Male Dúnedain Warden 2 I HP: 3/19 I AC 15 (17) I Spd 30 ft I Init +3 I Percep +2 PP 10 I Insight +2 I Wis Save +1* I Con Save +2 I 2 Shadow points
About Lorgan Gaelrithson
Male Dúnedain Warden 2
Height: 6' 0", Age 25
Init +3
Shadow Weakness: Lure of Power
When someone is given a position of authority, either by rank, lineage or stature, they may end up mistaking their own wishes for those of the people they should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it.
Broadsword
Great bow with a quiver of 20 arrows
Leather corslet
Shield
A dark hooded travelling cloak
Travelling gear
Backpack
Belt dagger
Boots
A ring that is an heirloom of your line
A stout walking stick
Coin: 00 GP, 3d6 SP, 0 CP
-----------------------------
CULTURAL VIRTUE
-----------------------------
Sterner than Steel
You resist Shadow corruption better than most, for your spirit is resolute, and your mind is not easily overthrown. Raise your Wisdom score by 1 point. You have advantage on Wisdom saving throws against Corruption.
-----------------------------
CLASS FEATURES
-----------------------------
Warden’s Gift
You can inspire others through stirring words, through music or by your presence alone. To do so, use a bonus action on your turn. Choose one creature other than yourself that is within 60 feet of you and who can hear you. That creature gains one Gift die, a d6. Once within the next 10 minutes, the creature can roll the Gift die and add the number rolled to one ability check, attack roll or saving throw it attempts. The creature can wait until after it rolls the d20 before deciding to use the Gift die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Gift die is rolled, it is lost. A creature may have only one Gift die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses after a long rest. Your Gift die increases in size when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level and a d12 at 15th level.
Ever Watchful
Wardens make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travellers for a few hours, you can make a DC 12 Intelligence (Investigation) ability check with advantage. Success indicates that you hear all the latest useful rumours, including news of trouble. Failure means you hear all the latest rumours and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts and general appearances of all local influential individuals, households and factions, as well as what livery, colours and heraldry they typically bear, if any.
Jack of All Trades
Wardens tend to know a little bit about everything. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Campfire Tales
Beginning at 2nd level, you can help revitalise your wounded allies during a short rest. If you tell tales during a short rest, then you and any nearby friendly creatures listening to your tales gain an additional 1d6 hit points per Hit Die spent. The number of extra hit points gained increases as you gain Warden levels: to 1d8 at 9th level, to 1d10 at 13th level and to 1d12 at 17th level.
--------------------------------
BACKGROUND – Seeker of the Lost
--------------------------------
There is something missing from the world and you feel that it is your mission to find it, whether is be something from your own history or from those close to you. You might wish to reclaim an ancestral home, a forgotten treasure, or long faded lineage. Whatever it is, the search drives you and threatens to consume you.
Feature: Lore of the Lost
While you have not found that which you seek, you have come across much lost lore concerning other issues. You know titbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on).
Distinctive Quality: Energetic
No matter how remote your chances of finding what you seek, your enthusiasm for the hunt is inspiring to others.
Specialty: Folk-lore
Your quest is steeped in the traditions and stories of various cultures.
Hope: By recovering the past I can make things better in the present.
Despair: I shall never find the information that I need for my quest.
Background:
Lorgan’s mother, Gaelrith, was a Forester. She named him after the settlement she had grown up in, Trelawgun, which is no more. Gaelrith's father, Ageric "The Spear-shaker" was the Headman of Trelawgun, a position only given to mighty warriors because of the vital nature of its location. Gaelrith was therefore what passes for nobility among the Foresters. Trelawgun had always been the Southern-most of the Forester settlements, located deep in the Narrows of the Forest near Southern Mirkwood and in close proximity to Dol Guldur. It protected an important resource, a tin mine. (Tin is needed for bronze, which isn't as hard or sharp as iron but it doesn't rust, it doesn't corrode, it looks nicer when polished and it's much, much easier to work. You don't need as hot a flame, which when you only have wood and charcoal is a big deal. (The Foresters do have iron, they mine it from the Misty Mountains, but they use a lot of bronze)). Trelawgun was heavily fortified, and it lasted for generations but in the end it fell a few decades before the Necormancer was finaly dirven out of Mirkwood. When the Shadow finally struck, some few fled, but the others were massacred in their homes, if they were fortunate, or dragged off to the dungeons of the Necromancer, if they were not. Gaelrith was among those who ran and even then she only survived because she crossed the paths of a Dúnedain patrol, led by a Ranger named Finduilas. With no home left to go to, Gaelrith threw in her lot with the Dúnedain and a few years later she and Finduilas were married. A year or so after that, Lorgan was born.
Lorgan was raised in and among the Dúnedain but Gaelrith never allowed him to forget his Forester heritage, teaching him as much of the old songs and folklore as she could remember. It helps that although he has clearly inherited the Dúnedain bloodline, in particular their tall, dignified bearing and their longevity, he has also inherited much of his mother’s looks, including her red-blonde hair which is almost unknown among the Rangers of Eriador, and her more cheerful disposition. Unlike the grim-faced Dúnedain, Lorgan is quick with a ready smile and a cheerful word. After the expulsion of the Necromancer, Gaelrith had always planned to take Lorgan to visit her folk but there was always some reason not to cross the Misty Mountains and there was always another year… until there wasn’t. Gaelrith fell ill last Winter and succumbed, leaving her husband and son to grieve her loss. With the guilt of her death far from home weighing on him, Finduilas granted Lorgan permission to leave, on the understanding that he would at some point return (although the Dúnedain have a different timescale to most Men and Lorgan seems to be of the view that he has at least a decade or two to explore the Forester side of his heritage).
To honour his mother, he has taken her name rather than her father’s as would be traditional, and goes by Lorgan Gaelrithson.
In particular, he plans to seek out the old settlement of Trelawgun where his mother was born and grew up. It seems a fitting place to say goodbye to her properly, in the songs of her people, and his. He fears though that with the passage of time, most memories of that place will have been lost. Still, with the Necromancer gone, and Dol Guldur lying empty, now is as good a time as any to explore the further reaches of Mirkwood – right…?