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* * * Myth-Weavers Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Year 2947: Theft of the Moon Started at Dec 11 '16 4:04am by Diofant Visit at https://www.myth-weavers.com/showthread.php?t=382606 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Diofant Date : Dec 11 '16 4:04am Thread Title : Year 2947: Theft of the Moon http://i.imgur.com/KyVAzta.png[/IMG]"][Ancient Stones - Skyrim OST] (http://www.infinitelooper.com/?v=mmZGrvAvPZM) It is in the year 2947, the very next after the Company undertook Baldor's task to guide him from Dale, across the breadth of Mirkwood, a trek which cost nearly cost Arphel the Ranger's life, and sat to seal Ellerina's decision to leave the waning Third Age of Middle-Earth and travel West. The Company were tested, but their bonds saw them through to the end, as they always have. Leaves have fallen, crinkling underfoot, when Fall spread throughout Wilderland - giving room to Winter, whose cold grasp and icy breath left it covered beneath a blanket of snow: but the fires of Mountain Hall burned brightly and hotly, chasing away any and all shadows that crept close. A cozy place by the Common Room's fire was always open to any who wished it, and many stories were told when the blizzards howled outside. Winter turned to Spring, relinquishing its hold, and Wilderland ran with streams as nature awakened once more to a new year. Perhaps dark tidings would come this year, but the buds on the trees would open regardless, and the woods and mountains would be once more filled with the songs of life: Birds, animals, insects, streams, and the sound of leaves in the wind. Many important tasks had to be done at Mountain Hall, as the new season began; for there was much to do if the new Winter was to be defeated like the one before it. News reach Mountain Hall of the Gathering of the Five Armies, a new celebration to mark the victory over the orcs at the Battle of the Five Armies, which had been held in Dale - King Bard, the people said, was planning on making this a yearly thing. They spoke of a three events: Horsemanship, where a masked man with a horse-tail helm made the crowds roar as he hit every target with his spear, singing a song in a language foreign to Dale; the Wreathe Shot - an archer's proving ground where Galia, an elf bearing a half-moon mask, had bested the Royal Archers of Dale and the archers from the Bowmen痴 Guild of Esgaroth, accomplishing feats previously thought impossible. More was told of the Ring of Strength, where a man who was nearly mistaken for a bear, named Gerlod, had beaten the best contestant in a rather humiliating way: he picked up the young dwarf by his beard and tossed him out of the ring. The Grand melee followed these events, with multiple companies taking the field, and where Elstan, the Captain of the Guard, took first prize, defeating the Beorning Gerlod. The travelers spoke almost as if in a daze of the grand feast and the masked ball, filled with songs and tales of adventure - and of the gleaming chest of gold received by the winner of the Melee. Tales far darker were told by other travelers still: Stories of a bright-eyed, spindly creature, too quick for a spider, too smart for a mere goblin. It preyed on the unwary and the weak, a blood-drinking ghost could not be caught, stealing into many houses. But, regardless of what happened in Wilderland, the seasons moved on: Spring gently moved on to Summer, as even the last memory of Winter was erased, and trees bloomed, the land flowering and filled with greenery; a great time for travelling throughout the land. Summer passed quickly and busily as hunters supplied Mountain Hall with fresh game for immediate consumption and supplies for the Winter. Fall had come once more, and with it, harvest - to Mountain Hall itself, it mattered little, as their fields were few, and most pasture was used to set the goats out to graze. To their neighbors the Beornings, with whom they traded extensively for other foods, it was a different matter altogether. It was then, when Hartfast summoned the Company, standing on the balcony of his home, overlooking the village. http://i1050.photobucket.com/albums/s419/Svorinn/Hartfast_zps7rtkr0yd.jpgHe tells the company that there is something he needs to do, but cannot go himself, as he must stay at Mountain Hall due to a matter requiring his attention - he does not seem to wish to disclose the reason, but his countenance is grim. As it turns out, he'd sent an envoy to Beorn, attempting to make another agreement for the betterment of trade and patrol of the lands. The envoy discovered that Beorn had been absent, but one of his Thanes, a man named Merovech the Mighty, who had been busy organizing some manner of harvest festival along with Marshall Torbald, explained while he could not make such decisions in the absence of the Bear Lord, he graciously invited Hartfast and any who were recommended by him to attend the Festival, which would be held at Stoneyford. Hartfast explains to the Company that he would prefer that they go to the Festival instead of others, as he wishes for Beorn's folk to be exposed to more than simply the Woodmen, whom they are already comfortable with. This is a plan, he says, for the Beornings to expand their dealings to more than just a few cultures, as the North will not hold long if it is divided, no matter the victories earned. Borin's news seemed to have had at least some measure of effect on Hartfast. As the meeting ends, Gerold pulls Idunn aside to tell her that he, too, wants to ask her to go to the Festival, as Merovech, her cousin, had asked for her in particular to attend; it seemed besides the festivities, there was something else he wanted to discuss in person. Arphel, whom the beautiful Noldor that visited them diagnosed with being poisoned particularly badly, had to eventually be taken to Rivendell for treatment - her life was not in danger, but the poison seemed to have not been that of goblin-make after all, and was something far darker, but what it was, the Noldor would not say: She only told Ellerina, whose only mentioned very unwillingly, that the poison was, in fact, not a poison, but a venom. Arphel's treatment would require perhaps years, so horrid was the venom. What manner of beast could produce such, neither Elf mentioned. Before she departed, taking her brother's ring, she implored Almarion to take her place in the Company. The proud Ranger took the incident with the orcs as her own fault, no matter how many times she had been told it had been none of hers. She all but begged Almarion to go with them to redeem the honor of the Dunedain - whatever she thought of this were her own thoughts, but it was true that with Arphel now out of commission, this part of Wilderland no longer had a Ranger patrolling it, and the Company's journeys would make the wanderings simpler. Hartfast, on the other hand, had asked Borin to stay, and asked him to once more, describe Frar and his quest to return the Greydelve to the dwarves. He listened silently, without interrupting, and did not speak for several minutes after the dwarf was finished with his tale. He then spoke once more, putting fourth a proposal: though he'd loved having a whole three dwarves here, he deemed their desire as highly strategic, as it placed another bulwark against Gundabad, and would allow for easier trade. Thus, he advised Borin to speak to the Bear Lord and his Thanes of this, while warning him that usually, Beorn is not too happy with dwarves - but that his is another opinion that needs to be heard, and another hard head that needs convincing. When asked on his own position, Hartfast himself explains that he is getting old, and must ensure that the new generation of Woodmen have a good start and a safe haven; it is why he is hesitant to help. However, should the dwarves recruit others to their help, he will speak to his people and see what he can offer those that would reclaim their old home. http://i.imgur.com/je4deeb.pngMeanwhile, another messenger arrived for Hartfast, who awaited him to be finished with Borin in the common room - he proved a chatty fellow named Magric, particularly puffed up and proud of himself. The man was the one responsible for running messages between the Beornings and the folk of Mountain Hall - while his manner was unpleasant, his knowledge of tracking and trapping was undeniable, so he was an ideal candidate for many such trips in the area. He made it no secret of the thing he'd learned while at Stoneyford, and some were more interesting than most to some companions: Drinking, he sneered about how Beorn has taken to raising odd children who smoke pipes - only he hadn't had enough patience of them and sent them up north to live with one of his dogs (which, as he was quick to claim, were by far inferior to the Hounds of Mirkwood that the Woodmen trained, of course!) After several cups, he had gotten much less humorous and his voice had a great deal more spite, and he talked about how he lost a good purse of coins betting on the fierce Gerlod in the Horsemanship contest when the Feast up north happened last year, all because of that thrice-damned mop-helm and his songs. Gerlod himself nursed a grudge, and would rant about it to any who would listen, as he had spoken to his horse about the contest and felt he was entitled to the win based on the sheer level of communication he had. Magric felt the man was clearly drunk, but everyone back in Stoneyford seemed to accept his story and nod with varying degrees of pity or disgust. Sorcery scared the trapper even more, but the thought of the bear-like man being a 'sorceror' made him laugh, sending goat fat spraying from his mouth, as his mood changed to the better. His eyes nearly lit when he lowered his voice and spoke of the final thing he'd uncovered: Apparently, this time, the Festival was to be of Seven Trials, and the winner would win rewards and acclaim among the Beornings - but more than that, was the story of the truest reward: the winner would be allowed, for one year, to keep a precious artifact belonging to Beorn - an ornate sickle, littered with old runes and markings; he'd only caught a glimpse and even then, he could barely believe his luck, as the Beornings were quite secretive with it. He couldn't get any explanation of what was so special about it, but the folk spoke of it in reverent tones, and one lad even said 'power', though he was shushed as soon as he opened his mouth. Whatever the case, the thing was old and quite desired... of course, there was little chance of a non-Beorning to allow to keep it - but apparently, before, a Barding was sponsored by one of the families who let him choose between gold or using the sickle for a smaller part of time. The barding laughed and chose the gold. Magric made it clear what he thought of the man's intelligence. After all, who knew what manner of story something that old carried(or how much it was worth)? The meetings over, Magric had gone over to Hartfast, and the Company was left alone in the quietened Common Hall as everyone returned to their drinks. Each now had something to think about, and the road beckoned once more, as after all, it went ever ever on... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Vladim Date : Dec 11 '16 4:11pm http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngMerovech the Mighty… even though she had heard this many times by now, she still had trouble believing it. She had known her cousin as a restless young man, perhaps half a score of years her elder, but still none the wiser. He was bull-headed and full of pride. When he decided to leave the Woodmen in favour of Beorn, nobody was surprised, for he had never fitted with the rest of the Mountain-folk. But she had never expected him to rise to the position of Thane, and much less to achieve this so quickly. So much must have changed in both their lives! Her cousin probably did not know about her engagement and the tragedy that followed, nor that she was now a huntress, and a good one, rivalling the best huntsmen of Woodmen-town. Or perhaps her story had spread outside of Mountain-Hall, for the Woodmen, for all their virtues, were not above gossiping and storytelling. But she too did not know what had happened in Merovech’s life, nor why he had summoned her now. She was both curious and eager to know. She was also eager to leave Mountain-Hall and travel again. She had seen the Beornings a few times, and even talk to some of them, for they shared similar lands along the Great River. Yet she knew little of their ways, other than what she had learnt from stories. Most of all, she remembered what her companion, Gramtyng, had said: that Beorn could not only speak to his animals, but also teach others to do so. Idunn would never believe this had she not known for a fact that Radagast could do the same. The festival, therefore, was also a chance to earn Beorn’s favour. Perhaps then he would teach her how to speak to Uthred, her hound, who must have seen the werewolf’s lair, and could guide Idunn there, so that she could put an end to the beast. As she sat with her companions around the Great Hall, she couldn’t help but grow frustrated by this Magric. It was not only his demeanour that was infuriating, but also the fact that he gambled-and even openly admitted doing so, without any shame! Her people had taught her not to value gold or silver, but friendship, knowledge and simplicity. Yet she felt that many, like this Magric, had been corrupted by the riches of Dale and Esgaroth. As soon as the man left, she gave her companions a piece of her mind: ’I do not like this Magric. Is he supposed to guide us to Stoneyford? Perhaps he was Hartfast’s idea, but surely we can travel without him.’ She looked to Nori and the other two dwarves, fully trusting their skill as guides, as Nori had proven himself many times when they travelled through Mirkwood, a much harder journey. ’Dwarves make the best guides-Nori has proved it, and I trust him and his folk more than this Magric fellow!’ Sorry for not responding IC to your last post, but it was my last post in that thread. If you want, you can assume that the ancient elf (Irime) responds politely to Bella, but she remains distant and does not continue the conversation for long. Endurance: 24/24 Fatigue: 15 Hope: 15/16 Shadow points: 1 Advancement points-Personality: 0 Advancement points-Movement: 0 Advancement points-Perception: 0 Advancement points-Survival: 0 Advancement points-Vocation: 0 Advancement points-General: 3 Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Aurore Date : Dec 15 '16 9:47pm http://res.cloudinary.com/tint/image/fetch/w_170,h_100,c_thumb/http://game4v.com/g4v-content/uploads/2016/07/Rise-of-the-Tomb-Raider.jpg[/img]"]Almarion Almarion had had a long journey to find Arphel and bring her her brothers ring. It was with sadness that she found her countrywoman ailing with a mysterious poisoning that apparently even athelas could not cure. Dire news indeed, but dire news was the lot of a Dunadan these days, or any day for that matter and Almarion showed little beyond her usual dour expression at her sisters condition, other than to place a hand upon her shoulder and respond. "My journey has been long and I have no wish to travel north again so soon. I will do as you wish, and stand in your place. We share the same honour, and I do not neglect my duty." To be truthful, after the horrors and perils of the North, Almarion believed that she was likely to get little more than a rest in these mild southern lands, but as anywhere, the Shadow was deceptive, and she would never let down her guard and besides, a Dunadan was needed here at least until a replacement could be found. It was time to meet these people her countrywoman had been travelling with. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Diofant Date : Dec 19 '16 4:50pm http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) Gramtyng slammed down a mug he'd been drinking from back on the table and wiped his mouth, grinning: "Can't say I like 'im either. Man seems to have eyes only for his gold, and nothing beyond it. Still... I suppose he's dependable, if Hartfast uses him - maybe he even is the 'best trapper' like his boasts say - but in the end, if he's no fun to travel with, it's kinda pointless, no?" The Rohirrim stared into his mug, recalling some of the drunken man's words - surely, he was a braggart and he didnt think very highly of him, but the news he brought... They had certainly been interesting. Hartfast's request aside, he knew where he would want to go in the nearby future, if there was so much as a grain of truth to his words. "His love of gold aside, the Feast of the Five Armies sounds pretty interesting. I'd like to attend that one day." More to the point was the news of the hide with a horse-tail helm, which was a thing only some of the men of the Mark wore. But what was a commander of an Eored doing here...? Unless it was someone who'd distinguished themselves before the king to the point where they were awarded that. His thoughts turned to Gerold's words about the man named Fulgrim. And then that chainmail he'd found... Was that his as well? It was in a hideous state, he'd never believe a year would do that to it. Perhaps simply a random man who handled horses well and found the horse-tail helm? It was... Doubtful. Too many coincidences. "Anyway, I owe old man Hartfast a great deal, plus hey - the job is to attend a festival, doesnt get much better than that!" http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Old Overholt Date : Dec 19 '16 6:44pm http://www.leecarver.com/rpg/nori.jpg While Idunn may regard Magric with contempt for his short-comings, it doesn’t seem to bother Nori in the slightest. The dwarf who traces his line back to Erebor seems to be one of the group who keeps the chatty fellow talking, matching him drink for drink as he shares his tales and insight with the those gathered near, whether they have asked for it or not. With the way he and Magric seem to be spitting their food about, their side of the table seems more like a pig pen than any sort of civilized dining. Nori tries to press for more details regarding the artifact that would be awarded to the winner of the Seven Trials, but is left with only the vague, drunken description that Magric can provide. When the group is left to their own devices, Nori draws himself back into their moderately sized circle, a please look on his face that comes with good food and better drink. His right elbow resting on the table, propping him up somewhat, he gives Idunn a deep, appreciative nod as mentions she trusts him more than Magric, complimenting the dwarves at the same time for what skills they bring. He shifts his eyes to Gramtyng then when the Rohirrim speaks, a small smile just barely visible on his lips when Gramtyng notes his wish to attend the upcoming feast. “Aye,” Nori says, then looking back to Idunn to show his agreement with the excitement. “I have no problem setting the pace for this motley crew,” he then adds, now quite visibly grinning. “Your confidence is much appreciated. Though, it would be good to have someone who is familiar with the land. We won’t follow him in sheer blindness, but he might make all our jobs just a bit more easy along the way, my good Woodlady... yours included.” http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: [r=4,3]Perception: [r=4,4]Survival: [r=4,5]Custom: [r=4,6]Vocation: [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 2 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Born on the Bayeux Date : Dec 20 '16 5:53am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) Simply happy to be among civilization and civil conversation again, Bella simply listened to the Fellowship talk among themselves. She had composed some letters and manuscripts to be sent home to the Shire. And they had been conveyed, along with other mail, to a trusted caravan that would pass through her beloved Shire. She busied herself reading what corresponce had made it to her from her faraway homeland... Whether Bella's mail made it to the Shire, or if she got any mail in return is up to Diofant. The mail is an optional plot device for Diofant to inform or motivate Bella as needed. I assume mail does eventually get to any of the Free Folk near a town (Middle-Earth always seemed to have a high Middle-Ages level of tech and development). Belladonna 'Bella' Bracegirdle [R=1,1]Culture: Hobbit of the Shire[R=2,1]Standard of Living: Prosperous Cultural Blessing: Common Sense (Fellowship gains a Fellowship Point; best of two Feat Die rolls for Wisdom Rolls.) [R=1,1]Calling: Wanderer[R=2,1]Shadow Weakness: Wandering-Madness TRAITS: Specialities: Cooking, Story-Telling, Folk-Lore Distinctive Features: Adventurous, Merciful ... To Be Completed ... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : Vladim Date : Dec 21 '16 1:09am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.png’Let us see what Hartfast intends.’, replies Idunn. ’I do not think we need Magric, but if Hartfast insists he comes, then he can help you, master Nori, in guiding us to Stoneyford. But I would prefer you be the guide.’ The Woodswoman lifts herself from the table and prepares to move. ’In fact, I think I will go see Hartfast now. He can explain himself after he is done with Magric.’ And with those words, Idunn leaves the great house of Mountain Hall and starts walking towards Hartfast’s house. I don’t intend to split from the party for long, but would it be possible to quietly approach Hartfast’s house and try to overhear part of his conversation with Magric? If it is a misdeed I won’t do it. But for the case it is possible, I will provide a Stealth check and an Awareness check in the dice thread. Do let me know if there’s anything else I should do! Endurance: 24/24 Fatigue: 15 Hope: 15/16 Shadow points: 1 Advancement points-Personality: 0 Advancement points-Movement: 0 Advancement points-Perception: 0 Advancement points-Survival: 0 Advancement points-Vocation: 0 Advancement points-General: 3 Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Diofant Date : Dec 21 '16 3:17pm When did Bella send the letters? Because if it was more than 2 seasons ago, you'd likely already have a reply back - we stayed with Hartfast a year. If it was that long, I will tell you what the letters contained right away. As Idunn walks back to Hartfast's chambers, nearing the door, she is able to hear him conversing with Magric quite clearly, as neither man is taking particular care to be secretive - here, at the heart of Mountain Hall, such suspicions seem groundless. http://i1050.photobucket.com/albums/s419/Svorinn/Hartfast_zps7rtkr0yd.jpghttp://i.imgur.com/je4deeb.png "...Refused to forbid entry." The voice is Magric's, relaxed and cheerful, though some of that is probably the alcohol consumed. "...Ear for advice?" Hartfast's voice is grim, and easily recognizable. "...Own council. Merovech..." Magric again, sounding slightly irritated. "...The Cruel?" It is Hartfast who is annoyed now, and there is a clack and a sound of a liquid being poured. As Idunn gets closer, the conversation becomes easier to hear: "Like I said, Chieftain. Merovech the pighead, responsible for this year's festival, declined your idea." Through the crack in the door, Idunn could see the trapped sitting, leg over leg, in one of the large armchairs by the fire, sipping some sort of brew from his cup - the taste did not seem to suit him, based on his grimace. "I am certain the honorable Thane." Hartfast glared at Magric, who shrunk into the chair. "...Did not make that decision by himself. While the Bearlord may not have wished to grant you audience, it does not mean he was not there. He is the lord of that land, and he knows what happens upon it - and what he says goes. We can only offer advice." Magric seemed unconvinced, shifting uncomfortably and sighing, but drinking more from the cup. "I'm not so foolish as to cross Beorn, Chieftain, but you have to admit that his... style is based on his belief in his own power and the fairness of others. Viglund cares about neither, as long as he gets what he wants." Hartfast ceased his pacing and sunk into the larger armchair, propping his head on his arm. When he spoke next, he sounded exhausted: "You're wrong, Magric. Beorn knows exactly what Viglund is, but it is against his nature to be hostile to anticipate hostility. Perhaps I am getting paranoid in my age..." Magric remained silent, turning the cup over in his hands with a dissatisfied look on his face, and looked like he wanted to say something but did not. Hartfast turned to look at him, and finally spoke again: "Here's what we will do. Beorn's view is his own, but Viglund is dangerous. Still.. he isnt stupid. He wouldnt do anything murderous at the Festival. But if Beorn will not bar the Viglundings from attending, then we're going to set our own trap for that old fox." Magric grinned unpleasantly, putting the cap aside: "So, old man?" He asked eagerly. "What do I need to do?" Harfast scowled at this enthusiasm: "Magric, you need to control your drinking - and your hostility. All you're going to be doing is observing the Viglunding delegation and reporting to me. You are not to act on your own. If it is urgent, speak to The Bride, as she is going to be our representative at the Festival. Viglund is a danger to the North. Regardless what Beorn's decision is, as part of the people who live in the North, we need to be prepared for his treachery. Those that keep slaves cannot be trusted." -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : Vladim Date : Dec 22 '16 3:04am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngThe Bride could only follow parts of the conversation between her chieftain and Magric. It seemed, however, that beyond strengthening bonds between the Stoneyford and Mountain Hall, Hartfast had additional reasons for sending them all to the Beorning festival. Not wanting to betray her presence, Idunn decided to quietly return to the Great House before either of the two men spotted her. ---------------------------------- Back at the Great House, Idunn rejoins her companions by the table, and returns to her seat. She remains silent for a while, because she is still not sure what everything she overheard means. Eventually, she breaks her silence. ’Hartfast is still busy with Magric. They mentioned a man called Viglund-Hartfast said this man will attend the festival as well. He sounded important, yet I have not heard his name before. I was hoping one of you might know more.’ Not sure if it’s ok to quietly leave, so Diofant, if someone actually notices her, let me know, and I will edit my post. Thought it might be better to return to the fellowship and give everyone something to talk about 🙂 I’ll also give the Bride her first advancement points in movement and perception, but if I am wrong please let me know! Endurance: 24/24 Fatigue: 15 Hope: 14/16 Shadow points: 1 Advancement points-Personality: 0 Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: 0 Advancement points-Vocation: 0 Advancement points-General: 3 Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : Diofant Date : Dec 22 '16 3:14am Nah, its all right. Hartfast wasnt even paying attention and Magric rolled awful so he didnt notice. And yup - go ahead and add the two dots!Please take care to track your earnings of AP as this is the key to your advancement after all! The module isnt meant to have the Fellowship hang out here for long (well, at all), but I think this makes for decent transition instead of me just saying you all accepted. Figuring out who Viglund is is a TN14 Lore check - Anduin Lore is applicable here as well if anyone has that. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : Old Overholt Date : Dec 23 '16 3:38pm http://www.leecarver.com/rpg/nori.jpgWhen Idunn retakes her seat at the table, Nori glances over at her – the dwarves in the midst of chatter about their holdings while eating and drinking their way through every plate that’s brought to the table. Hearing her mention the name ‘Viglund’, the dwarf shakes his head: a clear indication it’s lost on him. “Name doesn’t mean a thing to me,” he says rather matter-of-factly before taking a bit of a turkey leg he’s been gnawing on, tearing away meat and brined-skin with his teeth and chewing heartily. With his mouth now slightly full, he’s still able to mumble out to his cousins across from him, “Eiiithrrr ye knwmm hmmm?” http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: [r=4,3]Perception: [r=4,4]Survival: [r=4,5]Custom: [r=4,6]Vocation: [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 2 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Author : Vladim Date : Dec 27 '16 11:46am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngIdunn sits quietly, looking at her companions, new and old, as Nori asks his question, but the only response is silence. She tries to remain quiet, but can only muster a few moments of patience, before she decides to confront Hartfast and Magric. She stands up and prepares to make another visit to Hartfast’s house, this time without using any of her earlier ‘discretion’. But before she does, she makes her intentions clear to the entire fellowship: ’I for one will not follow this Magric until he decides to tell us what Hartfast is planning!’ she explains, the frustration clear in her tone. ’By now, Hartfast will have finished talking to Magric. I will go there now, and insist he tell us what he knows. You can join me if you wish.’ Endurance: 24/24 Fatigue: 15 Hope: 14/16 Shadow points: 1 Advancement points-Personality: 0 Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: 0 Advancement points-Vocation: 0 Advancement points-General: 3 Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Author : Aurore Date : Dec 28 '16 1:45pm http://res.cloudinary.com/tint/image/fetch/w_170,h_100,c_thumb/http://game4v.com/g4v-content/uploads/2016/07/Rise-of-the-Tomb-Raider.jpg[/img]"]Almarion Almarion as a newcomer to the group recognised no names. Usually when a Ranger took over a patch from another the first briefed her on the local situation and the names that mattered, passing along contacts that the newcomer might need. But there simply had not been time and so she found herself in a group of strangers in a strange place with no local knowledge beyond hearsay. This was hardly a desirable situation as a rangers value was usually to be well informed. Something she would need to address. She was also not very good at small talk. Mostly she exchanged facts and her manner was as direct as they came. Having nothing to contribute she simply listened and made mental notes of anything the group mentioned. The notion of attending a festival hardly inspired her with enthusiasm. She did not enjoy partying with strangers, and her own people were rather low key in their celebrations. They had after all little enough to celebrate. And to make matters worse this sounded like some kind of diplomatic mission. Her own experience of diplomacy was mostly along the lines of approaching a village mayor or chieftain and informing them that they had to prepare their defenses as a group of orcs was on its way towards them and they had to do what she told them or die. Usually they did as they were told. It wasn't exactly blinding eloquence however. What had she got herself into. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 14] Author : Diofant Date : Dec 29 '16 1:13am There are numerous letters for Bella - some of them are people she'd written to, though there is no less than seven from busybodies who think she's going way over her head, and should just go home and not be so... adventurous. Nasty business, they wrote. There were a couple that were mostly scribbles and drawings that look like they were doodled afterward - with great difficulty, it becomes apparent that a bunch of hobbit children, mostly cousins many times removed, but some that were not related, had chosen to support Bella's decision to go on adventures - this was perhaps the reason she'd gotten that many letters from disapproving adults. In some of the letters from adults, there'd been mention of 'those reckless Brandybucks' and how she'd clearly been influenced by them. Bella almost certainly would have heard of the twin Brandybucks' disappearance several years back - though the reason why was not declared for a long time as their relatives attempted to silence such talks. Dinodas(Dino) and his brother Dodinas(Dody) had always been adventurous, but many hoped when Dodinas married Agatha Took, he would settle down - he'd went to Bree and back many times, after all, nearly unthinkable for a respectable Hobbit. But Agatha, if anything, encouraged him: she was a Took, after all. Still, it was unclear just what happened to make them get up and go, or where - still... Magric did laugh about Beorn sheltering 'odd children' at one point... http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) Gramtyng looked up from his mug when Idunn spoke again, directing his gaze towards the common room's fire, quietly watching the flames dance about. "Can't say I've heard of him either... But I've not been in this area long. What kinda name is it anyway?" The minstrel recalls his training and furrows his brow, trying to recall the knowledge he'd had shoved down his throat in heraldics and naming structures by father and Aldor. "...Cant seem to even understand what region that'd be from." The bard frowned, a bit disappointed that his prided education had been largely useless here. "Sounds northern, but that isnt saying much around here." He took another drink, before pouring himself a bit more, and half-turning to look at Idunn, who'd prepared to leave: "You know, this Magric isnt really a fellow I'd enjoy drinking with, but its Hartfast sending us along, isnt it? It'll be fine. Though... I've been wrong before, a few times." He raised his mug, looking at the third dwarf they've acquired and the new Ranger: "You've been awful silent, your thoughts on the matter?" As he spoke, and Idunn got up to go to Hartfast, the doors had opened, and the man in question had visited them himself, taking a seat close to the fire with a grunt, stretching his hands towards it - though it'd been Fall, Mountain Hall had already been slightly chilly, and he was not, after all, getting any younger. He was brought a small bowl of stew, which he studied somewhat sourly, before giving a sad look to the retreating back of his youngest granddaughter, who gave him some manner of medicinal concoction with no meat, but stuck the spoon in his mouth anyway, grimacing at the flavour as a man who'd accepted his fate. Those wishing to speak with Hartfast (about Magric or other such things), this will be a Social Encounter: Please Roll your Insight to determine Bonus Dice, and choose who will present the case you have (counts as Introduction). http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 15] Author : Old Overholt Date : Dec 30 '16 5:14pm http://www.leecarver.com/rpg/nori.jpgSeeing that Idunn has reached her limit with speculation regarding Hartfast and Magric, Nori gently drops a portion of thick, hearty bread he was working his way through and then rubs his finders together, clearing them of crumbs. “Well, if that’s your intent, I won’t let you go alone,” Nori murmurs before pushing himself away from the table and hoping down onto the floor, his boots smacking against the ground with a dull thud. As he passes along the outskirts the table, he casts a glance towards Almarion as Gramtyng puts the question forth to her. He seems curious to hear what the Ranger is going to say regarding all of this, but his attention is certainly split between her words and the potentially fiery discourse to be had between Idunn and Hartfast (should she speak her mind openly before anyone can broach the subject.) His eyes visibly flick between the Ranger and Idunn before finally coming to rest on the Hartfast as he comes through the door. “Well, then…” Nori says in a somewhat disheartened tone, expecting the worst as he newest arrival has horrible timing. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: [r=4,3]Perception: • [r=4,4]Survival: [r=4,5]Custom: [r=4,6]Vocation: [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 2 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 16] Author : Vladim Date : Jan 1 '17 3:33pm http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngIdunn nods at Nori as he expresses his desire to join her. Truth be told, Hartfast valued the dwarves, and Nori’s support would be very welcome. She takes a few steps towards the door when she spots her chieftain, and decides to return to the table as he sees Hartfast approach. She quietly observes the old man eat before finding the right moment to address him. ’You wish to speak of the festival in Stoneyford, do you not? I sought you earlier, but you were discussing with Magric. I caught only a few of the words you exchanged, yet there still seem to be things that neither I nor my companions have been informed of… Something about a man called Viglund, though none here know him.’ As she speaks, her tone changes and, although she knows that Hartfast rightly deserves respect, her gruff words betray her impatience: ’If we are to be emissaries of Mountain Hall, then we must know your intentions, Hartfast, son of Hartmut. Who is this Viglund, and why should we trust Magric? Lies and secrets are the way of the eafolk, or the merchants of Esgaroth, but not of the Woodmen of Mountain Hall!’ If applicable, I woulf like to use her 'Gruff' trait for an automatic success on the Awe test needed for the introduction. I will provide a check in the case that the trait does not apply. Endurance: 24/24 Fatigue: 15 Hope: 14/16 Shadow points: 1 Advancement points-Personality: 0 Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: 0 Advancement points-Vocation: 0 Advancement points-General: 3 Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 17] Author : Aurore Date : Jan 2 '17 2:49pm http://res.cloudinary.com/tint/image/fetch/w_170,h_100,c_thumb/http://game4v.com/g4v-content/uploads/2016/07/Rise-of-the-Tomb-Raider.jpg[/img]"]Almarion Almarion sipped another gulp from the ceramic mug of mead she was holding. It was good mead, obviously made by someone who had taken pride in making it. In many ways that described what she had seen from the people in these parts. Good hard working folk proud of what they did and how they did it. She respected that. It was folk like these that made the fight against the shadow worth fighting. Her attention had slipped from the man Gramtyng for a second and so she was not sure whether or not he had directed a question at her or not. She couldn't even remember what name she had given, one of the problems with having two of them. She used Almarion with strangers and elves and formal occasions usually and Yonithil when at home with friends and family in the Angle. "I do not recall the name I gave you. Almarion is Quenya. Yonithil is Adunaic. Both mean Blessed" Almarion snorted at the thought and continued "My family give a name in each tongue to their children by longstanding tradition." Even that much extra information was more than Almarion would usually give. Perhaps it was the mead. Or maybe she was just being especially sociable, for her anyway, because she had just met these people. Turning to Idunn she added "I shall come with you also. I made a promise to Arphel to stand in her stead, and so I will. besides, I need to get to know the folk in these parts if I am to be of use to them." -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 18] Author : Ipphli Date : Jan 3 '17 8:28pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin Borin sat brooding as the others conversed. A flood of emotions ran through him as he contemplated the collapse of the mine. HIS mine! There was guilt over the lives lost, anger that they'd not listened to his teachings more, guilt that he hadn't done a better job instructing them, worry over the future of the mine, and guilt for even considering something like material gains when lives were lost. Guilt was't an emotion the dwarf was used to feeling, and he certainly didn't like it. He considered just wiping his hands of the whole mess and moving on. He had no real ties here, after all, nothing to bring him back. He could walk away and be done with it. But then the people here would surely never aid him or his kin. Besides, after living for a year amongst them, Borin found he liked these Woodmen. He'd made friends with some of them, had shared countless nights drinking and swapping tales. Despite all the hard work of getting the mine up and running, and the recent collapse, Borin found this had been one of the most relaxing years he could remember. No orcs to kill, no trolls threatening to eat him, nothing more dangerous than a cave-in or a fall. Both of which he, at least, knew how to avoid, he thought sourly to himself. The dwarf listened with half an ear at best to Idunn's declarations. He'd gotten to know the woman over the last year, and knew to expect such outbursts. Especially when she was impatient (which seemed to be often). However, the dwarf didn't much care for this fellow either. The man was far too full of himself for comfort, not to mention far too slovenly. No, Borin would not be trusting the man any further than he could throw him. But he would follow nonetheless; he had every intention of attending the Beornings' festival. He'd seen Beorn's charge during the Battle, had witnessed the massive bear crush the accursed Bolg. The chance of recruiting such help to retake his homeland...no, he could not ignore it. Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 19] Author : Born on the Bayeux Date : Jan 4 '17 5:56am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) If Irime's distant attention to Bella had disturbed the cheerful hobbit, it certainly hadn't been for long. For soon, Bella was lost in the mail and corresspondence from home. The sheets even smelled of Old Toby. Currently, Bella was making due with what pipeweed had been scraped from the nooks and crannies of big folk dwellings. It might have been ground-up parchment she was smoking, for all Bella knew as she was back in the Shire, at least in mind. It was a joyous muddle, ridding through all of the gossip, minutae and other mathoms of humble script. Reading about Dino and Dody did make her wonder. Wandering wasn't for all hobbits but it was for Tooks more than most. And then the conversation around her finally seeped into her thoughts as she understood. "Not children but kin! Beorn may be sheltering some of my family." Bella had spoke her thoughts aloud, not with any real intention to communicate. Her eyes shone with a newfound determination to seek out this Beorn. Recovering from nasty allergies but also a great holiday season. I hope your holidays were as fun. I am a little pressed for time but my spare time should increase as this week goes on. Belladonna 'Bella' Bracegirdle [R=1,1]Culture: Hobbit of the Shire[R=2,1]Standard of Living: Prosperous Cultural Blessing: Common Sense (Fellowship gains a Fellowship Point; best of two Feat Die rolls for Wisdom Rolls.) [R=1,1]Calling: Wanderer[R=2,1]Shadow Weakness: Wandering-Madness TRAITS: Specialities: Cooking, Story-Telling, Folk-Lore Distinctive Features: Adventurous, Merciful -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 20] Author : Diofant Date : Jan 4 '17 9:38pm http://i1050.photobucket.com/albums/s419/Svorinn/Hartfast_zps7rtkr0yd.jpg"Ha, you've heard that talk?" Hartfast put down the bowl with a disappointed sigh and stretched his hands towards the fire, half-closing his eyes: "Viglund, huh...?" Muttered the old man, half-listening to Idunn's words, half engrossed in his own thoughts. After a brief moment, he'd leaned back in his chair, a difficult to read expression on his bearded face: "Daughter of Theodwin, I've told you no lies - but secrets are the burden of every leader." His tone showed clear displeasure at this outburst, but it was only momentary, as the chief sighed and wiped his forehead in a tired manner: "This is not one of the ones I have to keep, however. Viglund the Cruel, as he is called, is a leader of Men to the north, beyond the Forest Gate." he turned to face Idunn, as well as the rest of them, a half-smile now on his weathered lips: "As for trusting Magric, well, you've said it yourself, haven't you? Lies and secrets are ways of the earfolc, and he is a Woodman of Mountain Hall, just like you." LM Note: Getting more out of Hartfast will require application of Social Skills - Persuade, Courtesy, Riddle, Inspire, perhaps Insight if you get creative with it. Each skill, as I remember, can only be used once in an Encounter, with the exception of the introduction and clarifying roll (Awe/Courtesy and Riddle), so after someone uses Awe again, it cannot be used further. Correct me if I'm wrong though, Vladim. http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) "Ah, come now, the earfolc aren't that bad! They only lie sometimes, after all." Gramtyng chuckled, putting his empty mug aside and looking up at Hartfast while leaning on the table with one elbow, propping up his head. "You'know I think what my friend is trying to say is that well... you know us." He wore a confident smile. "You know we're capable and trustworthy, and wont back down from whatever comes to light, even if it is that..." He grimaced, looking like he bit into something bitter, as he recalled the thing in the well: "...that thing shouldn't really be seeing the light of day anyway. We stick up for each other and get things done, you know? Hard to do if we don't know what you're expecting of us." He chuckled, pouring himself some more ale, before replying to Almarion: "Two names huh? Well, either works for me, whichever you're more comfortable with, so long as you've the steel and mettle to back us up when it gets difficult." http://i1050.photobucket.com/albums/s419/Svorinn/Hartfast_zps7rtkr0yd.jpg"Hrrmph." Hartfast scratched chin uncertainly. "Your boast is wasted on me, son of Fastred, but I understand what you two are trying to say." He looked at the ceiling, placing his hands across his chest and considering something carefully: "My request of you is to merely represent Mountain Hall at this harvest festival of Beorn's." He said finally. "Magric is simply there just in case something unexpected happens. He isnt meant to guide you or lead you, unless you wish for that." Hartfast shrugged. "Beorn keeps his own council, and does not like those that meddle in his affairs, be they man, dwarf, or elf. He does, however, hate goblins..." Hartfast's face darkens slightly: "I do not want to sway your view of Viglund either way. As far as I know he will not be attending, but his emissaries likely will be. Bias and hostility is something I want to avoid - what I do want you to do is remain friendly unless your honor is insulted." LM Note: Hartfast is reluctant to explain Viglund, essentially. http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 21] Author : Vladim Date : Jan 5 '17 6:56am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngThe Bride considers her words carefully before replying to her chief. ’You make strange requests, Hartfast.’ she finally says. ’You wish us to remain unbiased against a man with a reputation for cruelty. But if Viglund’s reputation in the North is deserved, then the presence of his men in Beorn's lands will not be well received…’ She pauses, contemplating the nature of the journey that lies ahead. Despite having her suspicions confirmed, she can do little but accept, as Merovech still needs to see her. ’I will abide by your words nonetheless. No knives will be drawn unless in defence, and I will do what I can to avoid tensions. But rest assured that if things go sour, and if the emissaries of Viglund resort to violence, then we will *not* be needing Magric’s help: we have faced far worse in the heart of Mirkwood. Is there anything else we should know, or should we begin preparations?’ No rolls, so the post is basically fluff. I just wanted to let other PCs have a go with their skills; plus, Idunn’s not particularly good at diplomacy. Endurance: 24/24 Fatigue: 15 Hope: 14/16 Shadow points: 1 Advancement points-Personality: 0 Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: 0 Advancement points-Vocation: 0 Advancement points-General: 3 Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 22] Author : Old Overholt Date : Jan 5 '17 6:55pm http://www.leecarver.com/rpg/nori.jpgPerhaps afraid to speak over Idunn given her relationship to Hartfast and address the man directly, Nori turns to look up at the Woodswoman and asks in a semi-hushed tone with his face contorted into some visible sign of concern, "What does he mean 'if something unexpected happens'? What's to be expected that's unexpected?" The dwarf's eyes then turn back to Hartfast, as if wondering if the chieftan is going to answer for Idunn or just taking in a sight of the man, wondering what game he's playing. