Post thoughts / inclinations / questions / etc. here. Given the nature of the setting, I don't think there's a particular class mix or anything that's necessary -- so instead think about what speaks to you to play around in Middle Earth.
Character creation
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Post thoughts / inclinations / questions / etc. here. Given the nature of the setting, I don't think there's a particular class mix or anything that's necessary -- so instead think about what speaks to you to play around in Middle Earth.
I have the book, and I'm mostly familiar on what's what in it. Does anyone have any preferences for what they want to play, yet?
Let's start working through character creation. I'm going to assume you're familiar with Middle Earth -- if anything I note below isn't familiar, please let me know.
First up - you need to pick your Culture. This replaces 'race' as a D&D concept (as there are several different Cultures of Man -- Men of the Lake, Men of Rohan, etc.). The cultures available are:
Bardings: Followers of King Bard and residents of the newly re-founded Dale. Bardings are humans.
Beornings: Followers of Beorn, the Shapeshifter. They are a hardscrabble lot who look after the Vales of the Anduin. Beornings are humans.
Dunedain: A Ranger. Dunedain are humans.
Dwarves of the Lonely Mountain: This seems self-describing. =)
Elves of Mirkwood: Ditto.
Hobbits of the Shire: Ditto.
Men of Bree: Ditto.
Men of Minas Tirith: Ditto.
Riders of Rohan: Ditto.
Wildmen of Wilderland: Humans who largely live north of the Beornings between the Misty Mountains and Mirkwood (and into the western parts of Mirkwood itself). Very hardscrabble.
I'm not inclined to restrict any Culture Choice here -- but note that we will be in Dale and Wilderland, so if you're from Rohan you may find having a horse challenging. If you're from Bree or Minas Tirith you'd want a reason you were in the area to some level (as with a Hobbit or a Dunedain since they tend to reside west of the Misty Mountains).
Short version - I'm good with anything, but please make sure your background/backstory for your character jives.
Slayer = Barbarian
Treasure Hunter = Rogue
Wanderer = Ranger
Warden = Bard
Warrior = Fighter
There's also the scholar which is pretty completely different. They actually have a ton of non-combat abilities, and non-magic (but very potent) healing.
There are some little differences between them and their D&D equivalents, especially in their capstone abilities where things can get crazy. The archetypes are where they primarily vary from the D&D phb norm.
I'll post some info tonight from home.
Rolls
stats - (4d6, RA)
(2512) = 10
stat - (4d6, RA)
(62) + (1) + (1) + (1) = 11
stat - (4d6, RA)
(3544) = 16
stat - (4d6, RA)
(2425) = 13
stat - (4d6, RA)
(1266615) = 27
stat - (4d6, RA)
(26111) = 11
Rolls
stat 1 reroll - (1d6)
(3) = 3
stat 2 rerolls - (3d6)
(335) = 11
stat 5 reroll - (1d6)
(3) = 3
stat 6 reroll - (2d6)
(32) = 5
edit: rerolling ones
stats: 14, 15, 11, 12, 15, 15
Rolls
4d6
(4554) = 18
4d6
(6354) = 18
4d6
(2261) = 11
4d6
(3412) = 10
4d6
(4516) = 16
4d6
(6633) = 18
1d6
(2) = 2
1d6
(4) = 4
1d6
(3) = 3
Dunedain have Wisdom and Constitution +1, +1 to two other ability scores
Speed 30
Proficiency in History and Survival
Ability Score Increase – Your Wisdom and Constitution scores increase by 1 and you may increase two additional ability scores by 1.
Adventuring Age – 18-60. In the North, the Dúnedain are generally sent out into the Wild at the age of twenty, when they begin their customary period of errantry, but may begin to go on adventures even at a younger age. They retain their strength of body and will longer than most Men, but usually cease to travel far from Eriador when they reach their fifties.
Size – Most Dúnedain stand well over 6 feet tall. Your size is Medium.
Speed – Your base walking speed is 30 feet.
