You are on page 1of 21

HOLDINGS

BY
RICHARD HARRISON
JACOB RODGERS
&
DAVID REA
FOR
THE ONE RING
ROLE-PLAYING GAME
CONTENTS

Artwork and Author Credits


Artwork found within this fan created supplement is strictly the copyright of the original artists and, if
applicable, any publications associated to their printing and distribution and such usage in no way challenges
this.

1
- Holdings -
The following chapter provides a more detailed sub-
system for determining the development and
management of Holdings and replaces the section
relating to Holdings within Darkening of Mirkwood
(pages 8 and 9).

A character's Holding is tied intimately to his


Standing within his home Culture; a trapper will
maintain his modest cabin, a respectable farmer
will tend his lands and cattle, whilst a lord will
oversee his large estate; all these individuals and
their lands make up the culture of a race of people
and determine their Standing within their culture's
society.

Even the heartiest adventurers eventually come


home to rest. The wise ones don’t fritter away all The following section summarises the various
their hard-earned treasure buying rounds at the elements in creating a Holding and also the steps
inn; they also invest in Holdings that strengthen taken at year end during the game's Fellowship
family and community, and can generate a modest Phase.
income. In prosperous towns and cities the wealth
generated by Holdings comes in the form of hard Acquire a Holding
coin, whereas in more modest communities some of By either receiving or establishing a Holding.
this wealth comes in the form of influence, goodwill
and favours owed. When restless Heroes succumb Select the Holding Type
to Adventure’s call and leave home again, their Select the Holding Type based upon your
Holdings are typically managed by family members character's Calling or Culture.
and trusted retainers. Should the journey home be
with empty pockets, heroes will be glad they left Select the Holding's Defining Trait
their Holdings in the care of wise and honest Select one trait (Holding Trait) that further
stewards. describes and defines the Holding and its
distinctive features.
Holdings have certain characteristics that make
them unique and different from others in the same A character may select the Improve Holding
community. As Heroes strive to increase the value of undertaking during any Fellowship Phase.
their property, weighing their options of how best to
reinvest their profits, their holdings will gain both At year end:
physical improvements and less tangible benefits,
becoming increasingly distinctive. Running a Holding
The player rolls to determine the performance
Physically, a Holding can be many things: a large (ie, profit) of their character's Holding.
rambling farm, a small storefront in a bustling
trade town, a hidden forest grove, or a deeply- Special Events and Hazards
delved mine. But Holdings are more than just a Any Special Events or Hazards are resolved
place; they are a refuge and a source of income and during year end and these may provide hooks
opportunity for heroes when they are not and ideas for actions and endeavours to be
adventuring. Holdings will grow and change over taken as part of the proceeding year's
their lifetimes. Most Holdings start small, but with Adventuring Phase(s) or beyond.
good management, and good luck, they may grow
large indeed.

2
There are two primary ways to acquire a holding; a Once the inspiration for the Holding has been
character may receive an established Holding as a established, the player then considers geographical
reward or use the Establish Holding undertaking in and cultural traits to further define and detail the
order to create or renovate a new Holding. Holding:

• A trait may then be selected from the "Holding


New Reward: Receive Holding
Traits" list
A character of any culture may take this Reward.
You have received a holding, perhaps as an
As a whole, these traits provide the foundation for
inheritance or as a gift from your ruler for your
the Holding in order to aid the player and
service. The holding is already established, but
Loremaster in understanding the make-up of it and
cannot have a rating any higher than the lower of
how it relates to the player-hero, the lands around it
your Valour or your Standing scores (to a minimum
and the campaign in general.
of one).

New Undertaking: Establish Holding


You may select this undertaking only during a Year's
End Fellowship Phase. You work to either establish
a new holding or renovate a long disused one. You
must have a Valour score of three or higher and the
new Holding starts at a rating of one.

After a Holding is acquired or established as per the


above Undertakings, the player should use the
following rules and advice to define the Holding. As
part of this process the player defines their
character's Holding and its purpose. This is done by
selecting a number of Holding traits based upon a
player-hero's Calling and Culture, as well as the
physical location of the Holding.

The exact nature of what makes up a Holding is up


to the Loremaster and players. To define a Holding
A character's Calling may shape and influence the
the following steps should be followed:
type of Holding they acquire or establish. The
following section provides information for players
• Keeping in mind the player-hero's Calling, the
and Loremasters in establishing a Holding's
defining element of a Holding may be selected
Inspiration; the defining trait of a Holding and
from the information provided later in this
usually related to a player-hero's Calling.
chapter. Players do not have to base their
character's Holding upon their Calling; instead,
Whatever the Calling type, such Holdings profit and
they may base it upon their Culture
grow through teaching others that visit and stay at
such establishments. The residents of these
• Whether this trait is selected based upon the holdings, the friends and kinsmen of the player-
Calling of the player-hero or their Culture, it is hero, may also advise local communities and even
known as the Holding's Inspiration and is a lords great and small, sharing their knowledge and
shorthand reference to understanding the expertise, and being rewarded accordingly in
relationship between the Holding and the player- treasure, prestige, favours and status.
hero in question (ie, is their inspiration related to
their Calling or Culture?)