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: [r=4,3]Perception: • [r=4,4]Survival: [r=4,5]Custom: [r=4,6]Vocation: [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 2 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 23] Author : Aurore Date : Jan 7 '17 5:22pm http://res.cloudinary.com/tint/image/fetch/w_170,h_100,c_thumb/http://game4v.com/g4v-content/uploads/2016/07/Rise-of-the-Tomb-Raider.jpg[/img]"]Almarion It was none of Almarions business to speak, but if her new companions were going to be offended by her manner it was better to find out now than later. "It is a leaders burden to decide which secrets to keep and which to speak. There are many reasons for wanting an open mind on a man with a bad reputation. The reputation may be false and if the leader wants an honest measure of a man rather than a retelling of a rumour, the reputation must be judged afresh. Also it is easy for a leader to get a reputation for cruelty if his people live under difficult times. But if that reputation is tempered by fairness, then perhaps the cruelty is only done out of need. For instance seizing food from farmers to feed the starving during a famine. The farmers may consider this cruel as they cannot sell at high price to the wealthy, but the town lives." -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 24] Author : Born on the Bayeux Date : Jan 8 '17 6:13am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) Excited at the possibility of meeting her kinsmen this far out in Eriador, Bella chose to put an optomistic outlook forward. "May we meet friends so that we may be friends." She finished another pint of something that warmed her belly and then muttered, "For I have seen what we can do to our enemies." Belladonna 'Bella' Bracegirdle [R=1,1]Culture: Hobbit of the Shire[R=2,1]Standard of Living: Prosperous Cultural Blessing: Common Sense (Fellowship gains a Fellowship Point; best of two Feat Die rolls for Wisdom Rolls.) [R=1,1]Calling: Wanderer[R=2,1]Shadow Weakness: Wandering-Madness TRAITS: Specialities: Cooking, Story-Telling, Folk-Lore Distinctive Features: Adventurous, Merciful -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 25] Author : Diofant Date : Jan 12 '17 1:03am Using his keen observation skills, and adding that to what he knows of Hartfast and the Woodmen in general, Nori is able to understand that for one, Hartfast is not lying - it becomes very apparent when the old chief tries to do something deceptive simply by observing his body language: he begins to pull at his beard. The notes of worry do in his voice does not escape the dwarven craftsman, however, and although Hartfast is quite sincere, it seems he is distracted by something else he considers concerning; perhaps that is why he is not being entirely open. The old man does look nearly directly at Nori when he speaks to Idunn about 'what could go wrong', and his brow is raised somewhat quizzically. Nori gets the feeling that the man isnt entirely sure what Viglund himself could pull - after all, it is a large festival in the middle of Beorning lands.http://i1050.photobucket.com/albums/s419/Svorinn/Hartfast_zps7rtkr0yd.jpg"It is but a byname, Bride. The Viglundings have a similar tradition to the Beornings when it comes to them - they are a sort of rite of adulthood. They are usually awarded based on some highlight or incident that is key to that person; I confess I've no idea what caused them to give Viglund his Byname. It may even be given in ... humor, I suppose." He nodded towards Almarion: "You've the right of it. He may have been named such out of spite and kept it as a reminder. We do not know terribly much of their land - most of the news are what Magric brings us. Still, there are some things we do. As for Beorn..." The woodman pulled out a large handkerchief, and tiredly wiped his forehead, before pocketing it again: "Beorn has never expressed anything about Viglund, so I cannot say I know his mind on this matter." His eyes darkened as he folded his hands, raising his eyes towards the carved wooden ceiling of the common hall, drawing an uneven breath and remaining silent for a good minute. Somehow, the Tallest Dwarf seemed much older than he had been in that moment, put as he opened his eyes and directed his gaze at the company once more, it seemed to have passed. "I do not expect open hostilities. Though the Beornings and Viglundings feud, openly breaking tradition like that does not strike me as something someone of Viglund's intellect would do." He half-turned to Bella, smiling through his beard: "Aye. Would be a grand thing, would it not? If the people of Middle-Earth understood that petty squabbles are meaningless and unworthy for those that oppose the Shadow." http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) A frown creased Gramtyng's forehead when he'd heard the last few words Hartfast spoke, as he glumly looked inside his mug, making certain there was nothing left inside. It reminded him of the mess that'd been happening back in his old home, of the mad king whose court cared more for pleasing their unstable king who than getting rid of the the orcs and goblins that could easily be found polluting the wide, open plains of the Mark... of the ceaseless hostilities with the Dunledings and mutual hatreds flaring from both sides, and of superstition and fear his own people felt at those who were born under the wrong mountain. "Wouldnt that be a sight to see..." He muttered. He briefly pondered what manner of feuds the Beornings and Viglundings have and if they were anything like the raids and disputes the Rohirrim had with the Dunledings. http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 26] Author : Vladim Date : Jan 12 '17 2:47am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.png’Perhaps you are right,’ says the Bride to Hartfast and Almarion, ’though we best be careful. But guess-work is of little use now. We shall soon see for ourselves if this Viglund deserves his byname.’ She makes a mental note to question Magric about the matter. He seems a man with strong opinions, and even if she disagrees with him, she can perhaps learn something about the situation nonetheless. But this can wait-the journey is at hand, and there are preparations to be made. She waits for Hartfast to conclude and take his leave before she speaks to her dwarven companion, Nori, whose earlier comment has been noted. [OOC: To Nori; but it can be overheard by others.] ’I do not like this, not one bit. The old man has always been stubborn, but I was hoping to sway his mind. No matter-whatever happens, we will be ready for it.’ Endurance: 24/24 Fatigue: 15 Hope: 14/16 Shadow points: 1 Advancement points-Personality: 0 Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: 0 Advancement points-Vocation: 0 Advancement points-General: 3 Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 27] Author : Old Overholt Date : Jan 17 '17 6:44pm http://www.leecarver.com/rpg/nori.jpgThere's a brief, silent exchange between Nori and Hartfast - the two staring at one another while others speak as if sizing each other up or merely posturing themselves in the conversation. What exactly is 'said' between the two isn't clear, but there's clearly some communication taking place or reading of positions on the matter of the Fellowship venturing out to the festival. In the end, neither man says anything of it as others interject into the conversation and Hartfast is forced to speak up. When Idunn communicates her displeasure with their task, Nori nods his head once and firmly as his eyes turn towards the direction which Hartfast wandered. "Something's on his mind, that's for sure..." Nori says with a bit of a scoff. "... but I don't think he's worried about this Viglund at all. Seems like we should be looking out for trouble from someone or something else," he then adds before turning his sights back to the Woodswoman. Looking up at her with his fists burying themselves into his sides, his stubby arms now sticking out on either side of him, the dwarf tells her, "I'd press him further but I hate to spit in the face of generosity this soon. Hopefully that's not anything I... /we/... will regret." http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: [r=4,6]Vocation: [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 2 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 28] Author : Diofant Date : Jan 19 '17 2:18am http://i1050.photobucket.com/albums/s419/Svorinn/Hartfast_zps7rtkr0yd.jpg"With that, I leave you." Hartfast got up heavily, taking the bowl of stew he'd been neglecting as he got up. "While you represent us at the Festival, I've a few things to take care of here, myself." He nodded with a serious expression to the company, and left the common hall. http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) Gramtyng, who had been keeping his eyes closed for the rest of the conversation, pretending to nap as he'd not had much to add to it, finally half-opened one eye. "Old man hasnt steered us wrong yet. I'd like to think he wont, either." He sat up straight, massaging his eyes and then adjusting his cloak around his shoulders: when Hartfast opened the door, a brief autumn chill had swept its way inside, making the minstrel uncomfortable. It had not been winter yet, by far, but at this proximity to the Misty Mountains, many things had changed. Still, it was not unwelcome, as he felt more awake now than before: "I think all of you, Hartfast included, are worrying too much. I understand being prepared n' all, but there's prepared and then there's paranoid. Sharpen your weapons, wear your armor, but dont meet others with a glum face. After all, this will be a festival! Besides... No use worrying about what you cant help nor know about. Dunno about you, but I plan to have some fun." Having said this, the minstrel also gets up and begins to pick up what little of his belongings lay about the Common Hall, intent on packing. http://i.imgur.com/LrJvhh0.png[/img]"]The journey to Stonyford is about 120 miles from Mountainhall; it takes the companions south of the Old Ford, and will take the companions a solid 6 days, but is over easy terrain that is simple to navigate. Nevertheless, it is a borderland, and so, is at TN14. 2 Fatigue tests will have to be made. A Lore check against TN14 will earn you bonus dice for the Travel roll, as always. The path proposed crosses at the old ford, and then goes south towards the settlement - if you would like to ford the river, that possible too, but will require further Athletics checks. I will narrate the journey; but I would like to try do a short camp scene per fatigue check where the companions have a chance to use their '2 rolls per day' rule, to make the camping a bit more believable: for example, if Bella is the Scout, she would be finding a place to sleep for that night and so on - this can lead to further little adventures, so I believe its worth looking into. This also adds some interaction scenes for the fellowship - however, if people dislike the idea or wish to get straight to the end of the journey, we can do that next time we have to travel. So, to reiterate, what is needed: Lore Roll vs TN14 (if you want bonus dice on your Travel Roll) Travel Roll vs TN14 (So you dont get fatigue) Please re-confirm your role in the Fellowship. There may only be one Guide, but multiples of other roles - for example, Nori was the Guide before (and may wish to stay that way), and Gramtyng was one of the Huntsmen. Your role... roll. Huntsman rolls Hunting, Scout rolls Explore, Lookout rolls Awareness. The Guide's roll is Travel. You have the option of making one additional roll of your choice - just an explanation of what you're doing during camping, or the journey - for example, if you're worried about camp security, you could roll Battle to observe the advantages and disadvantages, or Craft to cook food, etc. http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 29] Author : Vladim Date : Jan 20 '17 12:37am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngSoon after Hartfast gets up, so does the Bride. ’You are right,’ she says to Gramtyng, ’we must not raise suspicions. But I *will* be ready…’ She turns to Nori, their leader, as she gathers her meagre belongings from the Great House: a cloak and the rope given to her by Ellerina. ’I trust you to lead us, as you have done in the past. I know these lands, and I can scout or hunt as we journey to Stonyford.’ She then turns to the newcomers, addressing them both before the fellowship departs. ’We shall leave soon. Nori will be our guide, and my companions will help him. But you are welcome to contribute with your own gifts and talents, whatever those may be.’ (Sometime during the journey...) During the journey, Idunn seeks an opportunity to speak with Magric alone. The man may be a Woodman, yet she does not know him, and his habits and vices did not inspire much trust. She gets her chance on the second day, a few hours before sunrise, and decides to confront the man. ’I do not know you well, Magric of Mountain Hall, but I think you are not telling us all you know. You called my cousin pig-headed, insulting him behind his back-I heard it with my own ears. If you disagree with him, why don’t you do so in Stonyford, at his face, like a man of honour? I could secure you an audience...’ Endurance: 24/24 Fatigue: 18 (15 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 1 Advancement points-Personality: • Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 30] Author : Old Overholt Date : Jan 20 '17 5:12pm http://www.leecarver.com/rpg/nori.jpgNori gives a respectful nod to Idunn as she entrusts him to guide them to Stonyford. For the older members of the Fellowship, this may or may not sit well. Nori, for his part, has been a dependable and durable guide - ensuring that the party moves at pace which should fatigue none of them. Whether he has kept them moving as quickly as they might like is a different story altogether. Either way, Nori replies, "We should be quite safe then," - referencing his own growing trust in the woodswoman and other members of the fellowship that lent their awareness to guiding the group safely from destination to destination. During the journey... Nori moves at his same rigorous (at least, for a dwarf) pace along the routes leading to Stonybrook, always attempting to take the path of least resistance, not only for his sake, but the well-being of others. Most of the time, he chooses correctly, but there are one or two occasions he seems to cut through overgrown areas that may have been a little more difficult to traverse than he had hoped. Nonetheless, the Fellowship is able to keep moving forward. During periods of "thoughtless" travel he seems to sidle up alongside Almarion, apparently attempting to get to know the newcomer to the Fellowship, whether she's talkative or not. Nori doesn't seem to have the gift of gab himself, but it's clear the dwarf tries to make the effort. He begins with a solemn apology to the circumstances that brought her to the Hall in the first place. "It was kind of you to bring that ring all the way to the Mountain Hall," he tells her at first. "I'm certain it meant a great deal to her," Nori then adds. "She already lost a great deal." There's a brief pause on his part before he asks unsuredly, "Where... Where was it you came from again?" http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: 封 [r=1,3]Awareness: [r=1,4]Explore: 封 [r=1,5]Song: ・ [r=1,6]Craft: 封・ [r=2,1]Inspire: 封 [r=2,2]Travel: 封・ [r=2,3]Insight: 封・ [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: ・ [r=3,1]Persuade: [r=3,2]Stealth: ・ [r=3,3]Search: 封・ [r=3,4]Hunting: [r=3,5]Riddle: 封・ [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: 封 [r=4,3]Perception: 封 [r=4,4]Survival: [r=4,5]Custom: [r=4,6]Vocation: ・ [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]封票r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]票r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]票r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 2 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 31] Author : Diofant Date : Jan 24 '17 2:36am https://s-media-cache-ak0.pinimg.com/originals/bc/26/d8/bc26d84ae6a2ddd715ecccdb391f4b57.jpg The road to Stonyford is without much incident; after all, the first part of the Journey is through lands neighboring Mountain Hall, and the second are within sight of the Beorning holdings. The weather is fairly pleasant for the most part, but towards the 5th day, the clouds which previously prevented the sun from blinding the travelers have grown darker, and soon bore rain, which turned into a downpour. Wishing to stay out of the rain, Bella took it upon herself, as the Fellowship's Scout, to find a decent place of refuge. She found it in a small grove of dead trees; a ruined stone structure with an undetermined shape, tilted sideways and clearly slowly sinking into the bog. The thing had a small piece of roof that was not ruined, an area which was dry thanks to it, with a wall that had been intact; a walkway that lead to a small watchhouse-like area, and stairs headed down; however beyond the first ten feet down the well-preserved stairs, there had been swampwater. It had been at least better than being soaked, so the Fellowship agreed to break camp and at least wait out the rain, if not spend the night there. Almarion, keen-eyed as she had been, had managed to spot that there had been several runes, nearly faded, carved into the walls which looked nothing like elegant elvish or straightforward human, but was the work of dwarves. Furthermore, there seemed to be more to this ruin than what met the eye: below, in the swampwater, there had been the glint of something metal, and from the charred patches on the ceiling above the stairs, if one descended a bit, it was possible to tell people visited recently with torches - the moss had not yet grown on the walls where the water touched them, which meant the flooding had been recent. Perhaps a camp was caught offguard by the water rising? http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) Gramtyng, not wishing to leave the ruins, had planned to fish in the area where he saw the water being somewhat clear: much to his agitation, all he'd caught were a few tadpoles and an old shoe encrusted with slime of unknown origin. The irritated bard muttered a few choice lines from a counting song about the fisherman who wasnt looking where he was going and instead of quietly fishing at the banks surprise-visited a bear, whose den was below the hill he'd been on. Calming himself, he'd pulled out a lute and began strumming it, getting an idea for a humorous marching song while humming to himself: Inspiration struck while Hepti ran by, pursued by a rather large boar. The minstrel looked up in concern, but as they rounded the corner, it had been the dwarf who chased the boar, somewhat comically, axe over his head. The chase ended when the boar fell into the flooded area of the ruin, losing its maneuverability, and allowing the ever-cheerful dwarf to strike a mortal blow. This gave Gramtyng a few other ideas, which he began to furiously scribble in his journal. Idunn had been slightly less lucky than dwarf, but with the absence of fish, and the overabudance of meat now that they had a boar, she found several herbs to bring out the meat's flavor far more than simply roasting it would have done. Borin had come back slightly after; his own attempt to hunt some provisions had not been quite so successful as Hepti's, and the fellowship settled down after Nori had cut down a few of the dry trees and constructed a makeshift barricade to leave only one entrance to the camp, which Almarion would watch, being the Lookout. After he'd been done figuring out the barricade, the dwarf had taken to looking through the maps the Fellowship possessed of the area and thinking if there was any better way to attempt the final leg of the journey. (If anyone gained fatigue on the second Travel Roll, it only grants +1 Fatigue, not +3) http://i.imgur.com/je4deeb.pngThe ruins they'd ended up in were fairly spacious - at least on the surface, so there wasnt any issue in the trapper and the huntress speaking privately - he had readly followed her when asked, but when she'd actually asked him the question... Magric snorted like he heard something hilarious, choking a bit - he'd been smoking a pipe while sitting sideways on a ruined wall, one foot hanging off, the other providing support. His attempt to laugh did not go so well, and he ended up coughing for a bit and nearly falling off. Taking the pipe out of his mouth and turning fully to face Idunn, rubbing "Yer related to Merovech?" He looked her over with an arched eyebrow: "Probably distant relation, far too pretty otherwise. My condolences either way." Magric grinned, pulling out a flint and tinder and attempting to light his pipe again. It took him a few tries before he realized it just wasnt happening and put the pipe away into his belt pouch with a sigh. "Anyway, t'answer yer questions... Yes, yes, yes, yes, no. Though, if that aint clear enough... Lets see if we can get to know each other bit better." The trapper inhaled the fresh air greedily, seemingly intoxicated by it, and began his story, one arm on the the wrist of the other, rubbing it slightly for a moment in irritation, his eyed darkening. "Magric's m'name. Outside Mountain Hall, usually go by The Hound. I'm originally not from Mountain Hall, but was accepted as one of you. Family's dead. Orc raid. Pretty common. Supposedly I've got some elf blood, where I get my roguish good looks an' all! Spent a lotta time wanderin, huntin, trappin. Got good at it... now I help out Hartfast because I know the area best." He let go of his wrist and scratched his head slightly, face acquiring an uncharacteristically puzzled expression, before looking at Idunn again: "Not sure why yer so agitated, when've you seen Merovech last? E's stubborn as a mule now, becomin' a parent didnt soften 'im any. Tellin' 'im to his face wont do much, innit? Already done that when I tried to get him to ban Viglundings from the Festival." He shook his head and returned his hands in the old position: "Y'know what 'e did when I called him that to his face? Laughed at me, punched me in the shoulder, and walked away. Still got a bruise... Wanna see? Kinda impressive how it changes color, actually..." The stupid grin was back plastered on his face; it had been a very different expression from back when he'd gotten drunk in Mountian Hall - the 'best trapper' looked more like a goofy kid, proud of his latest prank. http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 32] Author : Born on the Bayeux Date : Jan 24 '17 5:20am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) Bella's excitement about travelling, plus the possibility of seeing kinfolk, had made her very bouyant. The long journey had filled her with trepidation. Both of which had made the Took very chatty and animated. Still, it was easy enough to 'gift' the little chatterbox to the other members of the Fellowship with the merest pretense which the guileless hobbit missed entirely. My sincere apologies for being so late to return to the game. Real-life has been particularly 'real' lately. To ease Bella back in, I have made a post where Bella is buzzing back and forth among the Fellowship, listening and saying perhaps to much as suits. I will make any rolls necessary (or Diofant can, to help save the time I have spent). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 33] Author : Vladim Date : Jan 25 '17 3:21am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngIdunn is somewhat taken aback by Magric’s openness. She did not expect the man to be so forthright. After listening to his answers, which seem quite honest to her, she reconsiders her earlier negative impression, if only a little. ’You are right. I have not spoken to my cousin in years. Nor did I know he is a father now. Do you know his family?’ she asks, trying to engage the trapper in casual conversation. After all, Magric seems eager to speak, and Idunn rarely holds back from answering others’ questions honestly, and to the best of her ability. However, there are things that interest her more, and as the two converse, she tries to steer the conversation back to the festival and the Viglundings. Diofant, if you do not object, I will list up Idunn’s questions below. The reason is that this could take several posts, and I don’t want to slow down the game. But a side-thread would also work, if you want to make one. If any roll is required, please let me know, and I will provide it. These are the questions for now: 1. ’Why do you want Viglund’s men banned from the festival?’ 2. ’Why has Hartfast sent you with us? We need no guide, and if there is trouble in Stonyford, we can defend ourselves. Why are you really here, Magric?’ Additionally, is Almarion the only PC to have noticed the glint of metal below the swamp-water? Or can all PCs react to that? Endurance: 24/24 Fatigue: 18 (15 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 1 Advancement points-Personality: • Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 34] Author : Diofant Date : Jan 25 '17 7:01pm Normally, I'd wait till everyone participated but since this is camp conversations, I am just going to reply whenever something comes up - so dont worry about slowing down the game, since Camp, I feel, is exactly for this sorta stuff, and besides we're not going really fast right now anyway - if anyone wants to talk to an NPC (or another PC) in depth at camp, and we're moving too quickly - then go ahead and make the thread in the campfire stories section and we'll talk it out there! Inspire - meant to get Magric to be more open about something he's uncomfortable discussing. However, in this particular conversation, if you can think of a way to convince Magric that you would understand what he'd say, or impress him in something he values, you could even use non-social rolls I would assume Almarion would tell you, since she's the Lookout for the Company. Anyone is free to go and check out what's there, or comment about it. If you're just looking, Search TN14 is fine - but if you want to go down and take some of the things there, then thats Athletics at TN12 since still waters. http://i.imgur.com/je4deeb.pngMagric's grin waned a bit for some reason, and he pulled out pipe again, eyeing the contents suspiciously before knocking them out onto the ground, and kicking some dirt over them. taking out a small pouch, he began to stuff the pipe anew, perhaps due to the moisure in the tobacco before. As he did so, he continued the conversation with Idunn: "Family huh. Based on what I know of Merovech... he's joined up with Beorn not all that long ago, 'long with his father, Hakon the Wild. Your... Uncle, I guess? Maybe? Anyway, e's about the only tracker you'll ever hear me admitting is better than I am. Shame e's lost 'is arm, really..." Magric finally managed to light his pipe and took a few puffs of it, visibly relaxing. When he boasted of his abilities as a tracked, his expression did not even shift - he'd been quite secure in the belief of his own superiority. "From how Merovech tells it, he's become Thane relatively quickly. Wouldn't say why, but Beorn trusts him enough to travel his lands and act as his judge. Married a beautiful young woman named Amalina, a healer - and they've a son who is the most infuriatin' little brat I've ever met." The trapper growled, clenching his teeth on the mouthpiece of his pipe. "Well, I say little but e's what? Sixteen winters? E's even more stubborn than 'is pa, and is obsessed with stories. Ragnar's 'is name." Magric takes the pipe out of his mouth, looking somewhat more contemplative when the next question's been asked, and his grin, as well as his cocky attitude practically evaporated, and a grim look replaced them. There was an unnaturally long pause before the man spoke again, his tone different from before, speaking slowly as if trying to find the right words. "Yer askin' me that... means the old man didnt tell you. Then 'gain... Yer askin' for MY reason. Old man prob'ly wanted you to form your own opinion of Viglundings. No harm tellin' you what I think." He put his pipe back and his mouth and fell silent for a short bit, fold his arms in a strange way, absent-mindedly smoothing the fabric on his wrist as if caressing it. Coming to a decision, he took the pipe out of his mouth again and spoke, pointing at the Huntress. "How do you feel about slavery, Bride?" http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) Gramtyng yawned, closing the journal after making sure the ink had been dry, and hid it in his pack once more. Leaning back against a nearby piece of wall, he began flipping through the things he'd had to take care of during his presence in Wilderland - most importantly, of course, the Lore of his people's ancestors, the Hunt for the werewolf, and the songs he'd been looking to write. He'd done about all he could for today about how his songs could go, and felt he'd satisfied that goal for today at least - which mean he could think about the lore or the hunt, and the lore did not merit much thought; he'd have to actively look for it, and not in a dwarven structure... As for the hunt, that merited some consideration, taking into account the talks he'd had with with Idunn and how (un)comfortable woodmen were with horses. As he'd thought about it more and came up with several other somewhat outlandish schemes, he noticed that Bella had seemed to be far more restless than before, seemingly excited by something. "Something exciting happen, Bella? You look like its some sort of celebration happening, its a strange contrast to how gloomy this place is, especially when its raining." He took a stick from the side and adjusted the campfire, sending a column of sparks into the air, causing the boar meat to sizzle on the makeshift spit. He'd been hoping someone would take charge of the cooking, as he himself had been known to set fire even to scambled eggs, and took a measure of pride in such a feat. The dwarves, or perhaps Bella herself - though when he'd come here, he had no idea what a hobbit even was - 'holbytlas' was the closest thing he knew, and the description of those was essentially 'they do little, avoid the sight of men, are able to vanish in a moment, and can change their voices to resemble birds.' It took him a bit to get used to Bella, even - but he could, after travelling with her, at least add a little more to that list. http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 35] Author : Vladim Date : Jan 26 '17 1:41am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngIdunn listens with interest. Before the conversation, she knew little of her cousin. She is surprised to learn that he is so respected by Beorn, and even more so to hear that Merovech has a son who is about her age. She commits all the names to her memory, but does not question Magric any further on the matter. In one or two days the fellowship would reach Stonyford, and she’d be able to speak with Merovech herself, and confirm all of that for herself. When the subject shifts to the Viglundings, Idunn crosses her arms over her chest and allows Magric to speak. She interjects only once: ’I can form my own opinions.’ she states plainly. ’I do not know why stubborn old Hartfast does not understand this. And you can call me Idunn-there is no use for bynames here.’ As to Magric’s question, her answer is unambiguous: ’Only orcs and goblins practice slavery in Mirkwood. They tried to enslave Ellerina, when we returned from Lake-town, but we did not let them take her. One of them fell to my axe.’ she concludes coldly and in a matter-of-fact way, her tone betraying no pride in the deed whatsoever. She ends with an emphatic statement: ’Slavery is no different than orc-work, and any Man who practices it is evil.’ Since Idunn’s Inspire is not particularly good, I’ll use Awe to boast about her killing of the orc in ‘Don’t leave the path’. Because she did it to rescue Ellerina from slavery, it may be appropriate here (but feel free to roll Inspire if you don’t agree-the Bride only has one dot in it). I'd also like to invoke Gruff for the advancement point, if appropriate. I may post in a couple of days about the glittering thing under the waters, but if others post first, I am happy to take a more supportive role for that 🙂 Endurance: 24/24 Fatigue: 18 (15 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 1 Advancement points-Personality: •• Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 36] Author : Born on the Bayeux Date : Jan 27 '17 6:28am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) While the journey's banter was pleasant enough, it was more small talk and idle chatter than soul-baring. Perhaps this was deliberate which would be right over the innocent hobbit's head. But she was grateful for Gram's earnest question and touched by his concern. It was nice to be noticed by one of the Big Folk, or at least not stepped on. She smiled and shared her information with a twinkle in her eye, like sharing a secret with a tea party. "I believe two of my cousins may be where we are going. It would be good to see them and hear of the Shire again." "They would truly love your stories." Gram was quite the bard. Bella hoped he wouldn't mind if his stories were spread throughout the Shire. It was one of the highest complements the Shire-folk could give. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 37] Author : Diofant Date : Jan 28 '17 4:10am http://i.imgur.com/je4deeb.pngMagric nodded, his expression brightening slightly: "Right? Well, now's the part where I tell you that yer wrong." He chewed on the pipe's mouthpiece, letting out another puff of smoke before looking up at the stone ceiling above them and looking slightly melancholic. "Ain't only orcs and goblins: Viglund and his people do it too. They call it 'thralldom', but chainin folks up and makin em work for you is slavery no matter how ya spin it, no? Justification they use..." He spat at that. "Their land is hard to work cause the Beornings have all the good, fertile land - they, being warriors, have to protect their lands, and have no time to waste farming, so their slaves do it for em." The dark look returned as Magric adjusted his scarf, yanking it up and closing his cloak around himself, as if cold: "Enslavin' an elf... I s'pose even Viglund wouldn't dare try that sorta trick. Humans, orcs and goblins, though? Oh, yes. Good on you for freein' one of them. The things orc would do to an elf..." Magric's face distorts in a grimace that is equal parts hatred and disgust, but it passes momentarily. "Y' understand now why I wanted them banned from the festival? The folk of Wilderland ought not talk to dogs that've gone mad: They put them down. Survival is the' most important law to a human, is how I was taught... Y'do what you gotta to live on. But slavery cant be justified like tha'. Y' live, you take from life all you can!" He spread his arms with a half-smile appearing on his face, but no joy to be found in his expression: "Eat, drink, gamble your fill! Fight! Adventure! Argue, love, hate, regret, for you are free... You have no idea what'll happen tomorrow or where you'll be. Take everything from life... But taking the freedom of others to enjoy their lives, that I'll never accept." He put down his arms, and knocked the ashes out of his pipe, pointing it at the huntress: "And thats why I wanted them banned from the Festival... Idunn. Viglund's an old fox who's encroaching on the Beorn's lands. Already, there's small skirmishes between wanderers and patrols, but its minor, no deaths yet. S'not gonna last. Far as I see it, he wants that land, and he's willing to conquer it. T' me? He's a future foe, no different than any orc, except for his cunning. The old man...? I think he jus' didnt want you to be biased because of what he could tell ya." He tied up the pipe back around his neck and pulled out his knife and a small whetstone. "Hartfast thinks he'd be mad to try... I think otherwise. Thats why I'm here, as a scout and messenger - the hound of Hartfast. I do what I gotta do for my new home not to end as my old. No matter what folks think." Magric's blade slid across the whetstone, sending sparks into the night. His features tightened, his determination clear on his face. http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) "Oho?" The bard smiled, hiding the quill he used back in his bag after carefully placing it into a wooden case and wrapping it in cloth. "Relatives, huh... Guess the wanderlust runs in the family, eh?" He chuckled a bit, wondering just how Bella's relatives would be, as thus far he'd only had her as a representative of the hobbits, and could hardly establish an understanding - after all, she had been out here with them, journeying through these lands, and not at home, in front of a cozy fireplace, drinking tea with cake for after dinner, which is what he was told was about expected. "I am always delighted when my stories are liked - seeing people take joy in them is the reason I became a bard, after all... Well, among... other reasons." Gramtyng's recalled the kind of attention he used to get in Rohan from some women for some of the songs. "Still! Do you think those hobbits not so prone to adventuring would like the kind of stories I tell? It is good to prepare for the right audience, you know?" http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 Nori's attempts to understand the runes bears unexpected fruit: after some ten minutes, he is easily able to understand that the runes found in three places in the ruin are not mere Khuzdul carvings, but dwarven magic. One of the runes, which had been covered in a considerable layer of dried mud, had remained functional: it was a rune of Prohibition and Exclusion, utilized to warn the scribe when anything of danger crossed the perimeter the rune protected. The other two had been broken through no small amount of effort: there had cracks in the rock on and near them, as if someone hit them repeatedly with great strength, or at least unyielding effort, knowing they were around that area but uncertain where: both ceased functioning, and were inscribed as Runes of Secrecy, placed over two doorways leading to empty rooms. Runes of Secrecy were meant to hide something, be it an object, hiding place, passageway, or door, and were excruciatingly difficult to find, unless the seeker had been a dwarf. Feel free to narrate how exactly you understood the runes, since you dont have the Broken Spells, but perhaps you've read of them, or simply translated and deciphered it with some paper and your wits, and so on. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 38] Author : Aurore Date : Jan 28 '17 1:02pm http://res.cloudinary.com/tint/image/fetch/w_170,h_100,c_thumb/http://game4v.com/g4v-content/uploads/2016/07/Rise-of-the-Tomb-Raider.jpg[/img]"]Almarion Almarion sat mostly in silence. She did not smoke and had little love of smalltalk, mostly because she did not really know how to engage in it. She had always been solitary, at least until she met her lover. And that had not worked out so well since she had had to bury him. The people she was with had ties with the land and the people here, and she did not. So she mostly sat or looked around, going for short walks around the place. When she found the runes, she returned and pointed them out. She was no loremaster but perhaps one amongst these would know more. "I have found some runes marked upon the wall. They are of dwarven make. Also I have found signs that others have been here recently. I have seen something in the water as well. Metal. Perhaps we should take a look in case whoever was here chooses to return." In response to Nori, Almarion nodded and managed to slightly relax or what passed for it in her case. "I am from a place called The Angle. It is an area little known to those not Dunedan or elven. But most of my time has been spent further north where I was assigned to patrol. As to the ring, there is no debt there, it was my duty to bring it. We are not many in number and when one is in need, all are in need." Almarion paused for a moment, a touch of sadness touching her face. The Dunadan had been the greatest human civilisation ever to rise on middle earth, and yet it seemed that their days were numbered. Not today nor tomorrow, they were a long lived hardy folk, but sometime, her people would be lost, or so it seemed to her. She shook her head to get rid of the morose thought and turned once more to the dwarf. "It is you who need to be thanked. You are helping these folk despite not being one of them. The friendship between dwarves and men is an old one but few enough humans remember it. A curse of the short life most humans lead. Yet you help us nonetheless." Her people of course did remember, but the curse had always been lighter on the Dunadan than on other humans. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 39] Author : Old Overholt Date : Jan 28 '17 7:25pm http://www.leecarver.com/rpg/nori.jpgDuring the journey... Nori listens to Almarion's brief tale with interest, his eyes switching between the path ahead and the woman on his right, the dwarf having to crane his head back to even catch a glimpse of the side of her face. He lets her speak without interrupt, but doesn't hesitate to reply when she turns the conversation back to him. "I wouldn't thank us yet," he says, turning his head back to look over his shoulder in the direction of his cousins following along. His attention returning back to the ranger, he continues, "I did'na have the purest intentions when I signed up for this, but I'll be damned if I'm going to let some of the fools go traipsing off again into danger," Nori explains to Almarion, his eyes now casting towards the pair of humans ahead of them and the scouting hobbit. His voice cares a hint of a protective and fond nature when he speaks of Idunn, Gramtyng, and Bella, as if there were younger siblings of his that he was merely watching out for as opposed to annoyance of being tasked with minding them. At the camp... Having finished a rudimentary barricade should enemies beset the fellowship, Nori stood back and caught his breath as he admired his handy work. It would not stand up to any significant assault, but it might slow down any unexpected intruders and give the group time to gather themselves. Hearing Alamrion call about the runes, Nori decides its just the excuse he needs to rest his weary arms. Trudging towards the stone corridor where she stands, the dwarf plants the head of his axe down into the stone floor and rests his forearms by clutching the haft of the axe with his throbbing, chaffed hands. Letting the sweat from his brow rolls down the sides of his face and into his beard, his eyes scan the runes pointed out with weary intrigue. The dwarf says nothing at first. Seconds turn into moments. And moments turn into minutes. He just stands there, turning his head, examining the figures carved into the wall. Occasionally, he reached up as best he can to brush a rune clear of debris or try and feel the carving that's been weather by time and the elements. Eventually, Nori says to no one in particular, his eyes still focused up at one of the runes, "I... I know I've seen these before. I don... I don'na exactly what they're there for, but these two..." Nori points to two heavily battered runes placed over two separate doorways that are almost illegible. "... those were there to hide something no longer there. But this one..." Nori nods his head up to a unique rune. "This one here is supposed to tell you when something is near... but I couldn't tell you what." http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 2 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 40] Author : Vladim Date : Jan 30 '17 2:10am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.png(With Magric) Idunn is shocked by what she hears. She half-expected something was wrong when Magric mentioned slavery, but to have her fears confirmed truly disturbs her. Still, there is one good thing to come out of this: she had thought Magric to be foolish and irresponsible, but with her current understanding of the situation and his history comes newfound respect, trust even. There is still one more thing that she does not understand… ’If what you say is true, then this Viglund is not only vile, but also a fool to encroach on Beorn’s lands.’ Like everyone living in Wilderland, Idunn is deeply aware of the bear lord’s great power and foul temper. ’He will be put down, as you say-if none of Beorn’s thanes do it, then the Bear Lord himself will do it!’ She approaches Magric and puts her hand on his shoulder. ’You are a good man, Magric. I was wrong to ever question your loyalty to Mountain Hall. But if you have your own plans…’ she says, looking at the trapper’s knife, ’…then consider that bringing trouble to the festival will only make things worse for the Woodmen. Beorn and his thanes *will* deal with the Viglundings. If they cannot, then we will help them. But we *cannot* strike the first blow.’ Endurance: 24/24 Fatigue: 18 (15 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 1 Advancement points-Personality: •• Advancement points-Movement: • Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 41] Author : Diofant Date : Feb 1 '17 1:35am http://i.imgur.com/je4deeb.pngMagric's hands stopped as he heard Idunn say the last few parts of her message, and for a moment, the harsh look slowly sliding off his features as he listened, staring somewhere past the huntress, into the darkness. His expression changed to a complicated mix sadness and mirth, tempered with bitterness. He inhaled, as if about to speak; the campfire, a short distance away made a loud 'crack' as some of the firewood broke from the heat. The tracker shuddered, and blinked, looking back down at the knife, before pocketing the whetstone and sliding it back into it's sheathes. Shaking his head, he finally replied, looking back at her with a grin: "I am not a good man, Idunn, not by my or anyone's standard. I just hate slavery. But... I understand what you mean." He got up, evidently tired of sitting down on the cold stone, and brushed his cloak off: "Let me give you a warning. Beorn is powerful, true enough. But he will not retaliate unless he is provoked utterly and finally. Not the kind to start that mess. His thanes..." Magric paused, his grin waning: "...they are fiercely loyal to him, and wouldnt put a toe out of line to deal with the foxes up north. Still... That's their business. As you said, I'd probably make matters worse." If you would like to uncover the meaning behind the scene that happened here, while others investigate the shine in the water, you could roll Insight to figure out the intent of this... crude handiwork that destroyed the runes, TN 16. If you succeed, you are eligeble to make a Search Check, TN 18. Stone-craft would not grant an autosuccess here, but it can lower the TN of the second roll by 2! It is of course, up to you. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 42] Author : Vladim Date : Feb 1 '17 2:32am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.png(With Magric) Idunn takes a pause to consider Magric’s troubling words. She eventually removes her hand from his shoulder. ’Regardless,’ she concludes with conviction, ’your heart is in the right place. I will speak to Merovech in Stonyford. Perhaps he will be more open to a relative. And once we are there, I will keep my ears open; listen to what the Beornings think of Viglund’s men. If Merovech does not listen, then I do not know… but if it is necessary to speak to the Bear-Lord himself about this, then I swear I will do it. There is no place for slavery in Wilderland.’ She takes a few steps towards the campfire before addressing the trapper again. ’Come now, let us join our friends. If you are uncertain, I can tell them what you said to me. But I have no doubt that they too will share your opinion.’ ----------------------------------------------------------- (Later, at the camp) When Idunn returns to her companions, the first thing she does is Essentially, anyone who cares to listen can have access to the information in Idunn & Magric’s conversation above. ’I will need to talk to Merovech about all this,’ she concludes, ’but this is worrying, to say the least.’ With the matter of the Viglundings settled-at least temporarily-she turns her attention to the ongoing discussion between Almarion and Nori. Although she had not seen any of what the ranger described, she had heard tales of abandoned ruins and buried treasures in Wilderland, and was told in no uncertain terms to keep away from such things. But there were dwarves here, and they would certainly protect them from the wards and traps that their ancestors had placed on this crumbling fortress in ages past. ’I can take a closer look, if you will come.’ she finally says to the duo, volunteering to search the sinking, flooded watch-house. ’Ellerina gifted me with elven rope, and we could use it to reach the glinting metal under the water.’ Turning to Nori, she says: ’There may be a curse upon this place, for it is abandoned so, but there is also a chance to retrieve a dwarven artefact. I think trying is worth the risk.’ Essentially, if Nori and Almarion (and anyone else) agree to explore the watch-house, I will attempt that Athletics check to retrieve the shiny. Endurance: 24/24 Fatigue: 18 (15 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 1 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 43] Author : Diofant Date : Feb 2 '17 3:37pm Your Insight into the scene before you reveals several things that become apparent as you start inspecting the general area. 1) There are remnants of an old battle; shards of old bones, too broken to be identified, in the area. 2) The cracks in the wall are very deliberate, and not chaotic as they first appear: the intent had been to break the runes 3) Whoever had done this was very obviously not a dwarf, as a dwarf can locate the Runes of Secrecy quite easily; but was aware the runes were here. 4) The attacks that cracked the stone are quite deep, almost like cut marks, and there is a pair of them, and you are freely able to place your palm between them, with some distance remaining. As you look around, there is a third and fourth, but the markings are more shallow and have been obscured by dust. 5) Both runes are the same 6) The area inside the empty rooms is also similarly affected, but only on the floor: the actual rooms are wide enough for two to walk into, and tall enough for most companions to enter without having to duck, but only just. The length of the room is no more than a single greatspear. 7) The walls and ceiling are unmarked. 😎 You can safely conclude, based on the height, that a troll would simply be unable to crawl inside: but something like an orc or one of the free peoples would simply not have enough strength to mark the dwarven-wrought stone to such a degree. 9) It seems apparent that whatever it was that made these marks in the stone did not find what it was looking for. 10) The ground in the ruin bears a lot of strange small scratch marks, particularly between the walls. You can go ahead and roll Search, TN18: If you apply Stone-craft, it is TN16. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 44] Author : Diofant Date : Feb 2 '17 11:11pm I'm just going to tell you what you found - I think HOW you found it is better left to you to narrate! Feel free to paste my description or describe it as you go. Since you got a Great Success, the Rune of Secrecy still active becomes very apparent to you: there is one on the ceiling of the first room: the second is only made as a dummy to confuse trespassers. As you are a dwarf, you only require a normal success to find anything hidden by a Rune of Secrecy, so you easily found the secret that the previous seeker was unable to find. There is a rock slightly off-color that is part of the entirely smooth back wall, but this small imperfection was entirely hidden by the rune. Pressing it reveals stairs leading down, which are covered in rubble and dust: if you light the area with a torch, the chamber is relatively small (about a stone's throw across, circular chamber, with a high, curved ceiling. The stone-work, of course, belongs to the dwarves, and judging by the amount of stone bookshelves around and metal rods from scrolls, this must have been a library. There are several statues, many of which have fallen over by now, tables without chairs, which likely rotted to dust by now, and... several dead bodies, only skeletons remaining, covered in tiny spiderwebs. The bodies are not damaged, and the cloth is mostly gone - no armor is on them, suggesting these are not warriors. Further back, there is a small pile of treasure, glinting in the torchlight. By how it lies, it seems apparent it was once inside a large chest, but the wood had rotted, and it spilled. One body is off to the side, died with his arm outstretched towards the door - the other two were huddled together. The final one had been in the corner, with what remained of an old tome. Reading the tome is extremely difficult owing to it being partially decayed and falling apart in your hands, but you can still catch a glimpse of the last entry: '... since Raenar... King D疂n and Lord Fr... Erebor rose again... News from Erebor of Heir to the Mountain Thr疂n II's birth...' The writing changes rapidly and seems desperate: 'Kin of Scatha... Sealed archway... Messengers... Hope our .... avoid this fate.'https://s-media-cache-ak0.pinimg.com/736x/ae/89/8e/ae898e54ed85047525bdfdbe1926cf57.jpg[/img]"]Everyone: Roll 1d12. If you do not get a Gandalf or a Sauron on first try, you may roll again. Lee will fill you in on what he found. If you DO get a Gandalf or Sauron on one of these, then you may pay 1 exp per 1d6 you wish to roll. If you get a 6, you find a Precious Object or Gain a Wondrous Artefact. If you get 2 or more 6s, you get a Wondrous Artefact of a more powerful nature, or possibly a Famous Weapon or Armor. Example: I use 4 Exp to roll 4 dice - I get 2 6s. Now, if you want this Artefact, you are refunded 2 Exp (half of what you spent, rounded up. Because nobody was aware of this rule, I will say you can go into exp debt this time, as you will get more than 6 exp before the end of this adventure anyway. So roll away!) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 45] Author : Diofant Date : Feb 4 '17 8:12pm As Idunn descends into the strangely clear waters inside the dwarven ruin, elven rope held tightly in hand, she feels that this place has a heavy sort of pressure to it: underwater, it is much more apparent, as the utterly dead silence is filled with a single whisper that sounds as if it is weeping, yet the words are too garbled to understand. The space past the stairs is not as shallow as it seems when you look at it from above, perhaps due to the distortion of the water and how clear it is. The further she descends, the darker it seems to get, unnaturally so: Certainly the depth had not reached such a point where it would darken normally. The huntress keeps the bright shine of steel in her sights as she descends, and quickly ends up on a small platform where the object lies. It is a perfectly preserved, unrusted piece of steel that seems to have been broken off from a greater whole. Though it is obscure, even underwater, Idunn realizes that she has seen something like this before, though it was filthy and covered in grime and muck. The runes carved into the surface mark it, invariably, as a piece of the fabled Wolfbiter. As she raises the axe head's piece, it is as if a fog falls from her eyes, and she sees the full picture of the place: the axe head's piece was still upon the handle, which looked perfectly preserved but fell to rot as soon as she touched it, the body of the man that clutched it, and a large, dull-green object the size of a helmet, that seemed to practically absorb light: like a fish scale, but enormously larger. The whispers multiply and the entire area darkens suddenly, but cannot seem to condense around the huntress: the elven rope seems to give off a slightly cold light is undiluted by this place. Idunn has enough time to grab the strange item if she likes, but after that, she would feel someone tugging on the rope from above with a great deal of urgency to it. Gazing up is like staring up from the depth of a well into the sky: Gramtyng seemed to be the one pulling at the rope, but his figure seemed tiny from here. Roll a Corruption Test, TN16. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 46] Author : Vladim Date : Feb 6 '17 2:06am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngAs she swims deeper and deeper, Idunn makes out the glittering form of the fabled axe of the Woodmen, and the corpse of a man that holds it. ’Wolf-biter!' she thinks, ’I was destined to wield it!’ With what little air remains in her lungs, she descends lower, towards the floor of the ruins, but as soon as she tries to grasp the axe’s hilt, it dissolves, leaving behind only darkness, and a strange stone that seems to absorb all light. Idunn quickly seizes the axe-head's fragment and the stone. Instantly, she feels her strength fail, and she begins to sink into unconsciousness… Yet but before she completely loses her senses, she sees the life-line of Ellerina’s rope, which shines faintly in the dark gloom. And she feels her comrade pulling her upwards, away from the dark depths of the sunken dwarven ruin. Endurance: 24/24 Fatigue: 18 (15 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 1 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 47] Author : Old Overholt Date : Feb 6 '17 2:42pm http://www.leecarver.com/rpg/nori.jpgAs Nori begins to further examine the ruins, he seems to enter a trance-like state of focus. Setting his axe against one of the nearby walls, he uses his hands and fingertips to examine the walls intently. With each passing moment it seems, his search becomes more eager... more anxious. His eyes search the walls, floors, and ceilings feverishly. Should anyone call out to him, it would seem he’s gone completely deaf as his attention falls squarely on his search. Eventually, the dwarf finds a peculiar rock in the wall – one that doesn’t seem to belong there upon greater examination, but would easily conceal itself from a normal search. Nori pauses when he finds this stone, his fingers gently running over the surface of the rock before pausing in the center of it. Pressing in on the stone, the rock enters further into the wall, which in turn causes a chain reaction of some hidden mechanics to reveal a stairwell leading down into some unknown crypt. Frantically, Nori goes about putting a torch together and lighting it with some flint and steel. With a brightly lit torch in one hand and his axe in the other, the dwarf eagerly, but cautiously makes his way down into the secret chamber. Searching the subterranean room, the dwarf is at first shocked to find the skeletal remains of those of his kind. Waving the torch about slowly, Nori searches for clues as to what has happened, too captivated by the sight to say anything initially. Making his way slowly over to the figure holding the tome, Nori does his best to carefully handle the parchment as his eyes scan over the faded and incomplete writing fragments. His lips move slowly as he reads the few words he can make out. “The gods…” he murmurs aloud as the words dawn on him. Shuffling to the stairwell, Nori pauses to cast a glance towards the small pile of treasure. It’s evident on his face that he’s having to pull himself away from going over and rummaging through it greedily, but there’s a sense of urgency and haste that allows him to tear his mind away from the thought and jog up the stairs as quickly as he can. As he does so, he shouts, “Idunn! Gramtyng! Almarion!” In between each name, he huffs and puffs as he exerts himself to move as quickly as possible. “This place! There’s something wrong here!" http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 2 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 48] Author : Ipphli Date : Feb 8 '17 5:33pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin Borin had remained mostly silent during the conversations around the fire. He was upset at how badly the journey and his hunt had been for him mostly. He looked up when Idunn explained what she'd learned about the Viglundings, scowling at the idea of slavery. That was something orcs or goblins did, not men. If the Bear Lord wouldn't handle it, then other people would. The talk of treasure, especially right at hand, fully caught his attention. His scowl turned into a look of intense interest. When Nori and Idunn led the way to the watch-house, Borin followed along. He watched as the woman dove into the water as his fellow dwarf searched the walls. The revelation of the secret door filled him excitement. He stayed at the top of the stairs, watching and listening. Nori had found it, and he deserved the first chance to explore it. When Nori came puffing up the stairs, Borin moved out of his way, but followed him into the room, trying to get a peek at the parchment Nori held. Mentioned of "something wrong" caused the dwarf to put a hand to the axe at his belt, eyes looking around as if expecting orcs to come jumping out of the shadows. Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 49] Author : Diofant Date : Feb 11 '17 7:33pm As the Company searches the chamber, they are able to find a good bit of treasure; most of it in precious gems instead of heavy coin. Borin, Nori, Idunn, and Gramtyng do not find much in the way of magical objects: For Bella and Almarion, fate seems to have decided otherwise... as she dug her hand onto a shelf almost too high to reach for her, among the feeling of pieces of rotten paper that slipped past her fingers, there was another feeling not quite like the rest: utterly cold. Pulling back her hand, and brushing away the dust revealed a strangely colored ring, looking like it had been made entirely out of a pearl. The ring had no other decorations upon it, save for a small star carved into a slightly elevated area where another ring might have had a gem set into it, and a pair of eyes on either side, with Khuzdul runes around the outside of the the ring. Almarion had also found something(to be updated). Idunn's find was even more disturbing: It only took one glance from either dwarf to identify just what the circular object had been: A scale of a green dragon; marvelous for crafting and utterly precious... Although weighted down with shadow. Gramtyng, Borin, Nori: 10 Treasure each. Bella's share is the ring, Almarion's is the artefact I'll determine when Aurore determines amount of dice rolled. The Bride's share is the strange circular object she picked up beside the shard of Wolfbiter.Born, after consulting with the dwarves, you figure out what your Ring is of dwarven make, from Erebor, is worth 80 Treasure, and has a Blessing of Perception(Awareness) on it: On Awareness rolls, you always add your Wisdom to the result: So if your normal roll is 1d12 2d6, now it is 1d12 2d6+Wisdom. Plus, you are able to spend a point of Hope to turn a success on a Awareness roll into a Magical Result: This basically invokes some manner of 'magic' based on sight - perhaps it gives you darkvision, or you see something in the distance with utter clarity. Its a narrative tool for you to use and justify normally impossible things. It does add 1 point of Sauron's Attention, though.Ok well, that was our first test. What you found is a Precious Object with a Curse of Shadow on it. It is, however, worth 120 Treasure - but while you carry it, your Shadow is considered to be 1 higher than normal (this may be removed, but you need to speak to a loremaster about how to do that). Any of the dwarves will be able to tell you just what it is - a scale of a dragon. As such, besides being sold, it can also be crafted into a Wondrous Artefact Armor, Shield, or Helm if a dwarf works on it. You could either pay a dwarven smith 10 Treasure to work on it for a while, or have Borin or Nori do it - this wont count against their life's work. Essentially, pick a type of armor, shield, or helm, pick an enchanted quality of dwarven make, and there you go. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 50] Author : Born on the Bayeux Date : Feb 12 '17 5:30am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) Bella turned the strange ring over and over in her tiny palm. It was funny how the eyes seemed to follow another's gaze. Being of dwarven make, she had considered giving the Fellowship's dwarves the tiny bit of jewelry. She had remembered Bilbo's tales of the Dwarves of the Lonely Mountain, how their treasure had been stolen from them and the foreboding gleam in their eyes when they spoke of it. Besides, a Took valued stories and banquets, and especially stories and banquets together. And Bella was more tomboy than most ladies of the Shire. What use did she have of such frippery? But Bella thought, gazing into the eyes of the Ring. This is a very precious thing. She flipped the ring over her fingers, one after the other, idly wondering whether to cram the ring into her pockets or put it on. In her concentration, she almost missed the dwarves warning. She snapped out of her daze to see what put such an edge into her stoic friend's voices. Sorry for the delay, folks. In character, Bella would likely give the ring to her dwarvish friends; friendship worth more to her than trinkets. But there might be something about this old Ring that keeps it tight in Bella's white-knuckled fist. I will riff of our GM's hints. Belladonna 'Bella' Bracegirdle [R=1,1]Culture: Hobbit of the Shire[R=2,1]Standard of Living: Prosperous Cultural Blessing: Common Sense (Fellowship gains a Fellowship Point; best of two Feat Die rolls for Wisdom Rolls.) [R=1,1]Calling: Wanderer[R=2,1]Shadow Weakness: Wandering-Madness TRAITS: Specialities: Cooking, Story-Telling, Folk-Lore Distinctive Features: Adventurous, Merciful -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 51] Author : Diofant Date : Feb 12 '17 10:19pm http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) After a pleasant chat with Bella, the bard leaned against his backpack and attempted to relax, but found it difficult to do so. When Idunn returned with Magric, and informed them of what went on with Viglund, his face had a very ugly look: Slavery practiced by the Free People? That was not right, by any stretch of the imagination, no matter what went on. He may have disagreed with his people about a great many things, but freedom was one concept he held close to his heart. Anyone practicing such a thing can't have been without evil in their hearts. Magric seemed much easier to understand after that, but despite his easily visible hatred for slavery, the other things that he originally disliked about the man were still present; it wasnt as if they went away. Still, at least he hated the right things. When the The Bride called out to Nori and Almarion, he'd also heard her words - Nori seemed to be in nearly a trance as he deciphered the runes upon the stone; it was unlikely he'd heard the huntress. Almarion seemed preoccupied with something else, so he shrugged and followed his friend instead. After she descended, the silhouette distorted in a bizarre way, and the things underwater had somehow changed shape. Rubbing his eyes, the minstrel tried to make sense of it all, but could not. The longer he watched, the faster he realized that something was not right. Could she even hold her breath that long? What was that black muck spreading, some kind of swamp silt? It have him a bad feeling, a chill that creeped through his veins, not unlike when he was young and stupid, and on a dare, approached the entrance of Dwimorberg. He frantically began pulling at the rope, hoping to pull Idunn out before whatever was happening would become even worse. Once she'd been out, he dared to breathe again: "Damn, that scared me. What did you see? From above it... it wasn't normal." ------------------Treasure Room------------------ Gramtyng did not manage to find anything of particular note in the chamber, but it mattered little to him: this treasure was worth far more than the paltry sum Baldor paid them previously. Many things could be acquired on this. Perhaps a new lute, strung by an elf, even! He was not too upset about that. Still.. this place was depressing. How did those poor dwarves die? Hunger? Suffocation? The bard shuddered when he heard Nori call out: "What happened, Nori? Did you find something?" http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 52] Author : Vladim Date : Feb 13 '17 9:23am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngIdunn desperately gasps for air as she breaks the surface of the murky waters. As she casts her eyes around the half-flooded room, she sees the faces of her companions, and is relieved to be back with the fellowship. However, the waters are freezing-cold, and her strength has been sapped from swimming. Thus, as soon as she has pulled herself out of the pool, she begins to shiver uncontrollably. It takes a few moments before she can speak, but she eventually answers to Gramtyng. ’A dead man,’ she says grimly, ’holding an axe.’ She recovers the fragment to show it to Gramtyng, and rubs it with a rag to reveal its surface. The sight of Wolfbiter’s runes surprises her as much as everyone else. ’It cannot be…’ she says, her voice shaking. ’Everything seemed like a dream down there, or a nightmare. I thought I had imagined it, but this is indeed a piece of Wolfbiter, the axe that Berengar wielded.’ The revelation shakes the Woodswoman, and for a little while she forgets about the green scale that lies at her feet. She leaves it there while she speaks, long enough for any of her companions to notice it. But she eventually remembers it. As if struck by some epiphany, she kneels down and touches it, and is strongly compelled to hide it in her satchel. But before she does this, she realises the strangeness of her behaviour, which is so unlike her, and decides not to proceed. Instead, she tries to explain herself. ’I found this too, at the bottom of the room. It seems precious, though I don’t know what it is.’ I've increased Idunn's temporary Shadow by 1 for the dragon scale. I've also added +1 to her encumbrance as per the Rivendell rules. Endurance: 24/24 Fatigue: 19 (16 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 2 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress Inventory: Elven rope, Fragment of Wolfbiter, Green Dragon Scale (120 TP) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 53] Author : Old Overholt Date : Feb 13 '17 1:09pm http://www.leecarver.com/rpg/nori.jpgWhen Gramtyng inquires as to what has given Nori alarm, the dwarf quietly waves him and any of the other members of the fellowship that haven't lost themselves to the treasure room, with all its opportunity and grim reminders. Leading them back to the top of the stairwell, Nori begins pointing to the battered ruins and the markings left by some unknown source. Pointing to them with the head of his axe, the dwarf explains the basis for his concern. "This isn'a right," he tells them. "No man or orc could make this... No dwarf would need to... No elf would want to..." He then turns and outlines with door with his axe. "... no troll could make it through here..." Letting the head of his axe fall to ground unceremoniously, as if it had become to heavy of a burden to carry - the metal clinking loudly against the stone, with the blade angled up and away from the surface - Nori looks back to his companions. His voice is a bit weaker and more solemn. "Those..." He has trouble saying 'dwarves', the word to painful - his lips trying to get the sound out, but failing entirely. Skipping the word, he starts fresh, believing his friends can figure out what he's referring to. "They were hiding from something... They were scared enough to seal themselves in... Kin of S... Sca... Scatha or something or other. That's all I could get from the bloody book before it turned to dust." Nori then looks about at the group expectantly, as if hoping one of them could fill him in on why exactly the dwarves perished. It's when his eyes come to Idunn though, and the dragonscale in her hands that his eyes pause, fixating on the wonderous find. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 54] Author : Diofant Date : Feb 13 '17 2:35pm Finding out who or what Scatha is is a TN 12 roll for any dwarf, and TN 14 for Rohirrim. Almarion can likely roll vs TN14 as well. As for the others, the story isnt particularly part of their culture, unless they've spent time looking at lore of Wilderland (a little less than 1000 year old). Invocations of appropriate traits are also welcome. I'll delay Gramtyng's post till Nori, Borin, or Almarion reply, and supplement what they say, if anything. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 55] Author : Vladim Date : Feb 14 '17 6:58am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngSurely, Idunn notices Nori’s staring eyes, for her dwarven companion does not hide his surprise. The huntress has heard the stories of the legendary greed of dwarves, which, after all, formed a great part of the tale of Thorin and his company. But although there was certainly truth in such stories, she feels that she knows Nori well enough to trust him. Fighting against her earlier impulse to hide the scale, she picks it up and brings it closer to her companion. ’What is this strange thing? It is green, like an emerald, or some precious stone, yet far too large to be one.’ she asks him, presenting the strange artefact to the dwarf. Endurance: 24/24 Fatigue: 19 (16 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 2 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress Inventory: Elven rope, Fragment of Wolfbiter, Green Dragon Scale (120 TP) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 56] Author : Diofant Date : Feb 14 '17 6:03pm http://vignette4.wikia.nocookie.net/lotr/images/c/cd/57ed097b272c30cdf7719284433d8698-d2zprsz.png/revision/latest?cb=20111015114905Scatha. A known and loathed name, especially to the dwarves of the Grey Mountains. He was the greatest of the Long-Worms that infested the Grey Mountains, who raided Wilderland and primarily the Vales of Anduin until TA 2000, when he was slain by the King of the Eothed at the time. There was a dispute between them and the dwarves over who could lay claim to Scatha's Hoard, as the dwarves claimed it had a great amount of their works, while the Eothed argued that not all of it was, and that to the victor go the spoils. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 57] Author : Ipphli Date : Feb 14 '17 7:48pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin "Its a dragon scale," Borin said softly, attention riveted on the object in Idunn's hand. His glee over the treasure was gone, completely overshadowed by the thought that one of Scatha's kin had been in the area. Might still be in the area, slumbering in some hole...The dwarf glanced around the ruin once more, seeing how it must have looked when these kin of his and Nori's had lived here. Had any survived? Doubtful. But they had preserved their treasure, kept it out of the greedy dragon's clutches. It lent the small hoard a sense of sanctity, as if the sacrifice given for it made it more than mere treasure. Borin looked back to his companions, expression grim. "They hid from a dragon here. A green, obviously. Probably long gone, else we'd have heard about it. But we should be wary; no telling what evils it brought with it." He shifted his grip on his axe, peering about once more. "Our kin deserve a proper burial. Nori, did you learn any of their names?" Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 58] Author : Diofant Date : Feb 14 '17 9:46pm http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) The bard shook his head at her discovery. So the axe had been fragmented into that many pieces… and they had become scattered to this degree. “So…” He asked quietly. “That was Berengar, then?” The place had clearly been touched by the Shadow, how and why he did not even want to know. “Well… Least you seem fine. Come on, lets go get some stew. I feel cold just looking at ya.” Gramtyng shuddered, looking back towards the cozy fire and the companions around it. -----------At the broken stairs----------- Gramtyng’s face darkens when he hears the name ‘Scatha’. The name was one of the several clues he’d had in regards to finding the lost lore of his people’s origins – the Eothed. This particular chapter of their lives was about the only piece that was well-preserved, apart from the story of their migration to Rohan. Scatha, and the events surrounding him, had been one of the most conflicting tales. “Scatha was a long-worm… One of the dragons that bothered Wilderland in ages past. I do not know much of his crimes, only that he was killed by Fram, son of Frumgar, the king of the ancestors of my people.” He paused for a moment, before reconsidering stopping there and completing his statement. “The story goes that dwarves demanded the hoard of Scatha, which Fram refused, and sent them a necklace made of the dragon’s teeth, telling them these were far rarer than any gems in the hoard – and that for that insult, they killed him.” The Rohirrim shook he head and didn’t comment anything further. The story of Fram and his descendant, Leod – and his son after that, Eorl, were the beginning of his people’s history. But everyone’s story had a dark point to it… Besides, who knew how accurate that story had been? He kneeled in front of the skeletal remains and examined them carefully, then tuned to Borin again: “I don’t think we’ve much to fear… It looks like their death were years and years ago. Nori, what did you manage to read in the book, exactly? Any dates? References?” The bard figured that, although he did not know the history of the dwarves, perhaps Borin and Nori could identify the time period by the way the stone or metal was forged, or perhaps there was some manner of event mentioned. Still.. Unlikely. The fact that there could have been a dragon just… sneaking around was somewhat disconcerting. The whole room sent a chill through his veins. http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ●● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 59] Author : Born on the Bayeux Date : Feb 15 '17 7:37am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) A magic ring? A possible dragon? This sounded like one of old Bilbo's adventures. When Bella was knee-high to a hobbit (which were themselves knee-high to just about everything else) Bella had dreamed of such adventure. Hearing the tales from Bilbo had only imflamed that desire. But now that it was actually happening, she suddenly wished she was back home doing chores and only dreaming of adventure. She listened to the others, as practically all of them had a better head for battle... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 60] Author : Vladim Date : Feb 15 '17 8:40am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.png(In the flooded room, with Gramtyng) It was a troubling thought, one that she had not considered: that the body she had seen belonged to Berengar. Yet she cannot confirm it-she isn’t even sure that what she had seen wasn’t an illusion. She shakes her head, indicating both confusion and denial. ’I could not tell. It could have been anyone. I might have even imagined it… below the water, everything was distorted.’ Despite the mad hermit’s state, she hoped Berengar still lived. As long as he did, he could be helped. (At the broken stairs, with everyone) Idunn never imagined something as valuable as a dragon-scale would ever come to her possession. And even though Borin’s ominous words disturb her, she does not wish to part with her newly acquired treasure. A thing so precious would certainly help her frugal folk, who must struggle constantly against the encroaching darkness of Mirkwood. She listens to Gramtyng’s story and pieces together what had happened here from what her dwarven companions said. Although she remains silent, she quietly promises not to repeat the mistakes of the Men and Dwarves in Gram’s story. ’This is different.’ she says to herself. ’This treasure will help the Free Folk of Wilderland grow and prosper.’ Endurance: 24/24 Fatigue: 19 (16 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 2 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress Inventory: Elven rope, Fragment of Wolfbiter, Green Dragon Scale (120 TP) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 61] Author : Old Overholt Date : Feb 15 '17 1:02pm http://www.leecarver.com/rpg/nori.jpgNori looks like he's about to speak, drawing in air and opening his mouth, before quickly shutting it as Borin describes to Idunn what exactly she's found. The rust-haired dwarf then nods in agreement with his cousin's assessment of the find, his glued to the equisite piece until Borin's question to him breaks his focus. Shaking his head and blinking his eyes, Nori at first seems disoriented and confused. "Wha? Huh?" he barely get out before the fog in his mind lifts and he processes what he's been asked. "No," is the simple response at first, before looking to Gramtyng as he asks more about the book. "Some reference to D疂n, and Fr, and then the birth of Thr疂n II... and one I wasn't sure of... Raenar," the dwarf then adds, honest about his ignorance to the name. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 62] Author : Diofant Date : Feb 15 '17 4:21pm http://i117.photobucket.com/albums/o72/fausto_passarelli/The One Ring/Tales from Widerland/the watch on the heath/raenar_zps330a61a1.jpghttp://tolkiengateway.net/w/images/thumb/7/73/Stephen_Schwartz_-_Thrain_II.jpg/250px-Stephen_Schwartz_-_Thrain_II.jpgRaenar the Plunderer - a giant Cold Drake especially hated by all dwarves, but especially those of the Grey Mountains. It was him who had sacked their ancestral halls and slaughtered Thr's father, D疂n I, and his brother Fr, after all. It was because of him that the dwarves fled the Grey Mountains - Gr to the Iron Hills, where he founded his own Halls, and Thr to the Lonely Mountain, where he declared himself King Under the Mountain, where he remained until Smaug had arrived. Figuring out the dates relevant is either Lore if you want to recall using things you read... But this is technically a test of your memory, so I suppose Riddle works as well. Update: Dain I and his son Frar were slain at the gates of their hall in the Grey Mountains, by Raenar the Plunderer, in T.A. 2589. The birth of Thrain II was in T.A. 2644. The events do have around 50 years between them but it allows to guess the rough time period. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 63] Author : Ipphli Date : Feb 20 '17 3:05pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin "Around 2600 or so, give or take 50 years. The dragon is probably long gone by now, dead or returned to the north with its ill-gotten gains. We should consider burying these noble dwarves; they deserve it, after all this time." Borin was somber; the death of any dwarf was a sorrowful event, but to lie here forgotten and lost, with no one even knowing their names...there were worse fates, but not many, in his eyes. Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 64] Author : Aurore Date : Feb 20 '17 7:51pm http://res.cloudinary.com/tint/image/fetch/w_170,h_100,c_thumb/http://game4v.com/g4v-content/uploads/2016/07/Rise-of-the-Tomb-Raider.jpg[/img]"]Almarion Almarion looked at the strange finds and listened as others disucssed history. She looked upon the dragon scale with wonder however. Not out of any greed. Dunedain were not greedy by nature being taught to survive with whatever they could come up with. She did feel a slight stab of insult when Nori suggested what Man could or could not build. Her own folk had been great once and they had been great builders indeed. The men of today were not so skilled it was true but her folk had shown what men could truly achieve if they put their minds to it. And also how far and fast they could fall. But she said none of these things. Instead in her mind she saw the great wyrm that must have owned the scale. She had heard stories of dragons but only stories. Dreadful but also beautiful and mighty. She woundered how that scale had come to be where it was found. "I concur. The dwarves should be given the respect they have been denied and returned to the earth with honour." -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 65] Author : Old Overholt Date : Feb 20 '17 8:15pm http://www.leecarver.com/rpg/nori.jpgNori scratches his head with his left hand, looking a bit befuddled as Borin gives an approximate date of when these poor cousins may have sealed their fate. “Three hundred years?” he asks rhetorically, looking back to the stairs. “Has it been that long?” the dwarf then asks in a similar, far-off tone. “I’d heard tales, but never imagined seeing anything he might have been apart of,” Nori then tells no one in particular, looking about the fellowship as they continue to inspect their trinkets. At that point, his hand gripping his axes tightens a bit, the leather on his glove making the wooden haft ‘speak’ as he does so. Looking to Borin, he gives the other dwarf a firm nod before glancing to Almarion. “Aye, we should bury them – but this place still chills my bones. To see something leave that much damage, on stone no less… I don’t like it,” the dwarf protests. “Some should keep watch and we should leave this place as quickly as we can.” At that point, the dwarf then looks around to the others for consensus - as if waiting for others to either agree with him or offer an alternative. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 66] Author : Vladim Date : Feb 21 '17 8:28am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngThe Bride nods, indicating her agreement quietly. They should bury the dwarves-leaving them thusly would not do, and she is willing to linger in this cursed place for a little longer, so that they can do this. But she does not want to remain longer than that... I am happy to role-play with anyone who might want to or move on... either works 🙂 Endurance: 24/24 Fatigue: 19 (16 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 2 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress Inventory: Elven rope, Fragment of Wolfbiter, Green Dragon Scale (120 TP) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 67] Author : Diofant Date : Feb 22 '17 3:39am Well, it wasnt a bow, but I hope it'll come in handy for you anyway. What you find is a ruby brooch, looking like it's intended to be used as a cloak clasp. The ruby has been refined and chiseled down into the shape of a dagger piercing a leaf. The craftsmanship is quite remarkable, and even to your eyes, it is easily visible as that of the elves, but from which era, it is difficult to tell. If shown to the dwarves, they would be able to tell you the worksmanship is that of Beleriand. It is worth 80 Treasure Points if sold, and possesses a Blessing of Stealth: On Stealth Rolls, you always add your Wisdom to the result. So, if your regular Stealth Roll is 1d12 3d6, you now roll 1d12 3d6+Wisdom. Plus, if you spend a point of Hope, you may turn a success on a Stealth Check into a Magical Result: This basically invokes some manner of 'magic' based on how sneaky you're being. Perhaps you manage to sneak by a whole army marching beside you, or conceal yourself faced with an adversary you cannot escape. Its a narrative tool for you to use and justify normally impossible things. It does add 1 point of Sauron's Attention, though. Oh, and there's something else: The brooch is cursed. It is not easy to tell, but the depths of the stone are darker than they should be, even when sunlight shines upon them. Of course, it is not a Dark object: merely a precious one that has been tainted by being in close proximity to something dark. You could cleanse it of its filth, but to do so, you must learn of the nature of the curse, and consult a Loremaster at the end of the Adventuring Phase, then complete the condition for lifting the curse. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 68] Author : Diofant Date : Feb 24 '17 3:43am http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) Gramtyng simply nodded with an uncommon for him serious look; he could understand wanting to bury your kin, and letting them rot like this was simply dishonorable, no matter who they were. In the end, they were all the Free People of Middle-Earth, and none should be simply abandoned so. It was the right thing to do, so he'd went to get the shovel but paused: after all, that was the custom of his own people - and where in this swamp would they bury these dwarves? What other ways did the people use to lay their own to rest? There were, generally speaking, a few: Given to the Earth, like among the Woodmen and Rohirrim; stone tombs, like those of the lords of Gondor Aldor spoke of? He'd heard that the eldest of their line gave themselves to the fire, but they were few. The bard could not recall many other specific manners of honorable burial; perhaps asking the dwarves would be best. "Nori, Borin... How do you wish to bury your kin? I've no knowledge of the customs of your people when it comes to this subject, but the earth here... Doesnt seem deserving of them. And shutting them away in this room once more seems almost cruel, after died here. And the only other thing I can think of is..." The minstrel shrugged helplessly: "...a pyre." He stood ready to help, whatever his friends decided on. "I suggest we seal the room back up before we leave... It feel repulsive to think orcs would camp in here." http://i.imgur.com/je4deeb.pngMagric, who stood nearby, watching silently as he leaned against the wall, turned his head in the direction where he knew Mirkwood lay, off by a few days of travel. He waited until the bard was done speaking and then spoke himself in a calm, quiet tone, to no-one in particular: "Should put up a watch... Perhaps two tonight. Once we're done sleeping, should leave this place early in the morning. Dont want to be late." http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ●● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 69] Author : Old Overholt Date : Feb 24 '17 3:29pm http://www.leecarver.com/rpg/nori.jpgAfter Gramtyng makes his suggestion about building a funeral pyre, Nori glances towards Borin - a silent gaze as if to ask his thoughts or perhaps his permission. It's a solemn, grim look of a decision having to be made where there is no joy or even contentment to be had. Taking in a deep breath through his nose, his nostrils flaring in the process, Nori looks back to the Rohirrim and nods his head a few times, his eyes averting to the ground as he does so. "Aye," he eventually says, his focus coming back to Gramtyng's face. "They will not be buried in the earth an' this..." The dwarf looks about the stone interior of the crypt. "... /tomb/ is not fitting as a final resting place. They shall go as burned dwarves," he then adds, eyes glancing around those gathered as if it had some significance. "If y'll keep watch," Nori's eyes run across the non-dwarven members of the fellowship before turning to his cousins. "... we'll prepare the pyre an' move our kin." He then briefly waits for Borin and Hepti to agree to the plan, either verbally or through some gesture before adding with a bittersweet tone, "Then we'll sing them off." http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 70] Author : Ipphli Date : Feb 25 '17 10:50pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin Borin had nodded along, half-listening to the bard's words. Until the man suggested they burn their kin. At that, he looked up sharply, a slight frown on his face. He met Nori's eyes, still frowning. The expression grew a bit darker when his cousin agreed to the pyre. Borin spoke up then, his voice hard. "These dwarves chose to live here. Chose to die here. This is their home. They deserve to be laid to rest here. We could always try to pull the ceiling down atop them. That way no orc scum will ever get the chance to use this place for their own again. They'd appreciate that." Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 71] Author : Born on the Bayeux Date : Feb 26 '17 6:46am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) Bella volunteered for whatever watch she would work best at. She decided to let the dwarves decide between themselves how best to honor their dead from the limited options available. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 72] Author : Old Overholt Date : Feb 27 '17 2:16pm http://www.leecarver.com/rpg/nori.jpgBorin's suggestion is met with a sorrowful look, as if the subject was just too grim to be spoken. But somehow, the dwarf finds a way to get the words in his head and heart to make their way past his lips. Nori speaks with melancholic intensity, trying to show empathy but at the same time assure Borin so as not to offend him. "Then we shouldn't destroy their home or their work, but leave it so that time will not forget them," he tells his cousin, moving closer to him. The rust-haired dwarf then tries to extend a hand to place on Borin's shoulder as he explains his thoughts further, trying to win him over. "They shouldn't be left for eternity crushed under this stone or found, trapped by enemies... Let us send them off as true warriors and honorable dwarves, just as they did in the valley of Azanulbizar." http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 73] Author : Ipphli Date : Feb 27 '17 3:04pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin Borin allowed Nori to lay a hand on his shoulder. He was tense, and felt like he wanted to hit something. He almost wished an orc would show up just then, so he could kill it. At his cousin's words, he sighed. "Seems wrong to leave this place for orcs and worse to use. But no dwarf wants to be left buried in such a way. Fine! We'll burn them, and hope they understand." Stowing his axe and shield, and removing his helm, the Grey Mountain dwarf made for the stairs, ready to begin the task of bringing the corpses up to the surface for the first time in centuries. Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 74] Author : Old Overholt Date : Feb 28 '17 2:25pm http://www.leecarver.com/rpg/nori.jpgNori lets his cousin go to do what he feels is the best use of his time and effort without a word. A bittersweet smile forms across his lips as they've reached a grim agreement on how to deal with their fallen kin. Letting his hand slap down against his side, Nori watches Borin disappear down the stairs before taking in a deep breath through his nose and then turning to face the others that have lingered about. "Right," he says, his voice cracking with emotion. "I'm going to chop some wood... The rest of you... you do what you need to do," the dwarf adds before sauntering off. Staying close to the ruins, Nori works feverishly to chop some trees and create several sizes of logs. The industriousness, endurance, and strength of the dwarves is on full display as he goes to town on a small cluster, bringing them down in relatively no time with a combination of axe blows and a couple aggressive pushes of the shoulder. Just before nightfall, Nori has put together enough pyres for the fallen: simple square pyres where the logs have been notched and stacked like a cabin. The centers of the pyres have been filled with kindling and whatever else can be used to promote the fire. http://www.leecarver.com/rpg/lotr/pyre.jpg After the bodies are prepared and placed, Nori ensures torches are lit and those that wish to gather can do so. These are dwarves and not the kin of a majority of the fellowship, so there is no ill-will directed towards anyone that would rather linger back or not attend at all. When all those in attendance are gathered, their faces dimly lit by the flickering of flames, the ceremony is short, but certainly not lacking emotion. After staring at the pyres for a few seconds, Nori verbally stumbles into a song, his voice low and mournful. No glimmering riches or glinting jewels, We are blinded by our teary pools, No halls to build or metal to bend, Our hearts so broken, we cannot mend. Their fires will burn bright, No more need they fight. We send our brothers to the sky, To go forth, we must try. It's clear Nori is no singer - the lyrics and pitch take a little thought, but it isn't exactly unbearable. It's the tought that counts, right? When it has gone quiet once more and there is nothing left to say, Nori proceeds out towards the pyres, lighting each of them with his torch until the flames are burning hot and ready to consume the wooden platforms and convey their passengers to the next realm. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 75] Author : Diofant Date : Mar 4 '17 3:45am http://i.imgur.com/LrJvhh0.png[/img]"]After the ceremony is finished, the atmosphere around camp is somewhat somber, but as Magric had pointed out, it would be best to leave as quickly as possible so as to not be late for the Festival. To that end, a watch is quickly posted, and under Almarion's watchful gaze, the night passes uneventfully. Early the next morning, the company sets off once more, determined to make it to the festival on time. The rest of the journey is made through Beorning-controlled lands, with holdings here and there - the scent of fallen leaves was particularly present, with the recent rainfall allowing the scent to spread quicker. Once they'd reached the outskirts of Stonyford, the preparations for the festival are well underway - men and women alike can be seen hurrying about, either cleaning up, constructing tables, or pulling along materials for other areas. No less than seven men could be seen dragging a large bull using ropes, who did not seem to keen on the idea, snorting and shaking his horns with a visible promise of violence. Some children could be seen cheering, though it wasnt immedietly apparent if their encouragement was meant for the men or the bull. Their yells of 'Shurack! Shurack!' chase the companions as they continue the trek to the housed area of the village. Off to the side, a large stage was being constructed, with several people placing uncommonly comfortable armchairs upon it, which looked terribly out of place this far from Dale. A http://i.imgur.com/5yhVf3O.png with an expression simultaneously irritated and tired could be seen directing the workers with sharp voice, gesticulating vividly - it was easy to hear her commanding tones even from the outskirts, much less here. People seemed to be generally listening to her, all except for an http://i.imgur.com/XV9x9tu.png who'd attempted to soothe her feverish pace, and an arrogant looking, http://i.imgur.com/hP9uec6.png, who's scowled at nearly everyone, before furrowing his brows and grasping the bull by one horn, began to pull him in the direction the other men were trying to move it in, with visibly more success than before. http://i.imgur.com/5yhVf3O.pngIt was at this point that the woman noticed the companions, and, scowling, marched up to them, followed closely by the much calmer looking older man. She looks the companions over, before crossing her arms and finally speaking, this time in a more conversational volume, though it still carried the commanding note from before: "I am Ava, daughter of Hartwulf. This is my father. What brings you in Stonyford, travelers?" Her words are curt and somewhat snappy, but not hostile. At her introduction, Magric's expression splits into a huge, stupid grin. Merovech the Mighty http://i.imgur.com/NwGi53V.png Ragnar(Red Helm to be) Guthred the Wicked(Cunning) - Emissary of Viglund, along with his daughter Aestid. http://i.imgur.com/i2KACtm.png Aestid http://i.imgur.com/Ecb3IOt.png GERLOD http://i.imgur.com/hP9uec6.png Merovech http://i.imgur.com/dwj7KEl.png Hartwulf http://i.imgur.com/XV9x9tu.png Ava http://i.imgur.com/5yhVf3O.png -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 76] Author : Vladim Date : Mar 6 '17 3:48am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngAs the company approaches the village, Idunn observes all the hustle and bustle with relief and interest. Relief, because the ongoing preparations clearly show that the fellowship is not late for the festival. Interest, because she has never visited a Beorning village, despite the proximity. Her wolf-hound, Uthred, unused to such noise and activity, becomes excited, and he barks at the big bull angrily and tries to chase him, but manages only to impress a few Beorning children, and perhaps irritate the strong, arrogant man. ’Come here, Uthred!’ cries the Bride. The dog, despite his excitement, heeds the command of the huntress and quickly returns to her side just as Ava addresses the party. Idunn remains silent, letting her companions introduce themselves individually if they so desire, before she speaks for herself. ’Greetings, Ava, daughter of Hartwulf. We are travelers from Mountain-Hall, seeking to attend your festival. I am Idunn, daughter of Theodwin, a huntress from Firienseld, OOC: She will not say this if anyone else from the party introduces themselves. Our chieftain, Hartfast, son of Hartmut, sent us here to strengthen the ties between our folk and yours. The Woodmen and the Beornings have always been allies. I was also told that my cousin, Merovech, is here in Stonyford. Could you please tell me where to find him?’ Endurance: 24/24 Fatigue: 19 (16 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 2 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress Inventory: Elven rope, Fragment of Wolfbiter, Green Dragon Scale (120 TP) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 77] Author : Born on the Bayeux Date : Mar 9 '17 5:30am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) Bella wished to find her kinsman, if they were still here. Or ever had been here, Bella thought. It wasn't that she thought anyone had been deliberately disingenious to her. It was just that details could get foggy over the leagues and weeks and all of the intervening voices in the telling. But for now, Lady Ava had to be greeted. Being small, halflings learned quickly to sense the mood of Big Folk ('everybody else' barring a dwarf dwarf) and how to adapt to those moods. "Thank you, Lady Ava, for your hospitality. I am Bella Bracegirdle of the Shire. How may I be of assitance to you?" My apologies for the delay. I have had the usual real-life mathoms to deal with and some computer/network troubles. I should have stuck with palantirs. 🙂 Belladonna 'Bella' Bracegirdle [R=1,1]Culture: Hobbit of the Shire[R=2,1]Standard of Living: Prosperous Cultural Blessing: Common Sense (Fellowship gains a Fellowship Point; best of two Feat Die rolls for Wisdom Rolls.) [R=1,1]Calling: Wanderer[R=2,1]Shadow Weakness: Wandering-Madness TRAITS: Specialities: Cooking, Story-Telling, Folk-Lore Distinctive Features: Adventurous, Merciful -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 78] Author : Old Overholt Date : Mar 9 '17 2:20pm http://www.leecarver.com/rpg/nori.jpgNori says nothing of Ava's greeting, instead letting Idunn speak for him. Perhaps the impromtu funeral is still weighing heavily on him, especially given the required travel thereafter? Regardless, the dwarf stands rather relaxed - his hands folded on top of the butt of his axe while the head pressed into the ground - slightly behind Idunn and on her right as she exchanges pleasantries with Ava. He smiles briefly after Bella offers her never-ceasing helpfulness, looking over at the hobbit as a pleased parent might look upon their child, before turning his gaze back to Ava, awaiting the woman's response to Idunn's introduction. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 79] Author : Ipphli Date : Mar 9 '17 3:15pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin Still somber after the funeral of his long-lost kin, Borin remains mostly quiet and contemplative on the trip to Stonyford. Even the sight of the festivities once they'd arrive does little to cheer him up. The bull catches his interest, and he has half a mind to offer to help, until the big man shows up. Something about that human just rubbed Borin wrong, so he stays close to his friends instead. When the Lady asks their business, Borin bows deeply; at least he knows how to act around nobility. "My lady, I am Borin, son of Dorin, of the Grey Mountains and Mountain Hall. As my companions have said, we are recently sent from Mountain Hall to strengthen the relationship between the two villages. We are neighbors, after all, but Mountain Hall wishes to become true friends of the Beornings." Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 80] Author : Diofant Date : Mar 9 '17 11:04pm http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) Gramtyng's reaction to the festival was somewhat muted compared to what it would have normally been: even more than the funeral pyre, what weighed on his conscience was what he saw in the depths of the water back there at the ruin, and the terrifying scratch-marks made in stone. Still, now that the celebratory atmosphere was all around him, the bard was finding it difficult to keep him his thoughts on that vision - not that he wanted to, either way. The woman that approached them clearly was not notified that there would soon be a festival. Still, if she asked, he had to answer: "I am Gramtyng, son of Fastred! I came to Mountain Hall from the Mark, and travel together with these fine folk. If you've need of music, I am told my songs and skill with the lute are quite good!" http://i.imgur.com/5yhVf3O.pngThe woman scowls slightly when Idunn mentions Merovech, but nods: "I understand. I welcome you to Stonyford, emissaries of Hartfast. The Festival of the Moon will begin tomorrow... Until then, feel free to explore our town in the time that remains until It is already evening, the sun is beginning to set. My useless hus..." At this point her father jabs her with his elbow, causing her to scowl at him, and him to make an innocent face, whistling tunelessly and looking aside. "...Merovech should be over by the inn..." She jabs her thumb behind her: "...Arguing with Guthred." Her mouth twists when she says the name, as if she bit into something bitter. "The Thane will see to your sleeping arrangements." She finishes diplomatically, now very visibly displeased, her gaze moving off from the group and accidentally falling on Uthred, her face instantly transforming into a gleeful grin almost making her nearly unrecognizable from before, kneeling and trying to get the dog's attention, clearly in hopes of petting it. http://i.imgur.com/XV9x9tu.pngAt this point, all her attention was diverted to the hound, utterly unresponsive to anything. Hartwulf sighed, rubbig his temples with both hands, resting his staff on the bend of his elbow, while Magric's snickering was becoming louder and louder, no longer able to be disguised by coughing. "My apologies for that." The man looked up at each of the companions in turn. "Make sure you find the Thane and inform him he should find you a good place to sleep. That may be enough to get him to stop bickering with Guthred." Hartulf shrugged: "If there's any problems, come back here, and I will help. I ended up organizing most of this anyway..." http://i.imgur.com/je4deeb.png"Every... Time." Magric choked out, holding his mouth with both hands. "Serious, serious, serious, then sees a dog and its all 'PUPPY!'." http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ●● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 81] Author : Vladim Date : Mar 10 '17 9:07am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngIdunn kneels when Ava does the same, focusing her attention on Uthred. The wolfhound, exerted by the journey, quickly warms to the Beorning stranger. He rolls on his back, begging the two women for belly rubs, and occasionally licks their faces in a genuine show of friendship. Exposing his belly reveals the deep scars caused by the Werewolf’s claws: they can clearly be seen, as no fur grows where the wounds had been inflicted. ’Uthred is a wolfhound of Woodmen-town.’ she says to Ava as she pets her trusty companion. ’The Men of Woodmen-town breed the biggest and strongest hounds in Mirkwood, and they always accompany us in our hunts.’ She tries to engage Ava in small-talk, over her hound or any other matter the Beorning woman is interested in. After all, this Ava seems to be her cousin’s wife and, although her and Merovech did not seem to get along, she was, in a way, part of her family now. If there’s anything interesting to discuss with Ava, Idunn will do so; otherwise, she will follow Hartwulf to the inn. Endurance: 24/24 Fatigue: 19 (16 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 2 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress Inventory: Elven rope, Fragment of Wolfbiter, Green Dragon Scale (120 TP) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 82] Author : Old Overholt Date : Mar 13 '17 6:55pm http://www.leecarver.com/rpg/nori.jpgNori gives Ava and Idunn a little space to chat, not wanting to intrude on the moment of small talk and hinder what little diplomatic relations they have with Stonyford, but not seeming to be in a hurry to leave the immediate area either. His eyes scan the nearby buildings and stalls that are being prepared for the festival, taking in what sights he can see in the quickly vanishing light. He sidles his way up to Gramtyng and without looking up at the man, murmurs in a low voice that can't really be distinguished by the two women nearby, "Perhaps we should let her speak with her cousin about room and board for the night. If she's like the rest, I don't think we're going to have an easy time of it. If all else fails... I'm sure Uthred can get a room somewhere." http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 83] Author : Diofant Date : Mar 14 '17 12:34am http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) The bard made a sound that normally meant uncertainty - something like a 'hrrmm', crossing his arms and shutting his eyes, then clicking his tongue and looking up at the sky: "Y'know, I'd agree with you; never minded sleeping under the stars, but after this kinda downpour, well... I'm sure they have quality mud here, but I aint a pig yet to roll in it." He grinned at the dwarf, hoping he'd cheer up a bit with his somewhat tactless attempt. "...So I suggest we move on, but let her speak to her cousin. Its one thing if he's like the woman over there, and another if he's like that fellow wrestling the bull over yonder." He pointed at the muscular man who engaged the bull in a staring contest while grasping its horns. http://i.imgur.com/XV9x9tu.png"Son-in-law?" Suddenly interrupted Hartwulf, chuckling. "Oh no, dear me, he's nothing like Gerlod, I assure you. Gerlod, well..." He studied the bull and the man bellowing at it critically, yanking at his beard. "...Well, he's a bit special. As for Merovech, I think we should probably head over there now anyway, this is the longest he's been in a room with Guthred." A flash of dislike passed his face like a shadow, but he smiled, chasing it away. http://i.imgur.com/5yhVf3O.pngWhen Uthred flips over to his back asking for belly rubs, the last vestiges of her grim mask crumble to pieces and she proceeds to devote all her attention to petting the hound and rubbing his belly gently. When she notices the scars, her face becomes a bit more serious, but the annoyed lines that crossed it are gone entirely - she merely looks saddened. "Aye..." She replied softly. "I figured as much. We've had one as well, before - Beorn's arent as large as these, but they're... well, they're almost like his children. Intelligent enough to ever serve at the table, even, and he's talked to them. Ah, not to say Uthred isnt intelligent of course." She added quickly, scratching the hound's ears. "Most of the dogs at the main town where we live are descended from those four of his. We've had one for a while, but he was old when we last went hunting, and wargs... Well, its past." Ava sighs and pats Uthred one last time before standing up and dusting herself off. "When you go to see Merovech, please tell him to keep his composure. I share his sentiment, but he has to maintain himself neutral, as a Thane, even if I think the apple never falls far from the tree..." http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ●● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 84] Author : Aurore Date : Mar 15 '17 6:04pm http://res.cloudinary.com/tint/image/fetch/w_170,h_100,c_thumb/http://game4v.com/g4v-content/uploads/2016/07/Rise-of-the-Tomb-Raider.jpg[/img]"]Almarion Almarion did as she mostly did in social situations where companions knew the hosts better than she. She simply faded back behind the rest and gazed into the distance. It was as good a way as any to hide her discomfort and her lack of knowledge about these people. The hound did draw her attention though. She looked at the animal which was indeed a very fine specimen of its kind. Some Dunadan kept such hounds on occasion for help in hunting and tracking as well as warning against anything fel in the area, the hounds senses usually very keen to detect anything that should not be. Once others had stopped playing with the animal Almarion moved over and petted the animal in turn, though it was more of a recognition of one hunter to another than a petting game. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 85] Author : Old Overholt Date : Mar 21 '17 12:17pm http://www.leecarver.com/rpg/nori.jpgNori snorts at Gramtyng's words, the dwarf conjuring the sight of sleeping in the mud - or the Rohirrim rolling around in it like a pig. Nori then glances over at Gerlod as he manhandles the bull, his ears perking as Hartwulf talks about the young brute and refers to him as 'a bit special'. The faintest grin crosses his lips as the dwarf looks back to Hartwulf, trying to show he finds the statement humorous without it being so funny that it might cause offense. Exchanging a glance between the old man and the Horse-Lord now, Nori suggests to Hartwulf, "Perhaps you could introduce us?" Considering Idunn's preoccupation with Ava, Nori must have thought it might be a bit before she's able to fully engage her cousin and it would be best if the group was settled as soon as possible. As he waits for a response from Hartwulf and Gramtyng's agreement, Nori's head turns slightly to look upon Almarion. Seeing the reserved ranger petting Uthred, the first display of warmth he had witnessed from the woman, he glances up towards her face with an honest smile. Sure, she may have merely been paying respect to the dog as opposed to simply being affectionate with it, but it was still a display they were probably not going to see again for some time. He says nothing of it though, just letting his eyes linger for a moment or two before turning his attention back to the two men he was addressing. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 86] Author : Ipphli Date : Mar 21 '17 1:38pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin Borin stood at the back of the group, watching and listening to the others without comment. Even after several days of traveling together, he still felt like an outsider among them. He'd been so busy trying to get the mine going, he'd not spent much time with them in Mountain Hall either. And now, here he was, attending a Beorning festival with them, representative of a human settlement! Borin had never expected to have an easy or simple life, but this was something else entirely! However, there was a golden opportunity here: Beorn. The shape-changer had helped turn the tide during the Battle, had retrieved King Thorin's body before he could be finished off, or worse. Beorn's name was still spoken of almost reverently among his people. If he, Borin, could get Beorn's agreement to helping retake the Grey Mountains, it would go a long way to convincing King Dain to send aid himself. But to gain such aid, the dwarf would need to impress the Bear Lord first. So Borin's eyes kept drifting to the bull... Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 87] Author : Diofant Date : Mar 23 '17 9:14pm http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) The Rohirrim grinned, happy that the dwarf cheered up a bit, and began whistling a merry little tune, tapping his foot along with the tune. It intrigued the bard how differently one culture celebrated from another - the River-folk, for example, had decorated with little colored flags, Music pouring from every corner, and the sheer amount of wines, ales, and mead was unheard of. People gambled, laughed, danced, sang... it was all very light-hearted, carefree, and died away just as quickly. The Beorning festival certainly didnt lose in spirit - but it seemed much less frivolous, and filled with intent and meaning, instead of an excuse to get drunk. Everyone had a job, even children helped in their own way, dragging twigs and branches for fires. Things had meaning, purpose. "Well, lets get going then, say whats the festival like?" http://i.imgur.com/XV9x9tu.pngHartwulf nodded at Nori's request: "Nothing simpler. Come along." Leaning on his stave, he began walking over to the inn, with Gramtyng falling in to walk beside him and ask him questions. He will, however, pause to wait for Vladim - if you want to keep talking to Ava, its not an issue, I'll continue playing her - or if you wanna bid her farewell and leave her to her duties, that's fine too. "The Festival of the Moon was made by Beorn himself, about a couple years ago, shortly after we all swore to him. Before, it was a much simpler harvest celebration; that changed when the Bear-Lord heard that some of my kinsmen complained about smaller yield on their fields - it was a dry year. The chieftain's fields, however, produced an overabundance of wheat, and when they asked... He produced a silvery sickle, which he called the Sickle of the Full Moon." The old man seemed to grow excited at the mention of the artefact, but immedietly frowned as he continued his story, perhaps indicative of his view on those that provided the reason to create this event. "A field harvested by means of this tool only took a MONTH to recover, and could then be seeded again. Some Thanes wished that they might have had such a magic tool for their own fields. Beorn, in his wisdom, not wishing to incite jealousy, had promised he would present the Sickle to one subject, who may use it for one year, and return it to Beorn in late Autumn, when he had to harvest his own field. The Thanes consulted each other, and devised a system of Seven Trials, contests which would decide the winner - the Marshall. The Marshall of the previous year then presents the winner of the next year with the Sickle. Some families choose to sponsor outsiders, relying on their more diverse skills instead of those they honed themselves." It seemed like Hartwulf was quite happy to share the relatively young history of the Beornings, even managing to explain this amount of information in the short time it took to walk over to the inn, gesturing to complement the story and smoothing his mustache as he did so. It did not take long to get to the large, straw-covered building, lit by numerous torches and a large, roughly made chandelier with a large amount of candles. The inn was much quieter than the rest of the village; practically silent if not for the sounds of two children laughing and playing some manner of tag game. The boy was in his late teens, tall and lanky, so that he might have been mistaken to be older and possessed brown hair, which had been an untamed mane sticking out all over the place, with a pair of eyes that looked somewhat mockingly, but with no malicious intent, and a grin from ear to ear: the resemblance to Ava had been uncanny, except for the hair. The girl seemed like she was much more reserved, but currently, that was somewhat hard to tell, as it was her laughter ringing out in the inn. Her hair was bright red, reaching about to her shoulders, flowing freely. She'd had blue eyes, and seemed to be around the same age as the boy. Across the room from them, in the furthest corner, there was a small table, supported by several barrels, where two men sat. The one http://i.imgur.com/dwj7KEl.png had the same kind of hairstyle, if it could be called that, as the boy. The http://i.imgur.com/i2KACtm.png had sat half-turned to the other man, and watched the children playing with a strange look on his face, as if he was looking at something that rot long ago. Neither spoke, but the reserved and rigid posture both held spoke volumes on what they'd felt about one another. "You shouldnt be so boisterous, Ragnar." Hartwulf spoke to the boy with a smile, catching him by the scruff of his neck and ruffling his already messy hair: "You need to be a good host to Aestid." The boy struggled, now laughing as well, stugglig helplessly as he was held up from running, and then tagged by the girl: "Grandpa you just made me lose! Doesnt count!" The girl giggled as well, drawing a bit back when the boy flailed, trying to get her back. "Nope! Not against rules!" The old man straightened up, looking back at the companions. "My grandson, Ragnar. The one with the black hair in the back is Merovech the Mighty, one of Beorn's Thanes. Beside him is Guthred the ...Cunning, Viglund's... Thane, I believe?" The grim man nodded to that. "The girl who's currently celebrating her victory is Aestid, Viglund's daughter." http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r=1,3]Distinctive Features: You are considered beautiful by most people, even by those not belonging to your folk., You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. [r=1,1]Body: 5 (8) [r=2,1]Heart: 5 (6) [r=3,1]Wits: 4 (6) [r=1,1]Awe ●●○○○○ [r=2,1]Inspire ●●○○○○ [r=3,1]Persuade ○○○○○○ [r=4,1]Personality ● [r=1,2]Athletics ●●●○○○○ [r=2,2]Travel ●●○○○○ [r=3,2]Stealth ○○○○○○ [r=4,2]Movement ●● [r=1,3]Awareness ●○○○○○ [r=2,3]Insight ●●○○○○ [r=3,3]Search ○○○○○○ [r=4,3]Perspective [r=1,4]Explore ●○○○○○ [r=2,4]Healing ○○○○○○ [r=3,4]Hunting ●●○○○○ [r=4,4]Survival [r=1,5]Song ●●●○○○ [r=2,5]Courtesy ●○○○○○ [r=3,5]Riddle ●○○○○○ [r=4,5]Custom ● [r=1,6]Craft ●○○○○○ [r=2,6]Battle ●●○○○○ [r=3,6]Lore ●●○○○○ [r=4,6]Vocation ●● [r=1,1]Damage 5 ()[r=2,1]Parry 4 (+2)[r=3,1]Armour 3d (+1) [r=1,1]Weapon [r=2,1]Damage [r=3,1]Edge [r=4,1]Injury [r=5,1]Enc [r=1,2]Sword ●●●○○○ [r=2,2]5 [r=3,2]10 [r=4,2]16 [r=5,2]2 [r=1,3]Bow ●●○○○○ [r=2,3]5 [r=3,3]10 [r=4,3]14 [r=5,3]1 [r=1,4]Dagger ●○○○○○○○ [r=2,4]3 [r=3,4]12 [r=4,4]0 [r=5,4]0 [r=1,5] [r=2,5] [r=3,5] [r=4,5] [r=5,5] [r=1,1]--Rewards--[r=2,1]--Virtues-- [r=1,2]Ancient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack.[r=2,2]Old Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself. [r=1,3][r=2,3] [r=1,4][r=2,4] [r=1,5][r=2,5] [r=1,6][r=2,6] [r=1,7][r=2,7] [r=1,1]Armour: Mail Shirt (enc: 12 | Protection: 3d) [r=1,2]Headgear: Cap of Iron and Leather (enc: 2 | Protection: +1) [r=1,3]Shield: Shield (enc: 3 | Protection: +2) [r=1,4] [r=1,5] [r=2,1]Endurance: 27 (Start: 27 | Enc. Fatigue: 14 | Travel: 0) [r=2,2]Hope: 13 (Start: 13 | T. Shadow: 2 | P. Shadow: 0) [r=3,1]Weary: [r=3,2]Miserable: [r=3,3]Wounded: [r=1,1]Fellowship ( 9 ) [r=2,1]Advancement ( 2 ) [r=3,1]Treasure ( 2 ) [r=4,1]Standing ( 1 ) Company [r=1,1]Guide Nori [r=1,2]Scout Bella [r=1,3]Huntsman Gramtyng [r=1,4]Look-out Man Idunn [r=1,5]Fellowship Focus Idunn [r=2,1] Borin [r=2,2] Hepti [r=2,3] Almarion [r=2,4] [r=2,5] Fellowship Phase [r=1,1]Sanctuaries Mountain Hall? [r=1,2]Patron [r=2,1] [r=2,2] [r=1,1]Horse [r=1,2]Leasere [r=2,1]Type [r=2,2]Radhors(Palfrey) [r=3,1]Size [r=3,2]Medium [r=4,1]Charge Damage [r=4,2]+3 [r=5,1]Riding Modifier [r=5,2]-2 [r=6,1]Encumbrance [r=6,2]-6 [r=7,1]Price [r=7,2]2g [r=8,1]Status [r=8,2]2 Gramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? [r=1,1]Year [r=2,1]Event Description [r=1,2]Spring 2946 [r=2,2]The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. [r=1,3]- [r=2,3]- [r=1,4] [r=2,4] [r=1,5] [r=2,5] [r=1,6] [r=2,6] [r=1,7] [r=2,7] [r=1,8] [r=2,8] [r=1,9] [r=2,9] [r=1,10] [r=2,10] [r=1,11] [r=2,11] 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 88] Author : Old Overholt Date : Mar 24 '17 6:38pm http://www.leecarver.com/rpg/nori.jpg"And who is the current Marshall?" Nori asks without seeming to miss a beat. He seems curious to learn a little more about the people he's bound to deal with, and Hartwulf seems like a treasure trove of information when it comes to this town and its festival. However, he doesn't stop and demand an answer, the dwarf instead moving the group along to the inn. Nori says nothing regarding the children at play near the front of the inn or when Hartwulf grabs his grandson playfully by the neck. In fact, the dwarf of the Lonely Moutain offers a simple smile - the right corner of his mouth creeping up on his face, although hidden mostly by his wild beard. The smile, though, soon settles as Merovech and Guthred are pointed out to them. Noting the posture of the men and their attention on the children, now of which are known as their children, Nori ponders their thoughts on the playful relationship Ragnar and Aestid seem to share. After a few moments, Nori clears his throat and sets his jaw firm. He then looks to Gramtyng - as if he were his first point of deference - and then to the others. "Right," he says, his mind clearly working through a plan of action. He seems a bit jittery about whatever he's considering. "So... anyone want to break up this cheery group? Or...?" he asks before tilting his head in Guthred and Merovech's direction. His attention seems to shift between Gramtyng and Idunn, perhaps figuring a dwarf introducing them will not go over as well as some of the other options available to them, but still leaving himself as a 'sacrificial lamb' on the table. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 89] Author : Diofant Date : Mar 24 '17 8:52pm Neither child seems to be paying too much attention to Merovech or Guthred, so it does not seem to be some manner of trick they are playing on them - they both look very happy, and if anything, are acting younger than their age. They're nearing the end of their teenage years and shouldnt be nearly so friendly - even two kids that dont know each other would be less friendly, much less a Beorning and a Viglunding. Both kids, however, are quite comfortable with each other. If anything, its only the adults making the situation awkward - every time Guthred coughs, you see quite clearly that Aestid somehow makes herself smaller, pausing for a moment to glance back at him. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 90] Author : Vladim Date : Mar 28 '17 9:18pm http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngIdunn thanks Ava for her advice and folows the rest of the fellowship into the inn. She listens to Hartwulf’s story with some interest, for the traditions of the Beornings are not known to her. When the old man points to Merovech, she looks at his direction, surprised at her inability to recognize her cousin. She was but a child when she last saw him, but Merovech has changed a great deal, and now, so many years later, Idunn feels she knows nothing of the man. He was little more than a stranger, but the ties of kinship were strong, and time cannot sever them. ’Merovech is my cousin.’ Idunn says quietly to Nori. ’I shall speak to him.’ she concludes, approaching her cousin. She waits for an opportune moment, so that she does not interrupt Merovech and Guthred’s discussion, before speaking. ’Cousin,’ she finally says, ’I and my friends have travelled for days to find you. Do you remember me?’ Endurance: 24/24 Fatigue: 19 (16 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 2 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress Inventory: Elven rope, Fragment of Wolfbiter, Green Dragon Scale (120 TP) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 91] Author : Old Overholt Date : Mar 30 '17 3:07pm http://www.leecarver.com/rpg/nori.jpgNori looks relieved as Idunn assumes responsibility for introducing the fellowship to the Thane, the dwarf exhaling through his nose quickly and his shoulders noticeably relaxing. Yes, he wasn't looking forward to having to be a spokesperson. So now, instead, he falls in behind Idunn as she approaches her cousin and brings attention to their little group. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 92] Author : Ipphli Date : Mar 30 '17 4:32pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin Borin followed along with the others, listening to Hartwulf's tale about the sickle. "If I won it, it could be a powerful negotiating item," he thought to himself. The dwarf kept his counsel to himself, his face blank behind his helm. At the sight of Viglund's representative, he frowned slightly; they'd already heard enough about the man to gather they probably wouldn't like this representative very much. But, there was a chance the man wasn't as bad as Borin assumed; the least the dwarf could do was give the man a chance. At least one. The sight of the children playing sent a pang of regret through Borin's heart. It always surprised the dwarf slightly when he saw just how quickly humans produced children, especially compared to his own people. The fact that Borin hadn't managed to find a wife of his own didn't help matters. That thought caused the dwarf to frown even more, this time at himself. He had a mission! He couldn't think about settling down and having a family, not until his homeland was restored! No matter how much he might want to...Borin followed after Idunn and Nori silently, the frown still on his face as he approached the table. Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1, Custom Group 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 93] Author : Aurore Date : Mar 31 '17 1:38pm http://res.cloudinary.com/tint/image/fetch/w_170,h_100,c_thumb/http://game4v.com/g4v-content/uploads/2016/07/Rise-of-the-Tomb-Raider.jpg[/img]"]Almarion Almarion listened with interest. Such a tool would permit someone to grow at least two crops instead of one. Maybe more than two given the right type of crop. She was no farmer but she knew that this would protect against bad years and in good years would give a surplus to sell on. Guaranteed safety and prosperity. She wondered at the trust extended by the Bear Lord to his subjects to let such a valuable item out of his hands. No doubt that kind of action was why the man generated such loyalty amongst his people. The Bear Lord was indeed a man to learn from and admire. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 94] Author : Diofant Date : Apr 3 '17 12:16am http://i.imgur.com/XV9x9tu.png"Current Marshall? Why that would be..." Hartwulf furrowed his brows and tapped his forehead, preventing Ragnar from squirming with the other. "Ah yes, Torbald. He is famous for making excellent jam. He should arrive to make a speech and present the Sickle to the next winner tomorrow." As the old man talks, Merovech shifts his seat aside and slowly walks up to Idunn, studying her face with narrowed eye for a moment. In the next, he is overcome by laughter and scoops her into a bear hug. http://i.imgur.com/dwj7KEl.png"Hah! Been a long time, little cousin! Almost didnt recognize you - but your eyes give you away!" He let go after clapping her on the shoulder: "Well! Come on, then, tell me what'd happened to you, how you are... What brings you here? Did you meet my wife?" The man practically exudes confidence and merriment, his sour mood gone like it was never there to begin with. Guthred's expression changes to a sneer, but Merovech has his back turned and doesnt seem to see it. The Beorning is far more busy greeting Idunn and everyone else. He is overeager an much friendlier than first seen. "So, who are your friends? What brings you to our neck of the woods? Dont tell me the word of the festival had spread so far and wide it's now as well-known as the Feats last November! Did you meet my son?... And our guests?" -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 95] Author : Vladim Date : Apr 3 '17 12:57am http://i1050.photobucket.com/albums/s419/Svorinn/The _bride_zpsh8yahesv.pngAs soon as her cousin speaks, Idunn at once recalls her childhood memories. What she thought was forgotten now returns as vivid, happy scenes in Mountain Hall, and the behaviour of her cousin becomes at once familiar. She returns the embrace, though she cannot match Merovech’s strength, and a smile forms on her lips-a rare occurrence for someone as serious and gruff as her. ’Cousin!’ she says, happily. ’I have met Ava and your father-in-law, and I see now that you have a son. She is a kind woman, much like her father. You have done well for yourself,’ she concludes, ’and I am happy for you.’ She turns to her companions and introduces them all by their name, but chooses not to speak much on their behalf, for surely they can speak for themselves. ’We were sent here by Hartfast, who remains our chieftain. My dwarven friends are expanding the mines of Mountain-Hall, and the old man is looking to expand trade with the Beornings. But I am happy to see you, for much else has happened, and I am sure you have much to say too. Perhaps we can speak after finding some place by the fire for my tired friends.’ She casts a sideways glance to Viglund's thane, remembering Magric's words about the Viglundings. For a moment she contemplates ignoring the cruel-looking man, but good manners dictated she indroduce herself. So, after supressing her enthusiasm for meeting her cousin, she walks over and offers Guthred her name. Endurance: 24/24 Fatigue: 19 (16 from Encumbrance / 3 from travelling) Hope: 14/16 Shadow points: 2 Advancement points-Personality: •• Advancement points-Movement: •• Advancement points-Perception: • Advancement points-Survival: • Advancement points-Custom: 0 Advancement points-Vocation: 0 Advancement points-General: ••• Experience: 2 Fellowship focus: Gramtyng Fellowship role: Huntress Inventory: Elven rope, Fragment of Wolfbiter, Green Dragon Scale (120 TP) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 96] Author : Old Overholt Date : Apr 5 '17 4:39pm http://www.leecarver.com/rpg/nori.jpgThe dwarf with the rust colored hair gives a few nods of the head as Hartfast drops Torbald's name. Who the current marshall is might be of some significance, and it does hurt to have a starting point. But beyond that, Nori remains silent as the group approaches the table where Merovech and Guthred. Nori stands behind Idunn as introductions are made, giving the Thane a bow of the head as he's introduced as a 'dwarven friend', but remains silent - letting the woman with the "in" speak for the group. http://www.leecarver.com/rpg/nori.jpg Nori, son of Glom Culture: Dwarf of the Lonely Mountain Age: 60-ish Gender: Male Height: Weight: [r=1,1]Culture: [r=2,1]Insert information here. [r=1,2]Standard of Living: [r=2,2]Insert information here. [r=1,3]Cultural blessing: [r=2,3]Dwarf characters calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. [r=1,4]Calling:[r=2,4]This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers. [r=1,5]Shadow weakness: [r=2,5]Insert information here. [r=1,6]Specialties: [r=2,6]You love making things with hammer and anvil, and have spent many hours in front of the searing fire of the forge. You can judge the quality of most products of metalwork., You find yourself at ease when negotiating the buying and selling of items, or even information., This venerable talen includes pickpocketing, lock picking, and, in general, any shadowy way to get hold of the possessions of others or access protected areas. Treasure-Hunters are generally skilled burglars. [r=1,7]Distinctive features:[r=2,7] You trust your capabilities to the point that you are not easily daunted, readily placing yourself in danger., You are blessed with vigorous health, and seldom suffer from ailments or diseases.[r=1,1]Body: 6 (8)[r=2,1]Heart: 4 (7)[r=3,1]Wits: 4 (5)[r=1,1]Awe: [r=1,2]Athletics: •• [r=1,3]Awareness: [r=1,4]Explore: •• [r=1,5]Song: • [r=1,6]Craft: ••• [r=2,1]Inspire: •• [r=2,2]Travel: ••• [r=2,3]Insight: ••• [r=2,4]Healing: [r=2,5]Courtesy: [r=2,6]Battle: • [r=3,1]Persuade: [r=3,2]Stealth: • [r=3,3]Search: ••• [r=3,4]Hunting: [r=3,5]Riddle: ••• [r=3,6]Lore: [r=4,1]Personality: [r=4,2]Movement: •• [r=4,3]Perception: •• [r=4,4]Survival: [r=4,5]Custom: • [r=4,6]Vocation: • [r=2,1]Skill:[r=3,1]Damage:[r=4,1]Edge:[r=5,1]Injury:[r=6,1]Enc: [r=1,2](Long-hafted axe)[r=2,2]•••[r=3,2]5 (1h) / 7 (2h)[r=4,2]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,2]18 (1h) / 20 (2h)[r=6,2]3 [r=1,3]Short Sword[r=2,3]•[r=3,3]5[r=4,3]10[r=5,3]14[r=6,3]1 [r=1,4]Dagger[r=2,4]•[r=3,4]3[r=4,4]http://forodrim.org/gobennas/heraldry/gcerth.gif[r=5,4]12[r=6,4]0 [r=1,1]Armour: 3d [r=2,1]Headgear: 6 (3) [r=3,1]Parry: 4 [r=4,1]Shield: 2 [r=1,2]Damage: 6 [r=2,2]Ranged: 0 [r=1,1]You add a number equal to your current SHadow score to all your rolls involving the use of a Common skill (with the exception of all Custom skills.) [r=2,1] None[r=1,1]Endurance: 32/32[r=2,1]Fatigue: 0[r=3,1]Encumbrance: 20[r=4,1]Travel: 0 [r=1,2]Hope: 10/10 [r=2,2]Shadow: 3[r=3,2]Temporary: 3 [r=4,2]Permanent: 0 [r=1,1]Wisdom: 2[r=2,1]Valour: 1 [r=1,2]Experience: 4[r=2,2]Total Experience: 20 [r=1,1]Fellowship: 9 [r=2,1]Adv'ment: 0 [r=3,1]Treasure: 12 [r=4,1]Standing: 1 Long-hafted axe Dagger Shield Helm Enc: 16, Protection: 4d Enc: 0, Protection: 0d, Notes: +1 modifier to Travel checks when travelling in Mirkwood. Fellowship Focus: Bella Fellowship Role: Guide Holding (Mountain Hall): 8 Background:Nori, son of Glom, is a talented, but prideful and jealous craftsman who has taken up residence in the Lonely Mountain - seeking to take advantage of the rediscovered riches and make a name for himself. However, with the influx of other dwarven craftsmen, Nori has discovered the task to be a daunting one. Dwarves of equal and even better skill have created competition and driven Nori to distinguish himself. As such, he has sought to adventure further into the surrounding lands to reclaim more rare and precious materials to include in his works, giving him tales to "imbue" his works with, build his reputation, and earn a greater profit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 97] Author : Born on the Bayeux Date : Apr 7 '17 3:13am http://i756.photobucket.com/albums/xx208/kookalouris/Bella_zpsoctracah.png (http://www.myth-weavers.com/showthread.php?t=363603) Besides the matter of her cousins, Bella had no other real worries but attending to her Fellowship. She went to find her fellows and she how should could be of assistance... Hi, folks, I'm sorry I have been away for so long. This is a brief post to place Bella back in the story. As I see it, she is near the first PC that addresses her. I've now added the dice roller to the bottom of my posts. Ignore it if you wish. Otherwise, the last post can count as the roll for the next post. Belladonna 'Bella' Bracegirdle [R=1,1]Culture: Hobbit of the Shire[R=2,1]Standard of Living: Prosperous Cultural Blessing: Common Sense (Fellowship gains a Fellowship Point; best of two Feat Die rolls for Wisdom Rolls.) [R=1,1]Calling: Wanderer[R=2,1]Shadow Weakness: Wandering-Madness Traits Specialities: Cooking, Story-Telling, Folklore Distinctive Features: Adventurous, Merciful [R=1,1]Valour: 2[R=2,1]Wisdom: 1 [R=1,1]Body 2 (3)[R=2,1]Heart 7 (9)[R=3,1]Wits 5 (8) [R=1,1] [R=2,1]COMMON SKILLS[R=3,1] [R=1,1]Awareness ** *Explore **** *Song **[R=2,1]Inspire * Travel * Insight * *Healing *** Courtesy ***[R=3,1]Persuade ** *Stealth *** Search ** Riddle ** Lore ** Short Sword ** Bow * Dagger * Endurance: Starting: 23 Hope: Starting: 19 1d12 1d12 1d6t 1d12 2d6t 1d12 3d6t 1d12 4d6t 1d12 5d6t 1d12 6d6t -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 98] Author : Ipphli Date : Apr 7 '17 1:45pm https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpgBorn, son of Dorin Borin nodded his head to Merovech as the Bride gave his name to her cousin. However, he remained silent like his cousin. He had little to add to their conversation, and knew Idunn likely wanted more time to speak with her cousin. Besides, the Grey Mountain dwarf was keeping an eye on this other Man. He disliked the expression on the man's face, and was considering beating some respect into him if his attitude didn't change. But, that probably go over well with the rest of the humans, and would hurt their mission. So he settled on glowering at the man for the time being. Name: Borin, son of Dorin Culture: Dwarf of the Grey Mountains Standard of Living: Frugal Cultural blessing: Redoubtable Calling: Wanderer Shadow weakness: Wandering-madness Specialities: Mountaineer, Stone-craft, Folk-lore Distinctive features: Determined, Lordly Body: 7 Heart: 3 Wits: 4 Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 6 -Common Skills- Awe: 2 Inspire: 2 Persuade: 2 Athletics: 1 Travel: 3 Stealth: 1 Awareness: 0 Insight: 1 Search: 1 Explore: 2 Healing: 1 Hunting: 1 Song: 1 Courtesy: 2 Riddle: 1 Craft: 3 Battle: 2 Lore: 1 -Weapon Skills- (Axes): 2 Dagger: 1 Short sword: 1 -Rewards-: Helm of Awe -Virtues-: -Gear- Axe damage: 5 edge: G injury: 18 enc: 2 Short sword damage: 5 edge: 10 injury: 14 enc: 1 Dagger damage: 3 edge: G injury: 12 enc: 0 Mail shirt enc: 12 Helm enc: 6 Shield enc: 3 Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 18 Fatigue from Travel: 0 Total Fatigue: 18 Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0 Armour: 3 Headgear: 4 Parry: 4 Shield: 2 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 2 Experience: 6 Total Experience: 10 Fellowship: 0 Advancement: Movement 1, Custom Group 1 Treasure: 1 Standing: 0 Holdings: Mountain Hall mine (7) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 99] Author : Diofant Date : Apr 8 '17 1:34am http://i.imgur.com/PL6i5Hx.pngGramtyng, son of Fastred (http://www.myth-weavers.com/showthread.php?t=364654) The Rohirrim was unsatisfied with Hartwulf's answer - he wanted specifics on the festival right now, not its history, which was barely a couple years old. In theory, it should have been the story he should care about most, being a bard - bur currently, it seemed that his profession took a step back to his desire to have fun. It didnt seem, after all, like the Beornings would have a Festival similar to the Eafolc - which meant no drinking or pie-eating contest, and the thought of a best dancer competition here made him break out into a coughing fit to hide his laughter as he imagined it - but that made it all the more interesting! What did these people, which he knew little of, who have not been together long, consider a fun pastime? How would their story develop? The smile, and in general, the friendly, open manner he witnessed from Idunn was something new to him, despite knowing her for a while now. It was good to see that she could relax like this. He watched the scene silently until Merovech had asked after them, so he stepped forward: "Gramtyng, son of Fastred. I am a Bard of the Golden Hall, and I hail from the Mark. If you require songs, I would be happy to provide. As for the fame of it - Magric here told us about it." http://i.imgur.com/dwj7KEl.pngMerovech smiled broadly at his cousin, recalling to mind the serious little girl he used to play with sometimes - she'd grown enough for him to be hard to recognize her; but blood would always recognize blood, he reasoned. He looked over her companions with interest, not bothering to hide his surprise: After all, the sheer diversity of the group was near abnormal: Two dwarves, who his chief did not welcome much, but whom he respected. A hobbit, who he'd always expected to stay home, wherever that was - over the mountains? Or so they kept assuring him, but recently, all that was proven false. The woman he could not read, might have been a Woodsman or of Laketown, maybe... Magric he knew well, and nodded to him. And the man he thought was from Dale until he announced otherwise. "You're all a far ways from home, huh? Well." He knelt lightly beside the girl, poking her in the shoulder, making her turn a bit, shyly, and Beorn's Thane to chuckle at her reaction: "Thats Aestid." He got up, dusting off his knee, and jerked his thumb over his shoulder: "That's Guthred the Cu..." http://i.imgur.com/i2KACtm.png"Lets not lie to your cousin upon your tearful reunion, shall we, Merovech?" Guthred moved entirely differently from how one expected him to with that kind of large body. The Viglunding was graceful, his movements almost catlike - not one shift of muscles was wasted. As a result, he moved with surprising speed, his expression now changed to that which was supposed to be a pleasant smile, but fell somewhat short due to the sheer amount of scars on his face, and the way his eyes stared ahead, as if he'd been looking somewhere beyond. "My name is Guthred the Wicked, and no matter how you all try to hide your knowledge of that, it is plain to see and hear." He ceased the effort his smile required, dropping it entirely, his face returning to what must have been his usual, somewhat bored, expression: "I've received it for quick thinking and decisive measures, though it was meant as an insult... But I consider it a compliment. Now... If you're done, we should return to our talk." He walked back over to the desk and settled down, pouring himself some ale. http://i.imgur.com/XV9x9tu.png"I'll... Go back to Ava. She probably needs my help." Hartwulf clapped Merovech on the shoulder encouragingly, nodded to him and then waving to the companion, before departing. Merovech simply sighed, relaxing when his father-in-law did so - previously, when Guthred walked up, his face deadened momentarily, as if expecting something. "...Ragnar, help me out, show them upstairs - there should be plenty of beds. Cousin..." He turns to Idunn: "There's a lot of things I want to talk about and ask you, but in Beorn's absence, I have to be act by my duty as Thane... Perhaps later tonight, or tomorrow, we can talk about what's happened since. I cant tell you how happy I am to see you again, and how good to hear it is that Mountain Hall wants better ties to us all. It is great that it was me who had to do this; usually I travel all over the Beorning lands, carrying out Beorn's law." At this, a short cough, almost like a laugh, sounds from behind, but Merovech does not react, instead nodding to the group, and heading back over to resume the discussion. Ragnar walks over to the group, scratching the back of his head: "Well, lets go! Da says I should show you around, so thats what I'm gonna do!" He knocked himself on the chest proudly and grabbed Aestid by the hand, running to the wooden stairs leading to the second floor. The girl seemed to hesitate, looking back at Guthred, but then was pulled a bit and ran along with the boy, racing up the stairs. If anyone had been looking at the Viglunding in that moment, they would have seen his face darken with some emotion not easily understandable - but only for a moment. In the next, he'd calmly put down his mug of ale and resumed a quiet conversation with Merovech. http://i.imgur.com/bd5qNJH.png?1 [R=1,1]Experience: 2 (10) [R=2,1]Valour: 2 [R=3,1]Wisdom: 2 [r=1,1]Name: Gramtyng, son of Fastred [r=1,2]Culture: Riders of Rohan [r=2,1]Standard of Living: Martial Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of. [r=1,3]Culture Blessing: The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. [r=2,2]Calling: "Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets [r=2,3]Shadow weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. [r=1,1]Background: Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song [r=1,2]Specialties: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes. [r