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Dilothon

Wood Elf · Ranger 6 · Level 6

Dilothon

Former border surveyor and trail mapper
AC16
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice carries cleanly over wind and running water, with a dry, breath-shaped rasp from years of giving trail calls outdoors. He clips the ends of hurried instructions, but lets place names settle carefully, as if checking each against a map.

He speaks in compact, practical sentences, often naming a landmark before giving an opinion. Years of calling directions through wind and rain have given his words a clear, forward-carrying edge; when he is tired, consonants rasp as if caught on dry leaves.

Speech patterns

Describes people and choices with route language: a dead end, a crossing, a way through.
Uses precise observations to avoid saying what he feels directly.
When caught in a lie, admits to the smallest true detail first, then struggles toward the rest.

How to play them

He offers useful local knowledge before asking for trust, and tests strangers with small, practical questions about how they treat animals and trespassers. He responds well to people who respect Daurava's independence and badly to anyone who calls her a threat without listening.

Goal

Finish a truthful map of the borderlands that records safe routes for the people Arathir intends to displace, then get it to Daurava without exposing her refuge.

Motivation

To turn the skills Arathir paid him to use for conquest into tools for safe passage, truthful memory, and mutual trust.

Secret · GM only

Appearance

Dilothon has the wiry, weather-shaped look of someone who has spent years pushing through thorn scrub and sleeping under wet branches. His tawny skin is stippled with pale freckles across the bridge of his nose, and his dark hair is cut unevenly at the jaw, with small leaves and seed husks often caught in it. He moves with a mapmaker's pause: head slightly tilted, eyes measuring distances, feet setting down with almost no sound. His bowstring fingers are toughened and darkened by resin, and he constantly rubs a thumb over the ridged edge of a tiny wooden compass. Unexpectedly, he keeps a bright yellow clay whistle tied to his belt, a child's toy he uses to call lost birds back to their nests.

Clothing

A weatherproof green-brown cloak patched with scraps of old survey canvas, a soft leather jerkin, dark wool trousers, and quiet-soled boots. His belt holds a folded map case and a yellow clay whistle.

Body language

He angles his body toward the nearest exit or cover without seeming to turn, and his gaze keeps measuring gaps between trees. When uncomfortable, he presses his thumb along the compass ridges; when pleased, he crouches to draw a quick map with a twig.

Height
5 feet 10 inches
Build
Lean and corded, with long legs and shoulders strengthened by a bow and a traveler's pack.
Eyes
Moss green, flecked with amber
Hair
Dark brown, sun-faded at the ends
Skin
Warm tawny brown with a dusting of pale freckles
Age
Adult, 137 years old
Gender
Male
Size
Medium

Distinguishing features

A ridged wooden compass that he rubs with his thumb whenever he is thinking.
Resin-darkened bowstring fingers and faint green stains from crushed leaves.
A bright yellow clay whistle, oddly cheerful against his travel-worn gear.

Personality

12 traits and drives

Dilothon is cautious enough to count the exits before sitting down, yet impulsive when someone is being cornered. He values accuracy but has built his life around falsifying the maps that once defined his work. In good company he is wry and observant; under pressure he becomes clipped and controlling, then regrets trying to manage everyone else's choices.

Alignment
Chaotic good

Quirks

Counts steps under his breath in groups of seven, then silently starts over if interrupted.
Turns cups so their handles point toward the nearest exit.
Leaves tiny piles of three pebbles at trail forks, but only when he expects to return.
Taps his clay whistle twice against his belt before entering a new clearing.

Habits

Checks the direction of the wind before answering questions about travel.
Draws little route diagrams in dirt when explaining a plan, then scuffs them out if strangers are watching.
Leaves food and water near animal dens, even when the party is short on supplies.
When Daurava is mentioned, briefly stops scanning the surroundings and listens more carefully than he means to.

Traits · 3

Careful with evidence, reckless with his own safety.
Gentle toward the vulnerable, suspicious of anyone who claims authority over a place.
Wry in calm moments, overly directive when frightened.

Flaws · 3

Withholds information until he believes he has accounted for every danger.
Treats maps and plans as if they can make uncertainty harmless.
Will risk a mission to spare an enemy who seems trapped by circumstances, even when that choice endangers companions.

Fears · 3

That his secret map will lead Arathir's soldiers to Daurava's refuge.
That love will turn into another excuse to make decisions on someone else's behalf.
That he has become so practiced at evasion that he will no longer know how to tell the truth.

Wants and needs · 3

Needs Daurava to know the whole truth about the map and the refuge.
Wants a way to protect displaced families without deciding their future for them.
Needs help recovering or destroying the lost survey draft before Tesk finds it.

Combat

AC 16 · HP 52 · 45 ft., climb 45 ft., swim 45 ft.

