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PostPosted: Sun Aug 17, 2014 12:13 pm 

Missing My Companions

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So, it begins...here is the area where those of us who are interested can discuss the epic quests involving the restoration of the Northern Realm, Arnor. I am eager to hear the thoughts on all of this as I lay it out, and equally eager to see how such turns out for us. There is plenty for all to do. Not through adventuring alone will these chapters be made up of. There will be intrigues, diplomatic moments, plans and preparations for rebuilding areas, and so forth. There is room for diplomats, warriors, healers, masons, lore masters, civilians, bards, rangers, scouts, and from Tolkien's various races: Dunedain, Noldor, Sinda, Half-elf, Hobbit, Men (Those Eriador and Rohan especially), Beorning, Silvan, and Dwarf. As we are to be working together; all characters would need to keep in mind we are working for the Free People...so none aligned to Sauron or Saurman. Original characters would be a must as canon ones will be busy doing the things already written about. As our chapters grow...it will affect some of the canon characters...for good or ill depends on how well or poorly we do. Characters will be posted in a separate thread in order to keep things smooth. All characters may start with a minor magical item providing they can come up with a suitable reason for having such. Remember, this story is a long project, so give your characters plenty of room to grow. I enjoy seeing characters progress, and various story lines play out. I am looking forward to such times.

A reminder, events begin in 2956 of the Third Age. Arthalion, my own character to be posted soon, will be starting at Rivendell. The first chapter will be the prologue entitled: The Gathering...once we are ready. Be ready to have a lot of fun, and remember to keep your characters from being all powerful. I know that is an obvious one, but I think we all will feel more comfortable with it said now.

That said, let the epic OOC work begin! Arnor awaits!

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"One Ring to rule them all, One Ring to find them,
One Ring to bring them all, and in the darkness bind them."

~J.R.R. Tolkien


Last edited by Dnarion on Fri Feb 02, 2018 1:59 pm, edited 2 times in total.

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PostPosted: Sun Aug 17, 2014 12:35 pm 

Missing My Companions

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Joined: Fri Aug 01, 2014 6:10 pm
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NAME: Arthalion: The Dauntless-Lord

RACE: Dunedain

DoB / AGE: May 6th, 2918 T.A. / 38

DESCRIPTION: Arthalion stands at six foot three inches tall, and is built more slender than most of his kindred. He has raven dark hair that is slightly curly, and comes down to about shoulder length. His eyes are an intense evergreen, and slightly narrowed thanks to his Half-elven mother. Most often, Arthalion is attired in dark greens and blues...though lighter colors may be worn for festivals and parties. When traveling, Arthalion can be found armed with studded leather armor dyed a dark evergreen made just for him along with his personal bastard sword and longbow, a quiver of 25 emerald dyed feather arrows, and a dagger. His feet are covered with soft leather boots that have seen several leagues, but are still in good condition...if a bit dusty. Arthalion's cloak is the same color as his armor, and pinned with a silver clasp of the seven stars surrounding a tree...the symbol of the Rangers of Arnor. Arthalion's blade is sheathed in dark blue scabbard with seven silver stars trace on it, and such rests on his left hip. He walks upright....when he isn't stooping to examine tracks or sneaking...and has a confidence to his movements filled with grace and agility. He does not look as powerful as other Dunedain, but is not without strength.

FAMILY:

*FATHER: Valmacil - Dunedain warrior and Ranger member, slain in the Ettenmoors by Trolls, 2923 T.A.
*MOTHER: Rilwen - Half-elven Bard and Ranger member
*SIBLINGS: None
*SPOUSE: None, yet
*CHILDREN: None, yet

PERSONALITY: Arthalion lives up to his name's definition, dauntless-lord. He is fearless on the battlefield, but in contrast to this...Arthalion has fears of his own that are not seen. A quiet person; Arthalion does not talk to others much unless it involves the fate of Middle-earth. Then he becomes more lively; for the care of the Free People weighs on his spirit. Not for the Dunedain alone are his cares. He has a compassionate heart, and this is more often seen when he comes to the aid of those who have no hope. Strategically minded; Arthalion keeps his focus in battle and missions both for his people and his own sake. He has a deep abiding hatred for the servants of Sauron. The more powerful the servant - the greater Arthalion's hatred. Members of the undead serving Sauron have his wrath more so save trolls...the latter being directly responsible for his father's death. He is stern of mind and spirit, and this can make him appear gruff. However, when kindness is called for...Arthalion can express such. Stupidity gets on his nerves rather quickly...as does abuse. Fewer things in this life enrage him faster than both things. Such stupidity does not include honest mistakes, but constant repeated ones that lead to troubles....thoughtless and foolish. Mercy is not in his character makeup for those he considers foe. Were a person to actually turn over a new leaf; Arthalion would actually have to truly contemplate killing them.

EQUIPMENT: The young Ranger has a bastard sword that was forged for him by his mother, Rilwen. While the blade has no true blessed or magical properties - it is lighter and sterner than other such normal blades of this type. The blade itself is a bit more narrow, but no less durable. In the pommel is a small emerald. The sword's only other decoration is Arthalion's name neatly engraved across either side of the hilt in Quenya runes. When not being used, the sword is sheathed in a dark blue leather scabbard. Along with this, Arthalion can be seen carrying a longbow he personally crafted with twenty-five arrows stored in a quiver. A steel dagger resides on his belt under his cloak. Favoring studded leather armor; Arthalion wears a dark evergreen set for protection. His feet are covered with worn soft leather boots, and a dark green cloak pinned with the Ranger seven-star emblem in silver. A money pouch he carries on his belt, and smaller one containing a couple of Athleas leaves. His backpack contains a rosewood herb box engraved with silver, a whetstone, a small kit for making new arrows, flint and steel, a small steel mirror, some tinder in a small box to keep dry, a scroll case containing a map of Eriador, and a small leather bound journal with an inkwell and one quill.

TRAINING: Arthalion has been trained to wield the bastard sword and longbow most of all; though he has some basic training with spears, short and long swords, and the use of a shield. While he has been trained in the use of chainmail; Arthalion prefers mostly to wear studded leather to free his agility and speed in combat. He has some knowledge of using herbs for healing, but nothing near the skill of the great Dunedain kings and lords of old. All Rangers have had to learn how to track various foes, and Arthalion is no exception. His specialty lays in identifying tracks belonging to the undead and trolls. Enduring long marches and treks has been a part of his training, but Arthalion has very little skill in swimming. Bowyer and fletcher is something he is quite talented at, and personally crafts his own bow and arrows as such. Tactics of the Enemy is something Arthalion was deeply trained in by his mother, and learning to identify each type of servant of the Enemy. From weaknesses to their deadly abilities; Arthalion has been well taught on his foes. The history of Arnor was included in Arthalion's training, and with this came the Adunaic, Quenya, and Sindarin languages. Of these three languages; Arthalion is best versed in Sindarin...which he can speak, read, and write in. The other two he can only read at this point. He has only the barest understanding of the Black Speech of Mordor. Further history lessons included the rise of the Enemy, and the Fall of Numenor. Such lessons were important in order for Arthalion to learn not to make the same mistakes as his ancestors, and to be ever wary of Sauron's cunning. Through such intense studies; Arthalion has learned only the barest amount of information concerning the Rings of Power. Arthalion can ride a horse, but he prefers to fight from on foot rather than horseback. While he can fight from the back of a horse; his skill is reduced by half. He knows he needs further training in this area. Rilwen made sure Arthalion learned to defend his mind against the servants of the Enemy, but he has never truly tested just how good her lesson have been.

FAULTS: Good as Arthalion is; he does have his flaws. He can tend to act rash when confronted with those abusing others, or when confronted with his hated enemies such as trolls and undead. Unless he is clear headed; Arthalion will often strike out against his hated foes to the exclusion of all others. He can usually only overcome this flaw if someone is in dire need of his aid. He is also exceptionally shy around the opposite sex in settings outside of dealing with the Enemy, or planning Arnor's resurrection. Though he is a romantic at heart; he is truly unaware of such, and has never had the attention of any woman. Fear does not reach him on the battlefield, and this can make Arthalion reckless at times. However, a different fear does reach him from time to time. Visions of Sauron ravaging Middle-earth plague Arthalion, and he fears that unless Arnor is restored...such will come to pass. Thus, Arthalion's deepest fear is to fail in his quest. His sternness can at times push others away, but if one looks past it...they can see Arthalion is only pushing hard from the fear of failure and keeping the Free People safe.

