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thesloth

thesloth

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Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descent

Calling: Warden
Distinctive Features: CuriousSuspicious

Standard of Living: Martial

Cultural Blessing: Furious

Shadow Weakness: Lure of Power

Specialties: Beast LoreFishingShadow LoreDreams of Old Arnor
Fellowship Pocus: Eflwynn

Advancement Points: 3
Experience: 5
Total Experience: 37

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 2 / 29
 
Encumbrance 12
Fatigue 0
Travel 0
Hope 7 / 13
Courage 2 / 3
Shadow Pts 5
(Temporary 5, Permanent 0)
Parry 4

 

 

 

Valour 3
KEEN AND GRIEVOUS APPLIED TO AXE
Wisdom 3
Night Goer
Shieldmaiden of the North
Other abilities

Shapeshifter

Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
Explore ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
Craft ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
Courtesy ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
Lore ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NA    
     

 

Other Modifiers:
Parry: 4 Damage: 5 Ranged: 5
Equipment
Treasure Rating: 45

Weapons

Long-hafted Axe (Keen & Grievous)
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn.
  • Hero of Stonyford.
  • Exiled by Viglund.
 

 

Book-keeping:

Character generation

1. Received 14 Starting XP and 4 Temporary Shadow points, allocated as follows:

Explore 0 -> 2 (3 Starting XP)

Craft 1 -> 2 (2 Starting XP)

Travel 0 -> 2 (3 Starting XP)

Battle 0 -> 2 (3 Staring XP)

Persuade 0 -> 1 (1 Starting XP)

Stealth 0 -> 1 (1 Starting XP)

Lore 0 -> 1 (1 Starting XP)

2. Received 4 'normal' XP used to improve Valour from 1 ->2 and gain the Grievous Reward

 

Upgrades after Kinstrife and Dark Tidings
  • Receives 12 XP.
  • Upgrades (Axes) 2 -> 3 (for 6 XP)
  • Upgrades Valour 2 -> 3 and receives Keen Reward (for 6 XP)

 

Upgrades after Sentinel of the North
  • Receives 18 XP and 31 APs.
  • Upgrades (Axes) 3 -> 4 (for 10 XP)
  • Upgrades Wisdom 2 -> 3 and receives 'Shieldmaiden of the North' Virtue (for 6 XP); Elfwyn supports Awareness.
  • Upgrades Persuade 1 -> 2 (8 APs)
  • Upgrades Lore 1-> 2 (8 APs)
  • Upgrades Explore 2 -> 3 (12 APs)
  • Receives 'Dreams of Old Arnor' custom trait.
  • 2 XP and 3 APs banked for future use.
thesloth

thesloth

spacer.png

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descent

Calling: Warden
Distinctive Features: CuriousSuspicious

Standard of Living: Martial

Cultural Blessing: Furious

Shadow Weakness: Lure of Power

Specialties: Beast LoreFishingShadow LoreDreams of Old Arnor
Fellowship Pocus: Eflwynn

Advancement Points: 3
Experience: 5
Total Experience: 37

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 2 / 29
 
Encumbrance 12
Fatigue 0
Travel 0
Hope 7 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 3
KEEN AND GRIEVOUS APPLIED TO AXE
Wisdom 3
Night Goer
Shieldmaiden of the North
Other abilities

Shapeshifter

Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
Explore ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
Craft ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
Courtesy ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
Lore ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NA    
     

 

Other Modifiers:
Parry: 4 Damage: 5 Ranged: 5
Equipment
Treasure Rating: 45

Weapons

Long-hafted Axe (Keen & Grievous)
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn.
  • Hero of Stonyford.
  • Exiled by Viglund.
 

 

Book-keeping:

Character generation

1. Received 14 Starting XP and 4 Temporary Shadow points, allocated as follows:

Explore 0 -> 2 (3 Starting XP)

Craft 1 -> 2 (2 Starting XP)

Travel 0 -> 2 (3 Starting XP)

Battle 0 -> 2 (3 Staring XP)

Persuade 0 -> 1 (1 Starting XP)

Stealth 0 -> 1 (1 Starting XP)

Lore 0 -> 1 (1 Starting XP)

2. Received 4 'normal' XP used to improve Valour from 1 ->2 and gain the Grievous Reward

 

