The King beneath the mountains,
The King of carven stone,
The lord of silver fountains
Shall come into his own!
His crown shall be upholden,
His harp shall be restrung,
His halls shall echo golden
To songs of yore re-sung.
The woods shall wave on mountains
And grass beneath the sun;
His wealth shall flow in fountains
And the rivers golden run.
The streams shall run in gladness,
The lakes shall shine and burn,
All sorrow fail and sadness
At the Mountain-king's return!
Frerin Son of Oin is a sturdy Longbeard dwarf standing four and four fifth feet tall, with straight, coal-black hair and grey eyes. At sixty years of age, he is actually no more than a young adult by dwarven standards, but one would be hard-pressed to tell so, as he looks rather older from the furrows his years on the road have left on his face and skin.
From his meticulously groomed hair and beard to his well-maintained weapons and ornate mail hauberk reminiscent of the works of the dwarf-smiths of old, it is obvious that he cares about appearances and impressions, and belying the reputation of Durin's Folk as dour and unfriendly to strangers, he has a way with words and a ready smile, and seems to genuinely enjoy the company of hobbits and men, especially if good food and engaging tales or songs of travels are involved. He is frequently accompanied by a large raven with an irregular silvery speck on its chest that speaks the language of the people of the West, whom he calls Shathûr and treats as a friend and confidant rather than a pet.
When expecting trouble, Frerin carries a dwarf-sized bow and a quiver of arrows that hangs from his belt beside a scabbard holding a short sword. Most prominent, however, is a greataxe of gleaming dwarven steel that he carries on his back. Those who have seen him in battle know that despite his normally friendly demeanor, if roused to ire, Frerin proves no less sturdy or determined a fighter than any other dwarf.
Still, need for self-defense notwithstanding, Frerin is not a fighter but a traveller and explorer at heart. Born in the Blue Mountains during the dwarves' long exile from the Lonely Mountain, he has from his earliest youth travelled with trade caravans carrying dwarven goods throughout the land, coming as far as the Grey Havens in the West, Rohan in the South, and the Iron Hills to the east, and on the way met many dwarves and men, and even the occasional hobbit and elf. It was during one of his visits to the Iron Hills that Lord Dáin II Ironfoot called for able-bodied dwarves to accompany him to relieve his cousin Thorin Oakenshield, the heir of Durin, who was besieged in the dwarves' ancient home. Without much hesitation, Frerin volunteered, leading to him playing a small part in the Battle of the Five Armies, earning for himself a reward of one of the ancient dwarven hauberks forged in the days of yore, as well as becoming involved in the reclamation of Erebor as Dáin unexpectedly ended up as King under the Mountain upon Thorin's death, and befriending one of the mysterious Ravens of the Mountain as they returned to their ancient abode of Ravenhill - but that is a tale for another day.
These days, he still trades in dwarven goods during his travels, but now they are the products of the forges and workshops under the Lonely Mountain - tools, weapons, jewelry and other examples of fine dwarven craftmanship. And on the way, Frerin and Shathûr keep an eye out for dangers that could threaten the dwarves' newfound safety and prosperity - and for other dwarven works that may still be lost in darkness or in the hands of filthy creatures like orcs, waiting to be returned to their rightful owners... or at least a worthy dwarven successor, if the owners are no longer to be found.
During his run-in with a horde of marsh-dwellers in Northern Mirkwood while coming to Óin and Balin's aid, his sturdy hauberk saved his life from an otherwise possibly fatal blow, retaining three long claw marks down the front as a memento of that battle. Frerin likes to point those out to possible buyers to underscore the life-saving quality of equipment made from good dwarven steel.
(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.)