3
Player-heroes of this Calling place great importance Player-heroes of this Calling are interested in
on serving and aiding others through the direct acquiring and learning as much as possible of the
commitment of their time and associated resources. world, its people, lore, myths and any other subject
that may take their fancy.
Holding Types which support the Companion can
be varied affairs but proximity to those people to Holding Types which support the Scholar in their
which they hold dear, and wish to serve, is the main research and learning vary from culture to culture;
determining factor for a Companion settling, libraries, of some form or another, exist in many of
establishing a Holding, and ‘putting down roots’. It the cultures of Wilderland and beyond, and often-
is not uncommon for Companions who a times the Elves of Rivendell and their kin in
particularly close to the ‘masters’ to be immediate Mirkwood can be found relaxing within their solars
neighbours or even to share their home and holding and scriptoriums. Other cultures, such as the
with them, for what better way to support and make Beornings and Woodmen record information in
sure the focus of the efforts is looked after and safe. carvings and pictures and the rare scholars among
such peoples rely on such medium to communicate
legends and old lore rather than the great books of
Motivated by a desire to command and lead others, others. Such places of learning and knowledge are
player-heroes of the Leader Calling oft find often comfortably appointed and furnished for a
themselves, whether they wish for it or not, in relaxing environment aids scholarly endeavour.
positions of power, responsibility and high office
within their culture; such is their sacrifice to those
they love and the things they hold dear. Driven by death and vengeance, those player-heroes
of the Slayer Calling often leave behind their past
The Holding Types of a Leader are often martial in lives and focus on seeking revenge over those that
disposition comprising of a stronghold of some wronged them.
kind; a fortification for men, elf or dwarf to rally
around in times of need and to seek shelter behind The Holding Types of a Slayer focus much on
when great danger threatens the land; whether that honing their martial abilities, with gymnasiums
be the forts of the Woodmen, the keeps of the men and training grounds of some kind or another
of Dale, the fortified tree-houses of the woodland forming this basis of most cultures, be they man,
elves, or the towers of the dwarves hewn from the elf, dwarf or (very rarely) hobbit. Heavily martial in
living rock. Leaders that hold office or represent and their attitude such holdings are marked by the
lead their people in positions of responsibility may scouts, soldiers and/or militia seen training with
also establish other abodes; it is not strange for sword, axe or bow; always under the watchful eye
player-heroes of this calling to focus on leadership and guidance of stern sergeants and captains. The
through learning and shared wisdom rather than focus on martial discipline and excellence is also
valorous deeds, and such Leader's Holdings often evident in the architecture and furnishings of such
resemble those of a more scholarly persuasion. holdings for they are often Spartan in decoration
and functionality.
4
The desire for wealth in all its forms drives player-
heroes of this Calling to seek out treasure thought It is not uncommon for a player-hero to seek relief
long lost and also to claim that which belongs to from his Calling and after returning from his
others. adventures look to more private and relaxing
pursuits. This is especially the case for more violent
The Holding Types for Treasure Hunters can be Callings and usually relates to characters with the
opulent affairs; the treasure acquired during a Slayer Calling who wish to absent themselves from
player-hero's journeys conspicuously consumed to the violence and loss of their past or Wanderers that
provide lavish living accommodation and beautiful look to relax and recuperate from the rigours of
surroundings. Other times, those artefacts and their travels.
treasures discovered may be a means in themselves;
displayed within a museum, like the Mathom Player-heroes of any Calling may select a Cultural
Houses of Hobbits, as personal collections to be Holding Type as the basis for their Holding's
enjoyed and studied or the great vaults associated Inspiration rather than their Calling. The following
with the Dwarves of the Lonely Mountain where section details such types.
gold and priceless gems are locked away for only
their owners enjoyment.

The following section explores the different types of


The desire to protect and defend those that cannot holdings that are available to the cultures of
defend themselves is what define player-heroes of Wilderland and lists some common Holding Types
this Calling. associated with each culture, albeit Holdings are
not limited to such examples; a Mine may be more
The Holding Types for a Warden are usually martial common in Erebor but they are still known
in nature but reside on the borders of free lands, or elsewhere.
beyond, protecting and watching over their kin from
the depredations and encroachments of the wild.
Usually they take the guise of a watchtower or fort The people of Dale live in one of the newest and
of some kind, and homes to soldiers and scouts, most prosperous kingdoms of Wilderland, usually
these places are first and foremost military stone or wooden houses depending on if their
bulwarks and bastions. Utilitarian in nature, such holding is located within the city of Dale or its
places are not usually places of comfort for the soft borders respectively. Many people come and go
of heart although that is not to say that a traveller throughout the land, so Holdings that cater to their
cannot find a wholesome meal to fill their belly and needs are popular. Mining and Smithies are less
a soft pillow to rest their head. practised due in large part to the close proximity of
the lands of the Bardings to the Dwarves of Erebor
and the Iron Hills. As a thriving and growing
Player-heroes of this Calling travel the lands in kingdom there are many crafters and farmers in
order to discover untold secrets and explore new Dale
horizons.

