[The One Ring] The Marsh Bell: Character Creation

JoeNotCharles

First Post
Setting:

Five years ago, two momentous events shook the lands east of the Misty Mountains: Bard the Bowman slew the great dragon Smaug, allowing the dwarves of the Iron Hills to reclaim their ancient halls beneath the Lonely Mountain; and a council of the Wise at last united to drive the foul creature known as the Necromancer out of his fortress of Dol Guldur, lifting the shadow on southern Mirkwood. But a thousand years of Shadow are not dispelled so easily, and fell creatures still shelter beneath the eaves of Mirkwood and descend from the high passes of the mountains.

Five free peoples make their homes throughout the Wilderland, and members of a sixth can occasionally be found as travellers:

Bardings: Bard the Bowman has been crowned King of Dale, the human kingdom at the foot of the Lonely Mountain. With the help of the dwarves, they are replanting the Devastation of Smaug and making it bloom again. Bard's kingdom also includes the ruins of Lake-town, which was destroyed in Smaug's attack: many of the men of Lake-town have travelled north to rebuild the city of Dale, ruined ages ago in Smaug's first attack on the Lonely Mountain; others have remained on the shores of the Long Lake to rebuild their home that was destroyed in Smaug's final attack.

Bard's people have noble blood - they are tall and strong-limbed, usually with fair hair (although dark and even black hair is not unknown). They shave their beards completely unless they are very old, and men cut their hair short while women wear it in braids. They are known for their craftsmanship and wealth, from trading with both Dwarves and Elves, and the Dwarves are teaching them enough metalwork to craft the best weapons seen among humans in these lands. As Dale regains its former glory, it is becoming a place of learning as well as enterprise, and has many scholars as well as craftsmen, traders and warriors.

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Beornings: Beorn the skin-changer, who lives on the stony island of the Carrock in the upper Anduin, has also become a leader of men after the Battle of Five Armies. His legendary ferocity has attracted mountain-hunters, warriors of the hills who lost their families or forsook their clans due to their violent tempers, and needful souls drawn to his protective nature. His followers have now settled the lands around the river, breeding cattle and horses and keeping hives of great bees. They watch the mountain passes and the road that crosses the river and enters Mirkwood, extracting tolls from honest travellers but also guarding against Orcs and other creatures of the Shadow. They remain suspicious of other men, Dwarves, and Elves, but none can deny that they are fierce enemies of the Shadow.

Beorn's people are rugged, brawny men with unkempt beards, and lively women with long, wild hair. They value their freedom and bow to no lord; even Beorn is only the most respected of their many clan chieftains. Beorn has taught his arts to some of his followers, who may have inhuman strength, thick, bearlike hides, or even be able to prowl the hills in the form of an animal. Many young warriors are naturally adventurous people who leave their land to explore the wide world, but their blunt speech and uncivilized nature sometimes leads them into trouble.

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Dwarves of the Lonely Mountain: Until 5 years ago, these Dwarves lived in the Iron Hills, mining base metals - a respectable trade, but nothing compared to the splendour of their forefathers that was stolen from them by the dragon, Smaug. Now that the dragon is dead, King Dain Ironfoot and the surviving 12 companions of Thorin Oakenshield are leading them in rebuilding their ancestral home beneath the Lonely Mountain. They are staunch allies of the Bardings, but although they are in theory allies of the Elves of Mirkwood, they still distrust them for the time they imprisoned legendary hero Thorin and his companions.

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Elves of Mirkwood: Nearly alone of the free peoples, the Elves still remember when Mirkwood was known as Greenwood the Great, before the Shadow fell on it. Although their forest has become a dark and terrifying place, they still maintain an underground fastness in the north, protected by the Elvenking's spells. There they have grown ever more insular and suspicious of trespassing foreigners. But since the Battle of Five Armies, the Shadow on Mirkwood has begun to lift, and the elves have become more willing to leave their hidden realm and work with others to oppose it.

