Frerin, Son of Oin, of Erebor - Harald S

If you have a character in our game, you will find their journal in this area, as well as some stickied threads near the top of the list for songs and stories. As well Player-heroes (PHs), as they are called in The One Ring, have some basic information here concerning how to build them. A journal means you have the opportunity to develop your character's depth to help you be able to get into them, even in a slow-flow forum-based setting such as our game. Have fun with it... using your journal and helping the group with songs may even lead you to gaining experience for posting about them.
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Frerin
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Journey Role: Guide

Frerin, Son of Oin, of Erebor - Harald S

Unread post by Frerin » 11 May 2016, 18:41

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.

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.)
Last edited by Frerin on 21 Jul 2016, 06:12, edited 2 times in total.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Frerin » 11 May 2016, 19:26

Frerin
Son of Oin

Harald S
 
Culture
Calling
Shadow Weakness
Standard of Living
Dwarf of Erebor
Treasure-hunter
Dragon-sickness
Rich
 
Cultural Blessing: Redoubtable ~ Dwarves calculate their starting Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favored heart score from the total.
 
Background: Far Trader ~ By the reckoning of the Dwarves, you were only a stripling when you left your home in the Blue Mountains to follow your kinsmen along the trading roads. You have since seen many places and met different folk eager to trade goods for the product of Dwarven handiwork. You remember little of the roads you took, as you were led by your more experienced kin, but those journeys have awoken in you a desire to see the world.
 
Calling: Treasure-hunter ~ This world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins or the golden hoard of a Dragon, you seek what is lost, even when this means you will have to brave unspeakable dangers.
 
- TRAITS -
Burglary*: You're a pickpocket, a lock pick specialist, and know many ways to make someone else's possessions yours as well as how to get into a secret or protected area. Treasure-hunters are usually skilled Burglars.

Cunning: You are witty and sharp, ready to use it to your advantage.

Fire-making: You can build a fire almost anywhere out of almost anything.

Hardy: You have an unusually high stamina, able to withstand long hours of toil, and can travel far and in adverse conditions.

Trading: You are good at negotiating the buying and selling of items, services, or even information.

(NOTE: Click here to see your most up-to-date character sheet!)

- CURRENT STATUS -
Inspired (from singing): Expend to add 2 success dice to any one roll.
LoreMaster Note Please ensure you record what incident/environment this was from and how long it's supposed to last? Thank you.
Last edited by Frerin on 05 Feb 2017, 18:54, edited 2 times in total.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Frerin » 11 May 2016, 20:10

The One Ring
History of the Setting
 
(NOTE: The setting of The One Ring is VERY rich, and your player hero will know and/or understand different aspects of that history, depending on various aspects of their makeup. This post allows you to understand what your character knows of the world. This knowledge will likely change over time as, through game-play, your character learns more of the world, of its history, background, and setting, and as the game itself progresses.)
 
Sanctuaries: (The Blue Mountains), (The Iron Hills), Erebor
Patrons: (King of the Blue Mountains), King Dáin Ironfoot (King Under the Mountain)
 
The Tale of Years
(NOTE: The following comes as a result of our playing the game, and what effects your Fellowship has on the world...)
 
T.A. 2946; Frerin’s 60th year in Middle Earth; born in 2886, May 3rd.
 
  • Year 2946: As the fifth anniversary of the Battle of the Five Armies draws near, folk from both sides of the Misty Mountains, Rhovanion and Eriador, from all points North and South, from the Upper Vales of the Great River to Lorien in the South, have begun to gather, to such populations that camps within and around the forests between Lake-town and Dale have begun to grow. Yet, with all that has been accomplished, the Shadow continues to flourish in the dark places of the world, growing to darken yet more. Purpose is given to the Free Peoples of Middle-earth in these waning days of the East, and with that purpose comes prosperity, growth, and hope that the Shadow will soon be vanquished.
 
_______________________________
 
The Recent Past
  • Year 2941: The Wizard Gandalf, Thorin Oakenshield and thirteen Dwarven companions set upon a quest to recover the treasure of Durin’s Folk and free the North from the threat of the Dragon of Erebor.

    A series of unlikely events lead to the death of Smaug and to the destruction of Lake-town. Dáin of the Iron Hills becomes King of the restored Kingdom under the Mountain, while Dwarves, Men and Elves collaborate in rebuilding new cities in Dale and upon the Long Lake.
     