Lore of Númenor – You have proficiency in the History skill.
Raised in the Wild – You have proficiency in the Survival skill.
Languages – You can speak, read, and write both Sindarin and Westron, the Common Tongue.
Starting Virtue – You gain one Dúnedain Cultural Virtue of your choice.
Bonus Equipment: A dark hooded travelling cloak, travelling gear for the current season, a backpack, a belt dagger, boots, 3d6 silver pennies, plus choose any two: a ring or jewel that is an heirloom of your line, a pipe and pipeweed, a well-made blanket, a wide-brimmed hat, a stout walking stick
As a Warden, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Warden level.
Hit Points at 1st level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warden level after 1st.
Proficiencies
Armour: Light armour, shields.
Weapons: Simple weapons, broadswords, long swords, short swords.
Saving Throws: Dexterity, Charisma.
Skills: Traditions, choose any other two.
Equipment
You start with the following extra equipment, in addition to equipment granted by your Standard of Living.
Poor or Frugal: Any simple weapon, a short bow with a quiver of 20 arrows, a leather jerkin.
Martial or Prosperous: A broad-, long- or short sword, a short bow or a great bow with a quiver of 20 arrows, a leather corslet, a shield.
Rich: A broad-, long- or short sword, a short bow or a great bow with a quiver of 20 arrows, a leather corslet, a shield or great shield.
Shadow Weakness
Lure of Power
Features @ Level 1 for a Warden
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.
Dauntless Guardians
"…when dark things come from houseless hills, or creep from sunless woods, they fly from us."
You have been raised in a land dotted with desolate ruins and burial mounds. You have heard the dead whisper with cold voices out of lonely barrows, while ghostly lights dance on haunted hills. There are few among mortal Men who know more about evil spirits or fear them less than you do…
When you first select this virtue you learn how to See the Unseen. You may later reinforce your spirit with Strength of Will by learning it as your undertaking during a Fellowship phase. Finally, you reach the stature of a true Wraith Bane by training as a new undertaking during a later Fellowship phase.
See the Unseen
It is said that the Elven-wise can perceive shades and wraiths that are otherwise invisible to the eyes of Mortals. You have been taught to recognise the signs that betray the haunting of a restless spirit. You are automatically aware of the presence or proximity of ghosts, shades and wraiths of any kind. A successful DC 15 Intelligence (Lore) ability check yields additional information on the nature of the haunting.
Strength of Will
In moments of fear, your will can strengthen your heart, so that you can withstand the great terror awakened in all Mortals by the denizens of the Unseen world.
When an Undead creature forces you to make a Wisdom saving throw against Corruption or any effect that may cause the Frightened condition, you may add your proficiency bonus to the check. If you roll either a 19 or 20 to pass the check, you can allow a number of companions equal to your Wisdom modifier to pass their own checks automatically.
Wraith Bane
In long centuries of secret strife, the things that hide among the ruins of Arnor have learnt to fear the fell Dúnedain. All of your attacks cause +2 damage to Undead creatures that can be affected by your weapons.
Endurance of the Dúnedain
"Hardy is the race of Elendil!"
The Dúnedain have long endured war against Mordor and the forces of the Great Enemy. They are slow to weary and endure burdens stoically. In battle they are fearsome foes, often able to fight on against overwhelming odds and in spite of grievous wounds.
When a blow reduces you to 0 hit points, but does not kill you outright, you may spend Inspiration to regain 1 hit point, remain conscious and continue to take actions.
Foresight of their Kindred
"And I say to you: if you pass the doors of Moria, beware!"
The Dúnedain still have in a measure the powerful foresight their ancestors possessed in full before their race was diminished. Some Dúnedain perceive the future in dreams, others catch sudden glimpses of what is to be with their waking eyes.
Raise your Wisdom score by 1 point.