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Hobbits of the Shire: These mysterious folk come from an idyllic land far to the West. Unknown until the fall of Smaug, now stories are told among the free peoples of the cunning of the oddly-named Bilbo Baggins. What would bring more of these peace-loving people in Bilbo's footsteps? Perhaps you are a young Hobbit lass, listening to Bilbo's tales, has had the wander-lust inflamed in her. Perhaps you are one of the Shire's bounders, tracing its borders to watch for threats, who heard rumours of dark things abroad and decided to keep his home safe by fighting them at their source. Perhaps you were approached by travellers who heard stories of Baggins, and are looking for their own good luck charm. Perhaps you are a Took.

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Woodmen: These frontiersmen, related to the Bardings, have been living under the eaves of Mirkwood despite its dangers for many years. They live in isolated villages and homesteads surrounded by wooden stockades, always on guard for danger. The wizard Radagast the Brown lives among them, in his homestead of Rhosgobel, a place of safety from which he kept watch on the evil in Dol Guldur.

Similar to the Bardings, these men are tall an often light-haired, but they are brown-skinned and ruddy from time spent outdoors. They are great hunters and trackers, often pursuing orcs and spiders into the depths of Mirkwood with their spears and great bows. They breed great hounds for hunting, and Radagast has taught them great skills in the tending of beasts, as well as exceptional herb-lore and woodcraft.

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So, that's the 6 cultures. The first step in creating a character is to choose one. If you don't want to bother creating your own character, I also have one premade character from each culture you can use.

Before you start creating your character, though, I have one more thing to discuss: Fellowship. At the end of character creation, you can (if you want) choose one of your fellow adventurers as your "Fellowship Focus", a friend or family member who you are especially close to (like Sam and Frodo). You can recover from hardship faster if your Fellowship Focus is with you, but if they are hurt the effects of despair are magnified. You also get a bonus in combat to defend your Fellowship Focus.

So, as you're creating characters, think about whether you want your characters to know each other before the game starts, and if you might want to choose one as a Fellowship Focus. If you don't all know each other, anyone who isn't part of the group will meet the others during the first adventure.

So, everyone choose a culture, and then I'll tell you what you get for being in that culture, and your choices for the next step.
 
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JoeNotCharles

First Post
Forgot to mention, the game will be starting in Lake Town.

And before finalizing your cultures, you might want to discuss whether you want to all go for a theme (like "the 7 Dwarves", or "everybody's from the Lonely Mountain - so Dwarves and Bardings - except for the hobbit").
 


JoeNotCharles

First Post
From the other thread:

The hobbit I was thinking of would be more "Tookish". I can't recall the name of the town east of the Shire that had mostly men and some hobbits, but he would be from that area. And he would be a treasure seeker by choice! Quite un-hobbit-y of him. He knows there is grand treasure out there, and he can't wait to find it.

That would be Bree. The Tooks, being a major noble family in the Shire, have their own county there, "Tookland", which isn't all that close to Bree - but it makes sense that a black sheep of the family might have moved out to Bree.
 

Iron Sky

Procedurally Generated
I'm fine with the "unusual companions" mix of of characters.

I'm probably going to play an elf of Mirkwood.
 

CaBaNa

First Post
I'm with Iron Sky diversity is a good thing!

Putting together a character currently, I'll post and take feedback. FM, Hobbit from the Shire was my second choice after wizard. Want to link the two?
[sblock=old concept]
Name: Culture: Hobbit of the Shire Standard of Living: Prosperous
Cultural blessing: Hobbit-sense Calling: Scholar Shadow weakness: Lure of Secrets
Specialties: Herb-lore, Smoking, Rhymes of Lore
Distinctive features: Merry, Patient
Body: 3 Heart: 6 Wits: 5
Body (favoured): 4 Heart (favoured): 8 Wits (favoured): 8
-Common Skills-
  • Awe: 0 Inspire: 0 Persuade: 2
  • Athletics: 0 Travel: 1 Stealth: 3
  • Awareness: 2 Insight: 2 Search: 2
  • Explore: 1 Healing: 2 Hunting: 1
  • Song: 2 Courtesy: 3 Riddle: 2
  • Craft: 0 Battle: 0 Lore: 2
-Weapon Skills-
  • Bow: 2 damage: 5 edge: 10 injury: 14 enc: 1
  • Short sword: 1 damage: 5 edge: 10 injury: 14 enc: 1
  • Dagger: 1 damage: 3 edge: G injury: 12 enc: 0
  • Missing:localizeKey: 0
-Virtues-: Art of Disappearing
-Rewards-:
-Gear-
Endurance: 22 Starting Endurance: 22 Fatigue: 2 Hope: 18 Starting Hope: 18 Shadow: 0 Armour: 0 Headgear: 0 Parry: 5 Shield: 0 Damage: 0 Ranged: 0 Wisdom: 2 Valour: 1 Experience: 0 Total Experience: 0
[/sblock]
 
