Showing posts with label Middle Earth. Show all posts
Showing posts with label Middle Earth. Show all posts

Monday, September 12, 2022

Keeping Strict Time Records in Lord of the Rings

 So apparently J.R.R. Tolkien kept strict time records.

Chronology of the Lord of the Ring ($20)

Rob's Note: This is a link to a PDF purchase of an academic article. You can read the synopsis for free.

Rob's Note: I realize the sample image is hard to read. It was the best avaliable.

Monday, March 9, 2020

Frodo Lives!

Some welcome news today, the publishers of Tales from the Loop signed an agreement with Sophisticated Game the license holder for both The One Ring and Adventures in Middle Earth. The agreement will take effect this summer at which point the Free League will announce their product release schedule.

My bet is that the first item on the schedule will be the The One Ring 2nd edition that was previously announced by Cubicle 7. Then maybe the Rohan Region Guide which made it to PDF but not print.



Tuesday, January 23, 2018

Making a campaign human centric with the least amount of violence to RAW

+Joshua Macy has a complaint that not uncommon, all the players in his campaign made non-human characters. Let's face it, non humans are cool kids of fantasy roleplaying. Most races have interesting backstories, memorable characters, and of course the racial abilities. Sometimes all three like with the Drow.

Starting with DnD 3.0, later edition attempted to rectify this by giving Human their own racial abilities. Typically extra flexibility by granting a feat or two, increased ability of the player's choice, or more skills. But still it seems lacking and rather bland.

The primary way I fixed it was to grant a 15% XP bonus for humans that works the same as the XP bonus due to having a high prime requisite. Read below the fold for my reasons why.

Monday, January 22, 2018

Why Middle Earth is working for me, the Cubicle 7 supplements

There are two main things that "sold" me on Adventure in Middle Earth by Cubicle 7. The fact that magic is presented as subtle in the core books, and the quality of their supplements.

First most of the AiME contents is repackaged from their The One Ring (TOR) equivalent. What differs are the short sections of either AiME rules or new stuff like NPCs, Creatures, and items. The rest is duplicated from the original TOR version. Luckily the TOR stuff is excellent. But I have to put it out there so you are not surprised in case you decide to buy the TOR supplement AND the AiME supplement. The Moria Boxed Set will be the first Middle Earth product that new to both TOR and AiME. For the rest TOR is generally ahead on the release schedule but AiME is catching up.


Rhovanion Region Guide
TOR and AiME have a class of supplements that can be characterized as a region guide. Both games have a referee hex map that divide broad areas of Middle Earth into regions. One reason for this is that the hex map works hand and hand with the journey rules. Another is that it offers a useful way of  organizing the geography for supplement like this one.

This is a section of the referee's map for the Wilderlands in Rhovanion.


The reddish area are the place that are most  dangerous to travel in as the party found out last week when they were attacked by a swarm of black squirrels in the middle of the Heart of Mirkwood.

The Rhovanion Region Guide has three major section. The first covers the regions along the river Anduin, the second covers the regions of Mirkwood. Dale, Lake-town, and Erebor are not covered although the TOR supplement for these areas have been released. The last section are new adversaries found in these region. It includes NPCs like Gorgol, son of Bolg, and the more general like Hunter Spiders. Seventeen new foes are added plus numerous NPCs in the various region writeups.

Out of all the supplements this is perhaps the most useful.

Each region is given a general description. Has a section called combat scenery which is advice on where typical encounters take place. A description of the wildlife, and inhabitants. This is followed by a list of notable inhabitants. For example the East Middle Vales describes; Beorn the Shape-shifter (from the books), Turin the Tinker, Gelvira Pot-stirrer, Ennalda the Spear-maiden. The last three are original characters created by the author. Turin is a useful contact about the what going on. Gelvira runs a inn at the Old Ford which can be used as a home base by the PCs. Ennalda is a spear-thane of Beorn and is likely the person the PCs will interact most with if they associate with the Beornings.

Then the section goes on to describe notable places within the region. Which for the East Middle Vales is The Carrock (from the books), The Old Ford, The Isle of Strangling Tree, Beorn's House (from the books), The Grey Heath, and The Cleft of Storms. All of these provide interesting places to explore or have roleplaying possibilities.