Additionally, once every Adventuring phase, you may invoke your power of Foresight by spending Inspiration. When this happens, the Loremaster should give you a relevant piece of information regarding important events likely to occur during your current adventure. You can seldom foresee exactly what is to befall, but you may gain clear images of where you should go, places to be wary of, a wanderer you can trust and so forth.
If no such information is available – or the Loremaster prefers not to divulge it – once, before the current Adventuring phase is over, you may choose to automatically succeed at either an attack roll, a saving throw or an ability check (your Foresight led to a sudden bout of insight or deeper understanding that helped you at a key moment).
Royalty Revealed
Aragorn threw back his cloak. The elven-sheath glittered as he grasped it, and the bright blade of Andúril shone like a sudden flame as he swept it out. "Elendil!" he cried.
Northern Dúnedain only.
The Rangers of the North belong to a bloodline of Kings, but they have learnt to hide from their enemies in the twilight years of their kingdom. Should you choose to reveal your heritage, your noble bearing will cause your enemies to pause, and your allies to cast away their doubts.
You may take a bonus action to reveal yourself in battle, by shouting an ancestral battle-cry or unsheathing a weapon of high lineage, for example, or by showing a device or coat-of-arms during an encounter with someone.
Your allies within 10 feet immediately recover 1d6 + your Charisma modifier in hit points. Your enemies within 10 feet must make a Wisdom saving throw against a DC equal to 15+ your Charisma modifier. Failure means they are Frightened of you for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it cannot willingly move to a space within 30 feet of you. It also cannot take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action.
Any enemy Frightened in this manner thereafter gains the Hatred (Dúnedain) Shadow Action and will seek to attack you and your kindred whenever given the opportunity.
In a social encounter, by revealing yourself, if the individual you are speaking with respects anything of the legacy of Númenor or the Dúnedain, you are treated as if you were Favoured by whomever you speak with. Additionally, you receive a +2 bonus to Charisma based proficiency ability checks until the end of the present encounter.
Both versions of this ability can each be used once during each Adventuring phase.
Sterner than Steel
He stood up, and seemed suddenly to grow taller. In his eyes gleamed a light, keen and commanding.
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.
Loyal Servant
Doomed to Die
Driven from Home
Emissary of your People
Fallen Scion
The Harrowed
Hunted by the Shadow
Lure of the Road
The Magician
Oathsworn
Reluctant Adventurer
Seeker of the Lost
World Weary
Here are my stats, if I did that right: 16, 15, 13, 11, 11, 11
Rolls
Stat 1 - (4d6)
(3445) = 16
Stat 2 - (4d6)
(1314) = 9
Stat 3 - (4d6)
(4522) = 13
Stat 4 - (4d6)
(1412) = 8
Stat 5 - (4d6)
(3465) = 18
Stat 6 - (4d6)
(6461) = 17
Re-roll 1s - (5d6)
(41156) = 17
Here goes my stats then.....
Edit, results after re-rolls and dropping the lowest
Roll 1 (4, 1 6, 5, 6) = 16
Roll 2 (1 4, 4, 3, 3) = 11
Roll 3 (5, 4, 3, 4) = 13
Roll 4 (5, 3, 4, 6) = 15
Roll 5 (6, 3, 3, 4) = 13
Roll 6 (3, 4, 2, 4) = 11
Not too shabby all in all....will get cracking with drawing him up in a little while
Rolls
Stat roll 1 - (4d6)
(4156) = 16
Stat roll 2 - (4d6)
(1433) = 11
Stat roll 3 - (4d6)
(5434) = 16
Stat roll 4 - (4d6)
(5346) = 18
Stat roll 5 - (4d6)
(6334) = 16
Stat roll 6 - (4d6)
(3424) = 13
Roll 1 reroll's - (1d6)
(6) = 6
Roll 2 reroll's - (1d6)
(4) = 4
Hit Points at 1st level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Wanderer level after 1st.
Proficiencies
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None.
Saving Throws: Strength, Constitution
Skills: Survival, plus choose three from Animal handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Traditions
Equipment
Poor: A leather corslet, a simple weapon, and a short bow or a great bow with a quiver of 20 arrows.
