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Fandom Free Folk of the North Characters

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Vudukudu

Farseer to the Warsong Clan
Da Rules:
1. I'll be accepting characters based on what I think will make for the best group dynamics and most interesting story. If I like your character post, consider yourself accepted. I'll also keep a running list of accepted characters in this post.
2. Refer to the "Other" tab for portions for information on the character creation process. We won't be using dice or stats of any sort, but much of the information there is helpful as guidelines for making reasonably skilled characters. If you have any questions about the process, PM me and I can help you through it.

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Name: Randur, son of Leiknir

Age: 26

Culture: Barding Man

Cultural Virtue: Woeful Foresight

Background: Fallen Scion (Noble Bearing)

Class: Treasure Hunter - Expertise and Sneak Attacks

Specialization: Agent

Skills: Insight (Culture), History (Background), Traditions* (Background), Thieves' Tools (Class), Athletics (Class), Stealth* (Class), Riddle (Class), Perception (Class)

Equipment: A leather jerkin, a short sword, a short bow with 20 arrows, two daggers, and thief's tools. A fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack, comfortable boots, 30 silver pennies, a raven-feather amulet, his family's signet ring, and 10 feet of rope.


Personality: Randur is of noble bearing and carries himself accordingly. His words are carefully chosen, he's respectful of his superiors, and harbors a deep sense of charity for those beneath his station. He is calm and collected, and of stronger, sterner will than most men, though he often comes off as reserved and less prone to kinship than most. He is deeply loyal to King Bard, and only slightly less so to the other rulers of the Free Folk - he respects all that was contributed in years past to the restoration of Dale, and his time as as an emissary and spy of King Bard has sharpened his sense of court etiquette and the manners of various cultures. He is sharp-witted and perceptive, and his bravery is backed by calculation.

Shadow Weakness: Lure of Power

Biography: Randur was born in a remote village many miles east of Dale near a ruined castle upon a hill. The castle was said to have been lost long ago to Orc marauders or the men of Rhun, and the history is unclear. Randur's father was the village's chieftain, of the bloodline of the castle's old inhabitants, and Randur was groomed to take over his role when he came of age. This planned succession was interrupted when Smaug was slain and Randur took his family's signet ring and picked through the castle rubble in search of evidence of his lineage. There, he found a tattered banner sporting a raven perched on a sword, and a ring identical to his own. With proof of his noble ancestry in hand, he set off to Dale and pledged the fealty of his house, in perpetuity, to King Bard and his descendants.

Randur's upbringing did not lend itself well to the prospect of knighthood, but King Bard had uses for sharp and inquisitive minds all the same. Serving briefly as an emissary to Erebor, Randur's talents were better suited to traveling across Mirkwood among the Beornings, Elves, and Woodsmen, who he found far more personally agreeable than the Dwarves. His knack for information gathering has made him a reliable agent of Dale, though he's never quite taken to the survivalist craft and tends to travel in the company of those more experienced in it.

Important Family and Friends: His father, Leiknir / King Bard of Dale / Woodsman Tracker, Ageric / Dwarf Diplomat in Dale, Blain

Why is your character in Woodsmen Town?: Randur has only recently returned from a trip to Minas Tirith conveying a gift to the Steward of Gondor alongside some other trusted Barding Men. Upon returning to Woodsmen Town, his companions went their separate ways to visit other parts of the Wilderland on King Bard's orders, though Randur is still bound for Dale.

Name: Odo Moon-Seer
Age: 27
Culture: Beornings
Cultural Virtue: Brother to Bears
Background: Hunted By The Shadow (Worrying to the Wise)
Class: Wanderer (Fighting Style: Dueling)
Specialization: Shadow-Hunter
Skills: Athletics (class); Intimidation (cultural); Nature (class); Perception (class); Shadow-lore (specialization); Stealth (background); Survival (background)
Equipment: A brightly coloured travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, boots, 10 silver pennies, parcel of honey-cakes, hide armour, longsword, a shield, short bow with a quiver of 20 arrows.

Appearance:


Odo.jpg



Personality: It's likely no surprise that Odo comes across as grim and determined, and perhaps a bit fatalistic: being hunted by The Shadow will do that to a man. He has come to embrace with a certain bitter humor his reputation as a walking ill omen. Secretly, Odo craves companionship, but is leery of forming attachments that are too close for fear of bringing the wrath of The Enemy down upon them. He misses his home and the unique brotherhood that Beorn has forged, but he knows that it is best that he not spend too much time there for fear of attracting The Enemy's attention to those he loves the most. He occasionally lets down his guard when at a tavern, which usually leads to a barroom brawl followed by expulsion and a bill from the innkeeper. He is a staunch ally with a surprising soft spot for the elderly.

Biography: Odo comes from a prominent family of The Carrock. He was a warrior by nature, and as a third son he knew that one day he would set off to seek his fortune. Before that happened, however, his father became aware of an infiltrator in the service of The Enemy who was trying to influence Beorn to abandon his new ideas of openness, and keep The Carrock an isolated place. Odo's father was able to expose the traitor, and when he attempted to flee, Odo struck him down.

The enemy's vengeance was swift, and after a series of attacks and mishaps, it was clear to Odo that it was best for the safety of his family if he traveled away from his home, to draw The Enemy away with him. Before he left, Beorn took him in and taught him something of the ways of bear-lore.