Holding Types which support the Wanderer relate to A fierce and independent people, living in their
the exploration such player-heroes undertake in thatched long-houses or round-houses, the
their adventures. Often such an abode is a followers of Beorn occasionally emulate their
combination of library and museum; repositories leader, thus there is less demand for meat in this
for maps and lore and secrets and items from far off land while holdings of beehives and livestock for
lands respectively. Holdings will vary widely in wool, cheese and milk, alongside fertile orchards,
appearance depending on the culture, from the are predominant. However, other Beornings do
cluttered Mathom House of a Hobbit to the private hunt, keep stocks of rabbits, and trade with their
rooms of an Elf of Rivendell; maps, books and neighbours using fish and game.
artefacts placed on high book shelves and travelling
equipment stored within a chest, hidden away until
the wanderer next ventures out of her home.

5
The people of Bree and the surrounding villages of
Archet, Combe and Staddle are a peaceful but
hardy pastoral folk. Largely farmers of grains,
vegetables and livestock, and supplemented by
professions that support such agricultural
industries, the holdings of the people of Bree focus
on the basic needs of a community rather than
more luxurious pursuits.

The dwarves of the Blue Mountains have founded


many mines and fortresses in the home among the
peaks of north-western Eriador. For many years the
many varied veins of metals proved a rich source of
income but now, in the latter years of the Third Age,
this is no longer the case. Dwarves in this age travel
far and wide, trading with others, and also
diversifying more than others of their kin have been
known to do.

A people estranged from their ancestral homes, the


dwarves of the Grey Mountains usually establish The dwarves have many mines of gold and silver
holdings within the lands of the Iron Hills or the sunk deep beneath the Lonely Mountain,
Lonely Mountain. Those brave, or stubborn, supporting the many smithies and workshops used
dwarves who do decide to eke out some ‘stead or for crafting the wondrous items of the dwarf
piece of land to call home will need to make sure of artisans. Crafts and workings of all metals and
its martial characteristics; a Holding must be designs are in high demand by Dale and Esgaroth
defensible in such dangerous times after all. Those and the dwarves trade these in exchange for food
dwarves that do undertake such ventures mainly for they do not grow their own, nor mill their own
focus on mining and other related industries – for flour, and few keep livestock. The dwarves do not
the Grey Mountains are still rich in ore and metal regularly entertain guests from other cultures within
deposits. their stone built apartments, except during trade
negotiations so there is very little demand for inns;
although Dwarven alehouses are a common sight.
The dwarves of the Iron Hills share much with their
Lonely Mountain kin, although are perhaps more
focussed upon militaristic pursuits and the mining The peoples’ of Dunland live a simple existence;
of ore and metals due to their lack of proximity with hunting and gathering supplement fishing and the
other neighbouring cultures. Out here in the wild smaller farmsteads that make up the settlements of
Iron Hills they dwarves need to be self sufficient and this proud and independent folk. Iron-workers and
in the time before during the Desolation learnt to craftsmen are highly valued by their chieftains for
be self-sufficient, farming hardy root crops and the varied skills they employ in the support of their
rearing tough mountain goats in small herds that communities and basic trade with the people of
could be hidden quickly should a dragon be spotted Eriador bring in other supplies that may be needed
hunting in the distance. from time-to-time.

6
The ancient harbour lying on the western shores of
Middle-earth has been a home for the elves of
Lindon for ages past. A rich land full of craftsmen
and artisans of their folk, the elves of Lindon have
little need to trade with others as their kin make
their way to these lands when making their way into
the West and beyond. The lands of Lindon are full
of life, and elves that male their home here can
establish Holdings of varied types including
orchards gardens, fisheries, artisan workshops or
craftshops, hunting lodges and vineyards and
wineries.

The secluded and apparently insular Elves of Lorien


remain a mystery to many other cultures within
Wilderland and further afield. Theirs is a life of art
and fine craft and quiet contemplation and
Holdings established here often reflect these
Inside the Shire are many prosperous businesses;
pursuits; although so close to Mirkwood means that
providing food, drink and pipeweed to their
more martial and practical establishments are also
customers. Inns and public houses abound serving
valued among the elves here. However, there is
travellers and the local community alike, as any
nothing finer than walking through the gardens of
journey of more than a day is seen by hobbit-folk as
these graceful folk or spending time in quiet
worthy of an overnight stay. Artisans provide useful
contemplation admiring the music or craft of the
goods and plenty of mathoms also, with Mathom
grey elves of Lorien.
collectors purchasing them and often selling them
on to other interested parties; for a tidy profit of
course! Hobbits do engage in fishing, but from the
Making their homes within their Flets among the banks of rivers and streams and therefore only for
boughs of Mirkwood and within the Halls of their their own pleasure with the produce gained for
king, the woodland elves trade almost exclusively personal consumption of their families. Mining is
with the men of Laketown. Thranduil's hall imports very seldom practiced so demand exists within the
many foodstuffs but only exports foraged foods Shire for iron and metal related products.
such as nuts, fruits and fungi along with unusual Gardening is highly praised and those with green
dyes, pigments and other luxury goods like fine fingers can make a good living serving those in well-
clothes, carvings, jewellery, etc. Almost unique to to-do areas of the Shire.
the elven cultures is the purely artistic Holding that
produces art (song, music, dance, paintings, poems,
etc) for the enjoyment of their brethren and any
Laketown is ideally placed near to numerous
visiting guests from other lands.
cultures and acts as a central hub of trade to the
many regions surrounding it. Considered a 'free city'
it sees a large amount of trade, with many people
Known as the Last Homely House, Rivendell and the travelling their roads between Esgaroth and Dale
elves who call it home is largely self sufficient due to and far beyond to other lands. Inns and Public
its remote and isolated location. The House of Houses are present here and fishing is a viable and
Elrond has many vineyards, orchards and gardens productive venture anywhere on the Long Lake.
that are both beautiful and functional in use and Many common Holdings are that of the Trading
further afield, on the borders of Elrond's lands, lie House; a family-based unit that specialises in
hunting lodges where elven patrols watch over the buying and selling goods acquired from others,
lone lands and Trollshaws and the lords of often focusing on a specific category of good or a
Rivendell hunt deer and boar. specific region.

