23 August 2023

Against the Witch-King: The Heroes

Almarian of Arnor

Kin: Dúnadan (“High Man”).
Culture: City – Fornost.
Vocation: Champion.
Level: 1.

Stats: Brawn +15; Swiftness +15; Fortitude +15; Wits 0; Wisdom +5; Bearing +15.
Hit Points: 65.
Magic Points: 3.
Move: 15 meters.

Special Traits (Kin): 
- Imposing (+15 to Charisma skill).

Background:
- Ancient Heirloom (major): Orcspite (ancient spear of Númenor).
- Loyal Companion (minor): Seerwing (goshawk).

Spell Lores: Commanding Presence, Chanting, Weapon Mastery

Motivation: Defend the North against Angmar.
Nature: Protective of the weak.
Allegiance: Loyal to Arnor.

Of clear Númenorean lineage, Almarian has made it her duty to protect the free folk of Arnor who seek to go about their routine lives untroubled by the Shadow. She is well travelled and versed in the local customs of Arnor’s scattered settlements, as well the more complex mores of her home city, Fornost.
 
Tall, as is the way of the people of Westernesse, she carries the spear Orcspite, gifted to her by her father, who carried it before. Orcspite has a long history stretching back to end of the reign of Ar-Pharazôn. It was used by the Faithful in the campaigns waged against the Shadow in both the north and south of Middle-earth following the destruction of Númenor. 

Almarian knows that the Witch-King seeks Orcspite’s destruction and has reasons to believe that His servants are actively hunting for it now that it has passed to her keeping. Knowing there are agents of the Witch-King abroad in Fornost, she decided to take to the wilds to protect both herself and her legacy. For this reason, she harbours an innate distrust of strangers.
 
Almarian’s constant companion is her trained goshawk, Seerwing. As well as being adept at hunting and retrieving small game, Seerwing is also a keen-eyed scout, and Alamarian routinely sends her ahead when approaching an unknown area.

Thindparv is Almarian’s mother’s brother. Nenereth and Thindparv were once very close, but drifted apart over the years – perhaps due to Thindparv’s studies. Almarian hates to see this gulf between two people she loves and wants to try to heal the rift somehow – hence her return to Fornost. She also hopes that Thindparv can tell her some of the abilities of Orcspite, as her father was slain by Angmarim before he could pass this information to her.

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Arpet Swimming Bear

Kin: Lossoth (“Man”).
Culture: Arctic.
Vocation: Animist.
Level: 1

Stats: Brawn +10; Swiftness 0; Fortitude +10; Wits +5; Wisdom +25; Bearing +10.
Hit Points: 50.
Magic Points: 4.
Move: 15 meters

Special Traits (Kin):
- Specialization (+10 to any one skill).

Background:
- Healer’s Hands (minor): +10 to Healer skill and Nature (when searching for herbs).
- Shapechanger (major): can transform (when bruised or with drive point) into polar bear.
- Stormcrow (minor): visions of trouble (+5 to Wisdom).

Spell Lores: Chanting, Detections, Healing, Illusions, Movement of Nature.

Motivation: Find the stolen horn of Mulkan (holy artifact).
Nature: My actions may seem inexplicable at first, but their meaning will reveal in time.
Allegiance: I exhibit spiritual love for my Shaman, Emkla, but secretly my feelings are stronger and more personal.


The brothers Arpet and Doffa are from the village of Mulkan, which is one of the few permanent settlements of the Lossoth (who refer to themselves as the “Ystävät Talven” in their own tongue; the people of Mulkan and the southern coast of the Forochel are of the “Lumimiehet” tribe). At Mulkan the men of the Forodwaith interact with the few Arthedain, Rivermen, Dwarves of the Ered Luin, and Elves of Lindon who journey so far north. In return for ivory and pelts, the Lossoth obtain steel and iron tools and weapons, rare herbs, and other "southern" goods.

Arpet is the assistant shaman to Emkla, the head shaman of Mulkan. (Most Lossoth shamans are women – Arpet was accepted as one given his obvious talents, especially his ability to shift into the form of a polar bear, clearly a gift from the Vala Araw.) A year ago, a holy relic of the tribe – a giant Narwhale horn, said to have been obtained by the founder of the village (also named Mulkan) centuries ago and blessed by the Spirits of the North – was stolen. Months later, in a dream Arpet saw the horn in the possession of a strange diminutive people with hairy feet who lived in a massive, strange-looking tree (a tree not found anywhere near the Ice Bay). 