For a while, Odo formed a loose alliance with the Rangers, and he patrolled the borders of habited areas. Inevitably, however, he realized that as much as he was protecting the small folk, he was also drawing The Shadow to them, and he abandoned this effort. He decided he was tired of being the prey, and would instead be the hunter.

Important Family and Friends: His family, including both parents, two older brothers, one older sister and one younger sister; Beormud Willow-Arm (childhood friend with a twisted limb, a scholar); Derendil, a Ranger; Haladrel, a female Elf with whom he occasionally exchanges news and gossip; various other acquaintances stemming from his Background.

Odo is in Woodsmen Town for two reasons: one is to re-provision. The other is that he is a following a rumor of The Enemy's presence in the town or nearby.

Name: Celandine "Celly" Bracegirdle
Age: 37

Culture: Hobbits
Cultural Virtue: Tough in the Fiber

Background: Lure of the Road (feature: Weather-Lore)

Class: Scholar
Specialization: Master Scholar - Natural World

Skills: Animal Handling (background), Investigation (class), Lore (class), Medicine (class), Nature (specialization), proficiency with gardener's tools (culture), Survival (background)

Equipment: A fur-lined travelling cloak, travelling gear for the current season, a bedroll, saddlebags, comfortable boots, 15 silver pennies, a fine walking stick, enough handkerchiefs to see you through the adventure, herbalism kit, gardener's tools, ink & parchment, sling, leather jerkin

Appearance:
Celandine is of fairly average size for a hobbit at 3"1'. Her hair colour is somewhere between dark blonde and light brown, and if she didn't keep her hair tied in a loose bun most of the time, it would be falling to her shoulders in a mess of curls. Celandine has an amicable, freckled face, and light brown eyes which look rounder than they actually are thanks to her often curious or eager expression.

Personality:
Celandine is a quite positive person who doesn't tend to worry too much. Maybe she is a bit naive because of her sheltered life in the Shire, but in a way, her stance on life is that things will work out somehow as long as you don't lose hope. While that mindset tends to work out for the big picture, Celandine still gets discouraged by adversity - often related to the lack of comfort on the road - in smaller events. As long as her misfortune doesn't keep piling up, she can usually rekindle her motivation eventually, though. In this way

Of course her optimism doesn't prevent Celandine from getting scared, in fact, she is certainly more easily frightened than the average adventurer, and she isn't much of a fighter, either. Aside from mostly lacking training or experience in combat, she would choose to run or hide even if she were better suited to fighting. Her non-confrontational attitude even extends to verbal conflicts: usually, Celandine would rather seek a compromise or drop the subject than argue at length.

Celandine may be a scholar (or at least, she is trying to be), but she still has a hard time keeping her focus on the task ahead: Once something catches her interest, whatever held it before is often forgotten - momentarily or sometimes even completely. That expecially happens in new environments, where there's bound to be intriguing things unknown to Celandine. Also, curiousity may have killed the cat, but it has not killed Celandine yet - surprisingly enough, because as long as something (or someone) isn't obviously dangerous, chances are that Celandine will approach and interact with it (or them).

Shadow Weakness: Lure of Secrets

Biography:
Celandine is a Bracegirdle of Hardbottle, and though as a young hobbit she did 'explore' the woods and hills of the Northfarthing together with her friends and cousins, her adventurousness stopped at the borders of the Shire - that is what it looked like on the surface, in any case. Ever since her first visit to the Mathom House in Michel Delving, Celandine was fascinated by those antique trinkets, and began to read all she could about their origins, and about any subject related to them at all that caught her interest.

Her fields of study extended to more practical matters, as well, though. Being the eldest of four children who caught their fair share of both colds and bruises, Celandine soon had more than enough motivation to delve into basic medicine - starting at household remedies for common ailments and soon moving on to whatever she could find on actual textbooks on medicine, anatomy and herbology. From the latter, it was a small jump to trying to grow her own herbs.

Gardening became Celandine's second great passion aside from mathoms and the lore surrounding them, and soon her ability to grow even some fairly delicate plants despite the somewhat colder winters of the Northfarthing earned her both some renown despite her slightly un-hobbit-like other interests and a gardening friend from across the Shire: Primula Hornblower of Longbottom in the Southfarthing. The two of them would often think of gardening contests to challenge each other and hone their skills.

Thus, Celandine grew up circling between her garden, her books, and on occasion, the Mathom House. And of course, when Bilbo Baggins went on his adventure, Celandine followed every rumor of his whereabouts, and upon his return, she'd join the crowd (of mostly hobbit children) listening to Bilbo telling stories from his journey with the dwarves and Gandalf at the Mathom House or at festivals he attended.

The incident that eventually led to Celandine's own adventures, however, had little to do with the tales of daring deeds, but rather with a fairly conventional hobbit commodity: pipe-weed.

The latest challenge between Celandine and Primula Hornblower was about who of them could grow the better tobacco, and as Primula was fairly confident in the outcome - she lived in the region with the most prestigious pipe-weed plantations of the Shire, after all - Celandine felt the need to outdo her friend and rival by stating that she would grow a strain of pipe-weed thus far unknown to the Shire by the next year. The fact that to follow through with her boast, she would have to travel into the unknown occurred to her with too much delay to back out of the situation again.

