Aethelwulf of the Horse Lords - Jacob H

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.
User avatar
Aethelwulf
Novice
Novice
Posts: 53
Joined: 11 Apr 2019, 15:28
Melee APs: 6
Stealth APs: 4
Journey Role: Hunter (P)

Aethelwulf of the Horse Lords - Jacob H

Unread post by Aethelwulf » 12 Apr 2019, 12:54

(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.)
______________________________
Aethelwulf of the Horse-lords • Rider of Rohan • Warden
Hero Stat RecordJournalSpecial Characters
User avatar
Aethelwulf
Novice
Novice
Posts: 53
Joined: 11 Apr 2019, 15:28
Melee APs: 6
Stealth APs: 4
Journey Role: Hunter (P)

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Aethelwulf » 12 Apr 2019, 13:17

AETHELWULF OF THE HORSE LORDS
Jacob H
 
Culture
Calling
Shadow Weakness
Standard of Living
Rohirrim
Warden
Lure of Power
Martial (6)
 
Cultural Blessing: Fey Mood ~ The Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll either a Image or Image on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle.

Background: Outrider ~ You have never found greater peace than during those times when the wind was whipping about as you and your beloved steed rode hard across the fields of the Riddermark. As a result, you have become an exceptional rider, even amongst your peers. You can travel at a swift pace over long distances without rest and you have often been tasked with scouting ahead of a force of Riders, and with carrying messages between distant settlements.

Calling: Warden ~ In this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilized areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from.
 
- TRAITS -
Fair: You are considered beautiful by most people, even by those not belonging to your folk.

Horsemanship: From an early age you have learnt to be comfortable around horses and how to best care for them. You can readily tell a good horse from a poor or mediocre one, and when you are on horseback you feel more at ease than upon your feet.

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.

Robust: You are blessed with vigorous health, and seldom suffer from ailments or diseases.

Shadow-lore*: You have recognized that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can.
______________________________
Aethelwulf of the Horse-lords • Rider of Rohan • Warden
Hero Stat RecordJournalSpecial Characters
User avatar
Aethelwulf
Novice
Novice
Posts: 53
Joined: 11 Apr 2019, 15:28
Melee APs: 6
Stealth APs: 4
Journey Role: Hunter (P)

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Aethelwulf » 12 Apr 2019, 13:50

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: Edoras
Patrons: Thengel King

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 22nd year in Middle Earth; born in 2921, April 8th.
  • 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. 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: A massive battle takes place around a lake far to the North, where a Dragon is slain and evil is set back, near the lands where Eorl the Young once rode alongside his kin.
     
  • Year 2944-5: The lands about the lake, and a large Dwarven mansion, are said to be recovering and growing in prosperity; perhaps a new trade center in the North.
_______________________________
_______________________________
Old Lore
  • Year 2460: The Great Forest of the North, known as Greenwood the Great, begins to lose population as the Woodmen leave. It is said the forest has grown dark and sickly.
     
  • Year 2480: Orcs begin to raid the vales of both the Westfold and the Eastfold. A request from the King of Gondor goes out to the Horse-lords.
     
  • 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 to live as free Men in the plains of Calenardhon, far in the distant South. He becomes the first King of the Mark of the Riders.
     
  • Year 2799: Some manner of war is fought between the Dwarves of Moria and the terrible armies of the Shadow and, though the Dwarves are told to have won, Moria is abandoned.
______________________________
Aethelwulf of the Horse-lords • Rider of Rohan • Warden
Hero Stat RecordJournalSpecial Characters
User avatar
Fieranor of Imladris
LoreMaster
LoreMaster
Posts: 2314
Joined: 07 Jul 2015, 19:46
Melee APs: 4
Stealth APs: 4
Location: Rivendell, Valley of Imladris
Contact:

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Fieranor of Imladris » 08 May 2019, 23:30

LoreMaster Note Jacob, I've begun the role-playing for you and Josh in Josh's journal thread. I've sent you a Private Message and an email concerning this... posting here is the last place for me to go if you still would like to role-play with Josh. Please click here to go play!
User avatar
Fieranor of Imladris
LoreMaster
LoreMaster
Posts: 2314
Joined: 07 Jul 2015, 19:46
Melee APs: 4
Stealth APs: 4
Location: Rivendell, Valley of Imladris
Contact:

Fellowship Phase ~ 2. Spending Experience Points

Unread post by Fieranor of Imladris » 20 Jun 2019, 12:22

NOTE: Just to let you know, I have accounted for the posts you made in the side role-play in Rosco's Character Journal thread. Well-done, and I would love to see it come to a more complete conclusion, if you have the time?
 
