
The Faceless GM |

Autumn comes to an end in the North, and with it comes many celebrations, for Dragontide comes once again to Lake-Town. But this year the celebrations stretch far beyond the men of the lake. For it has been 20 years since the great dragon Smaug was slain by the noble King Bard of Dale and the great goblin horde was defeated during the Battle of Five Armies. Now the Gathering of Five Armies raises Dale in festival, just as Lake-Town is engulfed in the revelries of Dragontide, and even the Dwarves of the Lonely Mountain have put aside their stern demeanor to bask in the festivities. Men, dwarves, elves, and more come from all corners of the world for the biggest celebration to grace the North in centuries. Merchants from distant Bree and Dorwinion come to trade and make merry while emissaries from as far as Gondor and the Blue Mountains come to offer gifts to the great Kings of Dale and Erebor. Surely such a festival will be a time of joy, even with the slowly growing darkness that lurks in the long shadows of Mirkwood and the lands of the east. But nothing could intrude upon such a joyous week.
Right?
If you can't tell from that opening monologue, this is the open recruitment for a campaign set in the classic lands of Middle Earth, using the The One Ring system from Cubicle 7 Games. I'm looking to recruit a Fellowship of six heroes who seek to do good and face off against the growing darkness of the world, whether for the common good or for their own reasons. Tolkien's work always had a strong focus on good over evil and classic heroism, and while I'm not the writer Tolkien was, I would like to try to embrace the ideas of heroes, great journeys, and legendary adventures.
I'm new to this system and I'm trying something new, so the idea is to arrange a good first adventure that has the room to expand into a larger campaign if the people involved enjoy the game and have fun with the system. Hopefully things will continue, and I have plans to take the party well beyond Dale to lands like the Grey Mountains, south to Rohan, and west to Eriador and Lindon, so characters from just about anywhere can find a place in the party and time to shine.
Don't worry if you don't have the books. I'm not looking for full mechanics right away. If you would like to pick up the system yourself, I certainly won't hold that against you. For the purposes of this recruitment, I'm mainly looking for interesting backgrounds and potential for characters to grow and have interesting stories told about them. Character mechanics can be worked out once a good group of characters has been picked, and building a Fellowship takes some teamwork with this system anyway. However, there are some things that you should consider when making a submission.
Instead of just having classes or something like that, characters are defined primarily by their Culture and their Calling. Cultures are of course where a character comes from (including their race) while Callings are a hero's reason for adventuring, though they're very general so they don't define a character too heavily. I'll provide a list of both so people have a general idea of what kinds of characters the game supports. This should help make character creation easier.
Elves: Lorien, Mirkwood, Rivendell*, Wayward
Hobbits: Anduin Vales, Bree, The Shire
Men: Bardings (Men of Dale), Beornings (Men of the Anduin Vale), Dunlendings, Men of Bree, Men of the Lake, Men of Minas Tirith, Rangers of the North*, Rider of Rohan, Woodsmen of Wilderland
*Note that Rangers of the North and High Elves of Rivendell start with higher stats than normal, as they're considered Advanced Cultures in this system. I will likely be very picky with characters from either of them, as I'm a little leery of how they balances with the rest of the game and I don't want them to overwhelm other aspects of the game.
Scholar: Those who journey to uncover ancient lore and learn the secrets of the world.
Slayer: Those who journey to fight evil and claim vengeance on what evil forces have wronged them.
Treasure-Hunter: Those who journey to find treasures and riches that have been lost to the ages.
Wanderer: Those who journey for the sake of the journey, wishing to explore what the world has to offer.
Warden: Those who journey to defeat the coming shadows and protect those who cannot protect themselves.
It's important to note the Callings only determine a character's basic motivation and weakness, not their methods or personality. A Scholar can be a powerful warrior for example.
I'm not going to put an exact time limit on this recruitment. I'll leave it open until I think that everyone who's going to submit has done so, or until I have six players that I'm satisfied with. I will give notice a day or two before I close things so people aren't caught off-guard though. Also, feel free to ask questions. I am always happy to provide answers.

The Faceless GM |

@Decimus: The stats are fine but honestly your backstory could use some more fleshing out. I have a few questions.
1) Where and why has he seen bloodshed? What enemies has he fought? Has he lost friends to battle? What about family?
2) Why is he adventuring if he wants a quiet life? Surely if he's tired of battle, he could retire somewhere? What keeps him fighting if he's so worn down?
3) What is he like outside of battle? What does he do and how does he provide for himself? Does he have anyone who relies on him?