  • Year 2944-5: Bard completes the reconstruction of Dale and is crowned King. A new Lake-town is completed on the Long Lake and trade resumes up and down the Running River.
 
_______________________________
_______________________________
 
Old Lore
  • Year 1980: The Dwarves of the line of Durin delve too deep under the Misty Mountains and awaken an ancient evil. After millennia of prosperity, the vast halls of Khazad-dûm, Wonder of the Northern world, are soon abandoned, its inhabitants driven out by fear and death.
     
  • Year 1999: Thráin I, King of Durin’s folk and distant ancestor of Thorin Oakenshield, comes to the Lonely Mountain and founds a dwarf-kingdom. There, the Dwarves discover their most prized treasure, the Arkenstone, known also as the Heart of the Mountain.
     
  • Year 2063: In the past centuries, the increase in power of the Necromancer of Dol Guldur has been responsible for the slow but steady diminishing of the inhabitants of the vales of the Great River. The Wizard Gandalf enters the fortress to investigate; during his exploration he finds an ancient Elven lamp glowing with an inner light, forcing the evil to flee.

    On leaving the fortress of Dol Guldur, the Wizard entrusts a young Woodman child named Balthi with the keeping of the lamp. Standards of living improve over the coming years, and many areas of the forest become safe to live in, again and many folks that were forced to leave return to their lands. Balthi grows, finding Woodmen-town as an adult, and prospers for many years.
     
  • Year 2210: Thorin I, son of Thráin, removes the royal house of Durin’s folk from Erebor to abide in the Grey Mountains. He carries the Arkenstone with him, as part of the royal treasure.
     
  • Year 2460: About this time, Greenwood the Great darkens once again and many people choose to leave the region and go south, while Thranduil the Elvenking withdraws the borders of his kingdom to the North. (Lore: GR + TR)
     
  • Year 2480: Orcs begin to spread in the dark places beneath the Misty Mountains (Lore: GR +4).
     
  • Year 2510: Following a great battle, Eorl the Young, lord of the Horse-folk of the North, leads his people from the upper vales of the river Anduin.
     
  • Year 2570: Late in the reign of Náin II, a plague of Dragons begins to afflict Dwarven mansions in the Grey Mountains. The Dwarves face a long and terrible war.
     
  • Year 2589: The Dragons of the Northern Waste spread south to prey on the Dwarves. King Dáin I and his second son Frór are slain by a Cold-drake while barring the gates to their halls.
     
  • Year 2590: Thrór, the eldest son of Dáin I and heir to the Kingship, restores the royal house to its ancient seat in Erebor. The Arkenstone is brought back to its place in the Great Hall of Thráin, and with it returns a great part of Durin’s folk. They mine and tunnel the roots of the Mountain, enlarging the subterranean Kingdom, building huge halls and greater workshops. Another group of Dwarves is led East-ward by his Brother Grór, the third son of Dáin: under his rule they eventually settle in the Iron Hills.

    About this time, several clans of Northmen living along the River Running move North to be closer to the Lonely Mountain. They befriend the Dwarven colony of Erebor, attracted by the opportunities offered by the prospering trade with the Iron Hills. The city of Dale prospers, and the following hundred years see it become the capital of a strong Kingdom extending far and wide to the East and South.
     
  • Year 2740: Dismayed by the increasing forces of both Dwarves and Men of the North, many Orcs resort to raiding the regions West of the Misty Mountains. This threat comes mainly from their stronghold of Mount Gram.
     
  • Year 2747: At the Battle of Greenfields, Hobbits of the Shire face and defeat an Orc-band from Mount Gram. Their king, the Orc Golfimbul, is killed by Bandobras Took, better known as the “Bullroarer”.
     
  • Year 2758: About this time, the wild folks of the East move against their enemies. In the North, the armies of Dale muster under the banner of King Bladorthin, but between the end of 2758 and the first months of 2759, stiff, relentless winds hit the North, covering the lands with snow and ice. The Long Winter has come, and King Bladorthin dies before he sees the end of it. He is succeeded by his young son Girion, who drives his enemies back to the Eastern frontiers of the realm.

    In five months, the Long Winter causes great suffering and inflicts grievous losses on many peoples.
     
