Moro grew up in Frogmorton. His mother and father ran a small tavern towards the eastern side of the town. He often was left to his own devices, having free range of the common room while he was in view of his mother. The tavern was often filled with lively characters from all kinds of places, and Moro enjoyed listening in on their conversations. Their tales of adventure and bravery, treasure and camaraderie, excited Moro and left him with a yearning to know what was beyond the shire. As he grew, he began exploring further and further from frogmorton, but never dared go further than Buckland. In these explorations he even found a cave very well hidden among the trees and bushes near a river. He used this cave as a home away from home and a hold for small treasures and trinkets he picked up during his explorations. His father wanted him to take over the tavern when he grew old enough, but Moro's curiosity was too great to be locked inside a small wooden hut. One night a group of adventurers came bringing plans that Moro overheard while cleaning tables.
This had happened often, but this night was different somehow. Moro's curiosity could hold no longer. He stepped closer to the table and spoke up among the group, voicing his interest in joining their adventure. It took some convincing, but the group finally accepted his request to join. Moro spent the rest of the night collecting equipment from his stash and "acquiring" other equipment that he didn't have, along with the few coins he'd earned working for his father. He set out with the group the next morning and they traveled together for some time until Moro's fascination with "shiny" objects got them in trouble and they were forced to part ways. He continued traveling, attempting to regroup with his friends, but he hasn't caught up with them yet. He continues traveling, always reaching to sate his curiosity and adventurous spirit.
(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.)