Upgrades after Kinstrife and Dark Tidings
  • Receives 12 XP.
  • Upgrades (Axes) 2 -> 3 (for 6 XP)
  • Upgrades Valour 2 -> 3 and receives Keen Reward (for 6 XP)

 

Upgrades after Sentinel of the North
  • Receives 18 XP and 31 APs.
  • Upgrades (Axes) 3 -> 4 (for 10 XP)
  • Upgrades Wisdom 2 -> 3 and receives 'Shieldmaiden of the North' Virtue (for 6 XP); Elfwyn supports Awareness.
  • Upgrades Persuade 1 -> 2 (8 APs)
  • Upgrades Lore 1-> 2 (8 APs)
  • Upgrades Explore 2 -> 3 (12 APs)
  • Receives 'Dreams of Old Arnor' custom trait.
  • 2 XP and 3 APs banked for future use.
thesloth

thesloth

spacer.png

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descent

Calling: Warden
Distinctive Features: CuriousSuspicious

Standard of Living: Martial

Cultural Blessing: Furious

Shadow Weakness: Lure of Power

Specialties: Beast LoreFishingShadow LoreDreams of Old Arnor
Fellowship Pocus: Eflwynn

Advancement Points: 3
Experience: 5
Total Experience: 37

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 25 / 29
 
Encumbrance 12
Fatigue 0
Travel 0
Hope 7 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 3
KEEN AND GRIEVOUS APPLIED TO AXE
Wisdom 3
Night Goer
Shieldmaiden of the North
Other abilities

Shapeshifter

Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
Explore ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
Craft ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
Courtesy ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
Lore ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NA    
     

 

Other Modifiers:
Parry: 4 Damage: 5 Ranged: 5
Equipment
Treasure Rating: 45

Weapons

Long-hafted Axe (Keen & Grievous)
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn.
  • Hero of Stonyford.
  • Exiled by Viglund.
 

 

Book-keeping:

Character generation

1. Received 14 Starting XP and 4 Temporary Shadow points, allocated as follows:

Explore 0 -> 2 (3 Starting XP)

Craft 1 -> 2 (2 Starting XP)

Travel 0 -> 2 (3 Starting XP)

Battle 0 -> 2 (3 Staring XP)

Persuade 0 -> 1 (1 Starting XP)

Stealth 0 -> 1 (1 Starting XP)

Lore 0 -> 1 (1 Starting XP)

2. Received 4 'normal' XP used to improve Valour from 1 ->2 and gain the Grievous Reward

 

Upgrades after Kinstrife and Dark Tidings
  • Receives 12 XP.
  • Upgrades (Axes) 2 -> 3 (for 6 XP)
  • Upgrades Valour 2 -> 3 and receives Keen Reward (for 6 XP)

 

Upgrades after Sentinel of the North
  • Receives 18 XP and 31 APs.
  • Upgrades (Axes) 3 -> 4 (for 10 XP)
  • Upgrades Wisdom 2 -> 3 and receives 'Shieldmaiden of the North' Virtue (for 6 XP); Elfwyn supports Awareness.
  • Upgrades Persuade 1 -> 2 (8 APs)
  • Upgrades Lore 1-> 2 (8 APs)
  • Upgrades Explore 2 -> 3 (12 APs)
  • Receives 'Dreams of Old Arnor' custom trait.
  • 2 XP and 3 APs banked for future use.
thesloth

thesloth

spacer.png

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descent

Calling: Warden
Distinctive Features: CuriousSuspicious

Standard of Living: Martial

Cultural Blessing: Furious

Shadow Weakness: Lure of Power

Specialties: Beast LoreFishingShadow LoreDreams of Old Arnor
Fellowship Pocus: Eflwynn

Advancement Points: 3
Experience: 5
Total Experience: 37

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 25 / 29
 
Encumbrance 12
Fatigue 0
Travel 0
Hope 5 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 3
KEEN AND GRIEVOUS APPLIED TO AXE
Wisdom 3
Night Goer
Shieldmaiden of the North
Other abilities

Shapeshifter

Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
Explore ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
Craft ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
Courtesy ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
Lore ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NA    
     

 

Other Modifiers:
Parry: 4 Damage: 5 Ranged: 5
Equipment
Treasure Rating: 45

Weapons

Long-hafted Axe (Keen & Grievous)
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn.
  • Hero of Stonyford.
  • Exiled by Viglund.
 