  • Year 2770: One night, Smaug the Dragon descends on the Lonely Mountain spouting flames; the Dwarves are caught by surprise and Erebor is sacked, its inhabitants slain. Warriors from Dale are destroyed, too, and Girion their Lord is killed. Thrór, King Under the Mountain, escapes the slaughter by secret means with his son Thráin. They are joined in exile by Thorin, the young son of Thráin. The Dragon claims the underground halls of Erebor as his lair, and its treasure becomes his hoard. From the Mountain, Smaug starts preying upon the neighboring lands, killing people and livestock and reducing the surrounding area to a wasteland. Sometime later, Dale becomes deserted and slowly crumbles into ruins.
     
  • Year 2790: Thrór, Dwarven King in exile, is captured and slain in Moria by the Great Orc Azog. Preparing a war of vengeance, his son Thráin calls for a great muster of Dwarves.
     
  • Year 2793: The Dwarves of Durin’s folk, strengthened by great forces sent from the Houses of the other Fathers of the Dwarves, begin a long and cruel war against the Orcs of the Misty Mountains.
     
  • Year 2799: The final battle of the War of the Dwarves and Orcs is fought before the East-gate of Moria. The Dwarves are victorious, and a very young Dáin Ironfoot distinguishes himself by killing Azog single-handedly. But victory has a bitter taste: the war has greatly reduced the number of Orcs still dwelling in the mountains, but at the cost of a frightful number of Dwarven lives.

    After the battle, the various Houses part ways without attempting to reclaim Moria, and the Dwarves are dispersed again to the four winds: Dáin Ironfoot returns to the Iron Hills. Thráin and his son Thorin wander westward, to eventually settle in the Blue Mountains to the Northwest.
     
  • Year 2841: A lust for gold slowly takes possession of Thráin. He resolves to return to Erebor and convinces Balin and Dwalin and a few others to leave the Blue Mountains with him. Their wanderings bring them again beyond the Misty Mountains, until on a dark night Thráin disappears in Mirkwood.
     
  • Year 2850: For centuries Greenwood the Great has been darkening, now known as Mirkwood, and has become a concern to the King.
     
  • Year 2900: Despite the danger of these lands, many bold men and women make their way back into the vales of the Great River from the South.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Fieranor of Imladris » 17 Aug 2016, 18:53

I have something of a writing assignment for you, and I want you to take your time with it, but have it done by the end of September, please? It IS something that’s important to the game, something important to interactions for your character, and is worth Experience Points...

Your character has both Valor and Wisdom as characteristics in the game, valor for a representation of the characters strength and prowess in deeds done for yourself, for your tribe and/or culture, and wisdom for doing things the smart way, figuring things out, knowing how and what to resist and when. The One Ring has, during the Adventure Phase portions of our game, three sub-phases, one of which is the Encounter Phase, where you come meet people who are of different, at least, and if not higher stations than you. For example, at the beginning of The Marsh-bell, Glóin asked for you each to introduce yourselves, and you did, but we didn’t actually use the Interaction rules of the game; Glóin, being of higher station because he’s already been an adventurer, because he traveled with Thorin Oakenshield, and because he’s a trusted confidante of King Ironfoot, should have held you to your station, which is much lower than his, because you’ve not yet earned your chops. The game has a social value for every single character in the game, including your Player-hero.

There are two portions to the Interaction Phase, the Introduction and the Interaction; the former concerns, as I’ve explained, laying down a codex for your character in front of whomever you’re interacting with, which means you tell them of your deeds. Well, there are those you will interact with who will value Valor over Wisdom, and vice-versa.

So, your assignment is this, and it should help you to make a history for your character, is to write an Introduction for your character, how they stand in front of others, their general appearance, and then to lay out, in quotation marks to delineate that you’re speaking, what your deeds of Wisdom are for your Wisdom introduction, and then to write a separate post about your deeds of Valor. From here out, once you’ve written that introduction, you will edit it periodically with any greater deeds you may have done, either in Wisdom and/or Valor, and you will try to keep it to one paragraph in length, please? To clarify, one short paragraph, up to five sentences, to DESCRIBE your character, and then up to seven sentences in a second paragraph as dialog to introduce yourself to any character of higher station.

