Hedhima
Hedhima
At the table
Voice
A clear, slightly dry voice with a faint rasp from years of cold-air patrols and smoke-dried campfires. Her consonants are crisp, as if she is testing each one for usefulness. She takes a small, audible breath through her nose before speaking, and her laughter is a sudden snort she tries unsuccessfully to disguise.
Her speech is practical and image-rich, shaped by years of listening for subtle sounds and naming what she sees. She gives directions in landmarks, smells, and textures rather than distances. She often begins after a brief nasal intake, and when upset her words speed up and become more exact, as if she is trying to make panic behave through precision.
Speech patterns
How to play them
She offers useful, specific help before asking for trust: a safe route, a meal, or a warning about local tracks. She tests people by watching whether they heed small cautions. If they are honest about their limits and respect the woods, she becomes direct and generous. If they dismiss risk or endanger locals, she turns brisk, withholds information, and places herself between them and the threat.
Goal
Find Ossi's trail, discover what the aberration is doing beneath the old spring, and keep the people of Sedge-and-Saw from reopening the dangerous road.
Motivation
She wants to protect her home without turning it into a prison, and to find out whether the missing friend she failed years ago is still within reach.
Appearance
Hedhima is a compact forest gnome with bark-brown skin freckled by pale green lichen-like specks across her nose and temples. Her hair is a dense, coppery cloud, tightly braided at the nape and threaded with tiny seed cases that click softly when she turns. She moves with a spring-loaded, careful tread, placing each boot as if testing a bridge. Her weather cloak is too long and repeatedly darned in mismatched patches, but her bowstring is polished and meticulously waxed. Before she speaks, she takes one audible, measured intake through her nose, like a tracker scenting rain. The unexpected detail is a row of bright, neatly stitched yellow flowers on the inside of her grim, mud-stained hood, visible only when it falls back.
Clothing
A long, weather-darkened green cloak with conspicuous uneven repairs, a soft leather vest, moss-colored trousers, and practical boots wrapped with strips of felt to deaden her steps. Her bowstring and knife are kept in conspicuously better condition than the rest of her kit.
Body language
She keeps her weight over the balls of her feet and rarely gives anyone her full back. When listening, she tips her head as if following a distant birdcall. Her hands are usually busy with fletching, mending, or sorting seeds; when she has to sit still, she braces one boot against a chair leg.
- Height
- 3 feet 5 inches
- Build
- Short and wiry, with sturdy calves and the balanced posture of someone accustomed to scrambling over roots.
- Eyes
- Amber-brown, with a fine ring of green around each pupil
- Hair
- Copper red
- Skin
- Bark brown, with pale green lichen-like freckles
- Age
- Adult, 112 years old
- Gender
- Female
- Size
- Small
Distinguishing features
Personality
14 traits and drivesHedhima is vigilant and dryly funny, but her care tends to arrive disguised as instructions. In a crisis she becomes brisk and decisive; at home she is more patient than she lets on, accepting long silences and small domestic rituals. She is proud of her judgment yet distrustful of it, and can swing between overplanning and sudden, startling risks when Ossi is involved.
- Alignment
- Neutral good
Quirks
Habits
Traits · 4
Flaws · 3
Fears · 3
Wants and needs · 4
Combat
AC 16 · HP 75 · 25 ft.Hedhima opens from cover with hunter's mark on the most dangerous target, then uses her longbow and Extra Attack to keep pressure at range. She favors targets already wounded to trigger Colossus Slayer, uses fog cloud or plant growth to break enemy formations, and saves absorb elements for a dangerous elemental hit. She uses Thornwake Snare to pin a pursuer or protect an ally's retreat. If forced into close quarters, she uses shortswords and attempts to disengage rather than stand toe-to-toe. She retreats when the party is overwhelmed, but not before ensuring slower companions have a route out.
Hedhima
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Longbow (weapon)A well-maintained longbow, carried in a plain leather case and fitted with a small bone sight.
- Shortswords (weapons)A matched pair of short, leaf-shaped blades used for close defense and cutting brush.
- Studded leather armor (armor)Studded leather armor beneath a weatherproof cloak, patched many times over.
- Bowstring wax (tool)A green glass vial of oil used to protect bowstrings from damp.
- Ossi's whistle (keepsake)A small carved whistle with a chipped mouthpiece, made by Ossi.
Possessions
Background
Hedhima grew up among the root-cellars and coppice paths of the hamlet of Sedge-and-Saw, where her mother, Svala, kept bees and her father, Hethan, made small wooden instruments. As a girl, she could identify neighbors by the rhythm of their footsteps, but she could not tell when a familiar path had become dangerous. At twenty-six, she guided a logging crew through the old woods and led them straight into a ruin where an aberration had been sleeping beneath a spring. Her friend and fellow apprentice, Ossi, vanished in the confusion. Hedhima survived by luring the creature toward a lightning-struck oak, then spent years learning to track the things that came through that wound in the world. She became a ranger, not from a love of wilderness, but from shame at having mistaken a well-worn trail for a safe one. Now she patrols the woods around Sedge-and-Saw, quietly supplying the hamlet with game and warnings. Her mother still expects her to come home for supper, while the local sawyer, Disa, blames her for keeping the logging road closed. Hedhima has found a trail of Ossi's hand-carved whistle marks near a fresh aberrant spoor, and must choose whether to follow it alone or risk involving the people she has spent years protecting.
Role in the story
A capable local guide and ally whose missing friend and unresolved guilt can draw the party into a dangerous woodland mystery. She can help the characters navigate the forest, but may also conceal the most perilous part of the truth until she decides they can be trusted.
“As a girl, she could identify neighbors by the rhythm of their footsteps, but she could not tell when a familiar path had become dangerous.”
- Faction
- Trusted woodland warden of Sedge-and-Saw, but not formally beholden to its sawyers or council.
Known connections
Media
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