 

Book-keeping:

Character generation

1. Received 14 Starting XP and 4 Temporary Shadow points, allocated as follows:

Explore 0 -> 2 (3 Starting XP)

Craft 1 -> 2 (2 Starting XP)

Travel 0 -> 2 (3 Starting XP)

Battle 0 -> 2 (3 Staring XP)

Persuade 0 -> 1 (1 Starting XP)

Stealth 0 -> 1 (1 Starting XP)

Lore 0 -> 1 (1 Starting XP)

2. Received 4 'normal' XP used to improve Valour from 1 ->2 and gain the Grievous Reward

 

Upgrades after Kinstrife and Dark Tidings
  • Receives 12 XP.
  • Upgrades (Axes) 2 -> 3 (for 6 XP)
  • Upgrades Valour 2 -> 3 and receives Keen Reward (for 6 XP)

 

Upgrades after Sentinel of the North
  • Receives 18 XP and 31 APs.
  • Upgrades (Axes) 3 -> 4 (for 10 XP)
  • Upgrades Wisdom 2 -> 3 and receives 'Shieldmaiden of the North' Virtue (for 6 XP); Elfwyn supports Awareness.
  • Upgrades Persuade 1 -> 2 (8 APs)
  • Upgrades Lore 1-> 2 (8 APs)
  • Upgrades Explore 2 -> 3 (12 APs)
  • Receives 'Dreams of Old Arnor' custom trait.
  • 2 XP and 3 APs banked for future use.
thesloth

thesloth

spacer.png

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descent

Calling: Warden
Distinctive Features: CuriousSuspicious

Standard of Living: Martial

Cultural Blessing: Furious

Shadow Weakness: Lure of Power

Specialties: Beast LoreFishingShadow LoreDreams of Old Arnor
Fellowship Pocus: Eflwynn

Advancement Points: 3
Experience: 2
Total Experience: 34

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 25 / 29
 
Encumbrance 12
Fatigue 0
Travel 0
Hope 5 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 3
KEEN AND GRIEVOUS APPLIED TO AXE
Wisdom 3
Night Goer
Shieldmaiden of the North
Other abilities

Shapeshifter

Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
Explore ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
Craft ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
Courtesy ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
Lore ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NA    
     

 

Other Modifiers:
Parry: 4 Damage: 5 Ranged: 5
Equipment
Treasure Rating: 45

Weapons

Long-hafted Axe (Keen & Grievous)
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn.
  • Hero of Stonyford.
  • Exiled by Viglund.
 

 

Book-keeping:

Character generation

1. Received 14 Starting XP and 4 Temporary Shadow points, allocated as follows:

Explore 0 -> 2 (3 Starting XP)

Craft 1 -> 2 (2 Starting XP)

Travel 0 -> 2 (3 Starting XP)

Battle 0 -> 2 (3 Staring XP)

Persuade 0 -> 1 (1 Starting XP)

Stealth 0 -> 1 (1 Starting XP)

Lore 0 -> 1 (1 Starting XP)

2. Received 4 'normal' XP used to improve Valour from 1 ->2 and gain the Grievous Reward

 

Upgrades after Kinstrife and Dark Tidings
  • Receives 12 XP.
  • Upgrades (Axes) 2 -> 3 (for 6 XP)
  • Upgrades Valour 2 -> 3 and receives Keen Reward (for 6 XP)

 

Upgrades after Sentinel of the North
  • Receives 18 XP and 31 APs.
  • Upgrades (Axes) 3 -> 4 (for 10 XP)
  • Upgrades Wisdom 2 -> 3 and receives 'Shieldmaiden of the North' Virtue (for 6 XP); Elfwyn supports Awareness.
  • Upgrades Persuade 1 -> 2 (8 APs)
  • Upgrades Lore 1-> 2 (8 APs)
  • Upgrades Explore 2 -> 3 (12 APs)
  • Receives 'Dreams of Old Arnor' custom trait.
  • 2 XP and 3 APs banked for future use.
thesloth

thesloth

spacer.png

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descent

Calling: Warden
Distinctive Features: CuriousSuspicious

Standard of Living: Martial

Cultural Blessing: Furious

Shadow Weakness: Lure of Power

Specialties: Beast LoreFishingShadow LoreDreams of Old Arnor
Fellowship Pocus: Eflwynn

Advancement Points: 3
Experience: 2
Total Experience: 34

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 18 / 29
 
Encumbrance 12
Fatigue 0
Travel 0
Hope 5 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 3
KEEN AND GRIEVOUS APPLIED TO AXE
Wisdom 3
Night Goer
Shieldmaiden of the North
Other abilities

Shapeshifter

Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
Explore ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
Craft ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
Courtesy ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
Lore ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NA    
     

 

Other Modifiers:
Parry: 4 Damage: 5 Ranged: 5
Equipment
Treasure Rating: 45

Weapons

Long-hafted Axe (Keen & Grievous)
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn.
  • Hero of Stonyford.
  • Exiled by Viglund.
 

