Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 2 Next »

1RPP - Human

Experienced Warrior - Human 

A former citizen of Esgaroth-Laketown, or hailing from any of the small Woodmen towns along the River Running or in the eaves of Mirkwood, you have lived the life as a man-at-arms, a militia member, a caravan guard, or perhaps even a mercenary. You have earned your living through iron and blood and your body and mind are accustomed to the vigor of warfare. You arrive now on a barge to Utterby to join the Merchant Guard and continue your warrior's life or perhaps you seek to retire into the Lodge and take up a craft, or you seek to join the regular patrons of the Gambling Den at the Ironwood Inn. Whatever your future endeavours, you bring your experience with you as you call Utterby your new home.

+10 to a Weapon Skill, +5 to a Combat Supporting Skill (Dual-Wield, Sole-Wield, Deflect, Dodge, Hide, or Sneak)

 

Experienced Crafter - Human

A former citizen of Esgaroth-Laketown, or hailing from any of the small Woodmen towns along the River Running or in the eaves of Mirkwood, you have lived the life as a hunter, a fisherman, a farmer, or any of the number of handicrafts and endeavors that Men embrace to feed, clothe, and house themselves. You have earned your living through sweat and effort and your body and mind are accustomed to hard-work and long hours. You arrive now on a barge to Utterby to join Master Gararic's Lumber Lodge or the Merchant Guard, or perhaps you seek the more difficult road of an independent crafter. Whatever your future endeavours, you bring your experience with you as you call Utterby your new home.

+10 to a Crafting Skill, +5 to another Non-Combat Skill

 

Native Utterby Citizen

Born and raised in the lumber town of Utterby, you have spent your entire life in the small settlement where your parents no doubt work in the Lumber Lodge or Merchant Guard, or perhaps earn their keep in the deep shadows of the Ironwood Inn's Gambling Den. Despite the risk you have gone and survived forays into Mirkwood to learn about the useful surrounds of the village. Within your memory, Utterby has always been overseen by Master Gararic and you have spent your youth in relative safety and average comfort for the town's citizens. You have now grown into adulthood and look to make a name for yourself, and no longer just be seen as the son or daughter of your father.

Note: Your PC can be a max of 25 years old for this role.

Choice of Experienced Warrior or Experienced Crafter boosts, and +10 to Foraging

 

1RPP - Orc 

Almost Worthwhile Fighter - Orc 

"Sha, ya've got some worthless snaga walkin' 'round these parts - most which ain't even last a day out in tha' Mirk. Some of 'em, though, through whatever trials and tri-bew-lay-shuns they been through before, some of 'em just might make it."


Hailing from one of the surrounding orkish tribes or perhaps even from as far west as Gundabad, you have, somehow, managed to stay alive for a while before finally making your way to Vadok Mal, beneath Striza. As any orc knows, even managing to survive past birth is a struggle, so making it this far is no small feat. As such, you have developed the necessary skills to survive the harsh orkish lifestyle - namely, combative skills.


+10 to a weapon skill, +5 to a combat supporting skill: Dual-Wield, Solo-Wield, Dodge, Deflect, Hide, or Sneak


Hardly Mentioned Crafter - Orc 

"Everyone knows tha' makers are tha' backbone of tha' tribe. Sure, tribe ain't gonna get nowhere without no fighters, but those fighters ain't gonna be livin' fighters without skins an' weapons, an' orkish makers are tha' best there is."

You come from the surounding orkish tribes or maybe even Gundabad, or the Misty Mountains, and, while most orcs spent their time fighting and dying, you spent yours fighting, surviving, and creating crude mockeries of various items, each useful in its own right. As such, you have grown accustomed to providing for your warband, and do so, either by your own free will or through force.

+10 to a Crafting Skill, +5 to a Non-Combat Skill

 

Orc of the Mirk

"Get orcs from all over, really. Up north, down south - sha, ya know of a place, I prob'ly know'n orc from there. Here, though? Ya mostly get orcs from the Mirk. Weedy little shits, tha' lot of 'em. Good as skulks, though. Know how to move 'tween 'em trees."

Either coming from the surrounding orkish tribes or a smaller tribe, or even having survived as a feral orc, you've spent the majority of your life in Mirkwood, somewhere around Vadok Mal without specifically being a part of it - that is, until recently. The Mirk is all you know, and one doesn't go surviving as long as you have in such a hostile environment without having anything to show for it. This, obviously, doesn't mean your important in any way, it just means you know how to survive.

Choice of Experienced Warrior or Experienced Crafter boosts, and +10 to Hide or Sneak

 


  • No labels