This is the first of five milestone posts, concerning the specifics of the expenditure of any accrued Experience Points; this can be done while your Company is deciding to disband or remain together.

Experience Points are a form of in-game currency you earn through role-playing your character, including posting, coming up with various plans, schemes, and discussions that help move the game forward. The One Ring is a truly unique Role-Playing Game (RPG) in that the game system is centered more around telling stories than destroying every shadowy creature on the planet, collecting their loot, and then moving onto bigger and tougher things. You earn Experience which you are welcome to spend to improve several facets of your character ANY TIME you have the Experience necessary to improve something, not only during the Fellowship Phase; however, you may want to maintain the Experience you can for the Fellowship Phase, as there are things you cannot purchase during the Adventuring Phase, but will be helpful in further Phases.

Please open your character sheet (right-click the link and open in a new tab or window) and follow along; thank you.

Let’s discuss what you MAY be able to improve for your character and how. First, there are two types of XP in our game: Specific and General. Specific XP is given directly to Common and/or Weapon skills, Valor or Wisdom Characteristics, and/or your Attributes for exceptional use, dice rolls, and other factors I deem effective to gain XP. General XP is granted for things like excellent role-playing, making and executing plans, interactions with certain figures in the game, both friend and foe, telling an excellent story and/or making all of us laugh. Where Specific XP cannot be transferred away from the Skill, Characteristic, or Attribute it was awarded to, General XP MAY be used to augment Specific XP and/or make a complete purchase within Common and/or Weapon Skills, Masteries, Valor and/or Wisdom, and/or Attributes. The costs for these items are outlined after the description of the items themselves...
  • Common Skills ~ Eighteen skills exist within The One Ring and are known as Common Skills, such as Athletics, Craft, Hunting, Search, Song and Travel. These are found, on my custom-designed character record toward the right-middle of the page, under the proper header. Four of those skills, the underlined ones, are Favored, representing skills your Player-hero (PH) has a natural affinity for using, thus they are less expensive to improve than your other Common Skills. For example, Hunting that you are increasing from Rank 2 to 3 will cost 11 XP under the new system, while Hunting (notice the underline, denoting it is Favored) being increased from 2 to 3, because it’s a skill you’re more natural with using, will only cost 8 XP. For all of the skills, looking at the chart below, you will notice they increase in cost from Rank-to-Rank, and each Rank is purchased individually; thus, if you want to purchase Hunting up from 2 to 4, the cost would actually be 20 (8 XP for moving from Rank 2 to 3 PLUS 12 XP for moving from Rank 3 to 4).
     
  • Weapon Skills ~ There are many Weapon Skills within The One Ring, such as Sword, (Sword), and Sword, along with Axes, Bows, Mattocks, and more. These are found at the lower-left of my custom character record, under the proper header. These skills are increased in the very same manner as Common Skills, though there is a different cost column for both standard and Favored Weapon Skills. What I wish to explain, here, is the difference between the notations which accompany some of your weapons. If you have a Sword, with no parenthesis or underline, that is a normal skill. With parenthesis you have a Cultural skill, meaning you may use ALL weapons of that type equally well; this skill is increased as with standard Weapon Skills. Finally, Favored Weapon Skills, those which are underlined, are increased as Favored skills, the cost being lower than standard Weapon Skills, but NOT affecting all weapons in the same group.
     
  • Masteries ~ As your Hero grows in the course of the game, not only do they become better at the various arts available to them, but they may also master certain techniques for the Skill, Equipment, and/or Characteristic they use often. The Mastery remains for what it was purchased throughout the life of the Hero, as it represents special maneuvers, tactics, etc., and it is used as what’s known as a High-Low Success Dice, meaning the Mastery allows you to add one or more Success Die/Dice to the roll you’re making for that Skill, but you must remove the same number of lowest rolled dice when the roll is complete (ie – If I have Fear Mastery and Valor each at Rank 3, I not only roll my Valor dice to withstand a Fear effect, I roll 3 Mastery Dice with it, removing the lowest 3 Dice rolled from the six). You may find Masteries as the M with a circle next to it on Common Skills, one for use of your Armor vs. Piercing Blows, three for resisting Blight, Sorcery, and/or Taint next to your Wisdom Characteristic, and a Fear Mastery box (maximum of 6 allowed) next to your Valor score; your Fear Mastery dice MUST NOT exceed your Hero’s Valor score. Except for Fear Mastery, only one die may be rolled in addition to the feat you're attempting to accomplish, if you have the Mastery. The cost of each Mastery, except for Fear, is 10; for Fear, follow the Rank-by-Rank increase as with Common and Weapon Skills in the chart, below.
     