 

Book-keeping:

Character generation

1. Received 14 Starting XP and 4 Temporary Shadow points, allocated as follows:

Explore 0 -> 2 (3 Starting XP)

Craft 1 -> 2 (2 Starting XP)

Travel 0 -> 2 (3 Starting XP)

Battle 0 -> 2 (3 Staring XP)

Persuade 0 -> 1 (1 Starting XP)

Stealth 0 -> 1 (1 Starting XP)

Lore 0 -> 1 (1 Starting XP)

2. Received 4 'normal' XP used to improve Valour from 1 ->2 and gain the Grievous Reward

 

Upgrades after Kinstrife and Dark Tidings
  • Receives 12 XP.
  • Upgrades (Axes) 2 -> 3 (for 6 XP)
  • Upgrades Valour 2 -> 3 and receives Keen Reward (for 6 XP)

 

Upgrades after Sentinel of the North
  • Receives 18 XP and 31 APs.
  • Upgrades (Axes) 3 -> 4 (for 10 XP)
  • Upgrades Wisdom 2 -> 3 and receives 'Shieldmaiden of the North' Virtue (for 6 XP); Elfwyn supports Awareness.
  • Upgrades Persuade 1 -> 2 (8 APs)
  • Upgrades Lore 1-> 2 (8 APs)
  • Upgrades Explore 2 -> 3 (12 APs)
  • Receives 'Dreams of Old Arnor' custom trait.
  • 2 XP and 3 APs banked for future use.
thesloth

thesloth

spacer.png
“quote goes here”

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descentBeornings are rugged men with brawny arms and legs, and lively women with undaunted eyes. Their spirit is reflected in their appearance: the women have long, wild hair and the men unkempt beards. Born free, they pay no tribute nor bow to any crown, keeping at peace the strip of land they have chosen as their own. All foes of the Beornings are mortal foes, but friends who prove to be trustworthy are friends for life.

Calling: WardenIn this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from.
Distinctive Features: CuriousYour inquisitive nature is easily aroused by what is often not your concern.SuspiciousYou strongly believe in the old proverb that says that ‘he who trusts not, is not deceived’ and live by its words.

Standard of Living: MartialIndividuals 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.

Cultural Blessing: FuriousSwiftly he returned and his wrath was redoubled…

• Beornings fight like cornered animals: when they see their own blood they are filled with a red wrath. During combat, a Wounded Beorning ignores the effects of being Weary (whether he was injured during the same fight or not).

Shadow Weakness: Lure of Power

Specialties: Beast LoreThe forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature.FishingYou are able to catch fish with net, spear, bow or line, or even with your hands, if you are given time to exercise your patient craft.Shadow LoreYou have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.Dreams of Old ArnorCustom Specialty.
Fellowship Pocus: EflwynnPermanent Secondary Focus. Can assist with awareness if present. Possesses Elven Great Shield, Warg Bane

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 18 / 29
 
Encumbrance XX
Fatigue 0
Travel 0
Hope 8 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 4
KEEN AND GRIEVOUS APPLIED TO AXE(weapon, unique)

Keen lowers edge to 10.

Grievous raises damage rating by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 4
Night GoerBeorning trait to shift into bear form. Only done at night. Human body remains at location and is unconscious.
In bear form can travel 3 days distance in one night. At sunrise bear vanishes and human awakens in place human body was left. Any harm suffered transfers to the human form upon awakening
Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
ExploreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
CraftSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
CourtesySkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
LoreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NANA.    
     

