Bryta, daughter of Brand - Linda M.

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LindaM
Posts: 3
Joined: 07 Feb 2019, 19:40

Bryta, daughter of Brand - Linda M.

Unread post by LindaM » 12 Feb 2019, 22:36

(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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Bryta, daughter of Brand • Beorning
Hero Stat RecordJournal
LindaM
Posts: 3
Joined: 07 Feb 2019, 19:40

Re: Bryta, daughter of Brand - Linda M.

Unread post by LindaM » 12 Feb 2019, 22:53

BRYTA, DAUGHTER OF BRAND
Linda M.
 
Culture
Calling
Shadow Weakness
Standard of Living
Beorning
Exile
Curse of Bitterness
Martial (6)
 
Cultural Blessing: Furious ~ Beornings fight like cornered animals: when they see their own blood they are filled with a red wrath. During combat, a Wounded Beorning ignores the effects of being Weary (whether he was injured during the same fight or not).

Background: Light-foot ~ They say that when your father was on the look-out, he could hide even from the sight of the Great Eagles. From him you learnt that there is no dishonor in stealth, whether it is your task to spy upon your enemies or when you are keeping watch over a village of your folk. You have listened to your father’s advice and observed his crafty movements, trying to discover and learn his tricks.

Calling: Exile ~ Most adventurers left their homes looking for something - wealth, fame, power, revenge, knowledge, or just a good time. The only thing you went looking for when you left home was a new home - because you were no longer welcome in the old one. Whether you committed a serious crime, espoused an unpopular opinion, or just stepped on the wrong person's toes, you can't go back - so now you have no choice but to move on.
 
- TRAITS -
Adventurous: Your spirit is attracted by new experiences and challenges, especially when they seem perilous enough to put your mettle to the test.

Beast-lore: The forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature.

Mountaineer: You are familiar with the difficulties often encountered when crossing mountain passes, and with the ways of overcoming them.

Self-reliant: Deprived of the support of your family and culture, you've learned how make do with what you have, do things for yourself instead of relying on others, and do without the things you no longer have access to.

Wary: You are always mindful of your surroundings, and observant of the speech and behavior of strangers.
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Bryta, daughter of Brand • Beorning
Hero Stat RecordJournal
LindaM
Posts: 3
Joined: 07 Feb 2019, 19:40

Re: Bryta, daughter of Brand - Linda M.

Unread post by LindaM » 12 Feb 2019, 23:14

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 than other Player-heroes, 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: Beorn's House ~ Must not return except under the most extreme circumstances, Esgaroth

Patrons: None, for now.

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; Character’s 19th year in Middle Earth; born in 2927, October 9th.
  • 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 2944-5: Beorn establishes his rule as a great Chief at the head of his new followers, soon to be known as the Beornings.
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Old Lore
  • Year 2460: Mirkwood darkens and, in the following decades, many people choose to leave the region and go south.
     
  • Year 2480: The Woodmen of the western river vales raise their burg at Mountain Hall, building upon the foundations of an older fortification.
     
  • Year 2900: Despite the danger of these lands, the population of the vales of the Great River begins to grow rapidly. 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 heard about Beorn and the watch he keeps over the lands to the north of the Old Ford.
     
  • 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.
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Bryta, daughter of Brand • Beorning
Hero Stat RecordJournal
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