Sorshen

Morwenn's page

112 posts. Alias of Spazmodeus.


Full Name

Morwenn

Race

Female Dunadan ( Ranger of the North)

Classes/Levels

Character Image

Gender

Female Dunadan ( Ranger of the North) WOUNDED Endurance 23/28 Fatigue 14 Hope 11/14 Parry 5 | Cunning, Keen-Eyed ,Lore of Arnor, Storytelling, Folk-lore , (Foresight) | Longsword 2 Bows 1 Daggers 1 Spear 1

Age

34

About Morwenn

Morwenn

Culture: Ranger of the North, Dunadan
Standard of Living: Military
Cultural blessing: Foresight of their Kindred
Background: Solitary Vagabond
Calling: Wanderer
Shadow weakness: Lure of Power
Traits:
.....Specialties: Lore of Arnor, Storytelling, Folk-lore , (Foresight)
.....Distinctive features: Cunning, Keen-eyed
Body: 7 Heart: 5 Wits: 5
Body (favored): 8 Heart (favored): 7 Wits (favored): 8

Character:

Common Skills
Favored skills in italics.
BODY.........................HEART.............................WITS..............................SKILL GROUP

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

Weapon Skills
Long sword: 2
Bows: 1
Spear: 1
Dagger: 1

-Rewards-:
-Virtues-: Dauntless Guardians

Gear

Bow damage: 5 edge: 10 injury: 14 enc: 1
Dagger damage: 3 edge: G injury: 12 enc: 0
Long sword damage: 5/7 edge: 10 injury: 16/18 enc: 3

Endurance: 28 Starting Endurance: 28 Fatigue from Encumbrance: 14 Fatigue from Travel: 0 Total Fatigue: 14
Hope: 14 Starting Hope: 14
Temporary Shadow: 1 Permanent Shadow: 1 Total Shadow: 2
Armor: Leather corslet Encumbrance: 8 Protection:2d
Headgear: Cap of Leather and Iron Encumbrance: 2 Protection:+1
Parry: 5

Wisdom: 2 Valor: 1
Experience: 4 Total Experience: 4

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

Foresight of their Kindred
The Rangers of the North still have in a measure the foresight their ancestors possessed in full before their race was diminished.
• A Ranger of the North ‘activates’ the Foresighted Trait the first time that he successfully invokes it with the usual Trait rules (see the Traits section on page 92 of The One Ring for details). The activated Trait may then be invoked normally for the length of the current gaming session. When the session ends, the Trait won’t be available for activation until the beginning of the following Adventuring phase.
All Ranger of the North characters add the Foresighted Trait in brackets on their character sheet.

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).

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

Folk-lore
You possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road.

Cunning
Your wit is sharp, and you are ready to use it to your advantage.

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

Dauntless Guardians
See the Unseen
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.

Background:

Morwen like many Rangers, can trace her lineage back many hundreds of years. If you believe her father, her ancestor was a cousin to Isildur himself. Morwen does not believe her father.

Like all Rangers, she underwent brutal , but effective training for much of her early life, finally passing muster and sent out into Eriador to do her duty.

Unlike most of her brethren, who choose to remain isolated from those they protect, Morwenn often seeks out settlements in order to better know those she helps. Often , she will walk out of the wilderness into a community, enter the single tavern and begin to sing and play her flute. With very few exceptions, her presence is welcome , the songs she sings of golden ages and sorrowful loss a balm on the hard lives of many. She does this for two reasons; one, to enhance her own connection to these people, two, to arise in the common people of Eriador a feeling of what has been lost and what could someday be regained. If only one in a hundred is inspired by her music to strive more, to fight against the insidious Shadow...her work/play was well served.

When not ghosting in and out of taverns and inns, Morwenn travels Eridor. Seeking hidden paths and forgotten ruins, she travells the unworn path. It after a certain time in these forlorn places that she feels the need for the human connection and makes her way towards more civilized areas. There she's often called upon to serve the Ranger's primary duty; protect. It is in these instances that she may hide her presence or identity...but not always. For it disturbs her, the distrust that many have for the Rangers.

Questions:

1) What is your near term goal in life?
Continue in her duties as a Ranger of the North.

2) What long-term goal do you envision pursuing if adventure doesn't sweep you away?
Seeing freed a good portion of Eriador that has fallen under the influence of the Shadow.

3) What do you think about adventures in general?
A necessary evil, considering the ever present threat of the Shadow.

4) What is most precious to you?
Her freedom and ability to sing.

5) What would cause you to give that up?
Quelling a great evil.

6) Are you married? Do you want to be?
No. Someday...perhaps. It is ,after all, her duty to continue on her bloodline...just not soon.

7) Goblins, wizards and walking trees? Do you think they really exist?
Yes. Yes and....probably. Morwenn seen many things, talking trees wouldn't be the strangest.

8) You carry an item that is precious to you. What is it?
A finely carved wooden flute. Meticulously crafted over the 9 months Morwenn grew in her mother's belly, by her uncle Massen. He taught her to play it, it's notes are uncharacteristically pure and sweet. Massen fell into Shadow , so the flute is Morwen's only reminder of the man he was.

Online Code:

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