Two simple rules... the first is to be courteous in what you write, and the second is to invent stuff you think your character would have done. Obviously, not enough of the game has gone by, yet, to allow you to really embellish, so develop some things that took place prior to your character’s adventuring career. If you're able to get this done prior to September, that's great... otherwise, your interactions, oh so difficult to do at earlier stages of Fellowship development, could completely fall by the wayside.
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Your First Fellowship Phase ~ Spending Experience Points

Unread post by Fieranor of Imladris » 07 Oct 2016, 23:11

This post is the first of five posts regarding the Fellowship Phase, and is coming as your Company is deciding whether you will remain together and attend to the Eagle’s Eyrie, or if you will temporarily disband and go Home, or to another Sanctuary. While you continue to role-play and, eventually, get to making that decision, there are some steps of the Fellowship Phase which can be taken care of, now, as they do not require you to be in any particular location to make them happen; nor must they absolutely be done in any particular sequence.

So, we’re going to begin with spending Experience Points; in The One Ring there are two types of experience you may acquire and those are Experience Points (XP) and Advancement Points (AP).

Please open your character sheet and follow along; thank you.

APs are used strictly for Common Skills, the eighteen skills available in the skill matrix you see in the middle of the front side of your character record sheet. In this portion of the Fellowship Phase, I’m concerned more with XP, which are used to improve Weapon Skills, Valor or Wisdom, and/or one of your Attributes.

Before we get into spending your XP, let’s take a look at your character record and see how many total XP you have. If you’ll look toward the Upper-right of your sheet, you’ll see the title Exp. Pts.; beneath that title, you’ll see bubbles with titles above them for Available and Total. The Available bubble lists the general experience you have that can be distributed anywhere among Weapon Skills, Valor and Wisdom, and Attributes; we’ll go over those, soon, but for now stick with me. The Total bubble tells you the running total of XP you’ve earned throughout the life of the game, thus far; these are for record-keeping purposes only. :) You’ll notice the Available and Total numbers are not the same, that Available is lower than Total, but all you need worry about is the number in the Available bubble, as the remainder of your XP are spread among the items you can improve only with XP. We will figure that out together; keep reading.

You might be asking, how are Experience and Advancement Points awarded, and I will tell you there are two ways I award them, and a third way to earn them through general role-playing and posting...
  1. Generic: If you perform well in role-playing, in helping the Company to develop plans, in figuring out how to overcome certain problems, in fighting, but your action does not match anything specific in the mechanics of the game or a skill or characteristic on your character record sheet, you gain a generic point, something that can be distributed as YOU see fit into the skills and/or characteristics on your character sheet. Likewise, any points earned from post-count come to the generic pool;
  2. Specific: If you perform any of the actions, as per generic, above, but the action DOES match a skill or characteristic on your character record sheet, the point earned goes to THAT specific skill or characteristic;
  3. Post-count: As you’re posting through the course of the game, I evaluate each post to determine if the post advances your character’s story, the story of a fellow character, the story of the entire Company, or the story not relating directly to your Player-heroes. Few of the posts that advance your character’s story as opposed to that of the whole Company will be considered acceptable, while nearly all made to advance the whole Company’s story, or the overall story, will count. Writing dialog for your character, addressing the whole of the Company is a good post example, while writing about your own character’s constant state of readiness or wariness is not; as well, OOC posts that do not advance the story are not counted, while those that clearly work toward fast-planning and do move the current Phase and/or the entire story along will almost certainly count. I keep a record of these good posts for entry into a spreadsheet I have built so you can be awarded for your “write-playing” and, again, they are added to your generic points, both Experience and Advancement.
Frerin has a total of 21 XP, but only 13 general XP. The remainder of the Available XP for this character are placed as follows...
  • Great Axe 2, and it would cost you 6 XP to improve to Rank 3. However, since you already have 3 XP toward Great Axe, the cost is reduced to 3 XP;
  • If you wish to pick up a NEW Weapon Skill, it will cost you 2 XP;
  • Valor 1 and/or Wisdom 2, will cost 4 XP to improve Valor to 2 and 6 XP to improve Wisdom to 3. You may choose either Valor of Wisdom to improve by ONLY one (1) Rank during THIS Fellowship Phase, though you are NOT required to improve either. This choice is made during each Fellowship Phase. You have 2 XP in Valor, reducing its cost to 2 XP, and 3 XP in Wisdom, reducing that cost to 3 XP, though you're able to improve only ONE this time around;
  • Attributes can be improved, but this is very costly, and only one Attribute can be improved by 1 point between adventures, though you are NOT required to improve any attribute, if you don’t want to. You CAN place any remaining Available XP next to an attribute if you have plans to eventually improve it; note that once XP is moved from the generic pool, it cannot later be re-purposed. Attributes may be improved no more than five points EACH over the life of the character.
If you’re wondering where I am getting my XP cost values, click here to open the Advancement post on our forums and scroll down until you see the title “WEAPON SKILL, VALOR AND WISDOM IMPROVEMENTS”.

