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thesloth

thesloth

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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.

Advancement Points: 5
Experience: 6
Total Experience: 38

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

 

 

 

Valour 4
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 4
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Spear ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Bearded Axe, Keen, Grievous
Dagger

Armour

Leather corslet (Enc. 8 )

Misc
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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.

Advancement Points: 5
Experience: 6
Total Experience: 38

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

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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.

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 5 (8)
Heart: 4 (5)
Wits: 5 (7)
Endurance 29 / 29
 
Encumbrance XX
Fatigue 0
Travel 0
Hope 9 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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.

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 5 (8)
Heart: 4 (5)
Wits: 5 (7)
Endurance 16 / 31
 
Encumbrance 15
Fatigue 0
Travel 0
Hope 9 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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.

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 6 (7)
Heart: 3 (6)
Wits: 5 (7)
Endurance 16 / 31
 
Encumbrance 15
Fatigue 0
Travel 0
Hope 9 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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 Focus: Elfwyn

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 6 (7)
Heart: 3 (6)
Wits: 5 (7)
Endurance 16 / 31
 
Encumbrance 15
Fatigue 0
Travel 0
Hope 9 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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 Focus: Elfwyn

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 6 (7)
Heart: 3 (6)
Wits: 5 (7)
Endurance 16 / 31
 
Encumbrance 15
Fatigue 0
Travel 0
Hope 9 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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 LoreDreams of Old ArnorYou 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.Shadow LoreDreams of Old ArnorYou 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.
Fellowship Focus: Elfwyn

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 6 (7)
Heart: 3 (6)
Wits: 5 (7)
Endurance 16 / 31
 
Encumbrance 15
Fatigue 0
Travel 0
Hope 9 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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-LoreDreamsDreams of Old ArnorYou 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.Shadow-LoreDreamsDreams of Old ArnorYou 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.
Fellowship Focus: Nori, son of Glom

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 6 (7)
Heart: 3 (6)
Wits: 5 (7)
Endurance 16 / 31
 
Encumbrance 15
Fatigue 0
Travel 0
Hope 9 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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 LoreYou are familiar with the difficulties often encountered when crossing mountain passes, and with the ways of overcoming them.FishingCutting rock to build works of stone such as walls, halls and towers is a precious skill, revered among the highest forms of craftsmanship. You are able to discern the diverse qualities of the many building materials employed in Middle-earth, and to evaluate the use they are put to.Shadow-LoreDreams of Old ArnorYou possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road.Shadow-LoreDreams of Old ArnorYou possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road.
Fellowship Focus: Nori, son of Glom

Advancement Points: 5
Experience: 6
Total Experience: 38

Attributes & Derived Statistics
Body: 6 (7)
Heart: 3 (6)
Wits: 5 (7)
Endurance 16 / 31
 
Encumbrance 15
Fatigue 0
Travel 0
Hope 9 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 3
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
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) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

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

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

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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