 

Other Modifiers:
Parry: 5 Damage: 0 Ranged: 0
Equipment
Treasure Rating: 45

Weapons

Bearded Axe, Keen, Grievous
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn
 

Tale of the Years

Your folk were a wandering folk, travelling far and wide, seeking the realms of Men to offer their services, so that they could eke out a living as smiths, masons or traders. Now all of this is in the past, for Erebor has been restored, and there is a home for every dwarf, and gold and treasure to be had. You tried to follow your kin, and for a while you dwelt there, but quickly you discovered that you were restless : for you have grown to love the road, and the life of a wanderer, and at times prefer the company of Men to that of Durin's folk, though this you would not dare tell.

 

During the Spring of 2949, Barin accompanied his kinsman Bofri and his work crew, along with a fellowship of assorted adventurers from all the allied races on an expedition to the Southern end of the Long Marshes in order to locate the Eastfort - the reputed eastern terminus of the old Southern Trading Road that once ran across the Greenwood. Instead of finding the ruined Eastfort, the fellowship instead stumbled upon a set of ruins that appeared to be a town, or village constructed once by the ancient men of Númenor. However, whilst discovering a vast store of riches below the ruins, the fellowship also discovered that they were home to a corrupt civilisation of Marsh Dwellers - humanoid figures adapted to their environment, and fiercely territorial over their home and wealth. Barely escaping with their lives, the fellowship managed to return back to the safety of Lake-town and the Northern Kingdoms ready to relay their discoveries to their sponsors and try to gather up the interest to return. This time, with enough swords at their backs to ensure their success ...

 

During the Winter of 2950, Barin found himself on the Western side of Mirkwood. Tasked by King Dain to ascertain the depth to which the Northern Orcs had overrun the previous holdings of his kin. Accompanied by Celebros the Elf, he became embroiled in a diplomatic mission to the Northern holdings of Viglund, a human theign in the far north of Rhovanion. Things went sideways fairly quickly when it transpired that Viglund was both warlike and treacherous, and Barin and his companions found themselves compelled to travel Westwards across the wild lands of the hillman tribes and into the shadows of Mount Gundabad. Their journey was not without tragedy however, with the sad loss of the Elf Celebros on the way. Finding a lost tower, seemingly of Human, Elven and Dwarven construction, the fellowship found a way through the magical lock barring entry and wound up under siege from the tribes of Orcs, Goblins, Wargs and Hillmen in the region. They were able to hold long enough for aid to arrive from Viglund and his people, and Beorn. Once all had settled, Barin elected to remain at the tower through the winter, that when Beorn's people travelled South in the Spring, he could, with their aid, revisit the site where his fallen companion had been lain to rest and erect a fitting shrine.

thesloth

thesloth

spacer.png
“quote goes here”

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descentBeornings are rugged men with brawny arms and legs, and lively women with undaunted eyes. Their spirit is reflected in their appearance: the women have long, wild hair and the men unkempt beards. Born free, they pay no tribute nor bow to any crown, keeping at peace the strip of land they have chosen as their own. All foes of the Beornings are mortal foes, but friends who prove to be trustworthy are friends for life.

Calling: WardenIn this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from.
Distinctive Features: CuriousYour inquisitive nature is easily aroused by what is often not your concern.SuspiciousYou strongly believe in the old proverb that says that ‘he who trusts not, is not deceived’ and live by its words.

Standard of Living: MartialIndividuals 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.

Cultural Blessing: FuriousSwiftly he returned and his wrath was redoubled…

• Beornings fight like cornered animals: when they see their own blood they are filled with a red wrath. During combat, a Wounded Beorning ignores the effects of being Weary (whether he was injured during the same fight or not).

Shadow Weakness: Lure of Power

Specialties: Beast LoreThe forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature.FishingYou are able to catch fish with net, spear, bow or line, or even with your hands, if you are given time to exercise your patient craft.Shadow LoreYou have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.Dreams of Old ArnorCustom Specialty.
Fellowship Pocus: EflwynnPermanent Secondary Focus. Can assist with awareness if present. Possesses Elven Great Shield, Warg Bane

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 18 / 29
 
Encumbrance XX
Fatigue 0
Travel 0
Hope 8 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 4
KEEN AND GRIEVOUS APPLIED TO AXE(weapon, unique)

Keen lowers edge to 10.

Grievous raises damage rating by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 4
Night GoerBeorning trait to shift into bear form. Only done at night. Human body remains at location and is unconscious.
In bear form can travel 3 days distance in one night. At sunrise bear vanishes and human awakens in place human body was left. Any harm suffered transfers to the human form upon awakening
Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
ExploreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
CraftSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
CourtesySkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
LoreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NANA.    
     