Frugal or Martial: Hide armour, a martial weapon, a shield, and a short bow or a great bow with a quiver of 20 arrows.
Rich or Prosperous: Corslet of mail, a martial weapon, a shield, and a short bow or a great bow with a quiver of 20 arrows.
Shadow Weakness: Wandering-madness
1st Level Abilities: Known Lands, Ways of the Wild
Known Lands
Long years spent roaming over the land have given you vast amounts fo knowledge about some of the regions of Middle-earth. You know the terrain of such lands like the backs of your hands and your lore can seem almost unnatural to any companions travelling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the Middle-earth maps. When you make an Intelligence or Wisdom check related to a land you know, your proficiency bonus is doubled if you are using a skill you are proficient in.
When you are travelling in one of your Known Lands you gain the following benefits:
-If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.
-If the entire journey passes through lands you know and you act as Guide, you lower the Peril Rating of the Journey by 2.
-You have advantage when making Wisdom saving throws against Corruption caused by Blighted lands you know.
-You cannot become lost under normal circumstances.
-You know at least one place in each Known Land where you can safely take a long rest: a settlement where you have friends, perhaps, or a hidden cabin in the woods or simply a dry and defensible cavern or secret glade.
-You have advantage on Dexterity (Stealth) ability checks and can move stealthily at a normal pace.
-While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.
At both 6th and 10th level you choose an additional number of Known Lands equal to 1 + your Wisdom modifier, with a minimum of 1. With the Loremaster's permission, you can save these Known Lands until you start exploring new areas - once chosen, they cannot be changed.
Ways of the Wild
You have a great deal of experience travelling through the wilderness and surviving the various dangers that the wild constantly offers. At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness.
If you act as a company's Guide on a journey, you are considered to be assuming all vacant travelling roles (you are considered to 'fill in' as the company's Hunter, Scout and Look-out at the same time, if no other companion is already covering that role).
At 6th level, your time in the Wild has taught you that only those that strike fast and hard live to fight another day. When fighting in the wilderness, your first round of attacks in every combat has advantage.
At 14th level, you can no longer be ambushed and cannot be surprised in the wilderness.
You're welcome, falryx! Always happy to help out.
Inar comes from a long and noble line of warriors. Dwarves who have never lead their people but have always stood firm against the enemy and his agents, earning respect from their fellow dwarves in the firm knowledge that their line would do what was nesecary to combat the ever present threat. In the days following the liberation of the misty mountain his family became aware of a plot to destabilise the fragile alliance that had formed between the races in the region. Striking swift and hard his family dealt a killer blow to those behind the plot but at a terrible cost in the lives of his kin. In the aftermath they came to the realisation that their numbers were too low to carry on as they had been, a concerted attack by the agents of the enemy could finish their bloodline forever if they stayed together so it was with heavy hearts the remainder of his family scattered through the world hoping to continue the fight against the enemy in whatever small way they could.
That ok? My middle earth lore is a bit on the rusty side so if there's anything about his background that doesn't really fit right just let me know.
Inar comes from a long and noble line of warriors. Dwarves who have never lead their people but have always stood firm against the enemy and his agents, earning respect from their fellow dwarves in the firm knowledge that their line would do what was nesecary to combat the ever present threat. In the days following the liberation of Erebor his family became aware of a plot to destabilise the fragile alliance that had formed between the races in the region. Striking swift and hard his family dealt a killer blow to those behind the plot but at a terrible cost in the lives of his kin. In the aftermath they came to the realisation that their numbers were too low to carry on as they had been, a concerted attack by the agents of the enemy could finish their bloodline forever if they stayed together so it was with heavy hearts the remainder of his family scattered through the world hoping to continue the fight against the enemy in whatever small way they could.
Here's the intro paragraph for them:
Loyal Servant
"I can’t carry it for you, but I can carry you and it as well. So up you get! Come on, Mr. Frodo dear. Sam will give you a ride. Just tell him where to go, and he’ll go."