BACKGROUND: Arthalion's birth to Valmacil and Rilwen in Esteldin was one of joy among the Dunedain some thirty-eight years ago. Though the Dunedain had a rough life in the North; the birth of a child was always a pleasure. Valmacil was a warrior of the Rangers, and Rilwen was a Half-elven bard from Lothlorien who served the Rangers. No one knows why she came from Galadriel's realm, but ever she served the cause of the Dunedain of Arnor. Arthalion's childhood was simple with a few pleasures from his mother such as music, but his childhood was shattered by the death of his father. For Valmacil was slain in the Ettenmoors by trolls when Arthalion was only five years old. Rilwen swore her revenge upon the servants of Sauron in that moment, and rarely sang anymore to her son. When Arthalion turned eight; his training began with his mother. The most important beginning lessons were the fortification of his mind, and of learning the history of his people. She was not an easy teacher. Her one goal was to forge her son into a weapon of vengeance against Sauron's forces. By the time the lad was twelve; training with weapons began. Archery, short and long swords, spears, and using a shield with leather and chainmail were among his lessons. Arthalion drank the knowledge in with a burning fever to learn. Ever the story of his father's death haunted him, and he was never allowed to forget who his enemies were. There was little joy left for the young lad, but he did manage to find time for laughter...rare though it was. Unfortunately, most of the time he was grim.

Training in weapons and histories was not the only thing Arthalion learned in his youth. Rilwen made sure he knew of every single type of servant of the Enemy that were his foes. Trolls and undead she mostly focused on, but she left none unknown to her son. From wights and wraiths to the powerful Nazgul; Arthalion's knowledge of his foes grew. Somewhere in her lessons; Rilwen unknowingly inspired her son to do the unthinkable...though he was not yet even aware of such thoughts. Among all of her teachings, Arthalion's love for Middle-earth grew, and a desire stirred in his heart to restore Arnor. From then on, Arthalion didn't just take his training as a Ranger with a feverish delight, but with a zeal not seen before among those at Esteldin. Languages he began to learn, and Sindarin became his favorite swiftly. With each passing month, the fire awoken in him for Arnor's return grew. Over and over he would throw himself into his work and studies. If he failed, he would start again...determined to help the Free People against Sauron...determined to bring his people back from exile. Some of the Dunedain were worried that he was possessed, but those few were soon reasoned with by their elders of just how hard Rilwen had been pushing her son.

By the time Arthalion was twenty, most of his training was complete. The things he still needed to learn were of healing, and things only experience in the field could truly teach him. Thus, Rilwen began to take her son out with a small group of Rangers on forays against foes scattered throughout Eriador. His first task was to wipe out a nest of bandits that had been plaguing people near Archet. He did well enough for his first battle, but nothing spectacular. Of the four opponents he fought...he slew three of them without much trouble. The fourth gashed his left shoulder open, and bruised his ribs, but one of his companions killed the foe before Arthalion could gain the upper hand. It was not a bad first time for the young Ranger. It was, however, just the beginning. Rilwen was determined to forge her son into a weapon, and so the patrols became longer and more intense. They hunted wargs, bandits, goblins, and orcs only pausing long enough to rest and eat. His first patrol lasted over a year before they returned to Esteldin. In that time, Arthalion had seen the cruelty of the servants of the Enemy in person, and it made him only want to help the Free People all the more. After this point, the dreams began...

It began with a dream of Sauron arrayed in dark shadow and fire with an unholy host of servants being led. Minas Tirith he saw wiped out...the brave defenders there slain to the last...the city burnt to the ground in ash and rubble. The fire from there went on to consume Dol Amroth, Helm's Deep, Edoras, and Fangorn Forest. As the nightmare continued, the Free People attempted to stand against him at Lothlorien, but even at this wondrous place of power was there no hope. Sauron overran and burnt the forest to ash! One by one, Arthalion saw them all burn...slavery and destruction followed for everyone. Hope seemed lost to the people. It installed a fear in Arthalion that should he fail to help...this was what would happen. He couldn't allow that, and so he worked even harder on each successive patrol to aid those around him...be they Hobbit, Man, Dwarf, or Elf....it didn't matter. Rilwen noticed her son's increase in fervor, but said nothing. It was what she had hoped for; though she did not understand the depth of her son's struggles. On the new patrols over the next five years; Arthalion paid special attention to old fortresses and dwellings of the Dunedain such as Amon Sul, Fornost, and Annuminas. In all of these ruins, he could behold their former power and majesty. Only then could he finally name the desire of his heart installed by his mother, but wanting it and getting it done were two different things completely.

For five more years, Arthalion was given a small group of Rangers to lead on patrols. This he did gladly, but instead of doing their normal routines; Arthalion began to explore the lost areas of Arnor. It was a good thing he did, because in doing so...he discovered deadly signs that the Enemy's power in the North was far greater than any realized. There were barrow wights gathering in the North and South Downs. Evil things had started multiplying in the Old Forest to some degree. Fornost seemed to have a strong concentration of foes ranging from goblins to a company of wild men who once had inhabited Rhudaur. There was even a sense of a deadlier evil growing there, but Arthalion did not have the power to discover more. Thus he began to organize his small unit of fourteen Rangers into strikes on such caravans as the Enemy attempted to keep secret, but especially those going to and from Fornost. The raids were never the same time, and never in the same spot. Most were so swift that their foes had little time to react. At times, he would have no choice but to let some through in order to stop the Enemy from cracking down on the area. For if whoever was leading things at Fornost realized there was a strong resistance in the area...then there would be deadly consequences for the Free People when the Rangers were not ready yet.

On his thirty-first birthday, Arthalion's mother took him to Rivendell for his first visit. There, the young Dunedain captain enjoyed a brief respite from the trials of the field, but ever his mind was on the problem of restoring Arnor. Not alone could such a task be undertaken, and the Rangers were too weak to truly resurrect their fallen realm. Arnor's resources had been scattered. With the exception of Bree, Archet, Combe, and Staddle, most of the settlements were gone. The Shire was now mainly independent, and while the Rangers protected them...the Hobbits were very peaceful, and not interested in war and realms. Elves were fleeing into the West, and the Dwarves of Thorin's Hall were reclusive safe for a bit of trade between them and Bree, and sometimes the Shire. His list of allies was extremely thin, and so while at Rivendell...he did not completely rest. Instead, Arthalion studied in the Hall of Fire that which he was allowed to. Such documents and historical accounts included different descriptions of battles between Arnor and Angmar. One place he learned of was Herubar-Gular, the Tower of Sorcery. It was located in Rhudaur near the Last Inn in the Lone Lands, and was something he intended to keep in his mind. The place had once been a Dunedain outpost, but had fallen to treachery from within as the lord of the keep allied with Angmar. That had been the beginning of the fall for Rhudaur...first of the Dunedain states of Arnor to be lost. The last battle at Weathertop was also studied at length. Here, the Last Prince of Cardolan fell in 1409, and Amon Sul was burned to the ground. Arthalion paused after reading of the Last Prince.

Something about it rang in his heart, but he did not know why. In the end, he shook it away for the time being, and went on to study of how King Averdui was defeated, and later lost at sea, and how the combined might of the Elves and Gondor was able to break Angmar's hold on Eriador. Reading this, Arthalion realized the Elves had the power back then to help...they likely had the power to still help. Such would not be the case if they continued to flee in their white ships, but how to convince them to stand fight eluded him for the moment. It was here that Arthalion found the first evidence of the conflict between Sauron and the Free People...the Rings of Power. However, what little he was able to obtain was nothing near the complete truth behind the tale of the Rings. One thing he did glimpse in his study of the account, and this was of the Lesser and Minor Rings. Of these, Celebrimbor and the Elves of Eregion had first crafted them in order to build their skills. These were, however, lost after Sauron sacked and laid waste to Eregion in his wrath. Figuring Sauron was so focused on recovering the Great Rings; Arthalion wondered what had become of the Lesser and Minor ones. His only theory...they had been scattered much as the plunder of Gondolin and other such places had been. It was something he decided to file away in his mind for later.