Man it looks packed
It is and it isn't. While there are a lot of things described it isn't like my mini-region in Scourge of the Wolf where I provide a capsule description of a dozen settlement within a 25 mile radius. Each hex in the above map is 10 miles not quite the howling emptiness of Greyhawk's 30 mile hexes but large enough that even with what I described for the East Middle Vales you have to spend a day or so travelling to each site. And if you go outside of that, you are talking journey of a week or longer.

When you look at the below map for the East Middle Vales keep in mind that you are travelling two hexes (20 miles) per day by foot. That the only two "settlement" are The House of Beorn and the Old Ford with perhaps the Carrock when the Beornings meet there. Where are the Beornings? Read the description from the book.
While most Beornings live in isolated farmsteads, there are a few… well, towns would be an exaggeration. Call them villages, or steadings, clustered around trading posts or river crossings; one of the largest has sprung up in the vicinity of the Old Ford. 


I will talk about the other supplements in the next post.

Tuesday, January 16, 2018

Why Middle Earth has been working for me

Since the beginning of summer I been running a Middle Earth Campaign using Cubicle 7's Adventures in Middle Earth. My friend Tim's blog post reminded me that I haven't blogged on the campaign in a while.

One of the initial reason I was attracted to Dungeons and Dragon in the late 70s was due to my love of not only Lord of the Rings but the history that was revealed in the Return of the King appendices.

DnD offered me a way to take that love and actually turn into something more concrete than scribbles on a paper. Because Tolkien's history described realms rising and falling, naturally I was open for the players to do the same. Leading to me to be the referee that let players "trash" his campaigns.

The disappointment of Iron Crown MERP
As the hobby and industry expanded I looked for material to help me with this. I found it easier to use things that were grounded in the medieval side of fantasy. Then layered the level of magic I liked on top of it, Harn and Ars Magica I found particularly useful.

During this time Iron Crown published their Middle Earth Roleplaying System or MERPS. I really wanted to like this RPG and their supplements but they paled compared to the quality of Harn, Ars Magica, and Pendragon material I had. Everything except for Pete Fenlon's maps which were great.

The main problem with the game and supplement is that they didn't feel very Middle Earth to me. Yeah they had the names, characters, and locales but they lacked that spark that Tolkien infused the books with.


Over the years I collected two dozen MERPS books which remained unused until I gave them to a friend who really like the game and Middle Earth in the early 2000s.

During that time Decipher released the The Lord of the Rings Roleplaying Game. Then Cubicle 7 released The One Ring RPG. I looked at both and felt they were more interested in having the referee tell Middle Earth stories to his players rather than helping the referee bring Middle Earth to life as a place for the players to experience.

I know a subtle point but to me the distinction is important. When I referee I am not into telling my stories. My goal is to bring a setting to life so that the players felt they actually visited another place and did interesting things that were fun.

Adventures in Middle Earth
Then came along Adventures in Middle Earth also by Cubicle 7. I wrote a review of the first book in this post. Because it was rested on the foundation of DnD 5e, I knew that there was a limit to the amount narrative mechanics it could have. After reading it, I was intrigued because of how they reworked the classes, eliminated DnD style spell,  and turned feats into virtues More than just a Middle Earth RPG, it was a very much a low fantasy RPG using the mechanics of DnD. And completely avoids the issues I had with MERPS which to me always felt like DnDish fantasy, routed through Rolemaster, dressed in a thin Middle Earth outfit.

So I wanted to run it to see how it played, and so started a campaign. I started buying the supplements. It is in the supplements that Cubicle 7 kills it. It doesn't matter if it is the AiME version or the ToR version they make killer supplements for ANY Middle Earth campaign. And the stats are presented with light enough touch that they are easily adapted to your RPG of choice.

And their initial focus on setting the RPG in Wilderlands is brilliant. In the Return of the King appendices we know shit went down in the Wilderlands, both Dale and Erebor were attacked by the forces of Sauron. We get a paragraph of details and that it.

This means that a Middle Earth campaign can be set during the time period of the Lord of the Rings where the players are truly the heroes that matter. The members of Fellowship of the Ring may have ultimately ended Sauron and the war but dozens of other locales has their own struggles and victories. To be specific the various ToR and AiME products are all set between the Battle of Five Armies and the beginning of the Lord of the Rings novels.