7
Famed and made prosperous and rich by their wine Perhaps the most civilised and settled of all the
and other goods, the people from far off Dorwinion peoples of Middle-earth the men of Minas Tirith,
focus on the grape and other farming. They and of further afield within Gondor, follow
supplement this with the rich fishing that can be professions and trades that vary as much as their
had from the Sea of Rhun as well as extensive nation. Ranging from the hunters of Ithilien, to the
livestock rearing in other areas. This, along with farming and livestock rearing of the lands south of
their open outlook to other nations has allowed the White Mountains, to the maritime-based focus
them to trade far and wide to the north in of the fair city of Dol Amroth and other ports, the
Wilderland and south-westwards to Gondor. land of Gondor accommodates most trades and
professions found within all other lands.

Closely allied with the High Elves of Rivendell, the Like their neighbours, the Beornings, the Woodmen
Dúnedain of Eriador travel far and wide; their believe strongly in independence. A farmstead large
holdings are found in isolated parts of the ancient enough to support their extended family is the
kingdom of the north, providing immediate benefit priority of almost all people of this culture. Near to
to the people that call such places home. Trade is Mirkwood, woodcutting and charcoal-making exist
very much between the nearby Holdings of the to support the people that reside there. Mills are
Dunedain rather than further afield and with other extremely rare as every family has its own
cultures, although exceptions to this are Rivendell millstone. Near to rivers and the Anduin herself,
and, occasionally, Bree. fishing can be viable. Inns and Public Houses are
foreign to the peoples of these lands.

The Rohirrim lead a largely pastoral and martial


life; patrolling their lands and tending to their
horse-herds and cattle while their kin till and tend
to the various crops they grow. Beyond luxury
goods, traded with Gondor for their famed horses,
they are largely self sufficient and Holdings will
spring up to meet the demands of their people.

8
Coneygarth
The following section details the various Holding Also known as a Rabbit Garden, the Coneygarth is a
Types that may be selected by a player-hero when penned enclosure, similar to a chicken coup where
defining their Holding. These entries describe either rabbits or hares nest and reproduce and useful as a
the raw materials available to the holding, the trade source of meat for many cultures, especially when
or occupation of residents of the Holding, or the times are harsh.
actual goods produced by the Holding in question.
Dovecote
Artists or Performers A dovecote is a birdhouse, home to scores of
The Holding is the home of artists. These pigeons that use it for nesting. Many cultures use
individuals or groups of people may produce song, these birds to send messages or as an easy to
sculptors, paintings, poems or other such expressive acquire source of fresh meat.
arts. They often travel, both to neighbouring
communities and further afield, in order to perform
for others and to finance their endeavours.

Beehives
Although Beorn is known for keeping bees he is not
alone in this undertaking. The presence of bees
enhances crops, flowers and other plants that
require pollination. They also provide honey to use,
sell, or make into mead as well as wax for candles
and to be used as a sealant.

Boatwright
This Holding is a specialised craftsman that builds
the boats, canoes, and skiffs that transport the Farmstead or Farm
many trade goods between Laketown, Dale, and A farm is a collection of fields and buildings used to
beyond. cultivate various crops and vegetables to feed the
general population, animals, and also to trade for
Carpenters or Stonemasons other goods. It has a small amount of livestock and
The Holding hires out workers to build structures may range in size from a farmstead (a farm housing
for other Holdings. Such work is often seasonal and and sustaining an extended family) found within
many carpenters have other secondary professions the lands of the Beornings and Woodmen to the
to supplement their income. Stonemason's work, larger farms found within the Dalelands that are
however, can often take years to complete with often focused on the production of grains and
significant investments of time and labour. hardier crops.

Crafters Fishery
The Holding has workshops and tools for skilled The local area has a significant river or pond where
manual workers who make items that are fish can be caught, saving a portion of their catch
functional, decorative, or both; including clothing, for local consumption with any left over for trade to
furniture, jewellery, household items and tools. the surrounding communities.

Collier Foragers
Using nearby forests and woods, the Holding For those with such knowledge and training the
produces charcoal to use, and sell to other wild can provide an abundance of forage able
communities, as a source of fuel to warm hearth foodstuffs such as nuts, fruits, fungi and herbs for
and fire smithies. both cooking and medicinal purposes. These foods
are often consumed by those who forage them but
can be trader with nearby lands and further afield if
they are dried or preserved.

