His arrows and fletching’s went from crude to straight and true with some of the finest points that could be made. The secret that Ellisidil had learned earned him a special quiver that could house, at a minimum, 36 arrows. But he was also taught to use enemy arrows at all costs to save on his. Rhadagasts group made sure that they gave Ellisidil secrets of the beasts, the Anduin, and what they could of shadow lore.
Ellisidil visited the Eagles, with his folks, in the past, and was taught how to be more discerning of targets and movement at long range.
Once he graduated, and knowing that the 5 year anniversary of the Battle of the Five Armies was going to be celebrated
Knowing what money he had, Ellisidil lived off the land hunting and exploring his way to Lake Town. Along the way he helped out folks in homes and settlements by joining hunting parties for wargs, some orcs, and other creature’s that were on the run since the liberation of Smaug and Mirkwood.
When he finally got to Lake Town (which took him close to 10 months) he found a job, using his skill to discern targets at a greater distance, as a temporary town guard. This helped him to have enough money for room and board. He was able to save up enough money to have fun at the Bowman’s guild, and to be able to buy some helpful items at the bowyers and fletchers markets.
Ellisidil loved to explore and had been learning his way around Lake Town using secret ways that he had been shown by one of the guards.
Fellowship Focus:
(NOTE: Your Fellowship Focus is another person in the Company you have some manner of connection to. You may spend Hope to help this individual, including giving it to them. It is up to the LoreMaster when and how you rejuvenate Hope, but using Hope for the benefit of your Fellowship Focus, but which also aids the Company, is cause for immediate rejuvenation.
Company Roles ~ Here find the definitions of the four roles in the game. At the beginning of each new Journey Phase, the Company selects who will play in which roles: Guide (1 only), Scout, Huntsman, and/or Look-out Man. While each character may be able to fill multiple roles, as listed, only one character can hold the primary slot of each role.
- Guide: One companion has the responsibility of guiding the group during the journey. The Guide of the company is responsible for decisions, such as when the group should stop for a rest or how to manage their reserves of food. The main asset of a good Guide is a superior Travel skill. There is never more than one Guide, as they could also be considered to be the Captain for the Company.
- Scout: A character acting as a Scout can be called upon to find a suitable location for setting up camp, or when a situation forces the company to abandon the road it was following to find a new one. Leaving a well-trodden path is difficult and dangerous, involving climbing up steep hills, wading wide streams or scaling doubtful paths along cliff-sides. A good Scout is characterized by a decent Explore skill. There may be more than one Scout, although first-come first-served is the Primary. Anyone else may act as a Secondary as long as they have a good Explore skill.
- Hunter: When traveling with haste, a company can soon run out of provisions, especially when completing a journey that is going to take several weeks. A companion skilled at Hunting is always ready to track prey into the woods before making camp. There may be more than one Hunter, though the first one to choose Hunter is the Primary; it is expected that all will hunt, but only those with at least one Rank in Hunting may be called on to roll that skill.
- Look-out: A journey brings a company through wildly different territories, most of them dangerous. The Look-out is a vital duty that often puts a hero in the position of saving the lives of all members of a group, or of dooming them all through inattention. The Look-out’s skill is Awareness, usually tested at the LoreMaster’s request. Though there is one Primary Look-out, everyone can aid in the Look-out's effort by either requesting to make an Awareness roll, or if the LoreMaster rolls for the Player-hero passively.)