The actual supplements are some the best adventures and campaign guides I seen outside of Harn, Pendragon, and Ars Magica. They range from regional supplements, books of adventures, to a pendragon style grand campaign spanning decades. And when they expanded to other reasons like Rivendell, Rohan, and Bree, the authors done a great job of opening enough of a crack that what the players do matter but still make the events of the novels plausible. For example Rohan regional supplements (Horse Lord of Rohan) and the associated adventure book (Oaths of the Riddermark) all focus on helping Thengel, the father of Theoden, the King of Rohan from the novels.

Next up is a Moria boxed set which I can't wait to see. It been a while since I bought into a RPG line wholesale and Cublicle 7 has earned my dollar.

The Campaign
I will blog more about what I am doing in my AiME campaign but I want to point out one thing. The biggest difference I am noticing is the pacing of in-game time. At first the alternating cycle of fellowship phase and adventure phase seemed seem too much like a straight jacket akin to the metagaming mechanics that other games use to in a vain attempt to create a "narrative" in the campaign.

But then I found it makes for a great way of abstracting the downtime between adventures. I am always a fan of what most hobbyists call down time activities. For example in my Majestic Wilderlands Thursday campaign  one player is always using the magic item creation rules, while another is busy lining up trade deals.

What make AiME fellowship rules nice that they are not all meat and potatoes activities (trade, crafting, training, etc). About half of them are what I call pure roleplaying focused on interacting with NPCs. Here is a partial list.

  • Gain a Cultural Virtue
  • Gain an Open Virtue
  • Gain New Trait
  • Heal Corruption
  • Influence Patron
  • Meet Patron
  • Receive Title
  • Open Sanctuary
  • Recovery
  • Research Lore
  • Secure a Supply of Herbs
  • Tend to Holding
  • Training

Added to this are version regional undertaking. For example a couple of sessions back the PCs made friends with a group of Woodsmen living next to the Old Ford across the Anduin. That settlement has a special undertaking called Guard the Old Ford. Which offer the possibility of earning a bit of rare coin from the tolls levied on travelers.

Wrapping it Up
Again I am having a great time and now that I have several months under my belt I will be posting on some of the interesting things I learning running a Middle Earth campaign.

Friday, July 28, 2017

A RPG Potpurri, Using Roll20 VTT, ICv2 News, and Adventures in Middle Earth

In the fall of 2016, life circumstance shifted and for the first time in years I had an extended period where I wasn't involved in a regular campaign as a player or referee. Since then things picked up and now I am refereeing two campaigns, and playing in a third. Along with refereeing at a local games once every other month or so.

The key for me is using Virtual Tabletops like Fantasy Grounds or Roll20. With the different work schedules and driving distances involved it hard together with my friends and other folks to game face to face. It started back in the early 2000s as a way for +Dwayne Gillingham+Tim Shorts, and I to continue to game together despite Dwayne moving from post to post while he was in the military.

Since then I met several good friends on-line like +Ken H, and +Chris C. who became regulars, Since they are scattered across the northeast of the United States the only way for all of us to game on a regular basis is by using a VTT.

Unlike MMORPGs, VTT or Virtual Tabletop compliments face to face tabletop roleplaying. By using Voice over Internet, text chat, built-in RPG utilities, and a whiteboard that anybody can draw on, the software successfully allows people play tabletop roleplaying using the internet. It does have issues but they are the same issues that accompany any use of the internet for group collaboration,  familiar to anybody who had to sit through a phone or internet conference at work.  But it does brings some advantages especially if you use miniatures like I do. The easiest to use is Fog of War where a map displayed and the referee can selectively reveal different sections. The key thing to remember is that VTTs work alongside face to face gaming. You can easily run a campaign that regularly uses Roll20 and then once in a while get together for a face to face session. You are using the same material, the same techniques, and for the most part the same prep for both.

Since I been using VTTs so long, I assembled a set of tools that help me during a session. First off I have a bit of an unusual setup for my computer where I have three monitors. The central one is oriented normally, while the outer two are in portrait modes. I do this primarily for writing where I can see an entire page at once on the right monitor. An entire page at one on the left, And have some other program running in the middle. Here what my setup looks like during a session of Roll20. This one is a slice of the Barrowmaze which the party stumbled on during my OD&D/Majestic Wilderlands campaign on Thursday.

I have a old D&D 3.X utility called DM Genie on the left because it time keeping utility is still very useful. I have NBos' the Keep on the right to keep notes on and keep things organized. And in the middle is the web browser on the Roll20 site. We are using a VoIP program called Discord which is my current goto app for this stuff.  You can see the fog of war in action in the area that look a darker gray compared to the rest of the map. Those areas are unrevealed and look black to the players.