While Celandine was fairly open-minded towards adventures as far as hobbits go, in her mind, they had always been the business of other people. Experiencing them from a safe distance through retellings and books was all well and good, but being thrown into one herself was more than just a bit outside her scope. Still, Celandine's pride as a gardener won over in the end, she first tentatively set out for Bree - a distance with which she was still comfortable. There, she was lucky to find other (read: more experienced) travelers to latch on to, and eventually this took her all the way to the newly rebuilt Dale.

Over the course of this journey, Celandine all but forgot about her original objective between vexations of being away from the comforts of her hobbit-hole (she should have brought more handkerchiefs, really) and the wonders of seeing all the plants, places and even objects she knew from depictions in books at the most. And upon learning that Dale was approaching its old splendour not only in material wealth, but that its libraries too were growing by the week, something began to tug Celandine back to the freshly refounded kingdom, even as she returned to Hardbottle with a variety of northern plants (none of which were pipe-weed, however).

After her return, Celandine barely had time to see her new seedlings through the winter and mend her relationship with Primula Hornblower (who was quite aghast that Celandine had actually gone ahead and run off on an adventure on account of their bet, and, to add insult to injury, had even forgotten about the gardening contest during her time away) before the news of King Bard's summon reached her ears.

As this seemed the best opportunity to win access to the royal libraries, Celandine was quick to make up her mind - she would go on a second journey to Dale, then. This time, though, as she was finding adventure opposed to adventure finding her, she was also determined to make proper preparations. This included a personal visit to Bilbo Baggins to ask for advice on getting her bearings in Dale - while she had made do last time, she couldn't keep relying on finding a group to travel with. Bilbo was kind enough to not only give her several helpful tips (don't forget your handkerchiefs!) but also write her a letter of introduction stating that Celandine was indeed a Hobbit of the Shire, and an acquaintance of Bilbo's at that, so if whoever read this please didn't think of her as some sort of goblin and treat her as any other decent person.

With Bilbo's advice in mind and letter in pocket, Celandine set out once more past the borders of the Shire - again not a hundred percent ready for what was ahead, but with a fairly clear goal and an idea of how to achieve it, at least.

Important Family and Friends:

  • Celandine's (core) family, consisting of her father, her mother, two little sisters and one little brother.
  • Primula Hornblower: Celandine's best friend. Primula is a fervent lover of all things to do with gardening, and while she is sceptical about adventurers like any respectable hobbit, she tries to overlook Celandine's "flaw" in that regard for the sake of their friendship.
  • Arugula "Rugues": Celandine's dear pony, who also accompanied her on her first trip to Dale.
  • Kóna: a female dwarf who was one of the adventurers with whom Celandine traveled to Dale the first time. Kóna was looking to settle on the Lonely Mountain.
  • Lindir: a male elf of Mirkwood with whom Celandine traveled on her return trip up to Rivendell. Lindir is a messenger.
Why is your character in Woodsmen Town?

Celandine remembered reading about something called the Lamp of Balthi kept in Woodsmen Town, and decided to take a detour to visit the town. Though she is aware that as a mere traveler without any connections to the Woodsmen she probably won't be allowed to actually see it, Celandine hopes to hear some stories about it, or some information more detailed than "a fabled item with healing properties" - the mention in a text on medicine which piqued her interest in the first place.

Name: Ceolwen, daughter of Derndan
Age: 23
Culture: Rohirrim
Cultural Virtue: King's Guard-- Horse-Archery
Background: Oathsworn
Class: Slayer
Specialization: The Rider
Skills: Intimidation (background), Traditions (background), Animal Handling (class), Survival (class)
Equipment: A riding horse, brightly coloured traveling cloak, traveling gear for the current season, a backpack or saddlebags, a belt dagger, boots, 8 silver pennies, a bronze arm-band, a leather corslet, small shield, a short sword, and a short bow with arrows. She also carries a small Rohirrim horn.
Appearance:

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Personality: Loud and bold, Ceolwen does not back down from a challenge, though she does not always play by the rules. She fights to be recognized, to be seen as more than her questionable bloodline, or her gender, and she will take on any task in order to prove her worth. Her brash behavior often keeps others at a distance but her friends have a fiercely loyal drinking companion. But even those closest to her don't completely know her or her fears of never doing enough. Ceolwen has a temper and sometimes acts before thinking, especially when someone she cares about has been wronged.
Shadow Weakness: Curse of Vengeance
Biography: Ceolwen's father was a rider who taught her everything he knew, spending hours with her until she perfected her riding and archery. They lived near the border of Rohan and helped guard against orcs and invasions. For many years, her mother would bleach her hair in an attempt to hide the dark features but when a Dunlending raid left her home burned to the ground, Ceolwen dedicated herself to becoming a rider with no time to worry about such things as her hair color.
A female rider was rare enough but one who looked like a Dunlending was nearly unheard of. Yet, Ceolwen made it into the rider's ranks and quickly gained a reputation as a rider and warrior. Mounted on her horse, Elfwine, she's known to lead small parties against orcs and occasionally the Dunlending, always finding some trick or weakness to use to her advantage. In only a few years, she'd gone from a simple rider to joining the King's Guard. Now she has her eye on rising through the ranks of the Guard. She's sworn an oath to rid the Rohirrin of enemies of the Mark, starting with the Dunlending who have been raiding the borders.
Important Family and Friends: Her parents, Derndan and Ceolhild. She's also close friends with several of the King's Guard.
Why is your character in Woodsmen Town? She is hunting a traitor who is believed to be aiding the Dunlending with their most recent raids.
 