Swordwhale |
Hey there again.
I am working on a dwarf from the Lonely Mountain.
He will be very good in the Travel skill (having spent much time traveling between the different dwarven strongholds remaining in this age), Craft (he's a dwarf - nuff said) and Searching (finding hidden secrets and treasure in long forgotten ruins is a specialty).
And of course, he is well capable of splitting the head of an Ork with a well-aimed swing!
Mechanics is coming up good, only need equip and decide for valor/wisdom and respective reward.
Background is forming up as well, some of it has already noted above but much more to come.

Hartgard the Quiet |

I have reworked Hartgard's background. Hopefully this will be more suitable!
At first glance, Hartgard appears the archetype of a Beorning warrior. Tall, broad, bearded, bearing a great axe on his shoulder, and dismissive of armour. But his face is scarred, his clothes are weathered, and his weapons have seen hard use.
Hartgard was once more jovial, if still a little taciturn. But now, the songs of the old ways are quiet in his mind, and shadows weigh on his heart. He lost too much, too quickly, and it has affected him badly. He realises this to a degree, and has struck out for Dale in the hope of putting ghosts behind him. While not a subtle man, he understands more than others might think. He is a fine judge of character and enjoys conversation, if not as much as he used to. Not having companions is wearing on him, and that is likely something he seeks whether he realises it or not.
As a youth, Hartgard listened in rapt awe to the tales and songs told by the elders of his people. He committed many to memory and was regarded as having a fine singing voice. Due to his great size and strength, he gravitated towards martial pursuits. For several years, he and a tight-knit band of Beornings dubbed 'The Stoneclaws', got to know well the mountains surrounding the Anduin Vale - and the foes that lurked there. Goblins, Wargs, and occasionally worse. But despite the odd loss or withdrawal, they did themselves and their people proud, slaying or driving off many threats. Hartgard and his companions came and went, but returned to the Beorning dwellings to see family and friends. Hartgard was the pride of his aging parents and of his two elder brothers, both with their own families.
And then the black day came. The Stoneclaws hunted for a troll, a beast that had already killed several Beornings. They eventually cornered the foul creature in a dead-end ravine. Unfortunately, they found themselves trapped between the ravening creature and a force of warg-riders who had shockingly managed to shadow them.
The ensuing battle was ferocious. Hartgard and his brothers-in-arms used every bit of their skill and experience to try and break out. Hartgard volunteered to slow the troll. Fate had a cruel sense of humour that day. Despite receiving many glancing blows from the troll, Hartgard was able to trick the beast into punching the mountain face and knocking loose boulders onto it. That gave him just enough of an opportunity to drive his mighty axe through its neck.
He turned, to see that the Stoneclaws were giving their lives to cover him. The warg-riders had the better of them. Hartgard roared a warcry and charged, driving off the surviving foes, but not one of his companions survived their wounds that night. He brought their bodies from that bloody place but the shock of the day lingered. He found that the songs he once could recite so well would not come to his lips. Food and drink had lost much of their taste.
He long hunted for that band of warg-riders, but they had fled the Vale entirely. He tracked them far north, a curse upon his lips where song once was. He joined with a group of elves from Mirkwood and together they found and slew the goblins and their fierce mounts. But this brought Hartgard little joy. He wandered home, but home felt lacking. Confused and unsure of himself, he heard word of the great festival in Dale. Gathering himself together, he decided to go there, perhaps a journey would lift his spirits and let him come back to enjoy home.

Goddity |

Hiya! I'm interested in the premise for the game, but regret that I have absolutely no experience with the system. Not that I'm adverse to learning. If you'll take me despite that, I'm volunteering to workshop a character.
I think an elf could be fun. Of course, if I did so I'd want to escape some of the stereotypes.