Over the next seven years, Arthalion no longer led his small patrol of Rangers. Instead, he left Rivendell on his own to explore Eriador. His journeys took him far and wide across what was once Arnor. He came to the ruined bridge and city of Tharbad one year; only to find the place was beginning to be a hideout for evil forces of Dundelings...those men who had allied with Angmar against Arnor. Another such trip took him to Mithlond to see the white ships of the Elves. Here he noted the sea power was greatly reduced, and the Elves were indeed preparing to leave Middle-earth. Yet, evil stalked not far south at the old port of Rast Vorn just south of Mithlond. There, Arthalion discovered slavers had built a secret hideout, and were working in conjunction with the evil men of Umbar. Arthalion had no illusions that this was a challenge he would have to deal with once he began putting Arnor back together. Though Amon Sul called to him as one of the places he first wanted to restore; a small hill just south of Bree held an interest to him. Esteldin could not be the only place for the Rangers to train, and with the group he intended to form....they would need a new place to gather. Furthermore, Esteldin was far to the north, and less helpful to those in the southern area of Eriador. The place was called Storch Hill, and it was perfect to having a small outpost on. Arthalion noted this in his journal as a possible place for them to begin creating later. The evil in the Barrow-Downs grew month by month, and Arthalion knew the Rangers were keeping them at bay. Yet, holding them at bay was one thing...wiping them out was another. He also suspected that some of Arnor's wealth and resources were lost in the Barrow-Downs, and thus he noted that it would need to be cleansed. All across Eriador for seven long years he traveled. Until, at long last, Arthalion found himself returning to Rivendell.

_________________
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"One Ring to rule them all, One Ring to find them,
One Ring to bring them all, and in the darkness bind them."

~J.R.R. Tolkien


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PostPosted: Wed Aug 27, 2014 10:46 pm 
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NAME: Lothain Grimwind, the Wroth Rider
RACE: Eorlingas / Rohirrim
DoB / AGE: 5 March, 2930 T.A. / 26

DESCRIPTION
Lothain is a tall man with a broad set of shoulders and thick arms. He is fair skinned, pale haired, and blue eyed like most Eorlingas. His strong jaw is covered in a yellow beard in which is nestled a generous mouth. His hair hangs to his shoulders and has two braids which frame his face, and keep his mane from his eyes as he rides. About his left wrist is a copper band styled as six galloping horses. He is usually dressed in a brown homespun tunic, grey breeches and tall, well-worn riding boots. When riding to battle he armours himself in a steel hauberk over a padded woolen tunic. Boiled leather greaves and vambraces protect his forearms an shins. A traditional leather helm, banded with iron, covers his head.

FAMILY
Menilla - Mother
Lohilm - Father
Helgeln - Sister

PERSONALITY
Lothain is a man of simple pleasure. A drink in hand and a merry tune is his happiness manifest. He is brotherly and jocular to men and kindly and warm to women. Yet his anger is fierce when roused. Not afraid of battle, Lothain will fight for kith and kin, defending his own with a single minded fury. He isn't a learned man, and will freely admit it, but he does possess a wisdom passed down from his elders. Inside he harbours a guilt that makes him foolhardy when entering battle. He will not flee from a fight, or leave someone behind, and while reason an logic may sway him on other issues, he is unflinching on this matter.

EQUIPMENT
He hold few items of significant wealth. Most important is the copper band around his wrist. It is a heirloom passed down to the eldest son from the time of Helm Hammerhand. His mount, Arodfel, a chestnut stallion accompanies him. Aside from some items of clothing, he has a chainmail hauberk, leather greaves and vambraces, a sturdy spear, a short sword, a heavy axe and a shield emblazoned with a white horse on a green background.

TRAINING
Lothain is an expert horseman. Trained from a young age to both ride and care for the horses his people are known for, he is proficient in mounted combat with spear and axe, and will fight with sword if on foot. He is a capable hunter when need arise, and has enough skill as a smith to forge horse shoes, nails, and some basic tools. He has no formal learning, but knows some history passed down by tales and song.

FAULTS
Growing up on the plains of the Riddermark, he isn't very well spoken or eloquent. While not overtly crude he often says what is on his mind, without proper regard to form or station. Although not quick to anger, his anger makes him blind to all reason and logic. He is averse to tactics of subtlety and intrigue, preferring to tackle problems directly. Once he has taken to a battlefield, he will not flee, despite overwhelming adversity and assured death.

BACKGROUND
Lothain was born the first son of Lohilm and Menilla in 2930. while not a privileged life it was a happy one growing up on the fields and pastures of his family's farmstead. From an early age he grew acquainted with horses and became skilled in riding as well as tending to them. As their holding lay near the the Isen where Rohan borders Dunland, they were subject to raiding by the Dunlendings. His father, along with the other men nearby would band together and drive off these raids. Tending to the fields, and working the small forge on the farm had strengthened his body, and his father was growing old. At the age of 15 his father began training him in the use of spear and sword. As an accomplished horseman already, Lothain soon found himself charging against the Dunlendings alongside the other men.

After the birth of his sister, Helgeln, in 2746 his father retired from the battle field. As a sign that he had become a man, Lohilm gifted Lothain with a copper armband, an heirloom that had been passed down in his family for generations, its story lost, but its significance still present. In the following seven years he continued his life on the farm, growing close to his young sister. In the year 2752, Helgeln suffered an accident while riding. Lothain and Helgeln had taken a single horse out to the banks of the Isen where Lothain taught Helgeln to ride. While Lothain sat atop a rock, his sister rode about. Eager to show her brother how talented she as at riding she spurred the horse into a gallop. Despite the shouts of warning from her brother she rode faster and harder than she had before. Suddenly she came upon an outcropping of rock. The horse leapt the ridge, but Helgeln, unprepared for the jump was cast from the saddle. As the mount landed it broke its leg and, as it tried to regain its balance on the remaining three, came down on Helgeln's lower body. Lothain came to her aid, and in a supreme effort fueled by desperation managed to lift the colt from his sister. Although she survived, she was crippled; her legs no longer able to move.

Lothain continued maintaining the farm, tending to the horses, and manning the forge. In the meanwhile the raids had grown fewer and far between. Many of the other men feared that it portend a massive Dunlending attack. Some of them began leaving, moving deeper into the Riddermark, but many stayed with their homes and amongst them was Lothain and his family. Whether it truly was a larger raid or that too many men left was unknown, but when the signal came the Eorlingas mustered, rode. . . and died. As the battle raged around Lothain he knew they could not prevail. If the battle was truly lost a rider would be sent to the villages to warn them to flee, but with his sister's disability he knew it would ot be enough time for his family. Breaking from the battle he rode for his homestead.

They fled towards Helm's Deep, knowing that that Dunlendings would not pursue them so close to the Hornburg. After they fled for a day, lothain rode back to find out if they had been pursued. He covered the progress made slow by his sister's disability by sundown. Their homestead had been pillaged, as well as the village. On returning to the village and witnessing the massacre he realised that the defeat was such that no rider could be dispatched to warn the villagers. Riding onward he came to the site of the conflict, and in the pale moonlight he saw the men which he had ridden with stare back in quiet contempt, damning him for his survival. . . and the survival of his family. So consumed with saving his family, he had left the village un-warned and vulnerable.

Returning to his family, they continued their escape, taking the North-South road to Edoras. It is here that they took shelter. Consumed with guilt are burning with desire for vengence, Lothain demanded an audience with Thengel King, where he petitioned him to call a mustering of the Lords and launch an attack on Dunland. Thengel King dismissed this petition stating that even were the Eorlingas to take Dunland they cannot hold it. There are no strongholds to occupy nor natural resources to recover the cost of such an attack. In time the Dunlendings would return and attack again, causing a cycle of conflict. Despite this appeal to reason, Lothain's fury would not be quenched. He found a living on which his family could live, and then set forth. If Thengel King would not bring retribution, there may be an ally of the Rohirrim that would: Saruman.