  • Valor/Wisdom Characteristics ~ Valor and Wisdom are two of the most important measures of your Hero’s strength of will and depth of knowledge and may be used in several places throughout the course of the game. Your increases here work the same as Common and Weapon Skills and Fear Mastery expenditures. However, once you gain Rank 2 in either Valor or Wisdom, you gain a Virtue or Mastery (for Wisdom) or a Reward or Quality (for Valor) for each new Rank in the Characteristic; use the Culture document (what you used to generate your Hero) to select your improvement from improving Valor or Wisdom.
     
  • Attributes ~ The Rules as Written do not allow for the increase of Attributes; you get what you get during character generation and that’s it. I do not, of course, agree with this, and have developed a scheme whereby you may increase your Attributes. It’s expensive to do so and each Attribute may be improved no more than five times during the course of the game. When you improve an Attribute, make certain you place a pen mark, cat scratch, or check mark beneath that Attribute value, so we can keep score of it all.
 
Improvement Expenditures Table
 
Categories & Costs -->
Common Skills
Weapon Skills
Masteries
Valor/Wisdom
Attributes
<-- Categories & Costs
Rank, Rating, or Value
(Normal / Favored
Max. 6 Ranks, each)
(Normal / Favored
Max. 6 Ranks each)
(Fear Mastery
Max. 6 Ranks)
(Max. 6 Ranks each)
(Each Attribute Max. +5
from Char. Gen. Rating)
Rank, Rating, or Value
1 or Image
4 / 3
4 / 3
10
1 or Image
2
7 / 5
8 / 6
12
8
2
3
11 / 8
13 / 10
15
12
15
3
4
16 / 12
19 / 15
19
17
20
4
5
22 / 17
26 / 21
24
23
25
5
6
30 / 25
35 / 30
30
30
30
6
7
35
7
8
40
8
9
45
9
10
50
10
11
55
11
12
60
12
 
Once you figure out what you want to increase/improve and you tell me, so I can edit your Hero record, I will move onto Step 3. Disposition of Treasure and Found Items.
User avatar
Fieranor of Imladris
LoreMaster
LoreMaster
Posts: 2314
Joined: 07 Jul 2015, 19:46
Melee APs: 4
Stealth APs: 4
Location: Rivendell, Valley of Imladris
Contact:

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Fieranor of Imladris » 23 Jun 2019, 22:35

Jacob, I gave you a LOT to think about a couple of days ago about spending experience you may think you don't have. However, if you read your previous post and look over your character record, you might see there are plenty of things you can do. However, I'm going to run over some things for you to look at doing that may help you find your way around your character record, alright?

So, what can you spend your XP on? Let's start with Common Skills, followed by Weapon Skills, then Masteries, then Valor and Wisdom Characteristics and, finally, Attributes...
  • For Common Skills, you could spend up to 8 XP (4 each) to purchase two non-Favored skills, either Healing, Lore, Riddle, Search, and/or Stealth,
     
  • You could improve one of the following non-Favored skills from Rank 1 to 2 (7 XP): Awareness, Courtesy, Craft, or Explore,
     
  • Non-Favored skills from Rank 2 to 3 (11 XP): Battle and Inspire,
     
  • Favored skills from Rank 2 to 3 (8 XP): Awe, Persuade, and Travel,
     
  • In Weapon Skills, you could improve either Dagger or Sword to Rank 2 (8 XP),
     
  • You could purchase one Mastery from any of your eighteen Common Skills, your Armor, Blight, Sorcery, or Taint from Wisdom, or your first level of Fear Mastery with Valor,
     
  • Improve your Wisdom from Rank 1 to 2, which would also mean you would get a Virtue/Mastery.
That's it, my friend. Choose what you would like to do and let me know in this thread, please?
User avatar
Aethelwulf
Novice
Novice
Posts: 53
Joined: 11 Apr 2019, 15:28
Melee APs: 6
Stealth APs: 4
Journey Role: Hunter (P)

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Aethelwulf » 26 Jun 2019, 13:12

I'm not super certain what Aethelwulf would be doing for his Fellowship phase. Would hunting be allowed?
______________________________
Aethelwulf of the Horse-lords • Rider of Rohan • Warden
Hero Stat RecordJournalSpecial Characters
User avatar
Fieranor of Imladris
LoreMaster
LoreMaster
Posts: 2314
Joined: 07 Jul 2015, 19:46
Melee APs: 4
Stealth APs: 4
Location: Rivendell, Valley of Imladris
Contact:

