Abra Lopati

Anariel's page

173 posts. Alias of ElegantlyWasted.


Full Name

Anariel

Race

Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2

Classes/Levels

Character Image | Dagmor Image

Gender

Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2

Size

Medium

Age

37

Languages

Common Speech, Sindarin, Quenya

About Anariel

Crunch:

Anariel

Endurance- 28
Hope- 13
Encumbrance- 15
Standing- 2
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Culture, Calling and Background

Culture; Ranger of the North
Cultural Blessing; Foresighted
Languages; Common Speech, Sindarin
Specialties; Storytelling, Lore of Arnor
Background Package; Custom (Leader of Men)
Favored Skill; Battle
Background Traits; Keen-eyed, Hardy
Calling; Leader
Favoured Skill Groups; Personality, Vocation
Calling Trait; Leadership
Weakness; Lure of Power

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Attributes

Body 5 (7 favored), Heart 5 (8 favored), Wits 7 (8 favored)

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Traits

Lore of Arnor; Your folk have long preserved the lore of the kingdom of Arnor, passing on its wisdom from generation to generation. You are learned in the old lore of the Rangers and you know the crossing paths of Eriador like the back of your hand. Lore of Arnor bestows the benefits granted by both Old Lore and Region Lore (Eriador).

Old Lore; You are learned in the traditions and the rumour of bygone days. Your knowledge may derive from different sources, from stories heard around the fire to the dusty records of a chronicler.

Region Lore (Eriador); You may call upon your knowledge of an area when planning to traverse it as part of your journey.

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

Leadership; You possess the capability to win the trust of others and push them to action. When under pressure, other men naturally turn to you for guidance, as ducklings follow their mother, or wolf pups heed their father.

Keen-eyed; The keenness of your eyesight surpasses that of most folk.

Hardy; You can withstand long hours of toil and travel far without rest, or under extreme conditions.

[Foresighted]; A sense of watchfulness, and of fear, may at times arise in you to warn you of a danger that has not yet come
to pass. Even the wisest among your kin cannot always interpret these signs, and sometimes the reasons behind your sensations are never explained, as some of the things that you perceived do not actually come to be (Usable once per Adventuring Phase; lasts entire Session).

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Common Skills
Favoured skills in Italics.

Athletics 2
Awareness 3
Battle 2
Courtesy 2
Explore 2
Healing 1
Hunting 3
Insight 2
Inspire 2
Lore 2
Persuade 2
Search 1
Song 1
Stealth 2
Travel 2

Weapon Skills

Long Swords 3
(Bows) 2
Spears 1
Daggers 1

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Valour and Wisdom

Valour- 3
Reward- Heirloom of Lost Arnor

You have been entrusted with the keeping of an ancient relic, an artefact going back to the days when a King ruled the land.

When you choose this Reward, use the tables on pages 94-95 of the Rivendell supplement to create a Wondrous Artefact possessing one Blessing. You should create an interesting story and description for the object, possibly with the help of the Loremaster. The item is generally of Mannish craftsmanship, but might even be of Elven or
Dwarven make.

In addition to the blessing possessed by the relic itself, you are recognised by your kin as its bearer, and as such you enjoy a +2 bonus to Standing.

Wisdom- 2

Virtue- Dauntless Guardian
You have been raised in a land dotted with desolate ruins and burial mounds. You have heard the dead whisper with cold voices out of lonely barrows, while ghostly lights dance on haunted hills. There are few among mortal Men who know more about evil spirits or fear them less than you do…

When you first select this Virtue you learn how to See the Unseen. You may later reinforce your spirit with Strength of Will by spending 1 Experience point as your undertaking during a Fellowship phase. Finally, you reach the stature of a true Wraith Bane by spending another Experience point as a new undertaking during a later Fellowship phase.

See the Unseen

It is said that the Elven-wise can perceive shades and wraiths that are otherwise invisible to the eyes of Mortals. You have been taught to recognise the signs that betray the haunting of a restless spirit. You are automatically aware of the presence or proximity of ghosts, shades and wraiths of any kind. A successful roll of Lore yields additional information on the nature of the haunting.