You have dedicated your life to the service of another. You might be a member of a retinue of followers, or a knight in the king’s house, or just a humble gardener in the employ of a gentle-hobbit. You always put your master’s needs above your own, even when your master ignores or overlooks yours.
Skill Proficiencies: Insight, Traditions
Doomed to Die
"So it ends as I guessed it would", his thought said, even as it fluttered away, and it laughed a little within him as it fled.
Things are not going to end well for you. You’ve known this for most of your life, although you don’t quite understand why. It may just be a gut feeling or perhaps you took some prophetic dream to heart and assume that you’re going to be denied a happy ending in life. You just soldier on as best you can before the inevitable happens, hoping that your actions will at least make you worth remembering in the songs and tales now being written.
Skill Proficiencies: Athletics, Intimidation
Driven from Home
"They seem to have made a last stand by both doors," he said, "but there were not many left by that time. So ended the attempt to retake Moria! It was valiant but foolish. The time is not come yet."
You have no place to call home. This may be because it no longer exists, your people cast you out for some real or imagined reason, or you have done something that would prove troublesome should you ever return. For whatever reason, those who you meet know that you are no longer welcome home even if they do not know the full details. You know that you are on your own as others are intimidated by you and prefer to keep you at arm’s reach, placating you only for as long as they must tolerate your presence.
Skill Proficiencies: Intimidation, Survival
Emissary of your People
"Give me leave," said he, "first to say more of Gondor, for verily from the land of Gondor I am come. And it would be well for all to know what passes there. For few, I deem, know of our deeds, and therefore guess little of their peril, if we should fail at last."
The Free People of the West are beginning to again make connections with each other. Trade is improving, alliances are forming and folk who have had nothing to do with each other for centuries are finding reasons to communicate. You have been sent by your people to go out and meet other cultures, see strange lands and report back on what is out there in the grand world. The Shadow is lifting, and not just in Wilderland, and you are a beacon of hope for a new age.
Skill Proficiencies: Persuasion, Traditions
Fallen Scion
"The King under the Mountain is dead, and where are his kin that dare seek revenge? Girion Lord of Dale is dead, and I have eaten his people like a wolf among sheep, and where are his sons’ sons that dare approach me?"
You are the last of a powerful bloodline, or at least that’s what your parents and those closest to them keep telling you. Your aristocratic line was highly influential, perhaps even royal, before some calamity befell them. Perhaps the lands they once ruled were overrun or a coup drove them from power. Perhaps it’s as simple as your forebears disappearing while travelling through treacherous terrain. Whatever the case, you have a powerful destiny ahead of you should you choose to seize it.
Skill Proficiencies: History, Traditions
The Harrowed
"For on the eve of the sudden assault a dream came to my brother in a troubled sleep, and afterwards a like dream came oft to him again, and once to me."
You are plagued by a persistent dream. It beckons you to complete some task, although you are currently unsure of its particulars and whether fulfilling the dream will lead to good or ill. All that you do know is that the dream is strong and its intensity increases whenever you neglect its demands of you. It is simply impossible for you to get a good night’s sleep otherwise.
Skill Proficiencies: Lore, Investigation
Hunted by Shadow
"I do not know for what reason the Enemy is pursuing you,"answered Gildor, "but I perceive he is – strange though that seems to me. And I warn you that peril is now both before you and behind you, and upon either side."
You or your family have struck a blow against the Shadow and it hit back hard. The Shadow’s agents are tracking you everywhere, making it dangerous for you to stay in one place for too long. If that wasn’t enough, your reputation precedes you and your mere presence is disturbing and troubling to local notables. Most will still extend you the common courtesies due your station, but you are often encouraged to move quickly onward before the Shadow finds you.
Skill Proficiencies: Stealth, Survival
Lure of the Road
"I want to see the wild country again before I die, and the Mountains."