Wulfgith daughter of Wulf |

The Rohirrem tended to the elven woman, and thankfully where able to save her life. The King of Rohan had allowed her to remain for her to heal, after all it could gain the favor the the elven realm of Lórien. During her time Calanril grew close to Wulf, the rider who had saved her life, and favor turned to love. They where married and within a year they welcomed a daughter. Though the people of Rohan had mixed thoughts of the union, the child that had come from it was raised in the normal Rohirrem fashion. Though her mother's blood was strong, giving her silver almost mythril colored hair and fair features, Lothíriel sat a saddle as if she had been born to it. Wulf taught his daughter all he knew about riding and fighting, even promising she would be trained as a shieldmaiden of Rohan when the time came. Before any future for her could be set into place, Wulf was brought back to Edoras at death's door. Their group had come across wild men and one had gotten a fatal wound upon Wulf. Though he had held on long enough to return to Edoras, passing away with his head laying in his wife's lap and his daughter weeping upon his chest. Lothíriel was only twelve at the time of his passing. He was buried as is the custom in Rohan, and through the following year things got worse for the family he left behind. Without the buffer Wulf provided his wife and daughter the people of Rohan gossiped more and more to the point that Calanril could no long stand by and take it. With her love gone and his people slowly becoming more distrusting of her, she took her daughter to return to the woods of Lórien.
Lothíriel had to say good-bye to the only home she ever knew, her aunts and uncles and cousin whom she had been raised with, for the lands of her mother of which she knew nothing about. For seven years Lothíriel was raised within to halls of Lady Galadriel for whom her mother served. Yet she never felt at home. She longed for the wide ranges of Rohan and the songs of the Hall of Edoras. Knowing her choice, Lothíriel went to her mother and said her goodbyes. Then with the dawn rode home to Edoras. Now King Thengel sat the throne of Rohan, and one of Lothíriel's uncles sat well respected within one of the Marks, who welcomed Lothíriel home taking an interest in her lineage. Though now she took the name Wulfgith as a memory of her father and the choice she had made in accepting the gift of man.
Though with the rise of King Thengel the Mark had split in two and the presence of Wulfgith things seemed to rift even more. Making life for Wulfgith within his halls difficult, as some welcomed the talented young rider and others saw an intruding elf who should returned to the woods from which she came. With the 20th celebration of Dale coming up, Wulfgith's uncle saw a chance to get his niece out of the growing tensions in Edoras by sending her to Dale with a group that wished to go as a guard hoping that by the time she returned things would have calmed down if only a bit. Also the chance that maybe Wulfgith could come to some sort of peace with the duel nature of her blood and that in tern bring peace to the young woman.
Some one tell if that seems too long. I'm always nervous about this stuff.

Goddity |

I've been leafing through the rulebook, and have some ideas. Not ready to publish a statblock yet, but I can give a background.
Amathiel's parents were somewhat unique among wood elves. Both had long memories, as is common amongst their people, and recalled how the wood used to be before the Shadow's influence. Furious that the rest of their kind would cowardly hide behind the walls of their city, they left the court of Thranduil and began fighting the Shadow more directly. They lived alone in the Mirkwood, frequently moving around. Eventually, they had a child who they named Amathiel. Amathiel was raised for many years seeing no one but her parents. From the time she could hold a weapon, she was directly exposed to the minions of the Shadow and shown the corruption in the world. As well as warcraft, she learned how to survive in the woods, travel without detection, and generally make guerrilla warfare.
This continued for many years, until Amathiel knew the woods on an instinctive level. In particular she bonded with animals, especially birds which she loved to see fly. She enjoyed running through the tree with her avian friends, and tried to teach herself their songs. In particular, Amathiel wondered where they were always flying to, having never been told of a world beyond the Mirkwood. Her parents continued their crusade against evil, slowly descending into a realm of madness and paranoia.
Eventually, her parents took one risk too many and perished. Amathiel lived alone, knowing of nowhere else to go. With no other direction, she took to following the movements of a flock of ravens, until suddenly she had reached the edge of the Mirkwood. Shocked by the lack of trees and open space, she retreated into the woods and wandered blindly.
Upona chance finding a group of lost dwarven adventurers seeking Erebor, she spent a few days observing them before introducing herself. At first the conversation was awkward, but upon hearing her life story the group took pity on her. She guided them to the edge of the forest, and in turn was introduced to stories of riches, mountain hoards, dragons, and adventures. Realizing the use of someone so knowledgable in nature, she travelled with the group to Erebor. The past few years of her life has been peaceful. Having saved the life of her dwarven friends several times over the course of their travels, they became quite close.
Presently, she lives in Erebor as a guest of the dwarves she saved, although something is driving her back to the Mirkwood (and in part, the racism and suspicion of the other dwarves). Amathiel knows that it is her duty to fight the Shadow, and with blessings from her friends, feels the festival may be the right place to find likeminded individuals who can aid her.
Amathiel is quiet, and occasionally prone to brooding. She is terrible at communicating with people, thanks to her long years of being alone. When she does speak, she is honest and open, not understanding the idea of deception. Amathiel likes nature, especially birds, whose freedom she admires. She has dreams of great adventures and fighting evil, which is tempered with the knowledge of the danger that her parents death gave her.
Strangely for an elf, she doesn't know how to interact with her own kind and prefers dwarves.
Should I be more specific in places?
Does it work in the setting?
Please tell me if you would like any changes. I'll probably try to make the grammar and structure a little better in the future. The statblock should come in a few days, I'm still working through the book.