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Character Sheet: Format it however you like, but you need these elements. Feel free to consult me at any point in the process, I'm happy to help!

Name:
Age:
Culture:
Cultural Virtue:
Background:
Class:
Specialization:
Skills:
Equipment:
Appearance: (image or sufficient description)
Personality (however you like is fine)
Shadow Weakness: Pick from: Lure of Power, Curse of Vengeance, Dragon-sickness, Lure of Secrets, Wandering-madness, or come up with your own with GM approval. Shadow-weaknesses are personality flaws or weaknesses that may trigger your hero to behave less heroically, or even succumb to the lure of the Shadow.
Biography (More the better!):
Important Family and Friends: (Close family, strong personal relationships, etc. No need to be extremely detailed, names and "Father" or "close friend" or "chief" will suffice.)
Why is your character in Woodsmen Town? (For some reason, you are here, but on your way to Dale to answer King Bard's call for heroes.)
 
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Example Characters: Feel free to simply use one of them yourself, or take them as inspiration.

Name: Lifstan, son of Leiknir

Age: 19

Culture: Bardings

Cultural Virtue: Swordmaster: A skilled warrior can use their sword to deflect blows that would have otherwise hit their mark. Lifstan has learned to fight defensively using his weapon to full advantage. He are capable of holding his own against superior numbers with a blade in hand and may as well be carrying a shield.

Background: Seeker of the Lost

Class: Warrior

Specialization: Knight

Skills: Athletics, Insight, Intimidation, Investigation, Lore

Armor Proficiency: All, Shields

Weapon Proficiency: All

Tool Proficiency: None.

Equipment: Broad Sword, Short bow and 20 arrows, Ring Mail, fur-lined travelling cloak, travelling gear for the current season, bedroll, backpack, comfortable boots, rope and amulet of a raven’s feather.

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Personality: Lifstan is an adventurous sort who's daring inclinations began the day he saw Smaug tumble from the sky and crash into the Lake. His childhood, however, gave him his appreciation for fine things - his father was a smith, and soon after Erebor was settled once more he ventured there with his father to see the dwarf-smiths and the works of old. What he saw there was treasure beyond his wildest dreams, and it kindled within him a passion for secret hoards and ancient treasures. Finding what he seeks has often meant finding ways into places he is not supposed to see, and he has a keen eye for hidden paths and secret doors. He dreams of one day finding an ancient relic which will make the Enemy himself tremble, but worries often that what he may find will be something that was better off left alone.

Shadow Weakness: Dragon-Sickness

Biography: Lifstan's father was a smith in Lake-Town, and his mother perished early in his childhood from an illness, leaving him with few memories of her and a raven feather amulet to remember her by. Lifstan and his father lived under the shadow of the Dragon for 14 long years, until Thorin and Company reclaimed the Lonely Mountain and King Bard's arrow smote the Defiler from the very skies, an experience that, coupled with witnessing the Battle of Five Armies, awakened Lifstan to the knowledge of a terrible evil in the world. The malaise hanging over the people of Dale slipped away that day, and Lifstan and his father moved to Dale to aid in the reconstruction of the old city. Lifstan found himself traveling to Erebor with his father soon thereafter, and the glittering treasures and master craftsmanship of elder days kindled a yearning to discover such ancient treasure himself. Like many of the Bardings, Lifstan took up military training to insure the security of his people's fledgling kingdom, and proved far better with a sword in hand than he ever did with a smith's hammer. After leading a band of the King's men in battle against some Goblins harassing traffic along the Old Forest Road, Lifstan has caught the eye of King Bard's court.

Important Family and Friends:
Leiknir: Lifstan's father, and a blacksmith in Dale.

Why is your character in Woodsmen Town: Lifstan is currently in Woodsmen Town on business for his father, who sent him along with some other men to deliver a message to the elders of Woodsmen Town. With his task for his father done, Lifstan now looks to return home and offer his sword to the King's cause.

Name: The Bride - Heva

Age: 20

Culture: Woodsmen

Cultural Virtue: Hound of Mirkwood

Background: Reluctant Adventurer

Class: Slayer

Specialization: Foe Hammer

Skills: Animal Handling, Intimidation, Nature, Medicine, Survival

Equipment: Hide armour, great axe, traveling cloak, travelling gear for the current season, belt dagger and a hunting trap.

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Personality: The Bride is a grim sort, who's dour attitude and aura of misery often makes others uneasy, though she has great cause for her mourning. She believes that fate itself conspires against her to bring her ruin and death, and that it actively seeks to rid the world of her. Despite this, she privately hopes that one day she will merely be able to return home and rest by the fire once more, once her thirst for revenge is slaked.

Shadow Weakness: Curse of Vengeance

Biography: The Bride was born west of the Great River, in one of the villages nearest the mountains. She were scarcely fifteen when she first saw him who would become her groom, at a folk- moot held at Mountain hall, in a time when the Orcs were sorely threatening your people. Only a few months later she moved across the river to be near him, as he was from the folk dwelling in the forest. As she waited for her wedding, she learned how to seek a prey among the trees, and her love for the hunt rivaled that for her future husband.
One night, only a handful of days before her wedding- day, he left with a company of men from the village, refusing to bring her with him and giving no explanations. Only his faithful hound returned, grievously wounded. When the elders of the village saw the claw marks on the hound they shook their heads, speaking of the dreaded Beast of Mirkwood...