You can see the costs associated with character improvement using XP for each Rank, and each Rank has its own cost associated; these costs are cumulative. Ie – If you wished to purchase a Weapon Skill Rank from 2 to 3, it would cost you 6 XP; if, however, you wished to increase it from 3 to 4, the cost would be another 10 XP. If you decided to increase two ranks at one time, the total would be 16 XP between Ranks 2 and 4. Weapon Skills that are favored cost the same amount of XP to improve as non-favored. If you are an Elf of Rivendell or a Ranger from the North, your associated XP costs are higher for these skills.

Once you have determined how you wish to spend your Experience Points, please post your plan in this thread, so I can update your character sheet. If you are maintaining a printed copy of your own character record, or even one on the computer, you will be able to use the copy I will upload soon to ensure you have the correct numbers. If your numbers don’t match mine bring it up with me, here, and I will double-check my numbers and, if an explanation is required, I will post one in this thread, as well.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Frerin » 08 Oct 2016, 20:53

Sure thing, here's the plan:
  • Raise Ferin's (Axes) skill to 3, for 3 additional XP.
  • Raise Valor to 2, for 2 additional XP.
  • As reward for the Valor increase, I choose "Cunning Make", applied to my Hauberk, so it's Encumbrance decreases from 20 to 18.
The remaining three XP, I'll keep for raising Wisdom to 3 in the next Fellowship phase.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Fieranor of Imladris » 08 Oct 2016, 21:20

Alright, I will update Frerin with that when I get the computer back. Gavin requested it when he gets home from work, which should have been about ten minutes ago. I'm done with everything on this computer, except Frerin, for now... Gavin hasn't been playing on the computer much, and was saying something about posting in the main thread, and then playing a couple of matches or two, and then I'll likely have it back.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Fieranor of Imladris » 08 Oct 2016, 22:29

Frerin wrote:Sure thing, here's the plan:
  • Raise Ferin's (Axes) skill to 3, for 3 additional XP.
  • Raise Valor to 2, for 2 additional XP.
  • As reward for the Valor increase, I choose "Cunning Make", applied to my Hauberk, so it's Encumbrance decreases from 20 to 18.
The remaining three XP, I'll keep for raising Wisdom to 3 in the next Fellowship phase.
Okay, you've actually only spent 5 XP, three for the Great Axe and two for Valor, since you already had 3 in Great Axe and 2 in Valor, leaving 8 XP. Is there anything else you would like to improve, or would you like to distribute any of these remaining points elsewhere?
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Frerin » 09 Oct 2016, 05:11

You're right - no idea how I got to the 3 xp.

Okay, in that case, I'd also like to increase Frerin's Bow skill to 2. The rest of the xp, I'll keep in reserve - the increases aren't getting any cheaper, after all.
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Your First Fellowship Phase ~ Spending Advancement Points

Unread post by Fieranor of Imladris » 09 Oct 2016, 10:00

Done. You ain't kiddin' about the XP costs, hehe.
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In this portion of the Fellowship Phase, we’re working with Advancement Points. Go ahead and open your character record sheet, again, and this forum post, and scroll down to the table “COMMON SKILL IMPROVEMENTS”. As discussed in the Spending Experience Points post, APs are used strictly to improve Common Skills, those eighteen skills available in the skill matrix found in the middle of the front side of your character record sheet. The Available and Total bubbles found at the upper-right of your character sheet, under the Adv. Pts. title work the very same as with XP, so be mindful of the Available points you have to distribute among your Common Skills as you see fit, though I still recommend that you leave these points where they are until you determine how, or even IF you wish to distribute them among your Common Skills.

