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Old Jun 10th, 2021, 08:23 AM
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Adventures In Middle Earth: Mirkwood Campaign Years 2947-2974

Game NameAdventures In Middle Earth: Mirkwood Campaign Years 2947-2974
Game SystemDnD 5e, but it will be following Cubicle 7's Adventure's in Middle Earth rule set. Players do not need to possess this book to apply, as I will provide you with what is needed to create your characters once the party has been chosen. Knowledge of Tolkien's Middle Earth is also not required.
ThemeUnder the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts.
FlavourHeroic Fantasy
Plot SummaryThe Mirkwood Campaign places the heroes in the middle of the upcoming war, alongside those who fight the shadow that threatens to engulf the forest and subjugate all those who live near and inside it.

Can the heroes change what has been written? Will they succeed in weakening the power in Dol Guldur and protecting the folks that live in the forest? Or will they fail and worsen their fate?
Classes
ClassDescriptionHit DicePrimary AbilitySaving Throw ProficienciesArmour & Weapon Proficiencies
ScholarA learned expert and master of the healing arts.d8INTINT, WISLight armour, simple weapons
SlayerA savage and doughty warrior. Slayers are more associated with barbaric or martial cultures.d12STRSTR, CONLight armour, medium armour, shields, simple weapons, martial weapons
Treasure HunterOr burglar, to less polite people.d8DEXDEX, INTLight armour, Simple weapons, one-handed swords
WandererAn experienced traveller, the Wanderer is most at home on the Road or in the lonely wilderness.d10CONSTR, CONLight armour, medium armour, shields, simple weapons, martial weapons
WardenBrave in spirit, the Warden helps others rise up against the Enemy.d8CHADEX, CHA Light armour, simple weapons, one-handed swords
WarriorA stalwart and disciplined fighter, associated with rich and civilized cultures.d10STR or DEXSTR, CONAll armour, shields, simple weapons, martial weapons
Specialties
ClassSpecialtyDescription
ScholarMaster HealerYou have studied anatomy, physiology and all manner of curative arts. You know how to use healing herbs and poultices, how to let blood to purge a wound and how to bind one, and how to fight sicknesses that assail the spirit as well as the body.
ScholarMaster ScholarYou have studied ancient books and scrolls in the treasured libraries of the great cities, or you learned rhymes of lore and secrets unwritten from some older master. You know much that is hidden or lost.
SlayerThe RiderWhile the Rohirrim are the most famous riders among the Free People, they are not the only folk to fight from horseback. The charge of a mounted Slayer is as terrible and glorious as the break of dawn, and the blowing of their horns resounds from the mountains to the Sea.
SlayerFoe-HammerSlayers who walk the path of the Foe-hammer wade into the very thick of battle, heedless of their enemies’ paltry blows. Such Slayers are near unstoppable, their fury enhancing their might to a point where they can slay lesser warriors with nothing more than a blow of their fist.
Treasure HunterAgentThe Agent relies on charm as much as stealth or wit. As such, while the Agent still knows a lot about getting into places normally barred to outsiders, they can often do so in the open by simply convincing people that they should be allowed to pass.
Treasure HunterBurglarYou employ your dubious, if highly useful, skills to acquire things that others possess. Whether you use your prowess to plunder old forgotten ruins in search of unclaimed treasure, or the purses of honest Free Folk is up to you.
WandererHunter of BeastsYou can track your quarry across many miles, and bring it down with a well-placed arrow or swift blow. Some folk in Middle-earth rely on hunters for both sustenance and protection; the Woodmen of Mirkwood, for example, are kept safe from Spiders and other horrors by the arrows of their Hunters. Others, like the Elves, hunt for sport, or for the joy of the chase – or hunt two-legged prey, trespassers and despoilers of the wood.
WandererHunter of ShadowsThe lonely souls who choose this archetype forever hunt the servants of the Enemy, wherever they may hide. There is no respite for such Wanderers and little hope of final victory, yet they fight on, regardless.
WardenCounselorYour voice is your weapon. You have the ear of heroes and lords, and can accomplish more with a whispered word than with a drawn sword.
WardenHeraldHeralds are warriors as well as scholars, advocating for a cause that can motivate others and fighting for their beliefs. Heralds seek to witness great deeds of valor first hand and sing of what they have seen to others, to inspire them in turn.
