal of “justice” as much as maintaining social stability and limiting the possibilities of vendettas and revenge cycles. Execution is extremely unlikely as an outcome, though if crimes were heinous enough it might happen. That means you’re left with:

  • Financial settlement (e.g., paying a fine, weregild for a death)
  • Another form of restitution, like a period of indentured servitude or manning a necessary-but-unenjoyable position for a time
  • Exile or outlawry (declaring them outside the protections of society, free to be hunted down and killed)

This judgment is likely to be decided by a local leader, a council of leaders, possibly involving a neutral arbiter to set the terms of settlement among the parties.

So, for the most part, nobody’s going to help you take prisoners off your hands and serve them justice (unless you’ve been asked to do just that). If they do, it’s not going to be the “justice” you’re wishing for. They’re likely to be banished at best, and that means their freedom to do the same elsewhere.

What options are left?

  • Make the prisoner swear an oath before releasing them (which should be taken very seriously, very Tolkien-esque)
  • Try to scare someone straight
  • Hope that the hard life in the wilds will care of killing them eventually
  • Eat the misdeed shadow and dispense your own justice

A tough set of choices for the heroic players who wish “justice” to be served in a more “civilized” manner!

References

The One Ring 2e: Going to Rivendell with Bilbo

I started thinking about this after discussing a matter with other The One Ring loremasters: would Bilbo be able to find his way to Rivendell, or should they all still have to search?

First, there’s the question of what’s Bilbo’s actual familiarity with Rivendell? Because that can strongly impact the question. If he hasn’t been back since, he can’t offer any help!

Table of Contents:

  1. What’s Bilbo’s Familiarity with Rivendell?
  2. Opinons From Other Loremasters
  3. What I Did
  4. References

What’s Bilbo’s Familiarity with Rivendell?

For myself, it seems apparent that Bilbo has to have visited Rivendell more than the several instances we learn about in The Hobbit and The Lord of the Rings. We know that Bilbo remains odd and disappears from the Shire occasionally. But the biggest evidence to me is that he becomes quite proficient in Sindarin and has translated several Elvish poems and songs into the common tongue (or the Hobbit tongue), as we see in the final accounting of his writings at the end of Lord of the Rings.

Together with extracts from Books of Lore translated by Bilbo in Rivendell.

Tolkien, J.R.R.. The Lord Of The Rings: One Volume (p. 1027). (Function). Kindle Edition.

To me, that seems hard to do this well with simply a short number of years spent in Rivendell at the end of his life – a period where the Ring’s preservation powers were no longer affecting him and he became increasingly tired. Is that the most likely time to pick up a new language, rather than continue to translate a language he’s learned well enough in years before? I, personally, do not think that he did most of this learning after giving up the Ring, when old age started setting in on him in earnest. Though it is not out of the question.

It is also noted that he taught younger hobbits songs and stories, and that happened years before he left the Shire for Rivendell.

‘He did not make it up,’ said Strider. ‘It is part of the lay that is called The Fall of Gil-galad, which is in an ancient tongue. Bilbo must have translated it. I never knew that.’

Tolkien, J.R.R.. The Lord Of The Rings: One Volume (p. 186). (Function). Kindle Edition.

Another exchange shows that Frodo has been taught at least enough Elvish to have Bilbo be surprised at Frodo’s ignorance.

Suddenly Bilbo looked up. ‘Ah, there you are at last, Dúnadan!’ he cried.

‘Strider!’ said Frodo. ‘You seem to have a lot of names.’

‘Well, Strider is one that I haven’t heard before, anyway,’ said Bilbo. ‘What do you call him that for?’

‘They call me that in Bree,’ said Strider laughing, ‘and that is how I was introduced to him.’

‘And why do you call him Dúnadan?’ asked Frodo.

The Dúnadan,’ said Bilbo. ‘He is often called that here. But I thought you knew enough Elvish at least to know dún-adan: Man of the West, Númenórean. But this is not the time for lessons!’ He turned to Strider. ‘Where have you been, my friend? Why weren’t you at the feast? The Lady Arwen was there.’

Tolkien, J.R.R.. The Lord Of The Rings: One Volume (pp. 232-233). (Function). Kindle Edition.