From the Arthedan trader Beleg, who visits Mulkan every season, the shaman learned of the sage Thindparv. This scholar perhaps can provide information about the strange people the shaman saw in his dream, including hopefully their location. Beleg, a friend of Thindparv, has written something called “a letter of introduction” for the Lossoth brothers, so that they might be welcomed in Fornost.

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Doffa of Mulkan

Kin: Lossoth (“Man”).
Culture: Arctic.
Vocation: Rogue.
Level: 1

Stats: Brawn +10, Swiftness +15, Fortitude +5, Wits +15, Wisdom +20, Bearing 0.
Hit Points: 55.
Magic Points: 0.
Move: 15 meters

Special Traits (Kin):
- Specialization (+10 to any one skill).

Background:
- Lovable Rogue (Major): +5 to Wits. May confuse sentient beings once/session.
- Unbreakable Bond (Minor): +10 on rolls when helping Arpet.
- Stormcrow (Minor): visions of trouble for Arpet; +5 to Wisdom.
- Geared for Adventure (Minor): superior spear, lockpick.

Motivation: My visions of Arpet and the dangers he will face drive me to travel with and protect him.
Nature: I am prone to distraction by my curiosity for the sights and sounds of the world beyond home.
Allegiance: I will bring the wealth and comforts of the south to my people so we can stop living in poverty.


The brothers Arpet and Doffa are from the village of Mulkan, which is one of the few permanent settlements of the Lossoth (who refer to themselves as the “Ystävät Talven” in their own tongue; the people of Mulkan and the southern coast of the Forochel are of the “Lumimiehet” tribe). At Mulkan the men of the Forodwaith interact with the few Arthedain, Rivermen, Dwarves of the Ered Luin, and Elves of Lindon who journey so far north. In return for ivory and pelts, the Lossoth obtain steel and iron tools and weapons, rare herbs, and other "southern" goods.

Doffa is no scholar or shaman but has long been fascinated by the tales of the southern lands told by the traders who visit Mulkan. Excited for the opportunity to see these realms, he readily agreed to accompany his brother on his quest for the lost Narwhale horn.

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Celebrin “the Swift”

Kin: Sinda (“Silver”) Elf.
Culture: Noble.
Vocation: Champion.
Level: 1.

Stats: Brawn +5, Swiftness +30, Fortitude +10, Wits +15, Wisdom +5, Bearing +25.
Hit Points: 50.
Magic Points: 7.
Move: 20 meters.

Special Traits (Kin):
- Keen Sense: night vision, +10 to Perception.
- Immortal: ageless, immune to disease, +10 vs cold.
- Light footed: unaffected by terrain (and counts ½ for camping).
- Shipwright: +20 to rolls involving ships and shipcraft.
- Fair and Wise: + 10 to Charisma and Song & Tales skills.

Background:
- Fleet footed: +5 to Move Rate; travel 1.5 normal distance on foot.
- Gifted: +5 to Swiftness.
- Heroic Bloodline: use ½ action to Inspire allies within 6 meters: 
        +10 to Willpower saves or +5 to attack and defence (for round).

Spell Lores: Elven Lore, Spell Song, Chanting, Commanding Presence, Heroic Defence, Weapon Master.

Motivation: Solve the mystery of his visions of a lost elf warrior.
Nature: Inquisitive (uncover ancient lore and artifacts).
Allegiance: Círdan and Lindon.


Celebrin belongs to a noble Sindarin family. His great-grandfather was among the Teleri who settled in Nevrast rather than cross the sea to Aman. In the second century of the sun (First Age), Celebrin’s great-grandfather relocated to the hidden city of Gondolin. Both Celebrin’s great-grandfather and great-grandmother were slain when Morgoth’s hordes conquered the city. His grandfather, however, escaped to Círdan’s people in Falas and then the Isle of Balar. Celebrin’s grandfather later followed Círdan to Lindon after the destruction of Beleriand. In the mid-Second Age, Celebrin’s grandfather fell to orcish hordes during the War of the Elves and Sauron (1700 S. A.). Celebrin’s father relocated to the elf-haven of Edhellond for the rest of the age, and took part in the War of the Last Alliance. Afterwards, Celebrin’s father returned with Círdan to Mithlond. There, in 1800 of the Third Age, Celebrin’s father wed his mother. Celebrin was born a century later, and so is quite young (64) for a Sinda Elf. 

