Erenion the border warden

Sep 20, 2026 3:27 pm
https://i.imgur.com/D2VNDXS.jpeg
[ +- ] There and Back Again — Erenion
Sep 20, 2026 3:29 pm
The three things that define him

I’d describe his personal abilities like this:

Light of Tread

Not necessarily a separate mechanical skill.

Erenion moves through the woods with an almost unnatural lack of sound. He knows where branches will snap, where leaves conceal stones, and how wind carries sound.

Mechanically, this can be represented by your Elven Cloak, while Sneaking/moving quietly becomes something you can argue from the fiction when appropriate.

If the GM says the situation specifically requires the Sneaking Trait, you don’t have it—which is the interesting tradeoff. You’re an excellent woodland scout, but you’re not mechanically optimized for every conceivable stealth situation.

Elven Cloak

I’d make this a Wondrous Item rather than a powerful magical weapon.

Elven Cloak of Rivendell
A grey-green cloak that seems to take on the color and texture of whatever surrounds it. At a distance, Erenion can appear to be nothing more than shadow, stone, brush, or woodland.

Its effect should be subtle rather than invisibility.

I’d ask the GM for something like:

Advantage when remaining unseen in natural surroundings, particularly at a distance or when motionless.

That is extremely Tolkien-esque and doesn’t break the game.

Elven Magic

His magic should feel old, quiet and almost ambiguous.

Examples:

* Heal a wound through touch.
* Ease pain.
* Sense whether a place has been recently disturbed by evil.
* Cause a faint light.
* Communicate subtly with an animal.
* Preserve something from decay.
* Recognize an ancient Elvish enchantment.
* Detect that an object is more than it appears.

I’d avoid making him a conventional spellcaster.

⸻

His relationship to Ost-in-Edhil

This is where I think the character gets really interesting.

Erenion isn’t simply investigating Orcs.

He’s investigating what the Orcs are looking for.

The ruins of Ost-in-Edhil aren’t merely an archaeological curiosity to him. They represent a dangerous inheritance.

Perhaps Erenion has been told:

"There are things in Eregion that should remain where they lie."

And he doesn’t know exactly what those things are.

That gives the GM enormous room to reveal the mystery gradually.

Perhaps there are:

* fragments of Elven smithcraft
* sealed chambers
* old maps
* lesser rings
* tools used by the smiths of Eregion
* records concerning Celebrimbor
* objects that have no obvious power but which the wrong person could exploit
* things that the Elves of Rivendell themselves don’t entirely understand

And Erenion’s attitude is:

It does not matter whether the humans, dwarves, or Orcs find it first. If it should remain hidden, it should remain hidden.

That gives you a potentially delicious complication when the "wrong hands" turn out not necessarily to be Orcish hands.

⸻

Personality

I’d make him reserved rather than aloof.

He’s not the stereotypical Elf who thinks humans are foolish.

Instead:

* He listens more than he speaks.
* He remembers things people assume he has forgotten.
* He is fascinated by ordinary mortal life.
* He finds Hobbits inexplicable.
* He considers dwarves extremely loud.
* He has a surprisingly dry sense of humor.
* He dislikes unnecessary violence.
* He doesn’t automatically trust other Elves.
* He has enormous patience—until someone starts tampering with something they don’t understand.

His guiding principle:

"Watch first. Understand second. Act only when action is necessary."

That also gives you a great reason for Erenion to participate in the campaign without constantly driving the plot.

⸻

How he fits into the party

This is probably the most important part.

Erenion shouldn’t be "the guy who knows everything."

Instead, he’s the guy who occasionally says:

"Stop."

Everyone stops.

He looks at the ground.

"Those tracks weren’t here yesterday."

Or:

"Don’t touch that."

Someone asks:

"Why?"

"Because it was put there."

Or, after everyone has spent twenty minutes arguing:

"There are six men outside."

"How do you know?"

"There were seven."

That gives the character a very different presence from a normal fantasy ranger.

⸻

His attitude toward the current crisis

The rumors of war between the King of Enedwaith and the Earl of Hollin actually concern him less than they concern the humans.

Erenion’s thought process is:

War → soldiers moving through the countryside → roads become unsafe → old places get disturbed → opportunists enter the ruins → something from Eregion gets uncovered.

So he’s watching the political situation primarily because of its secondary consequences.

That lets you engage with the campaign’s politics without becoming a political character.

⸻

The fun contradiction

I would give Erenion one significant flaw:

He is accustomed to watching rather than explaining.

He may know something important but initially withhold it because:

"It was not necessary for you to know."

Which can drive the other PCs absolutely crazy.

And that’s especially good in a campaign containing:

* murder mysteries
* suspicious elves
* goblins
* drunken dwarves
* drunk and boisterous Hobbits
* strange Southerners
* fey rumors
* competing human authorities

Everyone is going to want answers.

Erenion’s answer:

"I don’t know."

"Do you have a suspicion?"

"Yes."

"Well?"

"It would be irresponsible to tell you before I know
Sep 20, 2026 3:42 pm
I have a Hard No on chat gpt submissions.
Sep 22, 2026 2:52 pm
tibbius says:
I have a Hard No on chat gpt submissions.
Just wanted to say; I very much appreciate you taking a stand on this tibbius.

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