You are a rover; the road calls to you and you must answer. Sometimes, rare years, you return home to friends and family, but it does not take long before you start longing for the next adventure, to explore a new land, or meet unusual people.
You aren’t limited to roads or the towns that dot them. No, you’d just as happily camp within a cave in the Misty Mountains or make a lonely camp in a deep wood than settle down in a roadside inn for the evening. Not even the Shadow will deter you from traversing every nook and cranny in this part of the world, no matter how dark and dangerous.
Skill Proficiencies: Animal Handling, Survival
The Magician
"Not the fellow who used to tell such wonderful tales at parties, about dragons and goblins and giants and the rescue of princesses and the unexpected luck of widow’s sons? Not the man who used to make such particularly excellent fireworks!"
When your wagon rolls into a village you are immediately beset by happy children who can’t wait to watch you perform magic under the sceptical eyes of their parents. You are only too happy to oblige – that is how you make your coin, after all – but you are careful to guard your illusions as real magic. Amongst your company, of course, you are free to operate as you truly are, a companion whose skills at deception, legerdemain and other such arts are useful assets to have on an adventure.
Skill Proficiencies: Performance, Sleight of Hand
Oathsworn
"And when all this land is clean of the servants of Sauron, I will hold the oath fulfilled, and ye shall have peace and depart for ever."
You are a pillar of your community, whether noble-born or someone who has already accomplished great deeds, and you have publicly sworn a great oath. Due to your station no one doubts that you’ll either succeed in your oath or die trying. Towards that end you muster all of your energies to fulfilling your oath, as you know that both fate and Man do not look kindly on oath-breakers.
Skill Proficiencies: Intimidation, Traditions
Reluctant Adventurer
To the end of his days Bilbo could never remember how he found himself outside, without a hat, a walking-stick or any money, or anything that he usually took with him when he went out, leaving his second breakfast half-finished and quite un-washed-up, pushing his keys into Gandalf’s hands, and running as fast as his furry feet could carry him down the lane, past the great Mill, across the Water, and then on for a mile or more.
If you had your way, you’d lead an idyllic life staying at home and tending your garden, perfectly boring and peaceful. You don’t know why you keep leaving home and walking the roads and trails of the land. It is never your choice, at least never your direct choice, but circumstances conspire and there you are, a hundred miles from home, cold, wet and without your handkerchiefs.
You never actually enjoy your adventures… do you?
Skill Proficiencies: Medicine, Nature
Seeker of the Lost
"Where iss it, where iss it: my Precious, my Precious? It’s out, it is, and we wants it."
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.
Skill Proficiencies: Lore, Investigation
World Weary
West, west away, the round sun is falling. Grey ship, grey ship, do you hear them calling? The voices of my people that have gone before me? I will leave, I will leave the woods that bore me; For our days are ending and our years failing. I will pass the wide waters lonely sailing.
You’ve had quite enough of the world; you’re either very long-lived or you’ve just seen so much in your life that you’ve grown tired of it. All of the pain and misery that you have endured was for naught; you simply want to live out the rest of your days until that merciful final journey commences. Unfortunately, something always calls you back to face danger one last time…but you’ll never admit that that ‘something’ likely comes from within.
Skill Proficiencies: History, Insight
You're welcome, falryx! Always happy to help out.
And siblings sounds great! That's what I was thinking of, too. I was thinking about the Took family, and be a distant relative of Pippin's. My wife (who knows way more about LotR than I do) says that the Tooks are the family that's the most adventurous and most likely to stick up for outside issues.
(1) where does Foreknowledge come from?
(2) it looks like you didn't pick a virtue for Robin?
EDIT: Struck #2 due to below.
My bad. :)
Gilly Took
(1) where does Foreknowledge come from?
