Duelist

Calahdrel's page

25 posts. Alias of ignuspyre.


Full Name

Calahdrel

Race

Sindarin Elf of Lindon

Classes/Levels

Endurance 25; Fatigue 14; Hope 11/11; Parry 8

Gender

Male

Age

253

Languages

Common Speech (Westron), Grey-elven (Sindarin), High-elven speech (Quenya)

About Calahdrel

Culture: Sindarin Elf of Lindon
Standard of Living: Martial
Cultural Blessing: Folk of the Dusk
Calling: Warden
Shadow Weakness: Lure of Power
Traits:
.....Specialties: Elven-lore, Swimming, Shadow-lore
.....Distinctive Features: Fair, Nimble
Body: 4 Heart: 3 Wits: 7
Body (favored): 6 Heart (favored): 4 Wits (favored): 10

Character:

Common Skills
Favored skills in italics.

BODY...................HEART....................WITS...............SKILL GROUP

Awe: 2...................... Inspire: 0 ............... Persuade: 0............... PERSONALITY......OOO
Athletics: 3................ Travel: 2 ................ Stealth: 2................... MOVEMENT...........OOO
Awareness: 2........... Insight: 1 ................ Search: 1................... PERCEPTION........OOO
Explore: 2................. Healing: 1 ............... Hunting: 1.................. SURVIVAL............OOO
Song: 2..................... Courtesy: 1 ............. Riddle: 1.................... CUSTOM.................OOO
Craft: 0..................... Battle: 2 .................. Lore: 3....................... VOCATION...........OOO

Weapon Skills
Bow: 2
Sword: 2
Dagger: 1

-Rewards-:
-Virtues-: Shadowbane

Gear
Bow damage: 5 edge: 10 injury: 14 enc: 1
Dagger damage: 3 edge: G injury: 12 enc: 0
Sword damage: 5 edge: 10 injury: 16 enc: 2

Endurance: 25 Starting Endurance: 25 Fatigue from Encumbrance: 14 Fatigue from Travel: 0 Total Fatigue: 14
Hope: 11 Starting Hope: 11
Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
Armor: Leather corslet Encumbrance: 8 Protection: 2d
Headgear: Cap of Leather and Iron Encumbrance: 2 Protection: +1
Parry: 8 (w/shield) Shield: Buckler Encumbrance: 1 Parry Modifier: +1

Wisdom: 2 Valor: 1
Experience: 0 Total Experience: 14

Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0 Courage: 0

Elven-Lore: The memory of three ages of the world, Elven-lore preserves recollections of deeds and places lost to the Old lore of other races. You are also versed in the Ancient Tongue of the Elves beyond the Sea.

Fair: You are considered beautiful by most people, even by those not belonging to your folk.

Folk of the Dusk: When an Elf is inside a forest or under the earth, or it is night, his Attribute bonuses are based on his favoured rating for all rolls involving the use of a Common skill.

Martial: Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family.
Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to
get hold of.

Nimble: Your movements are sure and agile.

Shadow Bane: When you are fighting in a Forward stance (see page 172) against servants of the Shadow (including Spiders, Orcs, Trolls and Evil Men), add one Success die to all your attack rolls (up to a maximum of 6).

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.

Sindon Elf: Elusive warriors devoted to the preservation of their hidden realm, Silvan Elves are a fair but hardy folk. Their experiences have made them suspicious of other peoples, but have not robbed them of the ability to delight in the simple pleasures of living. Even though their power is slowly waning, Elves are staunch fighters dedicated to resisting the encroaching darkness, either alone or side-by-side with trusted allies. As all those who belong to the Firstborn, they are not subject to illness or old age, and thus can dwell within the circles of the world until they choose to leave it, or are slain.

Swimming: You are an accomplished swimmer, able to cross a swift stream, or to swim for an extended period.

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.

Wild At Heart: The beauty of the woods seems lost forever in the shadows, but you still find solace running alongside its wild beasts, as your kinsmen did for centuries. The wood sings to you as tree branches sway and leaves rustle; enchanting music you strive to decipher. Some find your ways to be simple and rustic, but they fail to see the wisdom of choosing to live your life fully in these waning years.

Background:

Calahdrel was born in Lindon, and was still very young (even by Elvish standards) when his parents (Therantis and Dinarul) left on a journey that they 'had to take'. They spoke little of their journey or its purpose, only saying that they were headed east. In fact, they didn't really tell anyone about the trip and left in the middle of the night to be unseen. His mother told him that no matter what happened, he should not come looking for them. His father gave him a dagger with the family crest on it and told him to keep it safe. The dagger had a slightly strange design to it, the weight felt a little off, but otherwise it seemed to be a completely normal dagger. Then they left swiftly and silently. He never saw them again.

Calahdrel was questioned about his parents' sudden disappearance many times by many different Elves. He told them what he knew, and didn't lie, but he didn't mention the dagger and he kept it hidden. He wasn't sure what his parents were doing, but they were his parents so he did what little he could to help them. He was then looked after by his mother's brother, Denethir, who taught the young Elf all he could.

Something wild was in Calahdrel, however, and he would sometimes leave for days at a time to go off in to the wilds. He would run along with beasts, he would search any whereabouts of his parents, he would just get away from Elven company. He would always return, though, usually no more than a few days later, back to his people.

Word reached them that his parents had been found dead, and looked like they had been killed by man-made weapons. The bodies were not easily identifiable though due to the extensiveness of their wounds and carrion eaters that had come after their deaths. Even as the society declared them dead and mourned their passing, Calahdrel was not convinced. He held out hope that his parents were still alive, that perhaps their deaths had been faked, though he knew not why. He could only assume they were being pursued by someone or something.

He decided to leave home and see what he could find himself. Either they were dead and he would battle the Shadow where ever he could to honor their memories, or they were still alive and he would find his way to them, battling the Shadow if it stood in his way. And along the way, he would others as he could.

Questionnaire:

1) What is your near term goal in life? Helping people, destroying the Shadow where ever I can, while staying alive and getting stronger.

2) What long-term goal do you envision pursuing if adventure doesn't sweep you away? Finding out what happened to my parents, and finding them (hopefully alive).

3) What do you think about adventures in general? They are a good (and often fun) way to build up one's character, self, physicality and skill while helping others (and sometimes discovering interesting or hidden things)!

4) What is most precious to you? My family dagger.

5) What would cause you to give that up? Nothing! Except perhaps a surety of locating my parents, but it would have to be VERY sure or them being right there.

6) Are you married? Do you want to be? No, not at this time, though it is something I think about. I'm still on the young side so I think I have time.

7) Goblins, wizards and walking trees? Do you think they really exist? Of COURSE they are real! How could you believe they are NOT??

8) You carry an item that is precious to you. What is it? A dagger with the family crest on it.