Lothain came to Isengard, seeking the White wizard, an ally of the Eorlingas. He argued that with the destruction of the Dunlendings Isengard could widen its own borders, hoping to persuade the wizard to join his cause and drag Thengel into the conflict. Saruman offered the young rider a deal. He would aid in convincing Thengel of the necessity of Lothain's quest on condition that Lothain journey into Eregion to find what he could in the elven ruins of the rings of power. Although Eregion lay on the far side of Dunland, Lothain agreed. He set out, passing through Enedwaith and arriving in Cardolan. By doing so he hoped to avoid Dunlendings, yet after crossing the Bruinen he was ambushed by a party of Dunlendings. With spear in hand he charged them, knowing himself to be out numbered. Though he brought down many the wounds did take their toll. Before the final blow fell feathered shafts appeared in each of the attackers.

When Lothain again opened his eyes he saw the walls of Rivendel. Here an elven lady attended to his wounds. From her he learned of a group of elves travelling down the Loudwater who came upon a man of Rohan battling alone far from his home. The exploits of the wildmen known to them, the elves came to side with the lone rider. His wounds were deep and filth coated the edge of the rusted blades that cut him. Knowing they could not attend to him here, they brought him to Imladris. As Lothain recoverred in Rivendel he found his heart's fury lessened for he could not remain wroth in these halls of splendor, but as he brooded on this he questioned: "Would this calm remain when he left the Hals of Rivendel?"

Give a shout if there's anything you want me to changed. I had one hell of a time finding a way to make him end up in Rivendel, as I tend to have a personality in mind first with some background on why he has such a trait, then roleplay him as I write the history, and tweak the history to bring him to a point. When I looked at a map of Middle-Earth I realised that Rivendel is really far from Rohan, so it took quite a bit of tweaking. It certainly isn't the best character history write up I've done, so I must apologise.

_________________
I, too, am an artist.
The pen, my brush.
Imagination, my canvas.


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PostPosted: Tue Jan 23, 2018 12:45 am 

Trying to re-kindle my Muse.

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Name: Cailiawen

Race: Men (Rhuaduruan - Dunedain/Hillmen heritage)

Gender: Female

Age/Date of Birth: 26 - Born Loëndë (22 June) 2930 Third Age

Appearance: Cailiawen is about 5’7”, and weighing a bit over 9 stones, she is short compared to most Dunedain, but is curvacious and fit. She has long brown hair that hangs in large curls and hazel eyes that seem either grey or green at times.

Skills: She learned blacksmithing at a young age from her father, sword skill from her uncle, art and the elven script her mother, and learned herbal arts from a mysterious blind woman she met while working at the Bree Inn. She has some skill with a sword and bow, and carries two knives, but most of the time considers fighting as a last resort.

Personality: Cailiawen was never really shy but she could be quiet and observant sometimes and it would seem that she was. When she went to work at the inn, she became more outgoing and personable. To some, it seemed there were two minds inside her head.

Alignment: Cailiawen generally sides with the Dunedain in the affairs of Eriador, but has done some questionable things that strains that relationship. She is not all together on anybody’s side, for nobody is altogether on her side. She will look for how involving herself into affairs will benefit her. But relises the good the Rangers do, and has slowly become more sympathatic to their cause.

History: Cailiawen was born in the store room of an inn in Bree. Her mother worked the tables and her father was a blacksmith. They raised her as best they could. When she was 16, a pestilence befell the town and both her mother and father died. She tried to continue her father’s smithwork with the skills he had taught her, but had to take a night job at The Prancing Pony Inn to be able to live. When a young blacksmith from Gondor arrived at the inn, she befriended him and he became her first love. She sold him her fathers smithy, and they worked together for atime. But it became apparent that they were notsuited for each other, and so Caliliawen ended the relationship. She later met a blind woman at the inn, and when the offer to become her apprentice in the herbal arts came, Cailiawen agreed. The woman lived in the Chetwood not far from Archet, and they lived there alone together for a year. When the healer died, Cailiawen inherited her library of lore and continued to learn on her own. Ine day while experimenting with different concoctions, she fell into a semi-conscience trance. When she awoke days later, she felt her lingering dark side escape the restraints she held it in. Cailiawen struggled to control it, and eventually learned to use it to her advantage. She again practiced her weaponry, and again went back to Bree to work at The Bree Inn. When she was 20, she killed her first man when he attacked her late at night when she was walking home after her shift at the Inn was over. Now, six years later, she had killed many.

(I will likely edit/add to this some)


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PostPosted: Sun Jan 28, 2018 6:15 pm 

Missing My Companions

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[WIP] This area will be updated as needed.

So, as I posted earlier today - I believe for this to work here in Alpha more details must be made available to those who wish to participate in this epic story of restoring the lost Dunedain realm of Arnor. As such, this particular post will shed some more light on expectations, character creation, plots, and so forth. This is not a story to be done overnight, or even end in a couple of months. Indeed, one might say it is a collection of stories leading into one great story - as life often is. Thus, those interested should read this section carefully. Feel free to ask questions either here or PM me. With that said - let the work begin:

Expectations: The idea behind this story is to have a group of writers/players enjoy restoring the lost realm of Arnor. To do this will take no small amount of cooperation and work. There will be battles, intrigues, supply problems, buildings to restore, negotiations with the various races of Middle-earth - especially those in Eriador. Knowing about Middle-earth is certainly a good thing for the writers to have, but it is not essential for each person to have an in depth lore of Middle-earth and Tolkien's work. Obviously, such knowledge will greatly help. As this is in the Alpha section: all posts should be detailed, flow fairly well, and have good sentence structure...etc... One of the main things about this project is the need for cooperation. Without it such, the story will not be able to come to a successful conclusion. With this in mind - characters created for this story should be aligned with the Free People, and not to Sauron or any of the Evil factions under the Shadow's influence. One last little note about expectations: characters should not be all powerful. This story is going to span over sixty years of Middle-earth history. There will be plenty of room for all characters to grow, and with treasures to find and bestow.

Character Creation: Characters for this story should be completely original. This means no character may have a direct line of family to any of the characters from the Lord of the Rings or The Hobbit. For example, Arthalion (my character), has no family connection to any of the characters from either book. This does not mean your characters haven't met any of the characters from the books, but if they have...be sure of your knowledge. Their stories are already told up to the time we enter, and changes to such are not allowed. Later, our actions may make things better for even the main characters of Middle-earth, or we could end up making things worse...depending on how well we do. As mentioned in the Expectations section: all characters should be aligned to the Free People, and not to the Shadow. The following races are certainly usable:

*Dunedain: Those men who have Elven blood in their veins, but whose ancestors chose the path of mortality. These characters are needed most as they are the main people attempting to restore Arnor from the ashes - that which was once their home. The Dunedain are long lived - though most no longer live past 120 years of age for various reasons. Adulthood should start around mid-twenties.

*Noldor Elves: Also known as the High Elves - these people are still around in this part of Middle-earth history, but their numbers are dwindling. Most do not see adulthood until they are 1oo+ years old. New characters of this race should be around such an age, because any older might be too powerful to begin with. The exception would be if such an Elf was simply wandering about and not involved in the affairs of the world until some need brought them to act.

*Sinda Elves: Also known as the Grey Elves - these people are more numerous in Middle-earth still with holdings in Lothlorien and Rivendell. However, the same restriction applies to them as to the Noldor when creating new characters.

*Dwarves: While they live a long time - most don't see adulthood until after they reach 40-50 years old. Some have been known to live into the 200's, but such is rare. As with the Elves - characters should start around their adult starting age, otherwise such characters would have a vast amount of experience and/or power.