WardenBounderBounders protect the simple folk so they can go about their lives untroubled by the dangers of the untamed wilderness. To walk the path of the Bounders is to be forever on the edge of the Wild, patrolling where the tilled green fields meet the edge of dark forests. Bounders are resilient and near tireless guardians, who stay in the darkness, that others may thrive in the light.
WarriorKnightSworn to serve and defend a liege lord, the Knight places their body between those who would do violence and their charge. Steadfast and resolute, a Knight must always be alert for danger and ready to intercept it.
WarriorWeaponmasterSeeking mastery over themselves as opposed to others, the weaponmaster specialises in a style of fighting, sometimes even a specific weapon, to a degree other warriors can only dream of.
CultureThe character could be from any of the following cultures (appropriate age range to start this campaign):
  • Bardings: Men that followed King Bard north to rebuild Dale several years ago (16-19)
  • Beornings: Men who follow Beorn the skin-changer after he began gathering followers in the years following the liberation of the Lonely Mountain. (16-19)
  • Dúnedain: Known as the Rangers, these descendants of the folk of Numenor travel far and wide guarding the lands of Bree and the Shire. (18-30)
  • Dunlendings: in the hills of Dunland a remnant lingered of an old people... (16-19)
  • Dwarves of the Blue Mountains: Dwarves that live in Ered Luin, the Blue Mountains (50-7)
  • Dwarves of the Lonely Mountain: Dwarves that live in the Lonely Mountain under the rule of Dain Ironfoot. (50-70)
  • Dwarves of the Blue Mountains: Dwarves that live in Ered Luin, the Blue Mountains (50-70)
  • Dwarves of the Grey Mountains | Dwarves that once called the Grey Mountains their home and have been wandering ever since they were forced to abandon it. (5070)
  • Elves of Lórien: "But we hear that Lórien is not yet deserted, for there is a secret power here that holds evil from the land. Nevertheless its folk are seldom seen, and maybe they dwell now deep in the woods and far from the northern border." (100-150)
  • Elves of Mirkwood: Elves that live in Mirkwood under the rule of Thranduil the Elvenking (100-150)
  • High Elves of Rivendell: "And here in Rivendell there live still some of his chief foes: the Elven-wise, lords of the Eldar from beyond the furthest seas." (100-150)
  • Hobbits of the Shire: Halflings that reside in the rolling green hills of the Shire (25-33)
  • Men of Bree: Men that live in the town of Bree, a town that stands on the crossroads of the East-West and North-South Roads. (16-19)
  • Men of Minas Tirith: Men that reside in Minas Tirith, the last of the three great cities of Gondor. (16-19)
  • Men of the Lake: Men that live in the town of Esgaroth on the Long Lake, rebuilt from the ashes left by the dragon Smaug. (16-19)
  • Wayward Elves of Mirkwood: There was a fire in their midst and there were torches fastened to some of the trees round about; but most splendid sight of all: they were eating and drinking merrily. (100-150)
  • Riders of Rohan: The Rohirrim are the horse-lords whose land lies on the west bank of the Anduin, in the grassy plains that stretch from the river to the forest of Fangorn. (1619)
  • Wild Hobbits of the Anduin Vales: "There were probably more Outsiders scattered about in the West of the World in those days than the people of the Shire imagined." (25-330
  • Woodmen: A hardy folk of Northmen dwelling in the lands south of the Old Ford as far as the Gladden Fields, between the Misty Mountains and the southwestern eaves of Mirkwood. (16-19)
Backgrounds
  • Loyal Servant: 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.
  • Doomed to Die: 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.
  • Driven from Home: 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.
  • Emissary of your People: 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.
  • Fallen Scion: 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.
  • The Harrowed: 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.
  • Hunted by the Shadow: 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.
  • Lure of the Road: 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'
  • The Magician: 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.
  • Oathsworn: 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.
  • Reluctant Adventurer: 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?
  • Seeker of the Lost: 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.
  • World Weary: 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.
SkillsPlayer-heroes in Adventures in Middle-earth have access to a few setting-specific skills, some hard to come by, and some near-essential. Riddle An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly.