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Fieranor of Imladris » 26 Jun 2019, 14:35

Well, in truth, the Fellowship Phase goes in certain steps; you're not even close to the Fellowship Phase Undertaking, yet, but once you arrive there, yes, there is a FPU that allows you to join in the King's Hunt. Once you've answered the question of what you would like to improve with your 11 General XP on, or you tell me you don't want to spend them, we can move onto the next step, k?
User avatar
Aethelwulf
Novice
Novice
Posts: 53
Joined: 11 Apr 2019, 15:28
Melee APs: 6
Stealth APs: 4
Journey Role: Hunter (P)

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Aethelwulf » 26 Jun 2019, 14:52

Would battle and courtesy work?
______________________________
Aethelwulf of the Horse-lords • Rider of Rohan • Warden
Hero Stat RecordJournalSpecial Characters
User avatar
Fieranor of Imladris
LoreMaster
LoreMaster
Posts: 2314
Joined: 07 Jul 2015, 19:46
Melee APs: 4
Stealth APs: 4
Location: Rivendell, Valley of Imladris
Contact:

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Fieranor of Imladris » 26 Jun 2019, 15:02

No, sir, that would cost you 18 XP. If you want Courtesy raised, that will cost 7 of your 11 available XP. If you want Battle, that will take all 11.
User avatar
Aethelwulf
Novice
Novice
Posts: 53
Joined: 11 Apr 2019, 15:28
Melee APs: 6
Stealth APs: 4
Journey Role: Hunter (P)

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Aethelwulf » 28 Jun 2019, 16:18

Ok, I will raise battle then.
______________________________
Aethelwulf of the Horse-lords • Rider of Rohan • Warden
Hero Stat RecordJournalSpecial Characters
User avatar
Fieranor of Imladris
LoreMaster
LoreMaster
Posts: 2314
Joined: 07 Jul 2015, 19:46
Melee APs: 4
Stealth APs: 4
Location: Rivendell, Valley of Imladris
Contact:

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Fieranor of Imladris » 28 Jun 2019, 16:54

Okay, I'll try to square this away this evening, sometime, but I'm not sure the Anniversary will allow me to, hehe.
User avatar
Aethelwulf
Novice
Novice
Posts: 53
Joined: 11 Apr 2019, 15:28
Melee APs: 6
Stealth APs: 4
Journey Role: Hunter (P)

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Aethelwulf » 28 Jun 2019, 17:04

No worries. Take your time.
______________________________
Aethelwulf of the Horse-lords • Rider of Rohan • Warden
Hero Stat RecordJournalSpecial Characters
User avatar
Fieranor of Imladris
LoreMaster
LoreMaster
Posts: 2314
Joined: 07 Jul 2015, 19:46
Melee APs: 4
Stealth APs: 4
Location: Rivendell, Valley of Imladris
Contact:

Fellowship Phase ~ 4. Year-End Only: Standing Upkeep at Home, in a Sanctuary, or at a Holding

Unread post by Fieranor of Imladris » 29 Jun 2019, 21:47

Jacob,

I apologize, but we didn't even get into the hotel until after 10 last night and then, this morning, we were off to the races, my friend; NASA in Houston is freakin' COOL!!! hehe. So, I've updated your character sheet for Aethelwulf, but I won't be able to get it uploaded -internet is crap, here- until we get home tomorrow morning or even Monday afternoon. Just understand you're now at 0 XP and your Battle is now Rank 3.

Driving on...

You don't have any excess treasure or Found Items, so we're skipping Fellowship Phase ~ 3. Disposition of Treasure and Found Items. Next is Fellowship Phase ~ 4. Year-End Only: Standing Upkeep at Home, in a Sanctuary, or at a Holding, but since you have a brand-spanking new Player-hero, we're going to skip this for you. So, then, Part 5, what you want Aethelwulf to do during the Winter while stuck in Dale. Read through the following and select one item, please?
 
Next, during each Fellowship Phase, when a player is done updating their Hero’s Skills, Characteristics, and/or Attributes, they may choose a task to undertake, to help stay busy and/or to build some manner of skill or advantage that can be used in the coming Adventure Phase, for the remainder of the Fellowship Phase.