Important Family and Friends:
Maracar: The Bride's trusted hound, formerly the companion of her husband-to-be.
Adalcar: The local chieftain of The Bride's clan, Adalcar is a proud and stern village elder who has warned her against hunting the Beast of Mirkwood by herself.

Why is your character in Woodsmen Town?: The Bride has been searching Mirkwood to fulfill her hunt for vengeance, and has taken shelter in Woodsmen Town for the last week or so. When word of King Bard's proclamation reached Woodsmen Town, she decided to head northward to seek out suitable companions to aid in her great hunt.
 
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Name: Odo Moon-Seer
Age: 27
Culture: Beornings
Cultural Virtue: Brother to Bears
Background: Hunted By The Shadow (Worrying to the Wise)
Class: Wanderer (Fighting Style: Dueling)
Specialization: Shadow-Hunter
Skills: Athletics (class); Intimidation (cultural); Nature (class); Perception (class); Shadow-lore (specialization); Stealth (background); Survival (background)
Equipment: A brightly coloured travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, boots, 10 silver pennies, parcel of honey-cakes, hide armour, longsword, a shield, short bow with a quiver of 20 arrows.

Appearance:

Odo.jpg

Personality: It's likely no surprise that Odo comes across as grim and determined, and perhaps a bit fatalistic: being hunted by The Shadow will do that to a man. He has come to embrace with a certain bitter humor his reputation as a walking ill omen. Secretly, Odo craves companionship, but is leery of forming attachments that are too close for fear of bringing the wrath of The Enemy down upon them. He misses his home and the unique brotherhood that Beorn has forged, but he knows that it is best that he not spend too much time there for fear of attracting The Enemy's attention to those he loves the most. He occasionally lets down his guard when at a tavern, which usually leads to a barroom brawl followed by expulsion and a bill from the innkeeper. He is a staunch ally with a surprising soft spot for the elderly.

Biography: Odo comes from a prominent family of The Carrock. He was a warrior by nature, and as a third son he knew that one day he would set off to seek his fortune. Before that happened, however, his father became aware of an infiltrator in the service of The Enemy who was trying to influence Beorn to abandon his new ideas of openness, and keep The Carrock an isolated place. Odo's father was able to expose the traitor, and when he attempted to flee, Odo struck him down.

The enemy's vengeance was swift, and after a series of attacks and mishaps, it was clear to Odo that it was best for the safety of his family if he traveled away from his home, to draw The Enemy away with him. Before he left, Beorn took him in and taught him something of the ways of bear-lore.

For a while, Odo formed a loose alliance with the Rangers, and he patrolled the borders of habited areas. Inevitably, however, he realized that as much as he was protecting the small folk, he was also drawing The Shadow to them, and he abandoned this effort. He decided he was tired of being the prey, and would instead be the hunter.

Important Family and Friends: His family, including both parents, two older brothers, one older sister and one younger sister; Beormud Willow-Arm (childhood friend with a twisted limb, a scholar); Derendil, a Ranger; Haladrel, a female Elf with whom he occasionally exchanges news and gossip; various other acquaintances stemming from his Background.

Odo is in Woodsmen Town for two reasons: one is to re-provision. The other is that he is a following a rumor of The Enemy's presence in the town or nearby.
 
Name: Celandine "Celly" Bracegirdle
Age: 37

Culture: Hobbits
Cultural Virtue: Tough in the Fiber

Background: Lure of the Road (feature: Weather-Lore)

Class: Scholar
Specialization: Master Scholar - Natural World

Skills: Animal Handling (background), Investigation (class), Lore (class), Medicine (class), Nature (specialization), proficiency with gardener's tools (culture), Survival (background)

Equipment: A fur-lined travelling cloak, travelling gear for the current season, a bedroll, saddlebags, comfortable boots, 15 silver pennies, a fine walking stick, enough handkerchiefs to see you through the adventure, herbalism kit, gardener's tools, ink & parchment, sling, leather jerkin

Appearance:
Celandine is of fairly average size for a hobbit at 3"1'. Her hair colour is somewhere between dark blonde and light brown, and if she didn't keep her hair tied in a loose bun most of the time, it would be falling to her shoulders in a mess of curls. Celandine has an amicable, freckled face, and light brown eyes which look rounder than they actually are thanks to her often curious or eager expression.

Personality:
Celandine is a quite positive person who doesn't tend to worry too much. Maybe she is a bit naive because of her sheltered life in the Shire, but in a way, her stance on life is that things will work out somehow as long as you don't lose hope. While that mindset tends to work out for the big picture, Celandine still gets discouraged by adversity - often related to the lack of comfort on the road - in smaller events. As long as her misfortune doesn't keep piling up, she can usually rekindle her motivation eventually, though. In this way

Of course her optimism doesn't prevent Celandine from getting scared, in fact, she is certainly more easily frightened than the average adventurer, and she isn't much of a fighter, either. Aside from mostly lacking training or experience in combat, she would choose to run or hide even if she were better suited to fighting. Her non-confrontational attitude even extends to verbal conflicts: usually, Celandine would rather seek a compromise or drop the subject than argue at length.