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Walking Dad

First Post
Can I vote 'dwarfs and some strangers'?

Here is a repost from the other thread:

Name: Culture: Dwarf of the Lonely Mountain Standard of Living: Rich
Cultural blessing: Redoubtable Calling: Slayer Shadow weakness: Curse of Vengeance
Specialties: Smith-craft, Trading, Orc-lore
Distinctive features: Bold, Wrathful
Body: 6 Heart: 3 Wits: 5
Body (favoured): 9 Heart (favoured): 5 Wits (favoured): 6
-Common Skills-
  • Awe: 1 Inspire: 2 Persuade: 0
  • Athletics: 1 Travel: 3 Stealth: 0
  • Awareness: 2 Insight: 0 Search: 3
  • Explore: 2 Healing: 1 Hunting: 1
  • Song: 1 Courtesy: 0 Riddle: 2
  • Craft: 3 Battle: 2 Lore: 1
-Weapon Skills-
  • (Axes): 2
  • Short sword: 1 damage: 5 edge: 10 injury: 14 enc: 1
  • Dagger: 1 damage: 3 edge: G injury: 12 enc: 0
  • Missing:localizeKey: 0
-Virtues-:
-Rewards-: Dwarf-wrought Hauberk
-Gear-
Endurance: 31 Starting Endurance: 31 Fatigue: 0 Hope: 9 Starting Hope: 9 Shadow: 0 Armour: 0 Headgear: 0 Parry: 5 Shield: 0 Damage: 0 Ranged: 0 Wisdom: 1 Valour: 2 Experience: 0 Total Experience: 0
 

JoeNotCharles

First Post
So far, that's 2 dwarves, 1 elf, 1 hobbit. We're heading for a no-humans party... Still waiting to hear from FourMonos (who was leaning towards another hobbit), garyh (who was leaning towards another dwarf) and treex.

Putting together a character currently, I'll post and take feedback. FM, Hobbit from the Shire was my second choice after wizard. Want to link the two?

If you want to be a wizard, your best bets are Elf (can learn elven magic), Beorning (can learn shapeshifting and some spirit magic), or Woodman (no real magic, but can learn herb-lore and healing songs, and has an explicit "Wizard's Pupil" background to represent being trained by Radagast the Brown.) But "wizard" comes down to "knows a lot of lore" rather than flashy spells in this setting, anyway, so a hobbit scholar works as well.
 

Voda Vosa

First Post
My dwarf, Kurin. Blacksmith and stonecrafter, he is an old dwarf with many skills, a wandering maese whose skills have renown and is searched for advice an expert craftmanship.