Frerin has a total of 17 AP, but only 11 general AP. The remainder of the AP for this character are placed as follows...
  • Song 1, and it would cost you 8 AP to improve to Rank 2, though you have 1 AP already, so the cost would be 7, instead;
  • Craft 3, and it would cost you 12 AP to improve to Rank 4, or 10 after including the AP you have in the skill;
  • Travel 3, and it would cost you 12 AP for Rank 4, 11 after your earnings;
  • Lore as a cultural half-skill, meaning the cost to purchase it as a basic Rank is 4, 3 after including your available AP.
  • If you wish to pick up a NEW Common Skill, it will cost you 4 APs for non-favored, or 3 APs for favored.
Remember, costs are incremental and cumulative for Common Skills, as they are for Weapon Skills, Valor and Wisdom, and Attribute improvements. What this means is, if you wished to purchase a Common Skill Rank from 2 to 3, it would cost you 12 AP for non-favored or 9 AP for favored; if, however, you wished to increase it from 3 to 4, the cost would be another 16 AP for non-favored or 12 AP favored. Moving a non-favored skill from Rank 2 to 4 would cost a total of 28 AP, while for favored the cost would be only 21 AP.

The AP costs associated with favored Common Skills is lower than the normal cost, so be mindful which column of the Advancement Points chart you’re looking at.

Once you have determined how you wish to spend your Advancement Points, please post your plan in this thread, so I can update your character sheet.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Frerin » 09 Oct 2016, 12:19

I'll use the AP to raise Travel to 4 - I think that makes the most sense after guiding the group on the grueling trip through Mirkwood.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Fieranor of Imladris » 09 Oct 2016, 16:44

Done. I have to hold off on the next part, read through the main thread and query through where everyone wants to go, then wait for the other five players to finish; you are finished with this stage, Gavin is finished with XP and prompted for APs, so while I appreciate your diligence to get this done quickly, in this case it's going to be hurry up and wait, I'm afraid.
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Your First Fellowship Phase ~ Standing Upkeep at Home, in a Sanctuary, or at a Holding

Unread post by Fieranor of Imladris » 12 Oct 2016, 15:59

Your Company has decided they are remaining together for this Fellowship Phase, going to The Eagle's Eyrie -at least, I'm pretty sure Artorius will be going with you all. As none of you have a Holding, just now, we’ll table that question for a later Fellowship Phase.

Please open this post and scroll down to the title “Standing Upkeep” so you can read what standing is all about. In essence, if you decided to go Home, you get to automatically keep your Standing, there and, if you pay some of your hard-earned Treasure, you can raise your standing there. It is the same with alternate Sanctuaries, though you only possess one or two Sanctuaries, just now. You are NOT required to spend any Treasure/Gold at any Fellowship Phase other than the Year's End Fellowship Phase if you do not wish; however, if you do decide to spend it, now, you will need to keep track of when it is next due. You may spend Treasure/Gold in ANY Fellowship Phase to Raise Your Standing at home or abroad, but that also resets your annual upkeep time.

Once you have decided whether you’re intent to spend Treasure or not, and how, please post your plan in this thread, so I can update your character sheet.
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Your First Fellowship Phase ~ Choosing an Undertaking

Unread post by Fieranor of Imladris » 16 Oct 2016, 22:35

Alright, apart from answering about the Standing Upkeep, which is NOT a requirement during THIS Fellowship Phase, but will be at the Year-End Fellowship Phase, we're moving on to selecting a Fellowship Phase Undertaking.
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Fellowship Phase Undertakings are found, here, but when you select one, please paste your answer in this thread?

Thank you.
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Re: Frerin, Son of Oin, of Erebor - Harald S

Unread post by Frerin » 17 Oct 2016, 15:58

EDIT: I'm not quite clear about where exactly the Fellowship Phase takes place. If we spend the Fellowship Phase at the Eagles' Eyrie, then Frerin is going to attempt the Open New Sanctuary undertaking, trying to help Balin improve our relations to the eagles and ensure that we will be welcome there again in the future. If we're spending the Fellowship Phase at The Old Ford instead, and going to the Eyrie is already the next adventure, then he will try Open New Sanctuary at The Old Ford instead.

(I'll not be spending any treasure right now to raise Frerin's standing, since that would consume all my available gold and leave me unable to pay the upkeep later...)
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