Use Intelligence (Riddle) checks to discuss a subject while concealing part of what you know, such as when explaining something about yourself without revealing your true identity. This skill is also used to gain helpful insight into spoken or written riddles.

Intelligence (Lore) check measures your ability to recall unusual and obscure information about old legends, ancient war gear, bits of song, rare artefacts, and the reading of runes. Lore replaces the Arcana skill; magic is an imprecise term, for folk use it to describe both the blessings of the Elves and the deceits of the Enemy.

Shadow-lore, a dark branch of knowledge; Intelligence (Shadow-lore) checks allow you to share what you’ve learned about the ways of the Enemy and the various creatures that stalk through the shadows of Middle-earth. Where Lore deals with the past, Shadow-lore deals with the present and the rising threat of the Enemy’s many minions.

Intelligence (Traditions) check measures your ability to recall the proper courtesies and etiquette expected by the various Free Folk cultures, along with some of their stories about their people and their respective histories. An Intelligence (Traditions) ability check is used whenever you wish to gain an audience with someone of influence. Traditions also covers the knowledge of such religion as exists in Middle-earth.
The ApplicationPlayers will need to provide the following in their application:
  • Name
  • Description (Please also include a 'modestly sized' picture of your character)
  • Culture
  • Class
  • Backgound
  • History (Be sure to include an explanation of either why he/she might be near the Long Lake (The lake where Lake Town resided) )
  • Roleplay Sample (Provide a sample of your character interacting with others, in combat, etc.)


Link to Pregenerated characters, which are fully playable.
 


Attached is changes to Scholar and Warden Classes.




4d6 Attribute Generation is available. Use this Dice Roller Thread. It is against the site rules.DO NOT ROLL IN THE GAME SEEKING PLAYERS THREAD. There is no detriment to rolling b/c, if the numbers generated are not to you're liking, you can default to point buy.



Applications

Player Name Culture Class Background Status*
DebiRedHairCeletheril of RivendellHigh ElfScholar Seeker of the LostAccepted
TouketsuVormund of the NorthDúnedainWanderer Emisary of Your PeopleAccepted
SeptikShockEadberht the Haunted RohirrimWarriorThe HarrowedReviewed
MythrandilBruin, son of GaineDwarf (?)SlayerDriven From HomeReviewed
FCasterEradan of House CelosienMan of Minas Tirith-Driven From HomeAccepted
ElanirCirion of House CelosienMan of Minas TirithWardenOathswornAccepted
CodeHamster Tirion the WaywardWayward ElfTreasure HunterEmisary of Your PeopleReviewed
OtherwiseAppleFeorwynWild Hobbit of the AnduinWardenDoomed to DieReviewed

* I will be marking the statuses as WIP --> Complete --> Reviewed

Last edited by Shula; Today at 01:36 AM.
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Old Jun 10th, 2021, 08:35 AM
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Celetheril of Imladris
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Celetheril of Imladris
High Elf Scholar

Description: Celetheril moves with the grace and elegance you would expect of an immortal whose father has seen the light of Valinor. Her silver hair, and bright green eyes, mark her as being of Teleri ancestry and she usually wears a silk dress in a bright colour when she is in Rivendell. When she has to move away from the Sanctuary to seek out Lore, she wears a light leather tunic and hose, and carries a bow and blade to defend herself. 5'10 tall and only 110 lbs, her slim figure hides her strength and speed.

History:
 



Role Playing Sample:
 

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Old Jun 10th, 2021, 09:11 AM
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How are we doing stats? Standard array? 27 point buy?
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Old Jun 10th, 2021, 09:53 AM
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Eadberht
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Eadberht the Haunted
Rider of Rohan Warrior
Name: Eadberht
Description: Dark hair and blue eyes help separate Eadberht from other Rohirrim. With strong hands used to holding reigns and a spear and standing at 6'0 Eadberht can be intimidating to folk who do not know him personally. But, to friends he is a kind hearted, yet quiet companion. A man of few words but when he does speak it carries weight. Eadberht typically wears dark green cloths and leathers instead of the lighter green found with the riders of Rohan.
Culture: Rider of Rohan
Class: Warrior
Backgound: The Harrowed
 

 


Last edited by SeptikShock; Jun 14th, 2021 at 09:24 PM. Reason: Updated picture
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Old Jun 10th, 2021, 10:52 AM
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Vormund
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Vormund of the North Downs
Dúnedain Wanderer

Description: Vormund sports the unmistakable build of a Ranger, both powerful and agile, with a certain roughness cultivated by a life in the wilds. Combined with a generally quiet demeanor, a first impression of Vormund might be that he is detached, or callous of heart.