Celandine may be a scholar (or at least, she is trying to be), but she still has a hard time keeping her focus on the task ahead: Once something catches her interest, whatever held it before is often forgotten - momentarily or sometimes even completely. That expecially happens in new environments, where there's bound to be intriguing things unknown to Celandine. Also, curiousity may have killed the cat, but it has not killed Celandine yet - surprisingly enough, because as long as something (or someone) isn't obviously dangerous, chances are that Celandine will approach and interact with it (or them).


Shadow Weakness: Lure of Secrets

Biography:
Celandine is a Bracegirdle of Hardbottle, and though as a young hobbit she did 'explore' the woods and hills of the Northfarthing together with her friends and cousins, her adventurousness stopped at the borders of the Shire - that is what it looked like on the surface, in any case. Ever since her first visit to the Mathom House in Michel Delving, Celandine was fascinated by those antique trinkets, and began to read all she could about their origins, and about any subject related to them at all that caught her interest.

Her fields of study extended to more practical matters, as well, though. Being the eldest of four children who caught their fair share of both colds and bruises, Celandine soon had more than enough motivation to delve into basic medicine - starting at household remedies for common ailments and soon moving on to whatever she could find on actual textbooks on medicine, anatomy and herbology. From the latter, it was a small jump to trying to grow her own herbs.

Gardening became Celandine's second great passion aside from mathoms and the lore surrounding them, and soon her ability to grow even some fairly delicate plants despite the somewhat colder winters of the Northfarthing earned her both some renown despite her slightly un-hobbit-like other interests and a gardening friend from across the Shire: Primula Hornblower of Longbottom in the Southfarthing. The two of them would often think of gardening contests to challenge each other and hone their skills.

Thus, Celandine grew up circling between her garden, her books, and on occasion, the Mathom House. And of course, when Bilbo Baggins went on his adventure, Celandine followed every rumor of his whereabouts, and upon his return, she'd join the crowd (of mostly hobbit children) listening to Bilbo telling stories from his journey with the dwarves and Gandalf at the Mathom House or at festivals he attended.

The incident that eventually led to Celandine's own adventures, however, had little to do with the tales of daring deeds, but rather with a fairly conventional hobbit commodity: pipe-weed.

The latest challenge between Celandine and Primula Hornblower was about who of them could grow the better tobacco, and as Primula was fairly confident in the outcome - she lived in the region with the most prestigious pipe-weed plantations of the Shire, after all - Celandine felt the need to outdo her friend and rival by stating that she would grow a strain of pipe-weed thus far unknown to the Shire by the next year. The fact that to follow through with her boast, she would have to travel into the unknown occurred to her with too much delay to back out of the situation again.

While Celandine was fairly open-minded towards adventures as far as hobbits go, in her mind, they had always been the business of other people. Experiencing them from a safe distance through retellings and books was all well and good, but being thrown into one herself was more than just a bit outside her scope. Still, Celandine's pride as a gardener won over in the end, she first tentatively set out for Bree - a distance with which she was still comfortable. There, she was lucky to find other (read: more experienced) travelers to latch on to, and eventually this took her all the way to the newly rebuilt Dale.

Over the course of this journey, Celandine all but forgot about her original objective between vexations of being away from the comforts of her hobbit-hole (she should have brought more handkerchiefs, really) and the wonders of seeing all the plants, places and even objects she knew from depictions in books at the most. And upon learning that Dale was approaching its old splendour not only in material wealth, but that its libraries too were growing by the week, something began to tug Celandine back to the freshly refounded kingdom, even as she returned to Hardbottle with a variety of northern plants (none of which were pipe-weed, however).

After her return, Celandine barely had time to see her new seedlings through the winter and mend her relationship with Primula Hornblower (who was quite aghast that Celandine had actually gone ahead and run off on an adventure on account of their bet, and, to add insult to injury, had even forgotten about the gardening contest during her time away) before the news of King Bard's summon reached her ears.

As this seemed the best opportunity to win access to the royal libraries, Celandine was quick to make up her mind - she would go on a second journey to Dale, then. This time, though, as she was finding adventure opposed to adventure finding her, she was also determined to make proper preparations. This included a personal visit to Bilbo Baggins to ask for advice on getting her bearings in Dale - while she had made do last time, she couldn't keep relying on finding a group to travel with. Bilbo was kind enough to not only give her several helpful tips (don't forget your handkerchiefs!) but also write her a letter of introduction stating that Celandine was indeed a Hobbit of the Shire, and an acquaintance of Bilbo's at that, so if whoever read this please didn't think of her as some sort of goblin and treat her as any other decent person.

With Bilbo's advice in mind and letter in pocket, Celandine set out once more past the borders of the Shire - again not a hundred percent ready for what was ahead, but with a fairly clear goal and an idea of how to achieve it, at least.


Important Family and Friends:
  • Celandine's (core) family, consisting of her father, her mother, two little sisters and one little brother.
  • Primula Hornblower: Celandine's best friend. Primula is a fervent lover of all things to do with gardening, and while she is sceptical about adventurers like any respectable hobbit, she tries to overlook Celandine's "flaw" in that regard for the sake of their friendship.
  • Arugula "Rugues": Celandine's dear pony, who also accompanied her on her first trip to Dale.
  • Kóna: a female dwarf who was one of the adventurers with whom Celandine traveled to Dale the first time. Kóna was looking to settle on the Lonely Mountain.
  • Lindir: a male elf of Mirkwood with whom Celandine traveled on her return trip up to Rivendell. Lindir is a messenger.