This passage demonstrates that Bilbo obviously has a relationship with Aragon. That relationship seems connected to Rivendell based on his ignorance of Strider’s Bree-name. We certainly know that Bilbo is the one who composed the All that is Gold lines that are associated with Aragorn.

There’s a strong possibility that this relationship developed in the end of his life. Bilbo settles in Rivendell in 3001, and Aragorn and Gandalf leave to hunt for Gollum in 3008, which does leave enough time for a friendship to develop in that period.

But it is also possible that Bilbo and Aragorn have a much longer relationship. Aragorn would presumably have been present in Rivendell during the stopover on the way to the Lonely Mountain. However, he would have been 10 and called Estel, with no knowledge of his heritage (which is revealed to Aragorn in 2951). There is also the potential that Bilbo visits Rivendell again sometime (or more than once) between 2951-2956, before Aragorn begins his errantry.

Another factor to consider is the change in disposition of the elves, as reflected on in the post Notes on ‘The Coming of Bilbo to Rivendell’ from The Blog of Mazarbul. In The Hobbit, the elves are mostly bemused at Bilbo, but he is a respected figure by The Lord of the Rings, and perhaps even a figure of curiosity. To me, this transformation in opinion speaks to more encounters than those described in The Hobbit.

While not cannon, in TOR 1e, the adventure “Concerning Archers” places Bilbo in Rivendell, too. That’s canon in my game, at least, and colors my thoughts.

Opinons From Other Loremasters

All of this musing is set to anchor a question of game mechanics:

My players have decided to travel to Rivendell for the first time with Bilbo. Bilbo’s visit was planned in advance. Would you still have them search for the entrance? Seems like they should have no trouble with Bilbo, but any return visit would require the searching.

Some opinions that I appreciated from the TOR discord:

  • FreesiaJasmine: “I would say canon says Bilbo knows the way for sure. Whether it’s simply a matter of him telling them the way so they can come back or not, though… I play it that the valley has guards so even if you find the way in, if you’ve not been given permission, you still ain’t getting in (except in pincushion form), but I also generally make sure my heroes have permission – or at least some of them do and are made responsible for the behavior of the others!”
  • DanW: “Even Gandalf struggled to find the white stones, so I would have them roll.”
  • robert20210126: “I’d assume that Vilya (Elrond’s one of the Three) plays a part.”
  • DanW: “I don’t think that finding Rivendell should play out as a genuine peril (unless they’re being chased by a giant ward or something), rather a few rolls to signal that it’s hidden and special. Get the players’ anticipation level up.”
  • DanW: “I might have Bilbo inconveniently disappear on the way. Thinking about it, he could literally disappear.”
  • RedneckRPGer: “How about have Bilbo get them in the general location, and then one of the Imladris Scouts/Guards recognise Bilbo and then escort the group to the Hidden Valley?”

And a counter-opinion:

I don’t recall any extravagant amount of time he spent trying to learn the path, though. Not even sure why he’d want to put in that kind of work. Even less likely a goal the more he aged.

I see Bilbo more as cheerily blundering along the woods, confident that sooner or later one of the elves will find him and escort directly to a banquet table.

What I Did

In my game world, Bilbo has certainly been back to Rivendell several times and has an ongoing relationship with the Elves.

This does not eliminate the need to find the stones, though Bilbo would have an easier time of it.

However, I had Bilbo disappear at an inopportune moment, causing the party to search for him and the path. Narratively, I described this as a situational problem: BILBO was invited to Rivendell, but he had extended this invitation to his friends as well, only remembering as he closed in on the valley that his two guests had not actually been invited by the elves… something he needed to sort out with the Rivendell wardens.

The players still executed the search, and they eventually found by Bilbo and the wardens, who then led them into the valley proper.

References

  • Phillip’s Notes on The One Ring 2e – for more Loremaster notes and resources
  • Aragorn/Bilbo Relationship Timeline | Mythgard Forums

    The earliest moment when Bilbo could have met Aragorn was in The Hobbit when 10-year-old Aragorn was living there with his mother. But Aragorn did not then know his true identity: he was Estel, and I don’t think anyone in Rivendell would have told the truth about the boy to a hobbit passing through.