This couldn’t be further from the truth, as Vormund has a deep empathy for people, though his post has left him more accustomed to watching them from afar. Those who know Vormund have seen a warmth beneath the surface, and he is a reliable ally through thick and thin. Though he has limited experience with dwarves, elves, and even hobbits, Vormund possesses a natural curiosity and appreciation of their varying cultures, and he hopes to meet people from many walks of life on his travels.

History:
 


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Old Jun 10th, 2021, 11:04 PM
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Posting interest for this game! This looks super fun!
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Old Jun 11th, 2021, 07:41 AM
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@Shula:

If I may ask, how many players are you looking to take and when is the deadline for the applications?
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Old Jun 11th, 2021, 08:43 PM
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Quote:
Originally Posted by FCastor View Post
@Shula:

If I may ask, how many players are you looking to take and when is the deadline for the applications?
Ideally 6... one for each class.

However, I am willing to go with 5 as 4 is the bare minimum and it's always nice to have an extra or two incase someone drops.

No deadline as of yet.

While it's not first come, first serve, if I like an application enough it will be marked accepted.
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Old Jun 12th, 2021, 12:05 PM
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Ideally 6... one for each class.

However, I am willing to go with 5 as 4 is the bare minimum and it's always nice to have an extra or two incase someone drops.

No deadline as of yet.

While it's not first come, first serve, if I like an application enough it will be marked accepted.
Cool beans.

So, me and another guy in these here forums are considering of putting up for your consideration a joint application. Basically, our two characters would be either brothers or cousins or very close friends. Each of us would submit his own character but they would basically be a sort of single application to fill two spots.

If the pair are accepted, then cool cool cool. If not, well, still cool cool cool.

Still, I preferred to actually share this idea of ours in advance in case you are against that sort of thing.
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Old Jun 12th, 2021, 12:45 PM
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Hi Shula!

The „other guy“ FCastor mentioned is me. I too was part of the game along with Touketsu and though it was a rather short one, I have some very fond memories and would love to continue with this adventure.

I used to play a High Elf Scholar, but would now like to try my luck with something else, possibly a Man (of Minas Tirith) Warden (Counsellor).

I will be traveling tomorrow, but will otherwise have plenty of time this week to submit an application.

I hope you would consider a „joint application“. I assure you that the two characters will be very different.
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Old Jun 12th, 2021, 02:04 PM
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Name: Bruin son of Gaine
Description: Squat, balding dwarf with a bushy brown beard; Bruin has slate blue eyes and a rank, wild odor. He rides on a scarred, white warg named Ghunum (Dwarven for Lonely), whom Bruin grooms to look enough like a dire wolf to confound a passing glance. Bruin dresses in hardy leathers reinforced with an assortment of metallic fragments of armor; notably, he carries nothing Dwarven in make save the ancestral knife he was given as a child.
Culture: Dwarves of the Blue Mountains
Class: Slayer (Rider) - Rolls
Background: Driven from Home - Bruin rescued and bonded with an albino warg; when discovered, his kin chastised him and stakes the beast as bait for the rest of its pack. Rather than let his new friend, who he believed to be of a better nature than most wargs, be torn to pieces, in secret Bruin freed and fled with the warg, never daring to look back.
History: Bruin and his "wolf" Ghunum have drifted from village to town to wilderness and back again, never staying in place too long lest his companion's true nature be discovered. After the initial terror of flight, they began to once again trust others, though preferring the company of Men and avoiding Dwarves, who might connect the young Dwarf and his mount to a whispered story from the Blue Mountains. The two fight as one against the shadow, joined by an uncanny, inseparable bond. Recently, their wanderings have strayed near to the Long Lake, where rumors of good-paying work abound.
Roleplaying Sample*Sniff* *Sniff*

A pair of noses rise from the faint impression left upon the heather. Bruin wrinkles his; "Orc stench, and none too fresh."