 

Other Modifiers:
Parry: 5 Damage: 0 Ranged: 0
Equipment
Treasure Rating: 45

Weapons

Bearded Axe, Keen, Grievous
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn
 

Tale of the Years

Your folk were a wandering folk, travelling far and wide, seeking the realms of Men to offer their services, so that they could eke out a living as smiths, masons or traders. Now all of this is in the past, for Erebor has been restored, and there is a home for every dwarf, and gold and treasure to be had. You tried to follow your kin, and for a while you dwelt there, but quickly you discovered that you were restless : for you have grown to love the road, and the life of a wanderer, and at times prefer the company of Men to that of Durin's folk, though this you would not dare tell.

 

During the Spring of 2949, Barin accompanied his kinsman Bofri and his work crew, along with a fellowship of assorted adventurers from all the allied races on an expedition to the Southern end of the Long Marshes in order to locate the Eastfort - the reputed eastern terminus of the old Southern Trading Road that once ran across the Greenwood. Instead of finding the ruined Eastfort, the fellowship instead stumbled upon a set of ruins that appeared to be a town, or village constructed once by the ancient men of Númenor. However, whilst discovering a vast store of riches below the ruins, the fellowship also discovered that they were home to a corrupt civilisation of Marsh Dwellers - humanoid figures adapted to their environment, and fiercely territorial over their home and wealth. Barely escaping with their lives, the fellowship managed to return back to the safety of Lake-town and the Northern Kingdoms ready to relay their discoveries to their sponsors and try to gather up the interest to return. This time, with enough swords at their backs to ensure their success ...

 

During the Winter of 2950, Barin found himself on the Western side of Mirkwood. Tasked by King Dain to ascertain the depth to which the Northern Orcs had overrun the previous holdings of his kin. Accompanied by Celebros the Elf, he became embroiled in a diplomatic mission to the Northern holdings of Viglund, a human theign in the far north of Rhovanion. Things went sideways fairly quickly when it transpired that Viglund was both warlike and treacherous, and Barin and his companions found themselves compelled to travel Westwards across the wild lands of the hillman tribes and into the shadows of Mount Gundabad. Their journey was not without tragedy however, with the sad loss of the Elf Celebros on the way. Finding a lost tower, seemingly of Human, Elven and Dwarven construction, the fellowship found a way through the magical lock barring entry and wound up under siege from the tribes of Orcs, Goblins, Wargs and Hillmen in the region. They were able to hold long enough for aid to arrive from Viglund and his people, and Beorn. Once all had settled, Barin elected to remain at the tower through the winter, that when Beorn's people travelled South in the Spring, he could, with their aid, revisit the site where his fallen companion had been lain to rest and erect a fitting shrine.

thesloth

thesloth

spacer.png
“quote goes here”

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descentBeornings are rugged men with brawny arms and legs, and lively women with undaunted eyes. Their spirit is reflected in their appearance: the women have long, wild hair and the men unkempt beards. Born free, they pay no tribute nor bow to any crown, keeping at peace the strip of land they have chosen as their own. All foes of the Beornings are mortal foes, but friends who prove to be trustworthy are friends for life.

Calling: WardenIn this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from.
Distinctive Features: CuriousYour inquisitive nature is easily aroused by what is often not your concern.SuspiciousYou strongly believe in the old proverb that says that ‘he who trusts not, is not deceived’ and live by its words.

Standard of Living: MartialIndividuals 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.

Cultural Blessing: FuriousSwiftly he returned and his wrath was redoubled…

• Beornings fight like cornered animals: when they see their own blood they are filled with a red wrath. During combat, a Wounded Beorning ignores the effects of being Weary (whether he was injured during the same fight or not).

Shadow Weakness: Lure of Power

Specialties: Beast LoreThe forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature.FishingYou are able to catch fish with net, spear, bow or line, or even with your hands, if you are given time to exercise your patient craft.Shadow LoreYou have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.Dreams of Old ArnorCustom Specialty.
Fellowship Pocus: EflwynnPermanent Secondary Focus. Can assist with awareness if present. Possesses Elven Great Shield, Warg Bane

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 18 / 29
 
Encumbrance XX
Fatigue 0
Travel 0
Hope 8 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 4
KEEN AND GRIEVOUS APPLIED TO AXE(weapon, unique)

Keen lowers edge to 10.