9
Gardens or Allotments Logging
Including the expertise to tend, gardens are an area Wood and forest are often over-logged and ruined
of ground for growing flowers, bushes and trees by zealous men but if it is managed as an
simply for delight and pleasure, Allotments are occasional activity then it can provide an
small holdings for growing vegetables not usually invaluable, and replenishable, resource for the
mass consumed and herbs oft used for cooking. community. Harvested trees can be turned to all
kinds of tasks; lumber for woodmen long houses,
Horse Herd barrels to trade and transport wine with the elves,
Located in large corrals, horses are bred and used boats to transport goods along the Celduin and
for labour, travelling or war. Highly valued by many other uses such as weapon hafts and shields.
commoner and lord alike they provide a valuable
service and source of income to any Holdings that
has them.

Hunting Lodge
A hunting lodge is a cabin in the woods or wilds
that are suitable for a couple of nights stay. A
resident caretaker keeps it repaired and tidy, and
always has a small supply of food on hand in case
his lord shows up unexpectedly.

Inn or Public House


Generating income from those travelling through
the lands of the Holding, and therefore only
available to those places on established routes, inns
and public houses also provide the local Mews
community with news and information from the A mews is made up of pens and cages wherein a
patrons that frequent them. variety of falcons, eagles, hawks and other birds of
prey are kept and cared for. The nobility of Dale
Kennels hunt with these birds but are careful to leave the
Used for hunting, herding and as watch dogs a ravens of Erebor alone.
kennel is a large, often wooden structure
comprising of pens for the dogs to shelter and runs Mill
for them to exercise. The average kennel house A mill may be water-driven, wind-driven or ox-
around three dozen dogs. The kennels of the driven. In smaller, self-sustaining hamlets, each
Woodmen are impressive structures and house their family may use their own millstone but it is usual,
Hounds; the greatest of all the hunting dogs of in larger settlements, for one mill to support
Wilderland. numerous farmers and farmsteads within the area
who transport their grain to it in order that it may
Livestock be ground into flour.
Livestock may comprise of cows or sheep. Such an
improvement constitutes a large herd of a couple of Mine
hundred cows or several hundred sheep and the Found within mountainous or hilly regions a mine
fields to hold them. Cows are raised to produce usually provides coal, iron, gold or silver through
milk, cheese butter, meat and hides for leather. the veins that are discovered therein. Such valuable
They are tended by cowherds, milked by raw materials are sold on to smithies and crafters
dairymaids, and require a fairly large staff to alike for various uses.
exploit fully. Sheep are raised for food, wool and
parchment. They are grazed on Wastelands, Orchards
guarded by shepherds who also milk them, and An orchard is a large grove of fruit or nut trees.
shear them in the spring. These may bear apple, cherry, pear or plum fruit or
chestnut or walnut nuts. Orchards allow for the
gathering of these foodstuffs without the need for
time-consuming foraging.

10
Pipeweed
Grown predominantly in the Shire, Pipeweed is a A hidden mine deep in the trackless mountains is a
type of tobacco that is farmed, dried and used by very different kind of holding than a bright and
hobbits and others to smoke within their pipes. The cheery inn perched atop a high hill or a trading
cultivation and exportation of this herb is a key house in the bustling town of Dale. Holding Traits
industry in the Shire, especially in the south. allow you to customise the feel of your character's
Popular varieties of pipe-weed included Longbottom holding. They can also be invoked, much like
Leaf, Old Toby, and Southern Star. character traits.

Smithy
Smithies are a specific type of craftsman and may In addition, the holding type and traits for Holdings
range from the production of weapons and armour can be invoked like character traits:
to the shoeing of horses and other beasts of burden.
• For example, "I'm going to invoke my Holding's
Trading House "Beehive" trait/holding type; my farm has
Merchants use trading houses as part of their particularly vibrant flowers because of the bees,
business; the front is employed to receive other so I'm going to send a bouquet of flowers as an
traders in order to negotiate and finalise deals and apology
the rear is often a warehouse used for storing stock
purchased and/or transported from further afield.
• As part of their Holding Upkeep action to
produce an Ordinary Success without rolling
Vineyard or Winery
A vineyard is a great range of land whose sole
• Once per adventuring phase, you may earn an
purpose is that of growing the correct variety of
Advancement Point by invoking your Holding
grapes to be used in the fermentation of wine within
trait after a notable roll. Earning an AP in this
a winery. The Dorwinions are master vintners and
way works the same as other character traits
have yet to be surpassed by any other culture within
Wilderland.
• Also, the Loremaster may invoke any of the
holding's traits at any time to introduce new
elements into the narrative: a prominent
Players and Loremasters should use the above list
establishment might have an unwelcome guest
of Holding types as a guide and not be limited in
or a hidden resource might be in jeopardy of
their usage, For instance, there is no brewery and
being revealed
distillery detailed above but it is quite easy to
rename the Vineyard and Winery to fit such a
purpose.
As previously mentioned, when creating and
establishing a Holding, the player may select a trait
to describe and define their player-hero's Holding.

A single trait might have widely different meanings


between two Holdings.

When selecting a trait, the player should try to bear


in mind the location of the Holding, the
geographical landscape, political allegiances and
anything else that comes to mind as something they
deem important to the Holding.