    Aragorn learns his true identity at age 20, in 2951, which is two years after Balin and Gandalf visited Bilbo at the end of The Hobbit. So even if Bilbo had visited Rivendell during those 10 years he is still unlikely to have learned who Estel is.

    Aragorn meets Gandalf when he’s 25 (2956) and from age 26-49 he’s wandering Middle-earth, serving in Rohan and Gondor.

    Frodo is born in 2968; his parents die in 2980 (same year Aragorn meets Arwen again in Lorien!). If we assume that Bilbo adopts Frodo in 2980/81, it is unlikely that he would have left Frodo for long trips to Rivendell after the adoption.

    The Farewell Feast is 3001; that same year Gandalf ‘opens his heart’ to Aragorn and the Ranger guard on the Shire is doubled.

    Bilbo settles in Rivendell in 3002.

    Gilraen, Aragorn’s mother, dies in 3007. From 3008-3017 Aragorn and Gandalf seriously search for Gollum.

    So when did Aragorn tell Bilbo his story? The first option is that Bilbo visited Rivendell sometime between 2951-2956, before young Aragorn goes on his great wanderings. Aragorn, being new to his true identity, might have told Bilbo his story. But his identity was secret for a reason, and would he have revealed that secret to a visitor, even a respected one?

    The second option is that Bilbo didn’t hear Aragorn’s story until he settled in Rivendell. This is after Gandalf ‘opened his heart’ to Aragorn, who would then have had good reason to establish a relationship with Bilbo. This leaves only 6 years of regular contact (before Aragorn takes up the hunt for Gollum), but that’s long enough for mortals to become friends.

    My head-canon, thean, is that Bilbo composed the All That is Gold poem after Gilraen died in 3007, to comfort his friend and let him know that he, Bilbo, believed that Aragorn would fulfill his destiny and bring Estel back to the world.

  • Notes on ‘The Coming of Bilbo to Rivendell’ – The Blog of Mazarbul

    Further, I quickly decided that if I was going to attempt something fairly unique, it would be best to consider Bilbo from an outsider’s perspective…and not just any outsider, but the Elves of Rivendell. It may seem a strange choice, for upon Bilbo’s first coming to Rivendell, the Elves seem to think of him (not unjustly) as a fairly banal figure; amusing and good-hearted, but of little consequence.

    Yet it struck me that this perspective must have been altered by the time Bilbo returns to Rivendell to dwell there, following his 111st birthday. Not only is Bilbo a character altered by his experience, he is (I would contend) altered to the point of being amazing…even to the Eldest. For now, he is girt with a blade out of their own ancient history, bedecked in mail surpassing that of many of their captains and lords, with tales of dragons and eagles and gollums. Bilbo is not just strange, he is wondrous, even to an Elvish perspective.

    And he is ungreyed by age. Half a century and more has passed – a small span of time to an Elf, but not so small as to be wholly unremarkable. The Elves are not unfamiliar with mortals, they know how swiftly they wither and perish…yet Bilbo does not, Bilbo has not.

    And, of course, there is the matter of his magic ring. Of course, none truly guessed that it was the One at this time (and how much greater would their wonder have been upon realising what he had truly borne!), but for a mortal to have stumbled across, worn, and willingly given up even a lesser ring, one of the essays in the craft…even that is extraordinary. Even that is a feat.

    So not only is Bilbo exceedingly strange, he must be strange to the fairies themselves. It’s a rare thing, I think, for an Elf to truly experience that Faerie wonder…yet I am sure that Bilbo must have inspired it in them. He is extraordinary, quite simply, even to Faerie creatures. And I felt like trying to explore at that and pick at it was a worthwhile attempt.

  • How did Bilbo learn 🧝elvish? | 🧙The Tolkien Forum🧝

    It seems that he had some knowledge of Elves before LOTR or The Hobbit but had probably not met them personally before his journey unlike FrodoThe Baggins family never did anything unexpected and you probably knew what they would say to a question so usually you didnt bother asking them. Frodo did however most likely taught by Bilbo who became friends with the Elves after the Hobbit.

it was only due to freequent visits to Rivendell that he grew learned in the lore of the elve tongue…

He often visited elves, so one would presume he picked it up, as one would pick up Spanish, if one took a holiday in Spain annually, for instance.

