Mablin, Wayward Elf of Mirkwood - Lee L.

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Mablin
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Mablin, Wayward Elf of Mirkwood - Lee L.

Unread post by Mablin » 12 Jan 2019, 09:02

(NOTE: Feel free to delete THIS comment, keeping the others from Fellowship Focus, below, and put your character's history, background, and any other relevant information or notes concerning your character, here.)

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.)
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Mablin • Wayward Elf of Mirkwood
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Mablin
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Re: Mablin, Wayward Elf of Mirkwood - Lee L.

Unread post by Mablin » 12 Jan 2019, 09:21

MABLIN
Lee L.
Culture
Calling
Shadow Weakness
Standard of Living
Silvan Elf of Mirkwood
Slayer
Curse of Vengeance
Martial
Cultural Blessing: Folk of the Dusk ~ Working in natural darkness, if you spend Hope on the use of any Common skill, your Favored rating is used rather than the Base attribute value.

Background: Hunter ~ You delight in the thrill of the chase, with bow or spear, hawk or hound and, for those who dare to brave its depths, Mirkwood is the greatest of hunting grounds. You have rejected the tired and formulaic hunts of Thranduil’s kingdom for the wilder hunt, unplanned and without pageantry, deep in the heart of the forest. You against the Wild.

Calling: Slayer ~ You or your family have suffered a terrible loss at another’s hands. You have become an adventurer to take your revenge on whoever wronged you, or maybe just to leave behind a life that you are not able to enjoy any more. Yours is a difficult path to tread, as what you have been through makes it hard to give your trust to anybody.
- TRAITS -
Cunning: Your wit is sharp, and you are ready to use it to your advantage.

Minstrelsy: You have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands.

Nimble: Your movements are sure and agile.

Spider-lore: Enemy-lore is not a single Speciality; you must select the race of enemies this Speciality applies to. This Trait gives you knowledge of the characteristics, habits, strengths and weaknesses of your chosen enemy; warriors and hunters often owe their survival to such knowledge. Slayers invariably dedicate themselves to the destruction of an enemy.

Story-telling: You are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness.

(NOTE: Click here to see your new character sheet!)
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Mablin • Wayward Elf of Mirkwood
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Mablin
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Re: Mablin, Wayward Elf of Mirkwood - Lee L.

Unread post by Mablin » 12 Jan 2019, 09:49

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 cultural and historical 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:
Patrons:

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; Mablin’s 165th year in Middle Earth; born in 2781, December 29th.
  • 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.
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The Recent Past
  • Year 2941: 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: Some unusual creature enters Mirkwood and is watched closely by the Wood-elves for a time.
     
  • Year 2944-5: Bard completes the reconstruction of Dale and is crowned King.
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Old Lore
  • Year 1999: Dwarves come to the Lonely Mountain.
     
  • Year 2063: Someone calling himself the Necromancer, residing in Dul Guldur, ancient home of the Silvan Elves, has been working to darken Greenwood the Great, though rumor of the passing of Gandalf through the area sees the forest revitalized and Men begin to move back into the Anduin River Vales.
     
  • Year 2460: The Greenwood darkens once again and Men begin to call it Mirkwood.
     
  • Year 2570: Dragons begin to appear out of the Withered Heath and the Dwarves are said to go to war with them.
     
  • Year 2590: More Dwarves move into Erebor, while a second group crosses West over Hithaeglir (what Men call The Misty Mountains). 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 2758: From 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 of the Northmen 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. Within five months, the Long Winter causes great suffering and inflicts grievous losses on many peoples.
     
  • Year 2770: A Dragon alights within Erebor, slaying many of the resident Dwarves there; many from Dale are destroyed, too, and Girion their Lord is killed. The Dwarves of Erebor go into exile, abandoning Erebor, and the Men of Dale retreat and build the first Esgaroth. The area around the cursed mountain soon becomes a desolation.
     
  • Year 2841: The Dwarf Thráin disappears in Mirkwood.
     
  • 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. They are welcomed by Radagast the Brown to ‘live in amongst the more pleasant woods in the valleys and along the river-shores’. Some of them have been persuaded to leave their lands and move north by Saruman the White; others have heard about Beorn and the watch he keeps over the lands to the north of the Old Ford and are emboldened to find homes nearby.
     
  • Year 2911: An extremely fierce and long cold season begins in November. Remembered as the Fell Winter, its frozen grip doesn’t release the regions of the North from snow and ice for five months. Rivers and lakes are frozen over, and white wolves descend from the frozen wastes of the far North.

    When the frigid winds finally relent in March of the following year, rivers overflow with the melting of the snow and many lands are flooded as a result. It is about this time that the Long Marshes spread extensively, extending from the Old Forest road to the Forest River.
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Mablin • Wayward Elf of Mirkwood
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