• For example, one Holding with the Precarious


trait may be described as clinging to a mountain
side, whereas another might be found in a flood-
prone gorge, and yet another may be a rickety
house-boat tethered to Laketown.

11
When choosing traits, players must describe the Blighted
specifics of the trait as it applies to their Holding; Holdings with this trait have some kind of recurring
this is part of the fun of creating your Holding! problem or danger associated with it. This is likely
Players should be encouraged to select traits that to be some kind of creature; perhaps a troll makes
may, on first inspection, appear to be negative in his home under a nearby bridge or the lands
application and possibilities; such traits may lead around the Holding are plagued by wargs, but it
to interesting plot hooks and in-game developments may relate to something more natural; such as
for both the player and the Loremaster to develop, terrible storms, or the Holding may even suffer from
thus enhancing and enriching their game. a curse upon the land.

Cluttered
Loremaster Selected Trait
The Holding may be a Mathom stacked to the
An alternative option that may work better for some
rafters, or an ancient manor filled with detritus
gaming groups is for the Loremaster to select the
from a variety of unfinished projects or may contain
trait of the Holding. Thus allowing for the selection
ancient barrels still awaiting shipment to far off
of more negative traits, should certain players be
lands. This Holding may have little aesthetic
adverse to picking them, and also to represent that
appeal, but it is a treasure trove of unlikely items.
Holdings are far from perfect!
Defended
Holdings with this trait have some kind of active
What follows is a comprehensive list of traits, along militia or soldiery residing within it. This may be a
with details on how they might be applied. Players formal force of men-at-arms or something less so
and Loremasters may also create new traits as they such as elven archers.
see fit.
Disputed
Holdings with this trait have someone, possibly an
estranged relative or former resident, claiming
ownership over it. The player-hero and his
representatives must guard against efforts to
reclaim the Holding; and the restfulness of being
home can too often be disturbed by the
confrontational claimant.

Distinctive
The Holding has unique features that have become
part of its identity; for instance "that Mill with the
square wheel".

Established
Holdings with this trait have been established
Arcane before they became the property and responsibility
Holdings with this trait have some kind of magical of the player-hero; the Holding had at least one
property associated with it in some way. Perhaps master before the current one. It has existed, more
this could be an enchanted stream, a ring of stones or less as it is now, for as long as any of the locals
that impart prophetic dreams to those that sleep can remember.
within them or an ancient oak that imparts visions
to those resting within its boughs on a midsummer's Famous
eve. The Holding is famed for a particular thing that it
does or provides. This may relate to elements
Botanical associated with the type of Holding in question,
The Holding is graced with a diverse variety of such as a Mews being famous for its sparrow hawks
beautiful and fragrant plants, be they flowers or or could be famed for other, less obvious, things.
flowering-trees or herbs. This could be due to the
efforts of a gardener, the luck of the land, or an
especially industrious hive of bees.

12
Fertile Inconspicuous
Holdings with this trait are sited on extremely fertile The Holding seems, at first glance, to be less than it
ground usually in relation to the Holding's main is.
resource; for instance, land for farms or rich veins
of gold for mines. Infamous
Holdings with this trait are known locally as the site
Grand of a notorious event, similar in application to the
The Holding has a stately air about it; grand gates, Historic trait but of a negative aspect.
well-maintained drives, ornate columns etc. This
Holding was built and sited in order to impress and Infested
awe its visitors. Some, including the owner, might The Holding despite repeated efforts is infested by
scratch their heads at the cost of all these something. Such creatures do not have to be a
embellishments; for its upkeep, let alone its original danger to life and limb but they are at least more
construction, is an ever-present drain on resources. than just annoying and keep coming back, despite
attempts to dissuade them.
Growing
Holdings with this trait are often relatively young Lawless
and in the spring of their history; full of life, Holdings with this trait are lawless in nature. This
opportunity and expanding and growing along with may mean that crime is rampant or widespread, or
the communities near or around them. There will simply that the area is not governed and enforced
often be overcrowding as building struggles to keep by any formal laws and those living in such areas
up with the increasing population but there exists stake their claims through their exerted might and
an air of optimism in such places that is hard to influence.
ignore.
Oath Sworn
Hated The Holding has sworn an oath of support,
The Holding has a bitter rival who will look to hurt protection or allegiance to another; likely a
its interests at every available opportunity. neighbouring Holding.

Haunted Outpost
Holdings with this trait as haunted; at least, the Holdings with this trait are located on the border of
locals believe this to be the case, whether it is true less civilised lands.
or not has yet to be determined.
Overgrown
Hidden The Holding, despite efforts, or perhaps because of
The Holding is hard to find, even for those who are their absence, is perpetually encroached upon by
looking for it; tucked in a back alley with a the local flora.
nondescript door, nestled in a deep part of the
forest where no paths seemingly lead or deep Peaceful
underground with nary a sign on the surface. Holdings with this trait are quiet and calm. Visitors
find themselves resting and forgetting their worries,
Historic and engaging in song or poetry or other similar
Holdings with this trait have something of historic pursuits.
significance associated with them. This might not be
a commemorative statue or plaque, and the locals Perilous
might remember the event as nothing more than a The Holding is situated in an extraordinarily
nursery rhyme, but this Holding is located on the unlikely location. Buildings cling precariously to the
site of an important historical event or some such. landscape and occupants, or even the holding itself,
Perhaps a battle was fought here, or a defining seem to cower under the threat of imminent
speech was given, or two mighty heroes met, or disaster. The very approach to the Holding may be
tragic lovers parted. hazardous which inevitably means it is a place
where few visitors frequent.