*Men: The Edain, as the Elves know them, have several factions. Of these various factions - the following are certainly available:

-Rohirrim: Those men from Rohan.
-Lake-Men: Those who come from Lake-town. This would include the men of Dale recently restored.
-Dunlendings: Also known as Wild Men or Hillmen come mainly from Dunland, but have spread acrosss Rhudaur.
-Bree Men: These members of men have firmly established themselves in the town of Bree, and the villages of Archet, Combe, and Staddle.
-Gondorian: While the Dunedain also live in Gondor (Arnor's sister realm to the southeast); there are still men who have no such blood of the Elves mingled in their veins.
-Beornings: The men who have given their allegiance to Beorn, and are also known as Woodsmen. Most are now firmly established at the western edge of Mirkwood.

*Half-Elves: Just as the Dunedain represent men who have Elven blood, but whose ancestors chose to be mortal - so there is also those who have Elven blood, but who have either not made the choice yet (being the first or come from a family of Half-Elves), or who have been numbered among the Eldar (the Elves). Either way, such characters would mature faster than those of full Elven blood, and would enter adulthood about their late twenties.
They have the same restrictions as Elves; for they are immortal unless they have chosen the mortal path. Remember, the characters should be able to grow, and not immediately start off with the ability to fight a dragon alone, or other such dire foes.

*Hobbits: The Halflings as they have been called may also certainly be used in this story. The Shire is, after all, a part of the ruined realm of Arnor granted to them by one of the former Kings. Restoring the realm will greatly affect them. Adulthood begins at 30, but Hobbits like men tend to be rather active - when they are not lounging around tending their gardens.

Furthermore, about character creation, remember that the books are what we are going by - not the movies. While some of the movies neatly bring to life things from the books; the movies are not to be used for references. Many things were left out of the movies from the books. Magic in Middle-earth is rather downplayed compared to other fantasy worlds created. For example, few indeed wield any kind of magic in Middle-earth, and those who do are ancient and powerful: Gandalf, Galadriel, and so forth. Thus, while minor forms of magic may be available to the characters - especially healing - such arts are not common place, and are not on the same level as in other fantasy worlds. Those who follow one of the Valar may have access to such gifts as bestowed by their patron, but even such gifts would not be powerful enough to blast a dragon from the sky, or stop a Balrog from slaughtering a group. Magic is also something mostly found among the Elves, and a bit among the Half-elves and Dunedain. It is almost unheard of for regular men to know such arts, and the other races have no desire for it. While it is true in the game Lord of the Rings Online that some may become loremasters and so forth wielding magic after a fashion - such things are not common place. If there are questions on this subject - simply ask.

Weapons, armor, and other gear should be fairly standard. The exception would be Elven, Dwarven, or Dunedain characters, and even these would be restricted. Any person playing one of these character types may have a single minor heirloom from their family. Perhaps it is a shield made of mithril, or blessed to protect better against arrows. Whatever it is...it should only have one attribute. Trust me, there is plenty of treasure to find later...including various Minor and Lesser Rings of Power possibly. Skills are important in this story, but not all skills should be about battles. Many other skills will be just as badly needed if Arnor is to rise from the ashes of her centuries long defeat. Such skills could be diplomacy, healing, construction, forging, exploring, and more. Restoring Arnor will take all of this and more to heal.

Obscure pieces of lore should not be some something new characters should know instantly. For example, few knew of the One Ring to begin with, and even less knew of the origin of the Master Ring. Such knowledge should not be known easily by any of the characters, and any knowledge of similar quality is also restricted.

Plots: There are many different plots to explore in the restoration of this once mighty Dunedain realm. The main one, of course, is finding a way to restore the realm without Sauron sending forces to wreck the plans of the characters. Yet, among this plot are various others listed below:

*Minor and Lesser Rings of Power: This topic only briefly mentioned by Tolkien in a couple of places. The first time is in Fellowship of the Ring when Gandalf is talking to Frodo in the chapter: "Shadows From the Past". There he mentions the rings the Elves of Eregion first forged - mere essays of the craft they were learning, but still dangerous to his mind. These rings were never really spoken of again. Some have suggested that Sauron collected them after he sacked and laid waste to Eregion, but this may not be so. Some of those rings may have been scattered across the land, and ending up in various treasure hoards. Some may indeed be used by minor captains under the Dark Lord. All of this will be explored as the heroes attempt to undo all the harm the Witch-King did to Arnor.

*The Barrow Downs: Among the many places that hold treasures of the past for Arnor is the Barrow Downs. Here the Dunedain created tombs for their dead, and with such went treasures of both money and power. However, the Witch-King during his war against Arnor cursed these tombs, and now they are filled with wights, skeletons, and wraiths. The heroes will need to eventually cleanse such places in the hopes of bringing some measure of peace back to those areas, and in using such treasures to arm themselves better while using such riches to rebuild the land.

*Uniting Eriador: While restoring Arnor is a worthy goal; the Dunedain cannot do it alone. To be truly successful they must have the aid of the rest of the Free People in the region known as Eriador. This includes the Elves of Mithlond (also known as the Grey Havens) and Rivendell, the Men of Bree and others, and the Dwarves of Ered Luin (The Blue Mountains), as well as the Hobbits of the Shire. Thus, the heroes must convince these various people to lend their aid. Even with them being members of the Free People - there may be some resistance. After all, the prophecy of Arnor says the realm will not rise from the ashes while Sauron endures, and some know this prophecy only too well. However, any successful diplomatic venture with the other races will help in securing Eriador as well as Arnor.

*Reconstruction: There is much to rebuild, and to just build at all. There are awesome and fantastic places currently laying in ruin which need to be rebuilt or repaired severely. Some of them are Annuminas (once the capital of Arnor), Fornost (the last capital), Amon Sul (the famous watchtower of Weathertop), and other such places. Rebuilding these would, of course, attract the attention of the Enemy too soon, but there are other places in need which might be missed as they were not as important. In addition, training camps and fortified positions must somehow be made, homes restored, and so on. There is much work to be done, and it will not only take skilled laborers, but also those who can negotiate excellent deals with those who have the supplies the Dunedain will need.

*Hope and Raids: The Rangers of Arnor have long been fighting in silence against the Shadow, but with little thanks. Indeed, many fear the Rangers...not truly understanding their purpose. However, the Rangers have need to continue harassing Sauron's forces. The heroes must coordinate raids on supplies, but in it all there is the possibility of finding slaves captured by the Shadow. These, once freed, could join the ranks of the growing army which must be created. In doing so, the heroes will also be bringing hope to those who have not had much of late.

_________________
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"One Ring to rule them all, One Ring to find them,
One Ring to bring them all, and in the darkness bind them."

~J.R.R. Tolkien


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View Likes PostPosted: Sun Feb 04, 2018 12:34 pm 

"Perhaps we make a better team than we thought..." ~Mar-Vell

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Let me know if something needs to be changed!




Name: Isengar Took

Race: Hobbit

Dob/Age: October 13th, 2921 / 35

Description: Like most hobbits, Isengar would be considered short by the Big People. Standing a little over the average at three feet and eight inches, Isengar has the typical Hobbit build, not too thin, and yet not as large as some other residents of the Shire. His hair is a light red-brown, curly, and kept short. His ears are ever so slightly pointed as is typical of his race, and his eyes are pale blue. As like the majority of Hobbits, Isengar doesn't wear footwear of any sort. The leathery soles of his feet protecting them from most terrains, as well as allowing for him to walk much quieter compared to other races.

Typical attire consists of breeches in either brown or some other neutral shade, an ivory button up long sleeve under a royal blue waistcoat with brass buttons, and a long dark brown over coat. Other accessories may include a walking stick, a long-pipe, and pouch of pipe-weed.

Family:
Mother: Holly Proudfoot
Father: Hildibras Took
Siblings: Holly Took (Sister), Primrose Took (Sister)

Personality:
Isengar likes routine and simplicity. Food, leisure, and the comforts of home are often enough to keep him content and in the good books of the other Hobbits. What gets Isengar in trouble is his more adventurous nature, taking after his namesake Isengar has a fascination with the world outside of the relative safety of the Shire. While more courageous than others, he is still a Hobbit and takes after their more shy and reserved attitudes regarding Outsiders, at least until he learns about them and any travels they've been on.

Isengar is also a curious type, sometimes more so than he should be. When something peaks his curiosity, the young Hobbit can go out of his way to settle it, even when he should just leave well enough alone.