Fascinated by his father’s tales of the great works created in Lindon and Eregion during the Second Age, Celebrin is keen to uncover the ancient lore and artifacts of the Sindar and Noldor of Eriador. 

However, Celebrin’s immediate reason for travelling east is less benign. For the past year has been plagued with a vision during his reveries. He sees a great blond elf warrior wandering through a thick mist, possibly underwater. The warrior calls out for help in both Quenya and Sindarin, but to no avail. After a few moments the vision disappears. No one in Lindon can understand what this vision means. Following Círdan’s advice, Celebrin is travelling to Arthedain, and then possibly Rivendell, to try to solve this mystery.

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Turuk Larr

Kin: Dwarf.
Culture: Weald (Blue Mountains).
Vocation: Sage.
Level: 1.

Stats: Brawn +10, Swiftness +0, Fortitude +15, Wits +20, Wisdom +15, Bearing +5.
Hit Points: 70.
Magic Points: 3.
Move: 15 meters.

Special Traits (Kin):
- Dark Sight (30m in dim light, 3m in darkness)
- Forgekin: +30 to save rolls vs heat & cold attacks.
- Forgekin: +30 to rolls to work/craft metals, stone, gems.
- Forgekin: Created metal items always of at least High Quality.
- Stoneborn: +20 to Nature & Wandering skills when underground.

Background:
- Loremaster (minor): +1 rank to Cultures; ask GM for lore when in new area.
- Battle Hardened (minor): +15 starting HP (maximum HP = 160). Scar over eye.
- Exceptional Training: Armour & Weapon Crafter (minor x2).
- Knows many languages: Sindarin, Quenya, Khuzdul, Westron, Adûnaic. 
 
Spell Lores: Detections, Lore of Nature, Sounds & Light.

Motivation: Find what artifact or power is keeping Angmar from conquering Nothva Rhaglaw.  
Nature: Atificer.
Allegiance: King of the Blue Mountains (Thrár).


Turuk hails from Nan-i-Naugrim in the northern Ered Luin (Blue Mountains). A member of Thrár’s ancient tribe, Turuk’s people once dwelt in the great halls of Belegost, one of the most splendid of the dwarvish realms of old. With the destruction of Beleriand at the end of the First Age, the surviving dwarves of Belegost and Nogrod settled in the eastern parts of the Ered Luin, where they have remained, diminished but undaunted, for some five thousand years now.

Unlike most of his fellows, Turuk is interested in, and friendly with, the other folk of Eriador, including even the Elves. He speaks numerous languages and is curious about almost everything, from history to craftsmanship. Skilled in working with metals, Turuk is a fine weaponsmith and armourer. And yet, as a scholar and crafter, is not especially apt at using either weapons or armour.

Worried about the growing might of Angmar, Turuk has learned about a strange ancient mannish settlement – Nothva Rhaglaw – that has endured since at least the middle of the Second Age. The region seems somehow unaffected by the Witch-King’s forces. And, according to Turuk’s research, also managed to survive the terrible war fought between Sauron and the Elves millennia ago. Yet Nothva Rhaglaw is strangely ignored by the “greater” peoples of Eriador, the Elves, Dwarves, and Dúnedain. Turuk has left the Nan-i-Naugrim to learn more about this curious place. His first stop is at the Arthedan seer Telemnar’s observatory. Having corresponded with Telemnar in recent months, Turuk believes that the seer may possess one of the few Arnorian treatises that discusses the history of Nothva Rhaglaw.

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Edited (2024-02-23) to add Turuk Larr.

3 comments:

  1. Looking great so far! Makes me want to re-read "The Fall of Gondolin."

    ReplyDelete
  2. Added the description of Turuk Larr (2024-02-23).

    ReplyDelete