The Faceless GM |

What I'm getting is a somewhat naive young (even by mortal standards) elf from Mirkwood who was raised rather isolated from even other elves and is rather into nature and the like. Seems fine, though one thing that I believe could use a change is kind of minor. The dwarves don't allow anyone other than dwarves who've proven skilled or useful to take up residence in Erebor itself, mostly out of caution over the wealth and resources there. She could certainly live nearby and visit her friends, but she probably wouldn't be allowed long-term residence in the actual mountain. Considering her friendship with birds, perhaps she lives near Ravenhill? It's just south of Erebor and is where the ravens of the mountain live.

Baìn Son of Naìn |

@Goddity: Some questions and remarks from my side, intended to help with further developing your back story.
Note that this is not criticism but rather a couple of questions that just popped up in my mind while reading and thinking about Amathiel.
- Did her parents had some sort of semi-regular hideout in Mirkwood from where they operated or where they always on the move? If the later, the concept of long term settlements will probably be quite alien for her, making any long stay in one place feel ... wrong?
- Did she ever encounter other elves of Mirkwood? Such a meeting would probably be quite interested, since she clearly draws from a culture where everyone knows everyone ... And yet here's a new face... How can that be...?
- besides, what was the reaction of King Thranduil on the departure of her to parents? Where they declared exiles (and what would have happened if they ever returned?) and did he ever sent forces to get them back or anything like that?
- You probably want to name her parents as well as at least one or two of the dwarves she found. Even if those names will never come up ingame (unlikely!) this helps to deepen the story and make it feel more ... Authentic.
- how did she survive the death of her parents? Luck? Did she run away from the danger while her parents hold it at bay? Was she not with them that day? If so, how much does she know about the exact circumstances of their death?
- How long ago did she save the dwarves? I would recommend not more than a couple of months ago. I'd guess the dwarves would allow her to rest at Erebor (they certainly have some kind of guest quarters there?) for a few months but I am with the GM here, the dwarves don't allow permanent non-dwarf residents in their kingdom.
- how does she feel outside of Mirkwood? How did she 'survive' the first contact with a big settlement after decades spent more or less alone in the woods?
- you may want to describe her appearance a bit more. What does she wear and of what quality are her clothes and tools? What is her eye color? Is she especially large and thin (even for elves) or the opposite?
So far for questions and remarks.
I consider Amathiel quite interesting concept and think that she may make for a great character with lots of RP potential.
You probably should take care to not overdo the quiet-outlander though. This can quickly set you aside and may prevent story flow. Better play up the naive part, asking trivial questions about things 'everyone knows' or act strange (enjoying the prospect of getting back into the depth of mirkwood - a prospect frightening for about anyone else), something like that. PbP lives from pushy characters and planted hooks that the GM and other players can build on.

Swordwhale |
Hi rorek, we're going to use the Middle-Earth specific system "using the The One Ring system from Cubicle 7 Games".
Its rather lightweight but with a great focus on traveling and diplomacy-like skills, much less fighting than Pathfinder.
Check out the intro post of the GM for details.
As for space ... I'd guess so. No firm deadline or closed recruitment.

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yes i felt silly for asking after reading through the OP.
I do have a question though GM, are you saying that "ranger of the north" is off limits? I was interested in that, but got a bit disheartened after reading that you are wary of them because they are somehow "stronger" at the start? If so that would be fine, I can make a different character than my initial thought. Just wanted to ask.