Adventures in Middle Earth
While my Thursday campaign is using my Majestic Fantasy rules (based on Swords and Wizardry), Wednesday using Adventures in Middle Earth which is based on DnD 5th edition. It is perhaps the best 5th edition third party supplement out there and it been outstanding to play. Overall it is low fantasy take on the 5th edition rules and has a very different feel despite most of the mechanics being the same.

Periodically the ICv2 gaming news site does a survey and releases the top 5 rankings for retail stores. And lo and behold Adventures in Middle Earth popped in this spring at #4. Congrats to Cubicle 7 for their success.

The only downside is that the rules have the minimum for open content and uses "everything derived from the SRD is open content everything else is product identity" without clearly marking anything. But it does get the creatives juices going about the possibility of low fantasy gaming with classic editions of DnD and 5th edition.

For those interested Enworld keeps a  history of ICv2 rankings. All we need to get one of the many excellent OSR RPGs to pop up in there. Cubicle 7 has been giving AiME a lot of support as well as you can see from here. Also note that The One Ring sourcebooks have been proving useful as well. Although keep an eye on the AiME release schedule as the AiME book duplicate a lot of the ToR setting information. To Cubicle's credit the AiME version it not just the ToR version with 5e stat blocks but obviously a refined and often better organized than the original ToR verison.

Wednesday, September 14, 2016

Adventures in Middle Earth, a review

I bought Adventures in Middle Earth, the D&D 5th edition sourcebook for Tolkien's Middle Earth produced by Cubicle 7. Cublicle early published The One Ring RPG after securing the Middle Earth license. I have PDFs of the first two books of The One Ring. It OK but not really my style as it has to much narrative/metagaming mechanics in it and abstract in other eras like combat. It seem to me more focused on creating stories set in Middle Earth than experiencing what it is like to do things in Middle Earth. Which is what I want out of an RPG I referee.

So I was eager to get a crack at a D&D 5th edition sourcebook because if they make a honest effort at being a sourcebook there only so much storytelling metagame they can try to jam in. And the good news overall, they do a good job. It is a solid 5th edition sourcebook.

So lets get that out of the way. Adventure of Middle Earth isn't a clone it is a source book. You will need the D&D 5e core book, the 5e SRD, or the 5e basic rules on hand to run this. The Loremaster supplement looks like it will extend the Dungeon Master side rather act as a replacement.

The Wilderlands

The default setting of The One Ring and Adventures in Middle Earth is set in the Wilderlands (the area in which Tolkien's Hobbit took place) after the death of Smaug and before the events of the Lord of the Ring. Now that Smaug is dead, people are resettling and reclaiming old homes and building new ones. But evil still lurks and Sauron's hand still reaches out from the darkness of Mordor.

But Cubicle includes enough of the rest of Middle Earth that you could pretty much set your campaign anytime after the downfall of Numenor in the 2nd Age. Perhaps even back to the end of the first age if you know your Tolkien lore and proficient in D&D 5e. The only major thing that is omitted are the high elves like Elrond and those who live at Rivendell.

The first section is devoted to fleshing out the Wilderlands and its inhabitant. It is a travelogue full of high level details. You will have to work at fleshing a specific area in order to start a campaign. If your know your Tolkien already it serve as a useful summary of what they are planning to cover.

Cultures
Adventures in Middle Earth is not focused on race but rather cultures. Races are wrapped up in this sections so you can play a Dwarf of the Lonely Mountain, or an Elf of Mirkwood. Men of Bree are treated a little different than Men of the Lake which are not the same as the Dunedain. The full list is Bardings,Beornings, Dúnedain, Dwarves of the Lonely Mountain, Elves of Mirkwood, Hobbits of the Shire, Men of Bree, Men of the Lake, Men of Minas Tirith, Riders of Rohan, Woodmen of Wilderland. Like I said before the only major omission are the Elves of Rivendell.

I am all for the culture based presentation as when I run my own Majestic Wilderlands, I focus on the adventure that rises out of the clash of culture, religion, and politics. However I am little disappointed in the write up of the elves. My own version is largely taken from Tolkien's writings. Here they are pretty D&D 5e elves with a few changes to make them into Middle Earth woodland elves. I think they were afraid to present an "unbalanced culture" even though that would better reflect Tolkien's source material.