Grievous raises damage rating by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 4
Night GoerBeorning trait to shift into bear form. Only done at night. Human body remains at location and is unconscious.
In bear form can travel 3 days distance in one night. At sunrise bear vanishes and human awakens in place human body was left. Any harm suffered transfers to the human form upon awakening
Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
ExploreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
CraftSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
CourtesySkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
LoreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NANA.    
     

 

Other Modifiers:
Parry: 5 Damage: 0 Ranged: 0
Equipment
Treasure Rating: 45

Weapons

Bearded Axe, Keen, Grievous
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn
 

Tale of the Years

Your folk were a wandering folk, travelling far and wide, seeking the realms of Men to offer their services, so that they could eke out a living as smiths, masons or traders. Now all of this is in the past, for Erebor has been restored, and there is a home for every dwarf, and gold and treasure to be had. You tried to follow your kin, and for a while you dwelt there, but quickly you discovered that you were restless : for you have grown to love the road, and the life of a wanderer, and at times prefer the company of Men to that of Durin's folk, though this you would not dare tell.

 

During the Spring of 2949, Barin accompanied his kinsman Bofri and his work crew, along with a fellowship of assorted adventurers from all the allied races on an expedition to the Southern end of the Long Marshes in order to locate the Eastfort - the reputed eastern terminus of the old Southern Trading Road that once ran across the Greenwood. Instead of finding the ruined Eastfort, the fellowship instead stumbled upon a set of ruins that appeared to be a town, or village constructed once by the ancient men of Númenor. However, whilst discovering a vast store of riches below the ruins, the fellowship also discovered that they were home to a corrupt civilisation of Marsh Dwellers - humanoid figures adapted to their environment, and fiercely territorial over their home and wealth. Barely escaping with their lives, the fellowship managed to return back to the safety of Lake-town and the Northern Kingdoms ready to relay their discoveries to their sponsors and try to gather up the interest to return. This time, with enough swords at their backs to ensure their success ...

 

During the Winter of 2950, Barin found himself on the Western side of Mirkwood. Tasked by King Dain to ascertain the depth to which the Northern Orcs had overrun the previous holdings of his kin. Accompanied by Celebros the Elf, he became embroiled in a diplomatic mission to the Northern holdings of Viglund, a human theign in the far north of Rhovanion. Things went sideways fairly quickly when it transpired that Viglund was both warlike and treacherous, and Barin and his companions found themselves compelled to travel Westwards across the wild lands of the hillman tribes and into the shadows of Mount Gundabad. Their journey was not without tragedy however, with the sad loss of the Elf Celebros on the way. Finding a lost tower, seemingly of Human, Elven and Dwarven construction, the fellowship found a way through the magical lock barring entry and wound up under siege from the tribes of Orcs, Goblins, Wargs and Hillmen in the region. They were able to hold long enough for aid to arrive from Viglund and his people, and Beorn. Once all had settled, Barin elected to remain at the tower through the winter, that when Beorn's people travelled South in the Spring, he could, with their aid, revisit the site where his fallen companion had been lain to rest and erect a fitting shrine.

thesloth

thesloth

spacer.png
“quote goes here”

Dahr-Ol, Son of Throl

Gender: Male
Culture: Beorning, of Hillman descentBeornings are rugged men with brawny arms and legs, and lively women with undaunted eyes. Their spirit is reflected in their appearance: the women have long, wild hair and the men unkempt beards. Born free, they pay no tribute nor bow to any crown, keeping at peace the strip of land they have chosen as their own. All foes of the Beornings are mortal foes, but friends who prove to be trustworthy are friends for life.

Calling: WardenIn this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from.
Distinctive Features: CuriousYour inquisitive nature is easily aroused by what is often not your concern.SuspiciousYou strongly believe in the old proverb that says that ‘he who trusts not, is not deceived’ and live by its words.

Standard of Living: MartialIndividuals 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.

Cultural Blessing: FuriousSwiftly he returned and his wrath was redoubled…

• Beornings fight like cornered animals: when they see their own blood they are filled with a red wrath. During combat, a Wounded Beorning ignores the effects of being Weary (whether he was injured during the same fight or not).