Timeskeeper |

From what I've read rorek, they're a bit stronger than the normal races. I'm new to the system and have been going over the books with a finetooth comb, and I've found that just one extra point here or there actually means something.
The "stats" here are Body, Heart, and Wits. Each race normally has one good one and two okay ones. Rangers of the North have two really good ones and a good third one. Depending upon the background. For example, my character is a Rider of Rohan I chose the Outsider for her background so she starts with the following
Body 6, Heart 4, Wits 4
A Ranger of the North chooses the most spread thin or the weakest background, of them begins with the following
Body 7, Heart 5, Wits 5
In a system where one point matters, that is powerful. But I don't believe the GM is saying outright no, just that he will be a little more critical of the character put forth.

thejeff |
From what I've read rorek, they're a bit stronger than the normal races. I'm new to the system and have been going over the books with a finetooth comb, and I've found that just one extra point here or there actually means something.
The "stats" here are Body, Heart, and Wits. Each race normally has one good one and two okay ones. Rangers of the North have two really good ones and a good third one. Depending upon the background. For example, my character is a Rider of Rohan I chose the Outsider for her background so she starts with the following
Body 6, Heart 4, Wits 4
A Ranger of the North chooses the most spread thin or the weakest background, of them begins with the following
Body 7, Heart 5, Wits 5
In a system where one point matters, that is powerful. But I don't believe the GM is saying outright no, just that he will be a little more critical of the character put forth.
Not so much "one good one and two okay ones" vs "two really good ones and a good third one", but a total of 14 points vs a total of 17. Essentially a +1 to each stat, however they're spread out.

Timeskeeper |

Yeah but with the favored additions later, it can put you far ahead. Also remember that one is just the one I think it the weakest. Though that is opinion, but for example if you go the Herald back ground you starts with
Body 8, Heart 6, Wits 3
The right player could game the crap out of that if the go favored Wits, Heart, Body ending up with
Body 9, Heart 8, Wits 6

Swordwhale |
Plus they have far more skill points than the evened-out cultures.
I think they can make for very good add-ins for a very one-sided, already advanced or small team (like Aragorn did for the all-hobbit-party) where they don't overshaddow anyone but rather fill the (many) gaps of the group.
This is not a big issue for a very diverse group in my mind.
So I can totally understand the GMs reservations (which are actually written down in the advanced cultures section of the source book).

thejeff |
Yeah but with the favored additions later, it can put you far ahead. Also remember that one is just the one I think it the weakest. Though that is opinion, but for example if you go the Herald back ground you starts with
Body 8, Heart 6, Wits 3
The right player could game the crap out of that if the go favored Wits, Heart, Body ending up with
Body 9, Heart 8, Wits 6
All I was saying is that they're the same basic combinations with one more point in each stat. All the basic races sum up to 14 points. The two advances ones sum to 17.
To match the Herald, you could pick a Beorning Errand Rider at Body 7, Heart 5, Wits 2. And play the same game with favored stats, just ending up one point down in each.
It's really just a different way of thinking about it: 3 more points, rather than different splits of good/okay/bad stats.

hustonj |
Remember, the favoured version of each stat only applies when spending Hope to add to a die roll with a favored skill from that skill column.
Body applies to: Awe, Athletics, Awareness, Explore, Song, Craft and weapon damage (but favored weapon groups don't get the favoured bonus).
Those additional points only apply when spending Hope. Not that common a thing in my limited experience.
Additional skill points are a FAR bigger deal.

The Faceless GM |

Okay, this has been asked a lot and I suppose I need to clarify.
You may NOT swap stats around between Cultures or the like. Because Cultures are more than just stats. Your skills and advancement are heavily tied to them, both in mechanics and flavor. Playing a character who's from Bree for example using the rules for a Beorning would make no sense because everything about a Beorning's stats is about being a Beorning.
I am not outright banning any Cultures, because Middle Earth is a fun setting and I don't want people to not have a chance to play a character that they like in a well-known world. BUT, I am going to be more picky about characters from Advanced Cultures, or ones from more distant locations, so I expect a higher quality backstory to go along with the character. The story takes place halfway around the world from them, so I expect a very good write-up to explain their presence and motivations to get involved.
I'm also strongly considering limiting the number of Rangers and High Elves combined I will allow in the party to one or two, meaning that the more people who want to build Rangers, the fewer of you who get to play. Considering the amount of interest I've gotten in Rangers so far, I would remember that. If it gets to the point that everyone and their mother seems to want to play a Ranger, I will just ban the Culture and ask people to either drop the recruitment or rebuild, because Rangers taking over the campaign thematically and dragging things away from the regions and stories I'm try to tell is just as troublesome as them overwhelming other players mechanically.
I may however implement that Courage system from the Adventurer's Guide. It essentially gives everyone with less XP than stronger characters extra Hope points, which fuel abilities and power up their skills, so it makes it easier for lower power characters to do things effectively because they have a much easier to fill pool of points. That would help with the skill/trait discrepancies.