Why is your character in Woodsmen Town?
Celandine remembered reading about something called the Lamp of Balthi kept in Woodsmen Town, and decided to take a detour to visit the town. Though she is aware that as a mere traveler without any connections to the Woodsmen she probably won't be allowed to actually see it, Celandine hopes to hear some stories about it, or some information more detailed than "a fabled item with healing properties" - the mention in a text on medicine which piqued her interest in the first place.
 
Those two make an interesting pair! :)

Vudukudu, how many players were you looking for?
 
Also: I’ll only be taking the one Hobbit for this to keep the party a bit more diverse, so further Hobbit applicants will not be considered.
 
Name: Ceolwen, daughter of Derndan
Age: 23
Culture: Rohirrim
Cultural Virtue: King's Guard-- Horse-Archery
Background: Oathsworn
Class: Slayer
Specialization: The Rider
Skills: Intimidation (background), Traditions (background), Animal Handling (class), Survival (class)
Equipment: A riding horse, brightly coloured traveling cloak, traveling gear for the current season, a backpack or saddlebags, a belt dagger, boots, 8 silver pennies, a bronze arm-band, a leather corslet, small shield, a short sword, and a short bow with arrows. She also carries a small Rohirrim horn.
Appearance: 560701
Personality: Loud and bold, Ceolwen does not back down from a challenge, though she does not always play by the rules. She fights to be recognized, to be seen as more than her questionable bloodline, or her gender, and she will take on any task in order to prove her worth. Her brash behavior often keeps others at a distance but her friends have a fiercely loyal drinking companion. But even those closest to her don't completely know her or her fears of never doing enough. Ceolwen has a temper and sometimes acts before thinking, especially when someone she cares about has been wronged.
Shadow Weakness: Curse of Vengeance
Biography: Ceolwen's father was a rider who taught her everything he knew, spending hours with her until she perfected her riding and archery. They lived near the border of Rohan and helped guard against orcs and invasions. For many years, her mother would bleach her hair in an attempt to hide the dark features but when a Dunlending raid left her home burned to the ground, Ceolwen dedicated herself to becoming a rider with no time to worry about such things as her hair color.
A female rider was rare enough but one who looked like a Dunlending was nearly unheard of. Yet, Ceolwen made it into the rider's ranks and quickly gained a reputation as a rider and warrior. Mounted on her horse, Elfwine, she's known to lead small parties against orcs and occasionally the Dunlending, always finding some trick or weakness to use to her advantage. In only a few years, she'd gone from a simple rider to joining the King's Guard. Now she has her eye on rising through the ranks of the Guard. She's sworn an oath to rid the Rohirrin of enemies of the Mark, starting with the Dunlending who have been raiding the borders.
Important Family and Friends: Her parents, Derndan and Ceolhild. She's also close friends with several of the King's Guard.
Why is your character in Woodsmen Town? She is hunting a traitor who is believed to be aiding the Dunlending with their most recent raids.
 
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Name: Ceolwen, daughter of Derndan
Age: 23
Culture: Rohirrim
Cultural Virtue: King's Guard
Background: Oathsworn
Class: Slayer
Specialization: The Rider
Skills: Horsemanship (cultural), Horse-Archery (cultural), Intimidation (background), Traditions (background), Animal Handling (class), Survival (class)
Equipment: A riding horse, brightly coloured traveling cloak, traveling gear for the current season, a backpack or saddlebags, a belt dagger, boots, 8 silver pennies, a bronze arm-band, a leather corslet, small shield, a short sword, and a short bow with arrows. She also carries a small Rohirrim horn.
Appearance: View attachment 560701
Personality: Loud and bold, Ceolwen does not back down from a challenge, though she does not always play by the rules. She fights to be recognized, to be seen as more than her questionable bloodline, or her gender, and she will take on any task in order to prove her worth. Her brash behavior often keeps others at a distance but her friends have a fiercely loyal drinking companion. But even those closest to her don't completely know her or her fears of never doing enough. Ceolwen has a temper and sometimes acts before thinking, especially when someone she cares about has been wronged.
Shadow Weakness: Curse of Vengeance
Biography: Ceolwen's father was a rider who taught her everything he knew, spending hours with her until she perfected her riding and archery. They lived near the border of Rohan and helped guard against orcs and invasions. For many years, her mother would bleach her hair in an attempt to hide the dark features but when a Dunlending raid left her home burned to the ground, Ceolwen dedicated herself to becoming a rider with no time to worry about such things as her hair color.
A female rider was rare enough but one who looked like a Dunlending was nearly unheard of. Yet, Ceolwen made it into the rider's ranks and quickly gained a reputation as a rider and warrior. Mounted on her horse, Elfwine, she's known to lead small parties against orcs and occasionally the Dunlending, always finding some trick or weakness to use to her advantage. In only a few years, she'd gone from a simple rider to joining the King's Guard. Now she has her eye on rising through the ranks of the Guard. She's sworn an oath to rid the Rohirrin of enemies of the Mark, starting with the Dunlending who have been raiding the borders.
Important Family and Friends: Her parents, Derndan and Ceolhild. She's also close friends with several of the King's Guard.
Why is your character in Woodsmen Town? She is hunting a traitor who is believed to be aiding the Dunlending with their most recent raids.

