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Legends ofThe Land RPG
by Simon W ashbourne
(A variant of Legends of Middle Earth RPG by Jeffrey Schecter)
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Part One
Introduction
What is Legends of The Land?
Legends of The Land is a role-playing game (RPG), set in the world of The
Chronicles of Thomas Covenant, by Stephen R Donaldson. It uses the same basic
rules as those found in The Legends of Middle Earth by Jeffrey Schecter. Thanks to
Jeffrey for allowing me to plunder his game. There is also a version coming soon that
uses the d20 rules by the Wizards of the Coast, that are available under the Open
Gaming License.
This document does not go into great detail about The Land and it is therefore a good
idea to be familiar with the books, especially if you are planning to run the game
yourself! I recommend you check out the ‘Land Tribute’ site, which is linked to my
website, where you downloaded this game.
If you are new to RPG’s you may be wondering what this whole role-playing thing is,
or at any rate, why one needs this booklet to do it. In a RPG, a group of friends get
together and pretend to be people they are not and have adventures in a world they do
not live in, dealing with people and situations that don’t actually exist. In other words
they tell a fictional adventure story by just talking to one another about what their
fictional selves would do in the circumstances they find themselves in. How well their
characters do things is determined by using these rules as guidelines and rolling dice
where appropriate. These rules are designed to help you decide when rolling dice is
appropriate and how to determine the results.
Most of the players create characters to portray during the game. However, one
player, called the Gamemaster or GM, must take on the role of the entire rest of the
world. It is the GM’s job to mediate conflicts and provide opportunities for fun and
adventure. The GM describes the world (here, The Land) and allows situations to
develop according to the input of the players (through their characters).
The goal of Legends of The Land is to be as conducive to creating Donaldson-like
stories as possible. Hopefully, you will be able to do that using these rules as your
guide. At the end of the day, these rules are only guidelines to help you design your
characters and determine the outcome of character actions. However you should never
let the rules get in the way of a good story and if you want to ignore them or change
them then by all means go ahead. Just be sure that the changes you make reinforce
similar situations and themes to those of The Chronicles.
Part Two
Characters
Player characters
In Legends of The Land, every player character (PC) is created using a simple five
step process. Select a race for your character, then a Role, spend extra points on skills,
choose passions and then spend points to finales and round off your character. With
this method, you will be able to create almost any denizen of The Land, from a Giant
like Saltheart Foamfollower, a powerful Lore Lord like Mhoram or a stoic Haruchai
like Bannor.
Each character is defined by a few sets of values and statistics: Attributes, Skills,
Passion, Story Tokens, Special Abilities, Flaws and Artefacts.
Attributes
There are three attributes and these give a very rough measure of your characters
natural make up – whether she is tough, noble or wise or perhaps naturally a bit of an
all-rounder. These attributes and their descriptions are as follows
Prowess
general, all round athleticism and fitness
Bearing
a measure of presence and self-confidence
Lore
this represents knowledge and understanding
Choose the following one of the following four sets of numbers and allocate one of
each number in the chosen set to your three stats. So if I choose set #2, I might
allocate the 7 to my character’s Bearing, 8 to Lore and 9 to Prowess.
Set #1: 8, 8, 8
Set #2: 7, 8, 9
Set #3: 6, 8, 10
Set #4: 6, 9, 9
Skills
These are basic talents, knowledge and learned techniques that may be possessed by a
character. They are divided into three groups that are based on the three attributes and
there are eight in each group, although you can add more if you need to. However, the
skills are intended to encompass a wide range of specialist skills, to avoid the
character sheets becoming one long list of little-used skills, so add new ones only very
sparingly.
The average rating of a skill is 8, 6 is poor and 4 is abysmal. 12 is competent, 14
expert, 16 is a master and 18 is a grand master. 20 is the peak of human achievement.
Player characters will start with a minimum of 6 in their skills (if set #3 or #4 is
chosen for their attributes).
Skills and their associated attributes
Prowess
Bearing
Lore
Acrobatics
Deceit
Art
Alertness
Friendship
Beast
Archery
Intimidation
Heal
Melee
Leadership
Land
Riding
Words of Power*
Lillianrill (Wood)*
Stamina
Rhetoric
Perform
Stealth
Truth
Rhadamaerl (Stone)*
Strength
Willpower
War
******
******
******
Passions
These define a character’s strongest emotions and desires. They can be love or hatred
(of places, people, things, ideas and so on), envy, conscience, a destiny, a drive or
motivation, a feeling and so on.
Flaws
These are things that are weaknesses in your character. They are things that the enemy
might be able to exploit (like Covenant’s disbelief) or they are fears (like Covenant’s
fear of heights). If you take a Flaw, you have extra points to spend on other things for
your character.
Story Tokens
Are a form of ‘meta-game currency’ that can be spent by players to insert brief facts
into the story that weren’t previously known or fleshed out or to unlock their
characters most potent powers.
Special Abilities
These are unique or rare qualities possessed by characters and include things like the
long life of Giants and Bloodguard and the great magical powers of the Lore Lords.
Artefacts
These are items of power possessed by the character. Examples from the Chronicles
would be Covenant’s White Gold Ring, The Krill, A Lomillialor Staff, a pot of
Graveling and so on. Some items cost more points than others.
Despair
Despair starts at 0. It is a measure of the characters current state of well-being – the
higher the value, the worse she is feeling. As the character experiences set backs or
losses, or learns of the corruption of the Land by Lord Foul and his minions, her
mental state suffers. Keep tab of Despair. When Despair exceeds Willpower, then the
character’s flaws start to show themselves more and more.
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