Useful Item Ideas for The One Ring RPG

Characters in The One Ring RPG can carry useful items (with the number based on the character’s Standard of Living). In my experience, it can be difficult to come up with ideas for useful items, so I’ve collected ideas from various documents, Discord conversations, and games I’ve played.

Table of Contents:

  1. Useful Item Guidelines
  2. Useful Items by Skill
  3. Other Ideas
  4. References

Useful Item Guidelines

Here’s what the CRB says about useful items:

Each Useful Item is associated with a single Skill, and gives one bonus die for most instances of rolling on that Skill, but only for you. Be creative: an item for LORE can be a book (yawn) but it can also be a supply of coffee (nothing gets your mind sharp and your memory clear like coffee) or a particular pen you used when reading in the library which helps you remember the things you studied back then. For consumables, assume you always have an adequate supply.

Some items might be useful in other situations; for instance, a hammer that helps you with CRAFT might also be helpful when you just need to break something. The more likely an item is to be useful in situations other than rolling on a Skill, the stricter the loremaster will be when evaluating whether it is applicable to a Skill roll.

Note that you do not need to make sure every item you could ever need while traveling is accounted here. If you do not list a torch, you can still assume you have a torch, along with a bedroll, a cookpot, some rations, and other basic travel gear. It just won’t be a torch that gives a bonus die.

Guidance from the TOR discord suggests that:

Useful Item ought to be useful only on some subjects, or in some circumstances. The LM should not accept one that is likely to be useful on nearly every roll of that skill.

Useful Items by Skill

  1. Athletics
  2. Awareness
  3. Awe
  4. Battle
  5. Courtesy
  6. Craft
  7. Enhearten
  8. Explore
  9. Healing
  10. Hunting
  11. Insight
  12. Lore
  13. Persuasion
  14. Riddle
  15. Scan
  16. Song
  17. Stealth
  18. Travel

Athletics

  • A coil of rope [with grappling hook]
  • Set of climbing pitons
  • Gloves of supple leather to facilitate climbing
  • A spear or walking stick that can be used as a vaulting pole
  • Footware:
    • Snowshoes
    • Lightweight running shoes
    • Boots with a spring-heel
    • Well made boots

Awareness

  • An ear trumpet (to enhance your listening)
  • Glasses
  • A hat with a brim to screen the glare of the sun
  • Spyglass or telescope
  • Polished metal mirror
  • Clear crystal or lens
  • Wind chimes or small bells
  • Trained bird companion
  • Weather glass or barometer
  • Compass with detailed markings
  • Pocket sundial
  • Consumables
    • A type of tea with a mild stimulant to assist a night watch
    • Elven waybread
    • stimulating herbs

Awe

  • A suit of expensive clothing
  • Earrings of pearl
  • An impressive gold chain
  • A remarking torque
  • A striking ring
  • A fine cloak and hood
  • Elaborate hair combs
  • Exquisite diadem
  • A tattoo of something powerful (animal, symbol)
  • A necklace of claws/teeth
  • War paint
  • Prominent piercing
  • A bottle of good wine
  • Exquisite umbrella
  • Artful makeup
  • Delicate perfume
  • Impressive scar

Battle

  • Colour coded feathers on arrows (to choose right weight for the distance being shot)
  • Small feather attached to the tip of the bow to indicate wind direction
  • Figurines for setting up battle plans
  • Flint (to start a fire)
  • A finely crafted set of Dwarf made figures for setting up battle plans
  • A gold and silver chess set from the exotic south
  • A detailed map of a specific area and its surrounding terrain, useful for planning ambushes and tactics

Courtesy

  • A suit of expensive clothing
  • Earrings of pearl
  • Various small gifts to present
  • Striking ring
  • Fancy waistcoat
  • An [exquisite] umbrella
  • Small gifts to be shared (toys, pipe tobacco, wine, other consumable items)