Name: Kurin Cultura: Lonley mountain dwarf Life standards: Rich
Cultural blessing: Fearsome Calling: Buscador de tesoros Shadow weakness: Mal del dragon
Specialities: Herrería, Cantería, Hurtar
Distinctive features: Endurecido, Terco
Body: 6 Heart: 2 Wits: 6
Body(favorito): 9 Heart (favorito): 3 Wits (favorito): 8
-Common Skills-
  • Awe: 0 Inspire: 2 Persuade: 0
  • Athletics: 1 Travel: 3 Stealth: 0
  • Awareness: 0 Insight: 0 Search: 3
  • Explore: 2 Heal: 0 Hunt: 0
  • Sing: 1 Courtesy: 0 Riddels: 2
  • Crat: 4 Battle: 2 Lore: 2
-Common Skills-
  • Pike: 2 damage: 8 edge: 10 injury: 18 enc.: 3
  • Short sword: 1 daño: 5 filo: 10 herida: 14 Imp.: 1
  • Dagger: 1 daño: 3 filo: G herida: 12 Imp.: 0
-Virtues-: Broken Spells (Open and Close)
-Rewards-: Dwarf forged armor
-Gear-
Endurance: 30 Starting Endurance: 30 Fatigue: 10 Hope: 8 Starting hope: 8 Shadow: 0 Armor: 0 Headgear: 0 Parry: 6 Shield: 0 Damage: 0 Range: 0 Wisdom: 2 Valor: 1 Experience: 0 Total Experience: 0
 
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CaBaNa

First Post
[sblock=Hidden during edit]I'll play around with the other "wizard" like character classes today during my downtime between classes.

@Iron Sky are you sticking with the elf of mirkwood, wood-elf magic character you posted?
@FourMonos if we both go hobbit, would you like to link the characters?

This is three concept characters, in case, in order of "I'd like to play".
[/sblock]


Hobnob Hornblower, a young Hobbit from Southfarthing, sent by his father to establish stronger pipe-weed trade in the newly rebuilt Dale and Lake-Town. Rumors of the rich and bountiful farmland returning to Dale, attracted the Hornblower family's attention. With Longbottom Leaf and Old Toby, two of their most popular pipe-weeds, Hobnob set out to prove himself to his father.

"Patience is a virtue, have it if you can, often in a hobbit, rarely in a man."
Name: Hobnob Hornblower Culture: Hobbit of the Shire Standard of Living: Prosperous
Cultural blessing: Hobbit-sense Calling: Scholar Shadow weakness: Lure of Secrets
Specialties: Herb-lore, Smoking, Rhymes of Lore
Distinctive features: Merry, Patient
Body: 2 Heart: 6 Wits: 6
Body (favoured): 3 Heart (favoured): 8 Wits (favoured): 9
-Common Skills-
  • Awe: 1 Inspire: 0 Persuade: 2
  • Athletics: 0 Travel: 1 Stealth: 3
  • Awareness: 2 Insight: 2 Search: 2
  • Explore: 1 Healing: 2 Hunting: 0
  • Song: 2 Courtesy: 3 Riddle: 2
  • Craft: 0 Battle: 0 Lore: 2
-Weapon Skills-
  • Short sword: 2 damage: 5 edge: 10 injury: 14 enc: 1
  • Bow: 1 damage: 5 edge: 10 injury: 14 enc: 1
  • Dagger: 1 damage: 3 edge: G injury: 12 enc: 0
-Virtues-: Art of Disappearing
-Rewards-:
-Gear-
  • Shield enc: 3
  • Flint & Steel
  • Miniature torch
  • Short Sword
  • Sickle (Dagger)
  • Sling (Short Bow) and rocks (arrows)
  • Pipes; a wooden Strider, a wooden Gandalf, a clay Sherlock, and a clay Briar.
  • Three different types of pipe-weed, in bulk and seeds enough to test the nearby areas for growth potential. <- Left in the care of the dwarves (Contracts drawn)
  • Three differing types of pipe-weed, amount to be determined upon Kurin's estimation of travel time.
  • Letterhead for potential contracts.
  • Horn
  • Water-skin
  • First aid kit (strips of cloth, varying herbs and poultices, sealed boiled water, thread and needle.)
  • Notebook with various herb-lore and medical information, pressed herbs between some pages.
Endurance: 22 Starting Endurance: 22 Fatigue: 6 Hope: 18 Starting Hope: 18 Shadow: 0 Armour: 0 Headgear: 0 Parry: 6 Shield: 2 Damage: 2 Ranged: 2 Wisdom: 2 Valour: 1 Experience: 0 Total Experience: 0


[/sblock]
 
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