Equipment:
Isengar doesn't carry much in regards to armor or weapons, only a small pocket knife tucked away in his pocket. Other than this, his only equipment consists of a light gray cloak secured with a simple clasp, his long-pipe, and a large backpack holding a few small pots and pans, a water skin, some rope, a flint and steel, a rough (and likely inaccurate) map of Eriador, and a trowel.

Training:
While having no formal training of any sort, Isengar knows his way around a trowel and other sorts of garden equipment. He is also knowledgeable in many sorts of plants and herbs, as well as how to cook.

Faults:
Isengar should have learned by now that sometimes things just need to be left alone, and that a Hobbit often has no business poking their noses into the affairs of Outsiders. His curisousity, while sometimes being a good thing, can also lead the Hobbit into problems that could have easily been avoided had he not tried to investigate or figure something out on his own. Taking after his father in this aspect, Isengar can be fairly stubborn as well. He also, like many Hobbits, can't swim.

Background:
The oldest of three, Isengar was your typical Took. Seen as foolish by those in Hobbiton, he was more "tookish" and should learn to behave and settle down. While his sisters took more after their mother's side, Isengar was always actively seeking adventure around the Shire. He was frequently up for raiding the farms of the neighbors with his friends and enjoying the spoils of their success, as well as having mock battles with the other young Hobbits with sticks for swords and pot lids for shields.

As he grew older, Isengar began to branch out a little from his home, going further into the Shire, as well as daring to venture a little bit outside of his homeland, much to the discouragement of his elders. A favorite place of his to disappear to was Buckland. With their proximity to the Old Forest, it presented plenty of opportunities to explore and satisfy that craving for something else.

It was on one such outing that the young Hobbit ended up lost and wandering the Old Forest for quite some time before he found his way out. Disoriented, Isengar followed the road which thankfully led to Bree and not some of the more dangerous places in the area. As it was getting fairly late, Isengar found the Prancing Pony Inn, intending to stay the night and follow the road back to Tookland in the morning. However, plans have a funny way of changing. The inn was relatively empty that evening with a few groups of people settled around the room, huddled together or sprawling in their chairs. Isengar was left to his own devices, no one really paying that much attention to the Hobbit. This worked to his advantage as those around him made no effort to quiet their voices for fear of being overheard.

Pretending to take a great interest in the mug in his hands, Isengar was able to learn that there was something happening in the elven home of Rivendell. He had heard about the place from stories his family had shared, as well as from hearing the adventures of one Bilbo Baggins, a great source of entertainment and motivation for Isengar himself. Curious, Isengar approached the group intending to ask about what was going on.

This proved to be a good decision considering all the things that could have gone wrong, and the Hobbit soon found himself travelling with the men to the elven home, something he never in a thousand years would have thought possible.

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"Maybe Asterous's gender is attack helicopter?" ~ Stormwind
"Candy is to kids as Roleplay is to you" ~ Yue
"Birbs got so many roleplays because of the insatiable thirst for knowledge of all things!" ~ Ben


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PostPosted: Fri Feb 09, 2018 2:06 am 
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Alright, here we go....do let me know if I need to tweak anything...:)
Also, as a side note: Lyiana is a newer character-so I don't have everything sorted out, but I will definitely edit/fill this out once everything comes to fruition.
Name: Lyiana Crafina

Race: Half-Elf

DOB/Age: July 18, 2929/ 25

Description: As a half-elf, she stands at about 6'1'. Her long brown hair and eyes are one of the most striking features about her, that is, until you see her ears, which are slightly pointed...for the most part, though, she keeps them hidden behind her hair or hood. She has fair skin, but it is slightly tanned as she wanders outdoors collecting flowers and healing herbs for her supply. Her clothes are mostly neutral colored-all browns, blacks and occasionally greens and blues. The only article of clothing with real significance is her hammered iron belt buckle that used to be her mothers', but was given to her before she passed away.

Family:
Mother: Emrian Crafina
Father: Horik the Tiller
Siblings: None

Personality:
She is quiet and introverted, but very loyal to her family and friends, and those who are hurt, in need, or cannot speak for themselves. She is not one to quarrel or get into fights, but she will stand up for those around her and protect them and herself if need be. She also loves to learn; if you have a book, she will want to dive into it and even ask you questions about it. She likes being outdoors, especially near a body of water, but she absolutely loathes fire, for it reminds her of her mothers' death.

Equipment: At any one time she carries a plethora of vials filled with healing liquids and dried, crushed herbs. She also wears a cross-body leather bag that holds her journal and other miscellaneous items as well. Her most recent item that she acquired is one that she acquired from her teacher, and that would be her...staff, or walking stick...whichever you prefer to call it. Also, she carries a small dagger on her belt, just in case she needs it.

Training: She has had a bit of training by one of the elders of magic, but she has been hard-pressed to find anyone who will completely take her under their wing due to her lineage and heritage. Other than that, it has all been from her mother and from observation of proper healers.

Faults: She can sometimes be a bit too stubborn, especially when it comes to protecting people who are in pain or hurt, regardless of their race, status, etc. She is also very timid when speaking about her mother, for it brings up memories of her death-the likes of which she does not care to remember.

Background: She doesn't know very much about her father or mothers' background...only that their love was forbidden by her grandmother....and once she found out that her daughter had married a human, her mother was banished from their lands and home.
Not long after her father and mother married was Lyiana conceived, and 9 months later, in a small village in the Eastmarch, she was born into the world. Her mother had taught her to love the outdoors, books, and more importantly, how to help people in need. She always looked up to her mother and father, for the example that they were to her was impeccable, and could never be tarnished. Except one day, when she was merely 12 years old, her father was called away to help a burning building...but when he didn't come back, they mourned him.
The next morning, however, screams were heard in the village not far from theirs, and Lyiana had tried to awaken her mother, but she was in a deep sleep...or so, it appeared that way. Upon further inspection, however, her mother was already gone...dead in her sleep.
The screams and growls got closer, so without anything else left, Lyiana ran outside, grabbed her mothers' horse, and rode off into the early morning, and didn't stop until she reached Edoras.
It was there that she studied under the tutelage of the Lady Athilda-the great Healer of the Mark-and she met some very wise and influential people.


Last edited by Melanie on Fri Feb 09, 2018 1:44 pm, edited 1 time in total.

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View Likes PostPosted: Fri Feb 09, 2018 9:51 am 

Missing My Companions

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Welcome, My Companions!

With Melanie's CS up, and the possibility of Yue joining us later (hopefully others as well) I am going to be posting the Prologue soon for us to enjoy. As is our way - this will be posted in the Alpha section, and will be titled: Prologue: The Gathering (LotR: RoA). In this event, it is exactly as it indicates - all of us gathering together and meeting for the first time. I look forward to the challenges we shall face together as we undertake this project.

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"One Ring to rule them all, One Ring to find them,
One Ring to bring them all, and in the darkness bind them."

~J.R.R. Tolkien


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PostPosted: Fri Feb 09, 2018 8:10 pm 

Trying to re-kindle my Muse.

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Love the character Melanie! :)

I'll be tweaking/adding to Cailiawen's charrie sheet.

Writing up an intro now! Squeeee! Lord of the Rings RP!

For easy access here is a link to Restoration of Arnor thread!


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View Likes PostPosted: Sat Feb 10, 2018 9:13 pm 
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Name: Arkala

Race: Noldor Elf (with some Vanyarin blood)

Dob/Age: December 14, 2848 T.A. / 107

Appearance: Arkala is tall, standing at just under 6'3" tall, or more accurately, she is 189 cm, with a lithe and curvy frame. Owing to the Vanyarin blood within her, she has long silvery-blonde hair with grey-blue eyes that speak of wisdom beyond her years. She is fair-skinned, but not as much as some other elves, likely due to her extensive time spent exploring, with pointed ears and, like most elves, she is very beautiful. She is fond of wearing lighter colors, usually soft blues, whites, and greys. She can usually be found wearing dresses, unless the situation calls for something a little less lady-like, such as when hunting, riding, or other such things. She carries a bow and arrow, with which she is exceptionally skilled, as well as two Elven blades.