Shadow Weakness: Lure of Power

Specialties: Beast LoreThe forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature.FishingYou are able to catch fish with net, spear, bow or line, or even with your hands, if you are given time to exercise your patient craft.Shadow LoreYou have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.Dreams of Old ArnorCustom Specialty.
Fellowship Pocus: EflwynnPermanent Secondary Focus. Can assist with awareness if present. Possesses Elven Great Shield, Warg Bane

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 5 (8)
Heart: 5 (7)
Wits: 4 (5)
Endurance 18 / 29
 
Encumbrance XX
Fatigue 0
Travel 0
Hope 8 / 13
Courage 3 / 3
Shadow Pts 4
(Temporary 4, Permanent 0)
Parry 4

 

 

 

Valour 4
KEEN AND GRIEVOUS APPLIED TO AXE(weapon, unique)

Keen lowers edge to 10.

Grievous raises damage rating by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 4
Night GoerBeorning trait to shift into bear form. Only done at night. Human body remains at location and is unconscious.
In bear form can travel 3 days distance in one night. At sunrise bear vanishes and human awakens in place human body was left. Any harm suffered transfers to the human form upon awakening
Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣▣▣☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣▣☐☐☐☐
ExploreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣▣☐☐☐
Song ☐☐☐☐☐☐
CraftSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣☐☐☐☐
Insight ▣▣▣☐☐☐
Healing ▣☐☐☐☐☐
CourtesySkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ☐☐☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
LoreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
NANA.    
     

 

Other Modifiers:
Parry: 5 Damage: 0 Ranged: 0
Equipment
Treasure Rating: 45

Weapons

Bearded Axe, Keen, Grievous
Dagger

Armour

Leather corslet (Enc. 8 2D)

Misc
Miscellaneous

Patrons: (None)

Sanctuaries:

Holdings: (None)

Friendships & Bonds:

  • Known to Fundor.
  • Known to Beorn
 

Tale of the Years

Your folk were a wandering folk, travelling far and wide, seeking the realms of Men to offer their services, so that they could eke out a living as smiths, masons or traders. Now all of this is in the past, for Erebor has been restored, and there is a home for every dwarf, and gold and treasure to be had. You tried to follow your kin, and for a while you dwelt there, but quickly you discovered that you were restless : for you have grown to love the road, and the life of a wanderer, and at times prefer the company of Men to that of Durin's folk, though this you would not dare tell.

 

During the Spring of 2949, Barin accompanied his kinsman Bofri and his work crew, along with a fellowship of assorted adventurers from all the allied races on an expedition to the Southern end of the Long Marshes in order to locate the Eastfort - the reputed eastern terminus of the old Southern Trading Road that once ran across the Greenwood. Instead of finding the ruined Eastfort, the fellowship instead stumbled upon a set of ruins that appeared to be a town, or village constructed once by the ancient men of Númenor. However, whilst discovering a vast store of riches below the ruins, the fellowship also discovered that they were home to a corrupt civilisation of Marsh Dwellers - humanoid figures adapted to their environment, and fiercely territorial over their home and wealth. Barely escaping with their lives, the fellowship managed to return back to the safety of Lake-town and the Northern Kingdoms ready to relay their discoveries to their sponsors and try to gather up the interest to return. This time, with enough swords at their backs to ensure their success ...

 

During the Winter of 2950, Barin found himself on the Western side of Mirkwood. Tasked by King Dain to ascertain the depth to which the Northern Orcs had overrun the previous holdings of his kin. Accompanied by Celebros the Elf, he became embroiled in a diplomatic mission to the Northern holdings of Viglund, a human theign in the far north of Rhovanion. Things went sideways fairly quickly when it transpired that Viglund was both warlike and treacherous, and Barin and his companions found themselves compelled to travel Westwards across the wild lands of the hillman tribes and into the shadows of Mount Gundabad. Their journey was not without tragedy however, with the sad loss of the Elf Celebros on the way. Finding a lost tower, seemingly of Human, Elven and Dwarven construction, the fellowship found a way through the magical lock barring entry and wound up under siege from the tribes of Orcs, Goblins, Wargs and Hillmen in the region. They were able to hold long enough for aid to arrive from Viglund and his people, and Beorn. Once all had settled, Barin elected to remain at the tower through the winter, that when Beorn's people travelled South in the Spring, he could, with their aid, revisit the site where his fallen companion had been lain to rest and erect a fitting shrine.

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