13
Prominent
Holdings with this trait might be situated on a hill
with views for miles around or its main building
may be stark against the sky, or it could overlook
the town square in a bustling city. Whatever the
nature of the Holding's prominence, it is almost
impossible to not notice it.

Protected
The Holding has above-average defences, either
intentionally constructed or naturally occurring,
which protect it from attack. Fences, hedges, water,
cliffs, marshes, or just thick walls and a solid door,
are all possible physical manifestations of this trait.
During a Fellowship Phase, a character may work to
Rustic improve their Holding. The exact nature such
Holdings with this trait have a rustic and quiet improvements take is, of course, dependant on the
charm about them with buildings and other nature and type of the Holding. Loremasters and
features may have a simple utilitarian design or a players are encouraged to be specific about their
primitive feel. improvement(s), using the information detailed in
the previous section in order to add verisimilitude
Shrinking to the story and campaign.
The Holding is shrinking in size due to some
circumstance. This may be because resources and
supplies are diminished or some outside influence New Undertaking: Improve Holding
threatens the Holding in some way. Whatever the You may select this undertaking during any
reason, the population of the Holding is Fellowship Phase. you must spend the necessary
diminishing and the place is in general decline points to improve your Holding to the next rating
unless its fortunes can be turned around. level and the Rating of your Holding cannot exceed
your Standing (or Renown) of the culture whose
Strategic lands the Holding is part of.
The Holding is sited at a point of strategic
importance; possibly located at an important
Improving a Holding to the next rating has an
crossroad, ford, bridge or some landmark that
intrinsic cost, given in points:
offers a clear view of the terrain, and any
approaching enemies, from afar.

As with Distinctive Features that relate to player-


1 -
heroes, it is possible, over time, to replace the
trait(s) associated with a Holding; and this should 2 1
actually be encouraged by the Loremaster in order
to illustrate how a Holding may change due to the 3 2
events it witnesses and the challenges it overcomes.
4 4
In addition, the Loremaster, under exceptional
5 6
circumstances, may decide to award additional
traits to a Holding. These should occur based on 6 8
memorable events within the game and/or great
ideas or role-playing that the players may
These points can be paid with Experience Points on
demonstrate. Loremasters should adopt what feels
a one-for-one basis or with Advancement Points;
right for their campaign.
two points of APs required for each improvement
point paid for in this way.

14
The mundane affairs of running a business Special Events for Holdings
(planting crops, mining ore, forging tools and so on) A roll of A on the Feat Die represents an Interesting
can be ignored in the game; it is assumed that the Event and the player should roll on the Holding
character has the requisite skills or can employ Events table below.
someone who does. What is important to determine
is how a holding may change over the course of the Hazards for Holdings
years, and what fruits does it bear. Whether the upkeep of the Holding was successful
or not, if the Feat Die result is an C then the
player should roll on the Holding Hazards table
New Undertaking: Tend Holding below. Special Events and Hazards are exceptional
A character may spend a Year’s End Fellowship occurrences and are not subject to the maximum
phase tending to his holding by choosing this allowed treasure (profit) cap detailed above.
undertaking. If he does so, he may roll the Feat die
twice when determining Holding Upkeep and
choose the best result when determining the
conditions of his property and if the hero possesses
an appropriate Speciality, he gains an additional
Advancement Point.

During the end of year Fellowship Phase, the


Loremaster must check for the success of each
Holding. To do so, the player rolls the Feat Die and
a number of Success Dice equal to the Holding's
current rating and compare the result against a TN
of 14.

1) Successful Upkeep Result Cultures that are Frugal or Martial do not have as
An Ordinary success produces 4 Treasure, a Great much Treasure in circulation as richer cultures.
success produces 8 Treasure, and an Extraordinary When a Holding in one of these less prosperous
success produces 12 Treasure. This is the Profit of cultures does well, the amount of Treasure
the Holding for that year. The profit of a Holding is available will likely be restricted by more than the
capped depending on the Standard of Living for the other, Prosperous and Rich, cultures.
culture it belongs to.
Spending Stored Wealth
Any unclaimed Profit is not lost, however. It instead
is stored within the Holding itself as Retained
Wealth. This wealth has the same value as Treasure
obtained from other sources but can only be spent
Poor / Frugal 2 on increasing Standing within the community that
Martial 4 the character’s Holding is based within.

Prosperous 8 A well-run Holding provides more benefit to the


community than may be represented by the
Rich 12 Treasure taken per year as profit. It provides a home
and livelihood for a number of people and their
2) Unsuccessful Upkeep Result families as well as others who benefit in associated
A failed roll indicates the unsuccessful upkeep of trade. Stored Wealth effectively represents goodwill
the Holding, where no profit is made for the year in and spending it improves the living standards of
question. those who work his Holding or on the population in
general of the culture.