Craft

  • A set of tools to carve stone / engraving tools
  • Fine wood-crafting tools
  • [Trusty] [work] hammer
  • Pickaxe
  • Drills
  • Magnifying lens
  • Measuring tool
  • Tool sharpener
  • Tongs

Enhearten

  • A liquor to infuse strength
  • A war horn
  • A fine crafted circlet
  • An engraving of meaning
  • A banner
  • A set of rattling bells tied to a spear to be shaken
  • A smooth stone to calm your thoughts
  • A carving to hold aloft as a totem for the group, celebrating a previous positive event or Patron

Explore

  • A wind-proof lantern
  • A detailed set of maps
  • Wayfarer bundle
  • Set of chalk in several colours to mark the way
  • Trusty tinderbox

Healing

  • A balm to soothe pain
  • A salve to dress wounds
  • Dried herbs to alleviate aches
  • Trusty pestle and mortar to make remedies
  • Strips of cloth that can be used as ties, or as bandages
  • A foul smelling unguent
  • Plant extract to induce vomiting (treats food poisoning)

Hunting

  • A knife for skinning rabbits
  • Hunting knife
  • A little box of salt to cook
  • Set of fine snares
  • Hunting dog or bird
  • Fishing gear
  • A bird call whistle
  • Bolas for use in a chase
  • A quiver
  • A lucky quiver

Insight

  • Pipeweed to use for gathering thoughts while observing someone
  • A fine pipe to find comfort
  • A deck of gaming cards or dice that permits close observation when playing with people
  • A bottle of fine beverage (to either use yourself or offer a glass to someone)
  • A journal for reflection

Lore

  • A rare book
  • An ink and quill set
  • An heirloom to help recall your studies
  • A worry stone to help recall your studies

Persuasion

  • Various small gifts to present
  • Pipeweed to share
  • A book with thoughtful insights on persuasion
  • A bottle of good wine to share
  • Delicate perfume

Riddle

  • A good pipe to help you think
  • A smooth stone to calm your thoughts
  • A pack of playing cards or dice to distract
  • A book of riddles
  • A trained animal (probably a dog, but a hawk might do, or even a ferret!) that will perform a diversion with a coded sound or signal

Scan

  • A wind-proof lantern
  • Pocket eyeglass
  • Magnifying glass
  • Sniffing salts to enhance focus for the task at hand
  • A trained animal to help locate certain smells

Song

  • An [exotic] instrument that you can carry (violin, lute, flute, harp, drum, viol, lyre)
  • A book of poems/songs

Stealth

  • Camouflage paint/makeup
  • A dependable cloak
  • Something you can throw to make distractions
  • Pinpoint lantern
  • Lockpicking tools
  • Noise reduction
    • A backpack with no metal exterior loops or buckles, and interior pockets that cushion the things inside
    • A scarf to cover mouth to reduce breathing noise and breath when cold outside
    • A strip of cloth that could tie arrows together in your quiver and stop them from rattling
    • Specially-designed chainmail that doesn’t rattle
    • Leather wrappings over/around metal bits
  • Shoes
    • Slippers (cushions the sound when sneaking)
    • Pair of soft soled shoes
    • Nimble boots
  • Consumables
    • Herbal mixture that heightens reflexes
    • A scent that drowns out your normal aroma

Travel

  • A sunstone to navigate in bad weather
  • Travel biscuits/dried meat
  • A walking stick
  • Camping gear
  • Sentimental handkerchief
  • A small tin of wax oil to waterproof boots or other leather kit
  • A bottle of tangy pickles as a pick me up
  • A hat with a brim to screen the glare of the sun
  • Tinderbox to light fires
  • Flint and steel
  • A detailed set of maps
  • Well prepared camping gear

Other Ideas

  • When stumped for coming up with items, consider consumables that can generate an effect.
  • Model animal companions as Useful Items – a hunting dog that’s +1d to Hunting
    • If you have multiple slots, the companion might provide a boon to multiple skills, e.g., +1d to Hunting and Awareness
  • DanW notes, and I think this has some merit to reflect on:

    I’m considering banning maps as a useful item. Apart from Thorin’s map (which has a very specific purpose), nobody ever carries a map in the books.

References