thejeff |
Remember, the favoured version of each stat only applies when spending Hope to add to a die roll with a favored skill from that skill column.
Body applies to: Awe, Athletics, Awareness, Explore, Song, Craft and weapon damage (but favored weapon groups don't get the favoured bonus).
Those additional points only apply when spending Hope. Not that common a thing in my limited experience.
Additional skill points are a FAR bigger deal.
The favored points work that way, but the Ranger/Rivendell elf get bonuses on the base stats, not just the favored version.
And reminding me that's how the favoured bonuses work just emphasizes my problem with the character I had in mind. Inspired by the Woodmen Seeker background, I had this bold brash kid out on her first adventure in mind, but the stats just handicap the basic concept - Athletics is the favored skill, which is great, but that's based on her Body of 2!? Explore would be the obvious choice for a journey skill and Woodmen come with a 3, but again, it's a Body skill. I keep having to move away from the concept to get decent abilities and the concepts coming right out of the very background that's screwing it up.
Maybe I'm just missing something.

The Faceless GM |

Attributes are only added to skills when you spend a Hope point, which is a limited resource. Most skill rolls will be a dice pool of a feat die (a D12 with the 11 and 12 replaced by an complication and auto success respectively) and a number of success dice (D6) unmodified. You're usually not adding your Attribute score to rolls, so it's not as relevant as it seems.

hustonj |
Here, let me change the discussion about the attribute/skill thing if I can.
As stated, a standard skill roll will be something like 1d12+2d6.
If you have an attribute score of 6, and you spend a Hope point on this specific roll, then the roll becomes 1d12+2d6+6.
If it is a favoured skill, and your favoured attribute is a 9, then it becomes 1d12+2d6+9.
So, the increase of 1 in the attributes nets you an extra +1 when you choose to spend Hope.
Every additional rank in a skill is another d6 rolled. The skill points (used to purchase ranks)/ranks are far more important than the attributes. And I don't think the advanced cultures get bonus skill points/ranks.
The advanced cultures get some pretty hefty Rewards/Virtues, I think. High elves can select "The Skill of the Eldar" virtue, for instance, which applies ONLY when the d12 comes up a 12 on a common skill. In that case, you are given credit for having rolled one 6 more than you actually did on the d6s (without affecting the actual dice total).
Getting a 12 on the d12 is an automatic success. You can have a Success, a Great Success, or an Exceptional Success. You have to beat the DC (normally a 14) for a success, and then getting a single 6 (on the d6s) makes it a Great Success and getting 2 or more 6's (on the d6s) is an Exceptional Success. (I may have the terms wrong, but the concept is getting across, right?)
So, even this very powerful Reward only comes up so often.
The Advanced Culture characters ARE more powerful, but not by lots and lots.

hustonj |
Name: Eliasaeleledho
Culture: High Elf of Rivendell Standard of Living: Prosperous
Cultural blessing: Against the Unseen
Calling: Leader Shadow weakness: Lure of Power
Specialities: Elven-lore, Story-telling, Leadership
Distinctive features: Honourable, Lordly
Body: 6 Heart: 5 Wits: 6
Body (favoured): 8 Heart (favoured): 6 Wits (favoured): 9
-Common Skills-
- Awe*: 2 Inspire: 0 Persuade*: 2 Personality ooo
- Athletics: 2 Travel: 2 Stealth: 0 Movement 000
- Awareness: 2 Insight: 0 Search: 0 Perception ooo
- Explore: 0 Healing: 2 Hunting: 0 Survival ooo
- Song*: 2 Courtesy: 3 Riddle: 0 Custom ooo
- Craft: 2 Battle: 2 Lore*: 3 Vocation ooo
- Great bow*: 3
- Spear: 1
- (Swords): 1
- Dagger: 1
-Virtues-: Skill of the Eldar
-Gear-
- Great bow damage: 7 edge: 10 injury: 16 enc: 3
- Long sword damage: 5/7 edge: 10 injury: 16/18 enc: 3
- Dagger damage: 3 edge: G injury: 12 enc: 0
- Mail shirt enc: 12
- Helm enc: 6
Endurance: 30 Starting Endurance: 30 Fatigue from Encumbrance: 24 Fatigue from Travel: 0 Total Fatigue: 24
Hope: 12 Starting Hope: 12 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
Armour: 3 Headgear: 4
Parry: 6 Shield: 0
Damage: 0 Ranged: 0
Wisdom: 2 Valour: 1
Experience: 0 Missing:uitotal: 0
Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0 Courage: 0
Starting background - needs a lot of work
He spent multiple human lifetimes in the libraries of Rivendell, trying to learn what the books had to say about the world as a whole. His study ended when he was forced to gain some experience in the field. He spent time on patrol with the Rivendell forces, learning more about interacting with others, and how group dynamics work under stress. When the green elves prepared to claim the wealth of the Lonely Mountain, he was there, as an emmissary, sent to learn more of diplomacy. He ended up traveling with the Mirkwood army, and fighting in the Battle of the Five Armies.
This is where he was given his current public name.
This could become my 3rd One Ring game ever. All the characters have been elves. The first is a Mirkwood soldier with no social skills (BIG mistake in this system). The second is (IIRC) an Elf of Lorien who is all bookworm with no field experience. Just to show I'm not sticking to High Elf or starting there.
I can build something else if preferred.