But this a minor nitpick in otherwise good job in this section.

Classes
I have to say that classes and how they all mesh together is pretty sweet. In my view this is the definitive low fantasy presentation of D&D. There is still magic but it is very low key. Here an example of a 17th level Scholar ability
Words Unspoken
At 17th level, you may convey your thoughts without speaking aloud. When dealing with high-level Scholars, Elves, Dúnedain or other folk of power, you may hold a full conversation, speaking mind to mind. Others have a sense or intuition of your words, but cannot reply, and may misinterpret your thoughts as their own. You cannot read the minds of others with this ability. Once per long rest, you may send brief snatches of your thought over great distances, conveying a single word or short message in dreams.
Here the list of classes and their specialties Scholar (Master Healer, Master Scholar), Slayer(The Rider, Foe-Hammer), Treasure Hunter(Agent, Burglar),  Wanderer(Hunter of Beasts, Hunter of Shadows), Warden(Counsellor, Herald, Bounder), Warrior(Knight, Weaponmaster).

The downside, none really. I didn't spot any obvious mistake and they all convey the flavor of Middle Earth. I can them seeing working with the traditional 5e classes in another setting. Even they are "weaker" than standard 5e classes when it comes to combat, they will probably do quite well in terms of the life of campaign setting. Probably better than most of the standard classes as they feel more organic.

Virtues
Now this is a clever use of feats. On one hand Virtues are nothing more than 5e feats with the additional provision that some are limited to specific cultures. Just like feats you acquire them in lieu of an increase in ability scores. (4th, 8th, 12th, 16th, and 19th level).

They work for Adventures in Middle Earth as they all been rewritten to fit in the Middle Earth setting. For example this for Dunedain
Endurance of the Dúnedain
"Hardy is the race of Elendil!"
The Dúnedain have long endured war against Mordor and the forces of the Great Enemy. They are slow to weary and endure burdens stoically. In battle they are fearsome foes, often able to fight on against overwhelming odds and in spite of grievous wounds.
When a blow reduces you to 0 hit points, but does not kill you outright, you may spend Inspiration to automatically stabilise, remain conscious and continue to take actions.
I read one interesting suggestion by a fan that all characters of a given culture should automatically get their cultural virtues. That might something you want to try.

Backgrounds
All specific to Middle Earth and pretty much have the same effect as they are in the D&D 5e core books. Of course this specific character mechanic was meant by Mearls and crew to be customized for ones campaign.

The backgrounds are Loyal Servant, Doomed to Die, Driven from Home, Emissary of your People, Fallen Scion, The Harrowed, Hunted by the Shadow, Lure of the Road, The Magician, Oathsworn, Reluctant Adventurer, Seeker of the Lost, and World Weary.

Equipment
The D&D 5e equipment list modified and rewritten to fit Middle Earth. The most interesting thing are culture heirlooms which function as roleplaying macguffins and minor magic items. You get them either by taking the Cultural Heirloom virtue, maybe as treasure, and perhaps as a result of a successful audience
Númenórean ArrowsFor many long centuries, the “Men of the Sea” sent cohorts of archers to deluge their enemies under a rain of steel. Their long, black-feathered arrows can still be discovered inside burial mounds, among the tall grass of Eriador or where long-forgotten battles were fought across Gondor.
You start each Adventuring phase (see pg. 198) with a number of Númenórean Arrows equal to half your proficiency bonus (round up). When you attack using a great bow, you may declare that you are using one of them. If you succeed on your attack roll, the arrow does additional damage equal to your Wisdom bonus; moreover, your target’s next attack is made with disadvantage.
At the end of the battle you can recover your used arrows if circumstances allow it, unless you rolled a 1, in which case, that arrow is lost or broken beyond recovery.
I want to note that I like the section on Middle Earth herbs. It fits well with the low fantasy feel of the product.

Journeys
Now here is an interesting section where they give you some mechanics for making journeys interesting. If you read the book, you know the character travel a lot. This is their way of fitting that into a Middle Earth campaign. It is consist of three main things. First, the conditions at the start of the journey, a way of generating what your encounter on the journey. And then your condition at the end of the journey.