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Equipment
Dagmor (Long Sword, Encumbrance 3)- Enchanted Qualities; Superior Grievous, Superior Keen.
Damage 8 (1H)/10 (2H), Edge 8, Injury TN 16 (1H)/18 (2H)
Leather Corslet (Encumbrance 8)- 2d Protection
Shield (Encumbrance 3)- +2 to Parry
Bow (Encumbrance 1)- Damage 5, Edge 10, Injury TN 14

Elodin's Torc (Blessing to Battle)- Anariel, his father Elodin, Elodin's father Girion, and their entire line, stretching back to ancient Numenor, have been respected captains. The torc now worn around Anariel's neck is wrought from gold and silver, a badge of office given to Elodin I by a scion of the line of Elendil. After the completion of his first sojourn, Anariel was given the torc by his mother. It is clearly of Mannish make, from ancient Numenor.

The torc is beautiful but, most of the time, seems rather ordinary. When preparing for battle, however, a dull light seems to shine from the torc, reflecting the fire in it's wearers eyes and emboldening the hearts of those that would follow so fierce a captain.

Staff of Hunting- staff of unknown origin, gives a Blessing to Hunting.

Background:

The memories of Men are not long. It is the Third Age, and the Shadow of the Enemy seems far away to most of the Free Folk.

But the Dunedain remember.

Anariel was a child when he first truly comprehended the doom on his people. He had not yet been three when the Fell Winter began, when Winter Wolves and Black Riders crossed the frozen Brandywine. The battle that occurred, far from the eyes of the Hobbits, claimed the lives of several Rangers, including Anariel's father Elodin. The boy's earliest memory is of watching his father suffer a wound from a Morgul-blade.

Elodin knew that there was no Athelas nearby, and knew that his hour had come. His wound was not grievous, but it would fester, and Elodin did not desire a slow death. Instead, he would make a stand that his people would sing of, one that would give them time to defeat their foe.

Elodin fought, a man possessed, his blade felling foes with every stroke. The blood of Numenor sang within him as never before, and even the Black Riders could scarcely bring themselves to face so terrible a foe, for in his last hour glory sat upon Elodin's brow, and death in his hands.

He fought on the frozen surface of the Brandywine, leading them slowly and carefully to the area that they had prepared. At last, Elodin began to sag, his many wounds finally beginning to sap his strength. The Black Riders and their wolves surged forward, eager to slay their mighty foe...

Elodin then struck the ice.

The frozen surface had been weakened by the Dunedain, and at Elodin's blow, the ice shattered. The Riders were unhorsed, and Elodin and his foes were deposited into the icy waters, never to emerge.

Anariel was two years old, and he watched all of it.

Anariel honors the sacrifice of his father, and helped (as much as the child could) deliver food to the Hobbits to ensure that they survived the Fell Winter. Anariel trained unceasingly, being tutored in the sword by his mother Ioreth, developing a fell hand and a silent stride. By the time he was fifteen, Anariel had explored the ruins of Fornost and felt the presence of the Dead at Tyrn Gorthad. Anariel resembles his father in many ways, a thing the Dunedain have remarked on, and they mean it as a compliment. Anariel is a protector, and knows that there are dark things in the world that the Free Folk believe are myth only because the dour-handed Dunedain keep them at bay.

Anariel is a more active combatant than many of his people. He has fought the servants of the Enemy in many forms, and possesses a natural aptitude for battle. Anariel is confident and fearless, possessing a staunch demeanor that inspires trust and dedication, making the Ranger a natural leader of Men. The blood of old seems to run strong in the veins of Anariel.

Anariel sees the Wilderlands, in the aftermath of the Battle of Five Armies, as an opportunity. Many people now see that the Shadow has not fled; it is merely waiting. The Ranger wishes to find like-minded companions to continue to keep the Shadow at bay, that the Folk might prosper.

On his last trip near the Woodmen, Anariel encountered the Shepherd. Though the young man was a bit sickly, Anariel was quick to deduce his worth. Anariel has recruited the Woodman, believing that there is much they could accomplish together and eager to give The Shepherd an opportunity to prove his quality.

On a personal note, Anariel wishes to retrieve the war gear of his father. The body of Elodin was never recovered, but the Brandywine could have taken it anywhere. Elodin carried several relics of Numenor, and Anariel will constantly delve into any new, hidden area to attempt to find his inheritance.

Character Advancement:
Experience Point Total- 16
Spent Experience- 16
Advancement Points- 16
Spent Advancement Points- 14

Personality (Awe, Inspire, Persuade) Advancement Points-
Movement (Athletics, Travel, Stealth) Advancement Points-
Perception (Awareness, Insight, Search) Advancement Points- 1
Survival (Explore, Healing, Hunting) Advancement Points- 1
Custom (Song, Courtesy, Riddle) Advancement Points- 2
Vocation (Craft, Battle, Lore) Advancement Points- 2