Family:
Mother: Elnaur
Father: Arasil
Siblings: None

Personality: Arkala is very curious and adventurous, always desiring to see and learn new things. She is also very intelligent and wise beyond her years, although you might not guess it based on her adventurous nature. She may, at times, be seen as playful or even flippant, but while her adventurous nature does lend her a more playful nature, she is not flippant. She is quite careful about the things she says and does, even when it appears she is not, and when the situation calls for it, she is as elegant, graceful, and wise as any other elf--at times even more so. Because of her bright and curious nature, she has a lot more knowledge than one might expect from an elf her age. She read everything she could get her hands on and, when this wasn't enough, she went out searching for new things to learn.

While it might seem that her defining traits are her curiosity and thirst for knowledge, this is not necessarily the case. These are, of course, important aspects of her being, but it is her kindness and her unwillingness to sit back and do nothing while others suffer and die that truly shape her actions. She has never been inclined to sit back and let others do the works, or let fate run its course, even if in acting, she risks her own well-being. If she sees something wrong, she does what she can to fix it. If she sees someone hurting or in need, she will do what she can to help. This is one instance in which she doesn't necessarily stop to think. She acts and does her best to come up with a plan on the fly, rather than risk someone's life sitting around thinking.


Equipment: Arkala carries with her the Bow of the Galadhrim that was gifted to her by Galadriel prior to her departure from Lothlórien. Along with the bow she carries a quiver of arrows, decorated with a beautiful ornate pattern of white and gold. She also carries two Elven shortswords with ornate designs on the blades similar to that on her quiver, but more subtle and out of the way, as to avoid affecting the functionality of the blades. Other than weapons, she has light armor of grey leather that she prefers to wear and a light grey hooded cloak. She also carries a bag with various other items, including healing supplies and herbs, a map, a leather-bound journal with an Elvish inscription on the front, an inkwell and quill of with patters of gold adorning them, some elvish bread, and other various items that she feels may be useful or that she has picked up along the way.

Training: Arkala received training in many thing. She was trained in the use of a bow and arrow, which she was quite fond of and skilled at using. Furthermore, she was trained in the use of blades, namely short swords and long knives, but also in the use of a long sword, although she is less fond of the latter and thus not as competent in its use. She is far from a master swordsman, but she is capable of handling herself fairly well. She has some training in healing, an art she learned from her mother, both because of her desire to learn anything she can, and her desire to help and protect others, however, she still has a great deal to learn before she can even consider herself an expert, let alone a master. Because of her love of adventure and exploration, she has become very skilled at exploring and tracking, as well as horseback riding. She is also capable of hunting, including bow-hunting on horseback. She is very well versed, having read nearly every, if not every book, scroll, script, or paper she could find in Lothlórien, as well as those she has found during her travels. She is fluent in Quendya, Noldorin Quenya, Sindarin, and Nandorin, and can read Khuzdul, or rather the Cirth script. She has a love of music, instilled in her by her mother. She can sing, as well as play the flute and the harp.


Faults: She can be a bit too curious, which has, on numerous occasions, gotten her into trouble. When she sees someone who appears to be in need, she often acts before coming up with a plan, which may land her in hot water. She is also very pertinacious, sticking to her convictions, her ideas, and her opinions with unrivaled stubbornness. She can also be prideful at times, a trait she undoubtedly received from her father, and perhaps was not discouraged as much as it should have been by the one whom she admired most.


Background:
Arkala was raised in Lothlórien. She was always curious, always exploring, either through reading or actual exploration. Her parents were not terribly fond of the latter, believing that she would one day get herself into trouble because of her curiosity, and get into trouble she did. Nevertheless, she persisted, always seeking to learn or see something new. She tried, in her early years, to stick to books and music as her mother wished, however, it was short lived, and to her mother's dismay, she sought to learn things like using a bow, hunting, and eventually the use of blades. She would spend a great deal of time in the woods exploring, learning everything she could in the forest.

As time went on, the young girl grew into a young woman who was not only adventurous and curious, but stubborn and bold and, perhaps more confident than she should have been. This confident young woman desired freedom to roam, she desired to see the world, or at least Middle Earth, and learn all the things she could, to learn all that this world had to offer. Her parents persuaded her to stay for a time, her mother insisting that she stay and learn more about the art of healing before she traveled, for it was a skill that would come in handy. Arkala agreed, staying and training in the art for several years, until just after her 100th day of begetting.

Much to the surprise of Arkala and her parents, it was Galadriel, not Arkala who insisted that she go on this journey and travel Middle Earth. Believing that Lady Galadriel must have seen something, and trusting her judgement, they granted Arkala permission to leave Lothlórien and travel as she pleased. She was delighted and excited, if a little nervous about was to come. She was also curious as to why Galadriel had suggested she leave this place in favor of traveling. She even went so far as to ask the woman herself, but the answer she received was rather vague--not that she expected anything less--and told her only that her journey would lead her to the place where she was meant to be. She was gifted a Bow of the Galadhrim, which Galadriel suggested would be useful in the journey ahead.

And so, Arkala began her journey across Middle Earth. She began by traveling to Mirkwood, then to Rivendell, where she stayed for a short time, learning what she could from reading portions of their archives. She learned enough to make her desire to continue to travel this world. She would return to Rivendell one day and learn more of the knowledge they had to offer, but for now, she didn't wish to read about the world, she wished to see it. She didn't want to read more about the actions of those who had come before her, she wished to be the one whose actions would one day be read about by another. She had read enough to know that there was no only a great deal to learn in this world, there was a great deal to be done.

Foresight was not a gift she had ever felt particularly inclined to, however, she could feel something on the horizon. A darkness, but also hope. Which would prove to be more powerful was yet to be seen, but she would do what she could to ensure that it was the latter, or to at least help those she could to escape whatever darkness she could. She was only one person, and a young one at that, at least by Elven standards, so she knew that, in the grand scheme of things, the actions of one may not be enough, but it had never been in her nature to sit still and do nothing. No matter how futile it may seem, she couldn't do nothing. And where there was one who felt this way, she was certain there would be others, just as she was certain that Galadriel had sent her out for a purpose. She could not be certain what it was that Galadriel had seen, but she would continue on until it was revealed, whether that took 5 years or 50, even 500.

From Rivendell she headed West, toward Mithlond. As she traveled, she visited Amon Sul, Bree, and passed through the Shire before eventually reaching Mithlond, where she saw the ships that were preparing to take some of her kin across the seas, to their homeland. She didn't think that this was something she wished to do, as there was still much to see and do in Middle Earth, and she felt as though she had a purpose yet unfulfilled, although she could not speak to what that purpose was at present. Nevertheless, she felt that her place was here, both now and in the future. Her parents would make the journey, but she would remain. That was her decision.

After leaving Mithlond, she continued to travel. Over seven years she spent traversing Middle Earth, learning as much as she could about the land, the people, the history. Amid her learning, she did what she could to help those she could, while trying not to stand out too much, although that was nearly impossible, given that her appearance made her stand out before she ever had the chance to say or do anything. During her journey, she found that, for reasons she could not explain, she developed a particular interest in what had once been the kingdom of Arnor, before it's destruction.

Now, seven years later, her journey has once again brought her back to Rivendell. She couldn't explain why, but she felt as though this was where she was meant to be at this time, and she had learned to trust her intuition and go where she felt she was needed. Whether or not this would bring her closer to what she was meant to do, the purpose the Galadriel spoke of, she could not say with any certainty, but she had a feeling that it would. And so, she traveled to Rivendell in hopes of finding her purpose.

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PostPosted: Tue Feb 13, 2018 1:50 am 

I have returned

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I notice, this story is missing a dwarf

I cannot let this tragedy go unanswered

expect a CS tomorrow

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PostPosted: Tue Feb 13, 2018 9:15 am 

Missing My Companions

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Excellent! I look forward to seeing the dwarf you come up with, Jack!

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PostPosted: Tue Feb 13, 2018 9:22 pm 

I have returned

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Me and Melanie are working together to introduce our characters, so don't be surprised when she mentions a dwarf.