It is the latter that will probably get ignore by traditional 5e gamers because it requires you to roleplay how your character feels. Many if not most players react poorly to mechanics that dictate how they must roleplaying. It one thing to read a cultural or race description to use as a starting point, it is another to have a specific mechanics that says
3. Arrival in Poor Spirits
They are beset by foul moods and short tempers that they must work hard to throw off. They are considered disadvantaged on all rolls pertaining to social interaction, until such time as they succeed in one of these rolls. This penalty will apply if they seek an Audience at the destination. If there is a single upside to this dark mood, it is that they are so spoiling for a fight that each member of the company receives advantage to their Initiative rolls should they find themselves in combat at the destination.
It not that that this can't work in a campaign, but it will have limited appeal. While success at overcoming the various challenge during the journey has an impact on the final rolls. I will have to try it and see how it works but it may be too random. The system for generating encounters however is solid.

Keep the roleplaying aspect in mind as move forward. Aside from the occasional use of 5e' Inspiration mechanics there is little in the way of anything involving metagaming or narrative mechanics. There however a whole lot of what I would call roleplaying mechanics. Think how people play being charmed, under the effects of a confusion problem, suggestion, etc. Some groups roleplay it quite well, others don't.

Shadow
There is no alignment in Adventures in Middle Earth. There is however corruption. The basic idea is the more evil acts you commit, the more evil you experience, the more open you are to the corruption of the shadow that is Sauron. This is basically Call of Cthulu sanity mechanics adapted to Middle Earth and crafted to fit with D&D 5e. Like Coc insanity mechanic, successfully using this require player willing to roleplay. The part with the least appeal will be where even exposure to evil cause corruption. While true to Tolkien's presentation of Middle Earth, many players will not find this appealing. Particularly as it runs up against the player's tendency to thrust themselves into danger in pursuit of their goals.

Audience
Another feature of Tolkien's stories is that the adventurers will occasionally encounter the great and mighty of Middle Earth mostly in the form of audience where they either have to explain themselves, or ask for a favor. This short section gives some rules and guideline for making this work during the course of a Middle Earth campaign.

The Fellowship Phase
Ars Magica was an RPG released around 1989 that focused on players roleplaying mages living in a secret magical society within the confines of otherwise medieval Europe. Pendragon is another RPG focused on roleplaying in the setting of of the legend of King Arthur and features, among other things, playing characters across generation of a family. Both of these games devote a portion of their rules to laying out system of time keeping to reflect how character live their lives within each setting. Unlike many D&D campaign, the time adventuring is the exception not the norm. Both RPGs have rules that flesh out the other parts of the character's lives.

The Fellowship rules does this for Adventures in Middle Earth. The idea is that at the conclusion of an adventure the fellowship disbands for a time and the character return to their lives to recover, heal, or to undertake long term projects. Then the fellowship is reformed when the course of events require everybody to adventure again. An important use of the Fellowship phase to recover from corruption.

Adventures in Middle Earth pretty glosses over the details and references the upcoming Loremaster book. It also mention sanctuaries which I assume are places like Rivendell where players find safety. It also mentioned that it not totally devoid of action or important events. For example Elrond's Council in LoTR, Lothlorien, or Elrond helping Thorin and Company in the Hobbit.

Conclusion
Overall I am pretty happy with this product and eager to see the Loremaster book. I hope to run a campaign provided my players are interested in the roleplaying aspects.

Addendum - Inspiration. 
+Douglas Cole asked what they have to say on acquiring inspiration which has a brief mention in the core rules of DnD 5e. Inspiration plays a major part in various specific abilities. And they do give more specifics on how to earn inspiration. Although at its heart it remains a judgment call on the quality of roleplaying done by the player.
From the General Overview
Roleplaying your character in accordance with your background grants Inspiration. Inspiration not only allows Adventures in Middle-earth a roll with advantage, it can also be spent to trigger certain special abilities, representing an effort of will or the use of an innate power. Finally, while a character has Inspiration, they may avoid the worst effects of being Miserable.
From Backgrounds - Distinctive Quality
Distinctive qualities define a Player-hero’s personality traits and physical peculiarities, whether inborn or developed during their upbringing. Highlighting one’s most distinctive quality is generally worth the awarding of Inspiration.

Distinctive Qualities are one of the four tables for  each background and have entries like
2 Fair-spoken. You have a pleasant speaking voice that puts your listeners at ease.
3 Honourable. You are the consummate diplomat and have garnered a reputation for being respectful with your foreign peers.
While they don't say it outright I get the feeling that the Loremaster Guide will be covering the awarding of Inspiration.