Players are invited to exercise their creativity and find new and exciting ways to spend a Fellowship Phase. Often, players need look no further than the recently concluded Adventure Phase, as the story that was just completed might have provided several leads worth following, like a new friendship to consolidate or a new sanctuary or patron to be built up, or something to calm themselves from any recent fracas. Any activity that could have a lasting impact on a character can be considered an undertaking.

Normally, a player can choose one activity for their character to undertake. During a longer Fellowship Phase, such as the one at the end of each year, if the LoreMaster agrees, or sees the necessity of a second undertaking, the player may take a second undertaking for their Hero.

The following list of Fellowship Phase Undertakings is designed to either better fit your Player-hero, their destination and the culture amongst which they will live during the Fellowship Phase.
 
  • Go to the Market - When your hero chooses this undertaking, you can spend 2 Treasure and select one of the options shown below to acquire an item that gives them a bonus of +1 to all rolls made using the corresponding skill. Each option can be taken up to two times, for a total bonus of +2 (representing an upgrade of the original item, or a new, additional item of the same type). This bonus is applied until you acquire a new level in the modified skill, then you lose the associated bonus, unless/until you purchase it, again.

    For each two (2) Treasure you spend, select one of the following at +1, or +2 if you spend twice; you lose this bonus when you acquire a new Rank in the augmented skill, though you may purchase it, again,
    • Find a goldsmith to have precious stones set into your sword’s hilt, or gold wrought into a chain, torque, ring, or other piece of jewelery. Gain a bonus to Awe.
       
    • Visit an ironmonger or a woodwright to buy fine tools appropriate to your favorite trade. Gain a bonus to Craft.
       
    • Buy a musical instrument of superior make, be it a fiddle, a flute, a drum or a viol, or visit a master luthier to build you a new harp or lyre. Gain a bonus to Song.
       
    • Learn how to prepare salves and healing herbs and acquire the necessary materials from a hospital healer. Gain a bonus to Healing.
       
    • Buy robust rope, walking staves, comfortable sleeping cots and a regular supply of cram from a baker. Gain a bonus to Travel.
       
    • Visit the shop of a tailor or shoemaker to have a rich dress or a pair of quality shoes made. Gain a bonus to Courtesy.
       
    • Search the market to find a rare book or old map, or parchment, quills and ink for you to write. Gain a bonus to Lore.
       
    • See a master hunter to get all you need for your hunting exploits. Gain a bonus to Hunting.
     
  • Join the King’s Hunt - A character spending the Fellowship phase in Dale may choose this undertaking to join King Bard on his jaunts. The hero gains a deeper understanding of the wilds surrounding Dale and may roll an additional Feat die on their Travel rolls, keeping the highest, whenever they take the role of Huntsman during a journey that takes them through the Northern Dale-lands or the Upper Marches.
     
  • Open New Sanctuary (Dale) - This undertaking cements your relations with the important personalities of the place.
     
  • Raise Standard of Living - It costs 1 Treasure to spend one month at a Prosperous Standard of Living, and 2 Treasure to spend it at a Rich one. At the end of the month, the character must spend the amount again or revert to his previous Standard of Living. Players may invest as much Treasure as they like to maintain their characters at a higher Standard of Living for longer periods of time. It’s going to be four months until the snows will clear enough to leave Dale, again.
 
Once you have decided which undertaking you wish to embark on, please post your plan in your character’s journal thread, so I can update your character sheet. If a second Fellowship Phase Undertaking is to be allowed, I will determine that and let you know so you can make a second choice from this same list. For your Fellowship Phase Undertaking(s), if you would like to write a story in your character’s journal thread about what they did for the phase, according to your understanding of it, may also benefit them with extra experience. As always, if you have questions about clarifying one or more undertakings, post them in this thread and let’s get out the bugs. Also, if you have an idea you glean inspiration from one of these undertakings for, write it up or let’s discuss it and I’ll see what can be done to alter the existing undertaking, or create a new one just for you; all of the existing FPUs are easy examples, but more can always be created.
User avatar
Aethelwulf
Novice
Novice
Posts: 53
Joined: 11 Apr 2019, 15:28
Melee APs: 6
Stealth APs: 4
Journey Role: Hunter (P)

Re: Aethelwulf of the Horse Lords - Jacob H

Unread post by Aethelwulf » 30 Jun 2019, 12:41

No need to apologize! I've been to NASA in Florida which is really cool, especially since my family has worked at Wallops Island for a long time. I will join the King's hunt.
______________________________
Aethelwulf of the Horse-lords • Rider of Rohan • Warden
Hero Stat RecordJournalSpecial Characters
Post Reply