MisterLurch |

Something of a peculiarity among the Eldar, Celebhend long felt that the elves should do more to aid the struggles against the shadow that seem to plague the land. And if time allowed, to find and recover the ancient craft-lore and treasures of the Elder Days.
Early in his second century, Celebhend left Lothlorien to seek hidden lore of bygone days and to experience firsthand all the strange and alien cultures about which he had studied among the libraries in his homeland. As he has traveled, he has come to regard fondly the shorter lived races. Their hopes, their customs, the destinies all intrigue him; those that would destroy and enslave them bring him to wrath. More than a few times his blade and bow have seen the blood of those who would harm the innocent.
He continues, year after year, to venture forth from Lothlorien seeking new things to learn, new sights to see, and, always, seeking to do what he can to push back the Shadow that all with eyes to see can tell is deepening.
Though many of the other elves see him as possibly a bit deranged, the Lady of Lothlorien, herself, has smiled upon his wandering. From her own hand she gifted him a small brooch in the shape of a Mallorn leaf that he may always have a bit of Lothlorien with him wherever he may journey.
His wanderings have taken him far from fair Lothlorien, and the tale of a seemingly insignificant hobbit and a band of dwarves has taken hold of his imagination and curiosity. Though he misses the year's end festivals under and among the towering Mallorn, he has heard of a festival by that Lonely Mountain whence journeyed the hobbit and his companions.
His love of stories, lore, and the cultures outside his own Golden Valley draws him onward to this Lake-Town, to this Lonely Mountain.
From there, who can say where Celebhend may journey ere he finds himself again under the golden Mallorn.
Culture: Elf of Lórien Standard of Living: Prosperous
Cultural blessing: Folk of the Dusk
Calling: Wanderer Shadow weakness: Wandering-madness
Specialities: Elven-lore, Smith-craft, Folk-lore
Distinctive features: Clever, Keen-eyed
Body: 6 Heart: 2 Wits: 6
Body (favoured): 9 Heart (favoured): 4 Wits (favoured): 7
-Common Skills-
- Awe: 1 Inspire: 0 Persuade: 1
- Athletics: 3 Travel: 1 Stealth: 2
- Awareness: 2 Insight: 0 Search: 0
- Explore*: 1 Healing: 0 Hunting: 1
- Song*: 2 Courtesy: 2 Riddle*: 1
- Craft: 3 Battle: 2 Lore*: 3
- Sword*: 2
- Bow*: 1
- Dagger: 1
- Dagger: 1
-Virtues-: The Speakers
-Gear-
- Sword damage: 5 edge: 10 injury: 16 enc: 2
- Bow damage: 5 edge: 10 injury: 14 enc: 1
- Dagger damage: 3 edge: G injury: 12 enc: 0
Endurance: 24 Starting Endurance: 24
Fatigue from Encumbrance: 3 Fatigue from Travel: 0 Total Fatigue: 3
Hope: 10 Starting Hope: 10
Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
Armour: 0 Headgear: 0
Parry: 6 Shield: 0
Damage: 0 Ranged: 0
Wisdom: 2 Valour: 1
Experience: 0 Missing: 0 Total:: 0
Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0 Courage: 0
I set out to make a High Elf, but the more I delved into the motivations, the youthful nature, and the naivete of Celebhend, the more it fit best that he be of a younger and less weary group of elves.
Any comments and ideas are welcome. See you in Lake-Town...