Certainly interested, but all I'd ask is that you move the "horse-archery (cultural)" bit to be attached to the Kings Guard Cultural Virtue just for ease of reference. Oh, and also omit "Horsemanship (cultural)" from skills - its covered by Animal Handling and we'll presume you're particularly knowledgeable in the realm of horses.
 
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Also, in light of the current number of applications, I'm eager to get things started. As such, I'll be closing applications at 5 PM Central Time on April 11th.
 
Name: Wulfstan
Age: 21
Culture: Riders of Rohan
Cultural Virtue: Fey Mood
Background: Emissary of your People, Outrider
Class: Warrior
Specialization: Horsemanship
Skills: Horsemanship, Minstrelsy
Equipment: chainmaille, sword, spear, axe, cloak, money,
Appearance:
bspn8d.md.png

Personality:
Wulfstan is generally a kind-hearted man, hard-working and fairly laid-back, glad to help whenever he can. Despite this, when push comes to shove, he can be an incredibly stern man, heavily focused on whatever task is at hand. Yet at other times, it is hard for him to focus on the task at hand, and may take more breaks then usual in order to avoid it. But all in all, he is overall a hard worker.

Shadow Weakness: Lure of Power
Biography (More the better!):
Born to the old lord Lifstan and his wife Herwynn - or so his father said - Wulfstan grew up amongst the courts of the nobility of Rohan. He never knew his mother, since she had passed away giving birth to his baby brother (or so Wulfstan called him) Aelfhelm only two years after he was born. Despite growing up amongst the nobility and upper classes of Rohan, Wulfstan simply wanted to live his life as a child, playing with the other children and running around.

He developed a close friendship with a young man, another lord of a nearby village, named Beornhelm.
Their friendship grew to be more than just a friendship, and eventually Beornhelm proposed.

Then, rumors began to spread - rumors of Orcs and other foul creatures threatening Rohan. Being the new lord after Lifstan nearly passed away from a short illness, Wulfstan has begun an investigation into these rumors. And eventually, he and Beornhelm want a family. But now, there are more pressing issues.
Important Family and Friends: His immediate family, Beornhelm (his husband, a fellow lord)
Why is your character in Woodsmen Town? He was sent on a diplomatic mission to establish relations with some of the northmen.
[/QUOTE]
 
On final review of the existing applications, I'm happy to have a final list ready - Relayer Relayer Felis Felis Kimiwriter Kimiwriter . If you could all like this post to indicate your still around and interested, I'll work on getting things moving this evening.
 
Name: Randur, son of Leiknir

Age: 26

Culture: Barding Man

Cultural Virtue: Woeful Foresight

Background: Fallen Scion (Noble Bearing)

Class: Treasure Hunter - Expertise and Sneak Attacks

Specialization: Agent

Skills: Insight (Culture), History (Background), Traditions* (Background), Thieves' Tools (Class), Athletics (Class), Stealth* (Class), Riddle (Class), Perception (Class)

Equipment: A leather jerkin, a short sword, a short bow with 20 arrows, two daggers, and thief's tools. A fur-lined travelling cloak, travelling gear for the current season, a bedroll, a backpack, comfortable boots, 30 silver pennies, a raven-feather amulet, his family's signet ring, and 10 feet of rope.

563913

Personality: Randur is of noble bearing and carries himself accordingly. His words are carefully chosen, he's respectful of his superiors, and harbors a deep sense of charity for those beneath his station. He is calm and collected, and of stronger, sterner will than most men, though he often comes off as reserved and less prone to kinship than most. He is deeply loyal to King Bard, and only slightly less so to the other rulers of the Free Folk - he respects all that was contributed in years past to the restoration of Dale, and his time as as an emissary and spy of King Bard has sharpened his sense of court etiquette and the manners of various cultures. He is sharp-witted and perceptive, and his bravery is backed by calculation.

Shadow Weakness: Lure of Power

Biography: Randur was born in a remote village many miles east of Dale near a ruined castle upon a hill. The castle was said to have been lost long ago to Orc marauders or the men of Rhun, and the history is unclear. Randur's father was the village's chieftain, of the bloodline of the castle's old inhabitants, and Randur was groomed to take over his role when he came of age. This planned succession was interrupted when Smaug was slain and Randur took his family's signet ring and picked through the castle rubble in search of evidence of his lineage. There, he found a tattered banner sporting a raven perched on a sword, and a ring identical to his own. With proof of his noble ancestry in hand, he set off to Dale and pledged the fealty of his house, in perpetuity, to King Bard and his descendants.

Randur's upbringing did not lend itself well to the prospect of knighthood, but King Bard had uses for sharp and inquisitive minds all the same. Serving briefly as an emissary to Erebor, Randur's talents were better suited to traveling across Mirkwood among the Beornings, Elves, and Woodsmen, who he found far more personally agreeable than the Dwarves. His knack for information gathering has made him a reliable agent of Dale, though he's never quite taken to the survivalist craft and tends to travel in the company of those more experienced in it.

Important Family and Friends: His father, Leiknir / King Bard of Dale / Woodsman Tracker, Ageric / Dwarf Diplomat in Dale, Blain

Why is your character in Woodsmen Town?: Randur has only recently returned from a trip to Minas Tirith conveying a gift to the Steward of Gondor alongside some other trusted Barding Men. Upon returning to Woodsmen Town, his companions went their separate ways to visit other parts of the Wilderland on King Bard's orders, though Randur is still bound for Dale.
 

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