15
Besides Holdings being a more effective way of References to Holding Upkeep within the Darkening
increasing Standing than spending Treasure directly of Mirkwood and other supplements can be easily
they also provide the player-hero with a Sanctuary converted to these rules. Any alterations stated are
as long as they are suitably defended; this could be made to the TN difficulty (either up or down) during
expressed as an appropriate Holding trait or an the Holding Upkeep phase and should be self-
ongoing commitment by others to watch over and explanatory.
defend the Holding from danger. As always, what
constitutes adequate safety is determined by the
Loremaster.
Player-heroes may often feel it appropriate to share
a Holding, contributing to its upkeep and
A Holding that is a Sanctuary provides a specific set development. Although these rules assume each
of advantages for the character in question: player-hero develops and maintains their own
Holding there is nothing in particular to stop the
• Heal Shadow: characters gain a free attribute sharing of resources. The following points should be
bonus when Healing Shadow within their own considered in making such decisions:
Holding
• Holdings are often very specific to a player-
• Advancement Point Development: when a hero’s culture, background and/or calling;
Holding's Rating reaches three and then five therefore, it doesn’t wholly make sense for
the player may declare one additional characters of very different backgrounds to
Common Skill that is not favoured as favoured share one Holding
for the purposes for increasing its rating
through spending Advancement Points. Ideally, • Only those player-heroes’ with strongly shared
these declarations should relate in some way to ideologies etc can develop a Holding together.
the nature of the Holding or its Trait(s) In such cases costs, benefits, penalties etc
should be shared between such characters –
eg, only one character per Fellowship Phase
should be able to benefit from the ‘Heal
Shadow’ advantage if the Holding is a
Sanctuary

• A further potential option could be to site each


individual Holding in one location, thereby
allowing player-heroes to support each other
but for each Holding to remain separate. In
order to protect such Holdings there may be an
additional cost/resource to do so but this
should be considered by each Loremaster and
discussed with the players of the characters in
question

Ultimately, it’s up to each individual Loremaster


and their players to come up with shared solutions
that make sense and work for each particular
circumstance.

16
C Nothing Special Nothing special occurs this year.

The Holding has been extremely successful. Add two points of Treasure to the
1 Extra Profits
profit calculated for this year.

Fate smiles kindly upon your Holding. Add one point of Hope to your
2 Hope is Kindled
Character's current score.

A Great You invested in new ventures and your Holding bloomed. Add your character's
3
Investment Wisdom rating in Treasure to the total profit for this year.

4 Hard Work Pays You may reduce the TN for next year's Holding Upkeep by two.

Your Holding hosts a winter feast. Your Standing for next year is temporarily
5 A Great Feast
increased by one.

Something of interest relating to the Holding occurs. This may relate to the
player-heroes Calling, the nature of the Holding itself or one of its traits. For
A Fortuitous
6 - 10 instance, a master of one of the Holding's chosen trades visits. Whatever the
Occurrence
event in question the player-hero should gain one Advancement Point in the
Skill Group most appropriate.

An uncommon and potentially valuable resource is discovered on your Holding.


It could be a rare animal, a kind of herb, a spring of particularly pure water, or
A Rare or something else entirely. This should relate in some way to the Holding, or one of
A
Interesting Find its traits, or the player-heroes Calling. It is likely to be of some significance and
should have some lasting, although not necessarily significant effect on the
game and campaign for the player-hero in question.

17
Disaster strikes and a part of your Holding, selected at random, is destroyed.
Improvement
C This may have occurred due to a fire, flood or other natural disaster or
Destroyed
something more sinister. Reduce the rating of the Holding by one point.

Your Holding has been extraordinarily unsuccessful this year. Subtract three
1 Disastrous Losses points of Treasure from any profit for this year. This can include using up any
Stored Wealth.

2 Hope is Dashed Fate curses your Holding. Reduce your character's current Hope score by one.

A Poor Your Holding has invested poorly in improvements. The cost of your Holding's
3
Investment next improvement is increased by three additional points.

You owe a favour to an important Holding near to yours which they collect on
4 Favours Owed this year; you must use an Undertaking aiding them or lose a point of Standing
as you renege on your promise of aid.

Your liege lord visits during the winter and costs 2 Treasure (for Poor/Frugal
5 Liege Lord Visits cultures), 4 Treasure (for Martial/Prosperous cultures), and 6 Treasure (for Rich
cultures) to accommodate him and his entourage.

Such a hazard should relate directly to the Calling of the player-hero, the
Holding itself or one of its traits. The following present some ideas for what
events could occur:

Brigands Attack
Brigands attack your Holding, pillaging your supplies. Reduce your Holding's
Stored Wealth by four points. Heroes may decide to hunt down the brigands
which would require a short adventure to do so and the recovery of the stolen
treasure.

Marauding Creatures
A Significant Your lands are beset by marauding creatures. If they go unchecked then an
6 - 10
Threat Improvement will be destroyed. The nature of the creature(s) can be determined
by the Loremaster and should result in an adventure of some kind to deal with
the threat.

Pestilence Strikes
Pestilence and disease strikes your holding. Reduce the Holding's Stored Wealth
by six points

Neighbour Trouble
There is a dispute with a neighbour. Test your character's Persuade skill against
TN 16. A failure results in a loss of one point in your character's Standing. Any
success results in no loss to Standing

A Nothing Special Nothing special occurs this year.

18
19

You might also like