Swordwhale |
Hi there, Anatoly, nice to see someone known over here.
- Wanderer is fine, but from the deep motivation of Celebhend it seems Warden would fit even better? But maybe the mechanics of Wanderer fit you better?
- Seems like we two will soon delve into the age-old discussion whether dwarven of elven smithing work is superior ;-)
- While it is very nice to have someone with the Lore skill (can help with the course-taking), I don't see a high-stat in any of the traveling roles. The 2 in Awareness is good (coupled with keen-eyed) but aiming for a 3 there could easily make you our master-Look-out-Elf. If someone else brings a high-awareness char to the table you may back him up with a 2 just fine though and the more wide-spread skill set of yours can help. Although my feeling in this system was, that you want 2+ in your skills, since a 1 rarely is enough to bind your shoes ... Maybe just a feeling though.
- Maybe you want to take a shield with you. Since the sword is one-handed and the encumbrance is not so high, I consider it a fine trade-off.
@All: Don't forget the encumbrance you get from your traveling gear: 2 during spring/summer, 3 during autumn(winter)

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Well, with the ranger of the north sorta thrown out the window, I had two other ideas.
1. A hobbit scholar, Unlike most of his kin, he rather enjoys travel, and has a far greater natural curiosity than is normal to his kind. lost sights and secrets of ages past intrigue him, enough so that he has often missed supper and dinner in pursuit of them!
2. A rider of the riddermark, who enjoys his personal freedoms. Would be a wanderer, as he enjoys travel, the wind on his back, and seeing the sights of the world.
Sorta leaning towards the hobbit atm, however, which would fit better with the characters proposed so far (has no idea as he doens't have the book)

Swordwhale |
@Lurch: Well the big DC to beat in this game is DC14 unless it is clearly easier/heavier.
*** Attention math hammer ahead ***
To beat them, you have a d12 + x*d6. Where x is your skill rating. Where the 11 of the d12 is counted as a 0. This special d12 has an average of ~5,6, d6's have 3,5. With 3 dice you have a 50-50 to beat DC16, with 2 you succeed 50-50 against a DC12. One d6 does not even succeed 50-50 against DC10. Given, you have a 1/12 chance to auto-succeed if rolling a twelve but you may not want to build on sheer luck.
Of course you have the post-facto attribute bonus to spend, but hope is a rather constraint resource, so you want them to keep for those rolls that must succeed.
*** End of math hammer ***
-> Bottom line: If you want to be good in something: go 3 at the minimum. If you want to be ok, 2 will suffice (but expect to fail around 50-50 on challenging tasks). 1 is a wasted point in my eyes unless for the trivial things.
@Rorek: Do you need the hobbit stats then? I can PM you if you need them.
@GM: You really want to think about how you handle hope replenishment in pbp, since the book uses the typical 'per session' timebox for it. This is quite hard to define in pbp, so you should think about it.

MisterLurch |

@swordwhale: So it seems like I should pick a company role I can fill and make sure I have at least rank 3 in the applicable skill. Also, the main reason for wanderer was to get the folk-lore. A reflection of his time spent studying and traveling among the other cultures of middle-earth. I did think about Warden, given his more militant inclination. I will look again, but I am pretty sure the wanderer fits a little better.

Swordwhale |
@Lurch: Yeah, they're pretty close fit for your background. Just wanting to provide another point of view as input on that one ;-)
A for party role and raise-to-three ... yes I think that is a good way of doing it - not the only or best way, keep that in mind please.
As noted earlier, there are (only) 4 roles and we will probably be 6 players, so not every character has to fill a travel-role and someone with very good social skills is highly useful as well.
@All: You will prevent a lot of pain for yourself if you do NOT dump your travel skill. A good Guide can probably get one character with a weak travel skill through but multiple characters might get difficult. You will loose some endurance per failed travel test (frequency of which depends terrain type and season) and of course the length of the travel. So one or two failed tests are okay, but failing every test and you might end up miserable before even reaching the target...

Hartgard the Quiet |

@Swordwhale
Do you think that I should redo any skills on Hartgard? The [u][/u] tags were from the character generator. They represent favoured skills in case that isn't clear. I'm okay with him not being perfectly optimal mechanically, but I'd at least like to make sure that he's a useful member of the party and not causing problems.