Gilly Took
One of my favorite things that AiME added to D&D 5e is the Fellowship phase. I don't exactly know why, but I like the idea of all of us meeting up in the spring, adventuring through summer, and then breaking before winter hits to return to our homes to see friends and family, handle personal business, work jobs, and then meet again next year. It makes that time that we have to keep adventuring or traveling through Winter (which, in game rules, is much more dangerous) all the more treacherous and tense. I think it would be neat if we were a fellowship of sorts, perhaps with no greater goal than we all seek to do some good for others, right some wrongs (dunno if that'll fit with everyone's personality types), or make coin.
As far as how we met, to expand on the caravan idea, maybe all of us were entering into the Wilderland at the same time, in the same envoy. Maybe it got attacked by The Enemy, and we were its only survivors, or some such. Or maybe we just bonded through that experience and became good friends, and we continuing adventuring together for that reason?
Again, I don't know how well this idea would work with everyone's ideas and personality types. :)
Worst case scenario I'll be back among the living on Monday (i'm crash coursing to get well because I'm skiing Sun Valley Saturday and Sunday unless I'm throwing up or have lost a limb).
-- note that Greenspectre has sent me a message if this is happening. I've written back but not heard back. I think he's having challenges. I'll see if I can get that sorted out quickly. If not, we'll figure out if we need another or proceed with the four of you.. and a motley crew you are. :)
Thatguy2 -- do you feel like you've gotten everything done that you need for character creation (e.g. chose a background, etc.)? If not, please let me know what's left and we'll help close the gap!
Frór the Tall, son of Grór, Oathsworn Dwarf from the Iron Hills
(and cousin of Inar, if he'll let me)
Frór fought as a foot soldier in the Battle of Five Armies. He was close at hand when Beorn arrived and he saw that mighty, bear-like guardian of the Wild slay the foul orc, Bolg, who had lead the goblin host out of the Misty Mountains. Climbing up on a large rock in the middle of the battle, Frór raised his heavy mattock high and cried:
"In witness to the might and fury of Beorn in his slaying of the orc chief, Bolg, I declare that it shall be a Dwarf that will repay the debt by slaying all the sons of Bolg from this day forth until his line is utterly failed and forgotten! And that Dwarf shall be me! This I swear as my Oath to all Dwarves and Men who hear it this day in battle!"
Although his family's wealth provides him with a corslet of mail, Frór prefers to enter battle wearing only his fur cape!
Distinctive quality
Tall. You tower over others (for a Dwarf...), both in body and deed.
Specialty
Hope
I am strong enough to see my oath through! (I hope...)
Despair
My friends fear that my path is not theirs and that I would betray them in furtherance of my oath; I am not sure that they are wrong.
Curse of Vengeance: "I wish I had Gandalf here! Curse him for his choice of you! ...As for you, I will throw you to the rocks!" he cried and lifted Bilbo in his arms.
Spiteful | Brutal | Cruel | Murderous

Stats: 15, 15, 12, 17, 14, 9
Modified for Dwarf of the Iron Hills:
Strength: 17
Dexterity: 15
Constitution: 19
Intelligence: 9
Wisdom: 12
Charisma: 14
Rolls
Distinctive quality - (1d8)
(6) = 6
Specialty - (1d6)
(1) = 1
Hope - (1d6)
(2) = 2
Despair - (1d6)
(3) = 3
stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (4613) = 14
4d6 : (5641) = 16
4d6 : (5432) = 14
4d6 : (1156) = 13
4d6 : (2616) = 15
4d6 : (1342) = 10
re-rolling ones - (1d6, 1d6, 1d6, 1d6, 1d6, 1d6)
1d6 : (5) = 5
1d6 : (4) = 4
1d6 : (1) = 1
1d6 : (6) = 6
1d6 : (4) = 4
1d6 : (1) = 1
extra silver pennies - (10d6)
(5165216561) = 38
Inar -- should you and Fror know one another? even if just vaguely? or closely? Thoughts?
Inar -- should you and Fror know one another? even if just vaguely? or closely? Thoughts?
...dang!!! Ah well, better luck next time I hope. If we should live so long...
Rolls
HP roll... - (1d12+4)
(3) + 4 = 7