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And now if you would look to your left, RUTABAGAS!-


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View Likes PostPosted: Tue Feb 13, 2018 10:19 pm 

I have returned

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Name: Thofred Bluecloak
Race: Dwarf'
DoB/Age: April 24/62

Appearance: An average sized dwarf, about 4'6" tall with broad shoulders and stout features, he is often seen wearing the namesake of his clan, a cloak of midnight blue. In contrast, he has bright red hair, which is grown into a short braid. His beard is, unlike the rest of his people, trimmed tight to his face with a long goatee also in a braid. Both braids reach his torso. He prefers to wield his hammer in combat, but an ax will do in a pinch. Whilst in pleasant company he will wear fine clothes with his cloak, always in colors that either match the cloak, or his hair. When traveling he wears leather plated with metal, and switches his fine coat for a dyed leather one. His eyes are a deep brown, almost black if in poor light.

Family:
Father is Ateas Bluecloak
Mother is Brovolsia Redhelm
One sibling, younger brother, named Mardren Blueaxe
No spouse, though is in a relationship with Dorida Windhand in Erebor
One son named Saddit

Personality: Thofred is a man of three things; Honor, business, and fighting. He takes his role as the successor to the family merchant business at top priority, and will do anything to preserve its legacy. He believes in a strict code of conduct, emphasizing repaying your dues and investing in friends before unneeded money. Thofred is always active, wasted time is wasted profit after all, and always has a goal in mind. Even when relaxing he will gravitate towards assisting others, trying to forge new bonds or strengthen those he has. In conversation he prefers to be the loud, happy man, though a careful listener would realize that it is slightly forced. His jest sound more in line with a scholar than a vendor, his eyes to focused for how drunk he appears, and when words turn sharp or dark, his voice drops far too quick. He was taught since birth how to steer a conversation, and he is a natural at it. However, when business is concluded and there is no more all to drink Thofred turns to his second favorite activity. Fighting. He loves to fight, whether with fists, sticks, or live weapons. Some of his favorite memories of traveling are not of deals struck, but of unfortunate thieves who attempted to raid his wagon. And when he sees ruffians in town, he will happily clock their heads if they disturb others.

Equipment: Currently, Thofred has little equipment. He has his armor and cloak, which are damaged, hammer and a small bag of coins sewn into the cloak for emergencies. His hammer has a square head, which comes to a sharp spike on the other side.

Training: Thofred is a merchant foremost, and is trained in all manner of speech-craft. He knows nearly every language spoke in civilized lands, including elvish, and has memorized nearly every map available to a rich merchant clan. He is also trained in the use of Dwarven weapons, axes and hammers especially. A merchant who can't protect their goods is a poor or dead merchant.

Faults: Thofred would die before he betrayed his honor. Every debt, no matter how small, must be repaid in full if not twice over. He would never let someone in need go without helped, and will honor any promise made to its end regardless of consequences. He is also a bit of a dreamer, coming up with grand plans to improve the family legacy. So far they have all turned out well, but its only a matter of time before he bites off more than he can chew.

Background: The Bluecloak clan is a proud and long line of merchants. They have been around nearly an eon, lasting through hard times and thriving in years of plenty. As the heir to the lineage, Thofred has been trained his whole life to lead the family. Receiving training in all things mercantile since he could talk, Thofred took to his lessons like a boat to water. He was only thirty when he left The Iron Hills to begin traveling about the Dwarven realms, trading, bargaining and most of all forming connections. He was one of the first Dwarves to trade in Erebor when it was reclaimed, where he also met the love of his life Dorida.

He recently struck upon the idea of expanding the trade route to The Shire, feeling the hobbit folk could be a unprecedented market. He had been on route there, coincidentally near Rivendell, when he was attacked by orcs. Whilst him and his guards put up a good fight, felling a number, their horde soon overpowered the 4 men and Thofred. Killing his guards and leaving him with a fatal gut wound, Thofred slipped into unconsciousness as they ran off with the supplies from his cart.

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And now if you would look to your left, RUTABAGAS!-


Last edited by Jack Spade on Wed Feb 14, 2018 3:18 pm, edited 1 time in total.

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PostPosted: Wed Feb 14, 2018 12:54 pm 

Missing My Companions

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I like your character, Jack! This should be very interesting!

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One Ring to bring them all, and in the darkness bind them."

~J.R.R. Tolkien


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PostPosted: Thu Feb 15, 2018 11:40 am 

Missing My Companions

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With all replies in; I have added my second reply to our swiftly building story. In this, I have separated scene parts with ***** in order to better address the arrival of each of the companions now coming or in Rivendell. I hope you all will enjoy!

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"One Ring to rule them all, One Ring to find them,
One Ring to bring them all, and in the darkness bind them."

~J.R.R. Tolkien


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PostPosted: Thu Feb 15, 2018 9:25 pm 

Trying to re-kindle my Muse.

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I posted Cailiawen's interaction with Gallind and hopefully she will be allowed by him to attend the gathering of travelers after a thorough questioning.

I'm getting into the character's head-space and hope I'll be able to keep up with all you fine writers!

Also, I noted that when writing in Word, it looks like there is a line break there, but the line breaks go away when copied on-site. So I'll try and remember to put the line breaks in it help in readability.


Last edited by Deumeawyn on Thu Feb 15, 2018 9:32 pm, edited 1 time in total.

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PostPosted: Thu Feb 15, 2018 9:27 pm 

"Perhaps we make a better team than we thought..." ~Mar-Vell

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Keeping up, eh? That shouldn't be a problem with me, I'm a turtle when it comes to posting XD

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PostPosted: Sat Feb 17, 2018 11:14 pm 

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NAME: Aerior Longaxe:

RACE: Half Elf/ Half Human

DoB / AGE: Febuary 4th, 2914, TA/ 34

DESCRIPTION: Aerior is 6'4", has a scar on his left eye, broud shoulders, swimmers build (V-shape), and strong core. His hair color is Brown with a hint of light Brown from his early adventures. Wears a Dark Green Cloak, with a line of Gold coloring to symbolize his Golden Company, and it is ripped. Many feautes on his regular or his old Ranger clothes show dried mud or other musty things from his Ranger adventures. He carries an a sword from his old Ranger patrol and a bow from the rangers.

FAMILY:
*FATHER: Theon Windbreaker, A Ranger who was wounded in a skirmish by an Orc scouting party, and lost a leg.
*MOTHER: Sylira Valen, An Elven Soldier who was on a mission to find missing Rangers, found his father.
*SIBLINGS: Aneon Sparrowton, killed in an Orc Raid.
*SPOUSE: None
*CHILDREN: None

PERSONALITY: Aerior is just one man with a whole bunch of personalities. His main ones are: Jokes, Fighting, and protecting the people he trusts and loves. He is also a very fast person, so the way he keeps up with his fast body is to talk fast and answer people later. He would believe in disipline, though it would make the Old and dead rangers look bad for not helping his father. When a situation however turns to a deadly one, he steps in, and either wins the problem, or dies trying.

EQUIPMENT: He currently has little armor and some money. His armor though, is poorly fit, so in any case it could break off with a strong enough hit to kill him. He has a sword and bow from his ranger uniform.

TRAINING: He was of course trained by the Rangers before he left, but also from his mothers side, learned some Elven martial Arts. He also knows some well rounded jokes to get him out of tight situations.

FAULTS: Even if surroned by 10,000 Enemiess, this man on't give up fighting until he losses his head. Literlay, he will fight tooth and nail to protect his men and other Rangers. Even elves and Dwarves, for every person doesn't deserve to die. But his stubbornness doesn't stop there. He also never knows when to shut up. He keeps on talking, and talking.

BACKGROUND: Around the age of 30, he was exiled for executing a prisoner because he didn't like how he talked to his overseers. He then was exiled and found some men, maybe three at least to start a little group. He still yearns to rejoin the rangers.


Last edited by Wolven on Sun Feb 18, 2018 9:27 pm, edited 2 times in total.

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PostPosted: Sun Feb 18, 2018 7:35 pm 

OOOOOOF!

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a quick question. if you have a character that travels through dimensions and has high tech weaponry, but chooses not to use it, because overkill is still a thing and grave emergencies are the only viable reason to use them, would the character be allowed?

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