The Dwarf's trusted companion, the dire Ghunum, whuffs as he turns his good, blue eye on Bruin. The Dwarf scoffs, "Ach! Forest goblin?! Who ever heard of such a thing. I still say orc..." Though of course Bruin speaks not a lick of beast-tongue, Ghunum is an unusually intelligent canine, and Bruin seems to have no understanding his friend's communication no matter the form.

Bruin tugs on one of the saddle straps, pulling the white beast close "...and whatever it is, it does NOT smell better than me! My musk makes bearded Dwarven ladies..."

He falls silent all at once, bittersweet memories of dancing and drinking under the Mountains flooding back. He hawks a ball of spit, trying to get the unwanted taste out of his mouth. Ghunum nuzzles Bruin's head, drooling affectionately.

"Heh, you old softie. Well, no time for wasting, let's ride!"

With a smooth, practiced motion, two creatures become one and dash away into the noon-dappled forest, seeking yet another quarry...

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Last edited by Mythrandil; Jun 12th, 2021 at 04:05 PM.
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Old Jun 12th, 2021, 07:06 PM
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Originally Posted by Elanir View Post
Hi Shula!

The „other guy“ FCastor mentioned is me. I too was part of the game along with Touketsu and though it was a rather short one, I have some very fond memories and would love to continue with this adventure.

I used to play a High Elf Scholar, but would now like to try my luck with something else, possibly a Man (of Minas Tirith) Warden (Counsellor).

I will be traveling tomorrow, but will otherwise have plenty of time this week to submit an application.

I hope you would consider a „joint application“. I assure you that the two characters will be very different.
I had looked at the game you were in. Just to let you know, the beginning of my campaign starts at the same point as Silent Rain's campaign which was the first part of the Wilderland Adventure arc (and from the title of her game I assume that's the arc she was going to do). I however will be using it to launch into a prelude of the Mirkwood Campaign.
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Old Jun 12th, 2021, 08:16 PM
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App should be complete, now.
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Old Jun 12th, 2021, 09:06 PM
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Originally Posted by Mythrandil View Post
Bruin rescued and bonded with an albino warg...
Wargs
"How the wind howls!"
he cried. "It is howling with wolfvoices. The Wargs have come west of the Mountains!"


Wargs are a particularly evil breed of Wolves living over the Edge of the Wild, displaying wicked cunning and malicious intent. They communicate using a dreadful language, foul to the ears of listeners not sharing their love for cruel and hateful deeds. Wargs generally look like lean and powerfully-built grey wolves, with eyes shining in the dark, but their size and appearance vary according to age and experience.

In the multitude of J.R.R. Tolkien's notes Wargs were an evil breed of demonic wolves, suggesting that they were inhabited by evil spirits and/or descendants of Carcharoth and the other great werewolves of the First Age. Either way, they're inherently evil the way orcs are.


Often mistaken for Wargs, War-wolves (S. "Ormaráka"; pi.Ormarákar"; aka "Yelmaráka") are huge Dogs who have been bred and trained for combat. They are frequently employed in large numbers as trackers, scouts, or as a means of harassing enemy armies. Some, like the War-wolves of Waw, are actually fielded as combat units. Others, such as the War-wolves of Angmar, serve as mounts for Orcish raiders and Orc-lords. These creatures appear to be just overlarge Wolves. This is true, but War-wolves are bolder, more violent, and much more cunning.

Last edited by Shula; Jun 13th, 2021 at 05:14 AM.
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Old Jun 12th, 2021, 10:02 PM
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Touketsu Touketsu is offline
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Originally Posted by Shula View Post
I had looked at the game you were in. Just to let you know, the beginning of my campaign starts at the same point as Silent Rain's campaign which was the first part of the Wilderland Adventure arc (and from the title of her game I assume that's the arc she was going to do). I however will be using it to launch into a prelude of the Mirkwood Campaign.
This is actually part of why I brought in Vormund instead of making someone new; I kind of wrote him specifically for this adventure/setting, and we really barely started the other game. I really like Vormund and wanted a chance to explore his character more.

Also, hi Elanir!
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Last edited by Touketsu; Jun 12th, 2021 at 10:04 PM.
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