Dilothon prefers to identify a threat, mark its leader with Hunter's Mark, and attack from cover while keeping a clear escape route. He uses terrain, Zephyr Strike, and his climbing speed to reposition rather than stand toe-to-toe. If Daurava or a vulnerable companion is threatened, he abandons a clean tactical advantage to block the attackers' route.

Dilothon

Medium humanoid (wood elf), chaotic good
Armor Class16
Hit Points52
Speed45 ft., climb 45 ft., swim 45 ft.
Level6
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterity
SkillsSurvivalPerceptionStealthAnimal HandlingNature
SensesDarkvision 60 ft.; passive Perception 16
Languages
Common,
Elvish,
Orc
Wood Elf. Darkvision 60 feet, Fey Ancestry, Keen Senses, and a walking speed of 35 feet.
Favored Enemy. Dilothon can cast Hunter's Mark without expending a spell slot twice per Long Rest, and does not need to maintain Concentration on it.
Deft Explorer. Dilothon has Expertise in Survival and knows two additional languages.
Roving. Dilothon's Speed increases by 10 feet while he is not wearing Heavy armor. He also has a Climb Speed and Swim Speed equal to his Speed.
Spellcasting. Wisdom is his spellcasting ability; spell save , spell attack bonus +6. He has four 1st-level and two 2nd-level spell slots.
Extra Attack. Dilothon attacks twice whenever he takes the Attack action.
Custom Cartographer's Eye. After studying a location for 1 minute, Dilothon can sketch a reliable route through it, noting visible hazards and landmarks. This does not reveal hidden creatures or magically concealed features.

Spells

Hunter's Mark (level 1, divination). For up to 1 hour, Dilothon deals an extra force damage when he hits the marked target with a weapon attack. He can move the mark when the target drops to 0 Hit Points.
Zephyr Strike (level 1, transmutation). Dilothon's movement does not provoke Opportunity Attacks for the duration. The next time he hits with a weapon attack before the spell ends, the attack deals an extra force damage and he can move up to 30 feet.
Fog Cloud (level 1, conjuration). Dilothon creates a 20-foot-radius sphere of fog centered on a point within 120 feet. The area is heavily obscured for up to 1 hour, or until a strong wind disperses it.
Longstrider (level 2, transmutation). Dilothon chooses a willing creature he can touch. For up to 1 hour, the creature gains a climbing speed equal to its walking speed.
Darkness (level 2, evocation). Dilothon creates a 20-foot-radius sphere of magical darkness within 120 feet for up to 10 minutes. Creatures with Darkvision cannot see through it.

Actions

Multiattack. Dilothon makes two attacks with his longbow or shortsword.
Longbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: piercing damage, plus force damage if Dilothon has marked the target with Hunter's Mark.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage, plus force damage if Dilothon has marked the target with Hunter's Mark.
Spellcasting. Dilothon casts one of his prepared spells, using Wisdom as his spellcasting ability.

Reactions

Escape the Line. When a creature Dilothon can see hits him with an attack, he moves up to 10 feet without provoking Opportunity Attacks. This movement must end in a space he can see.

Services they sell

Guides travelers through woodland and tracks creatures across difficult terrain.
Makes practical maps, identifies trails, and points out visible hazards.
Can help arrange discreet passage through territory known to Daurava.

Rewards they can give

A reliable map of trails through the borderlands, with hazards marked accurately.
Introductions to Daurava and the displaced families if the characters earn his trust.
A safe route past Arathir's patrols, provided the party does not reveal it to the authorities.

Equipment

  • Longbow (weapon)A well-kept longbow with a dark yew stave and a worn leather grip.
  • Shortswords (weapons)A matched pair of narrow, practical blades carried for close defense.
  • Leather armor (armor)Stitched leather armor beneath a weatherproof cloak.
  • Survey kit (tools)A field compass, charcoal sticks, vellum, and a case holding both official and secret maps.
  • Clay whistle (keepsake)A child's yellow whistle used to call birds and signal Daurava.

Possessions

A folded official survey map with deliberately misleading boundary marks.
A private map of safe paths and altered streams.
A ridged wooden compass.
A small, worn sketch of Daurava standing beside a rain-swollen river.

Background

Arathir hired Dilothon to survey the borderlands, track game trails, and produce maps that would make the forest legible to its officials and profitable to its settlers. His first assignment was straightforward: mark streams, crossings, and defensible ground. Then he found Daurava, an orc guide who had been keeping the same routes off Arathir's maps so her people could move without being followed. Rather than turn her in, Dilothon spent a storm-bound night listening as she explained which paths were sacred, which were dangerous, and which had been altered by Arathir's logging crews. He returned to his employer with false measurements and began secretly making a second map, one that recorded the places the official survey erased. The choice cost him his post and made him a fugitive, but it also changed what he thought a map was for. He and Daurava fell in love while evading the search parties that Dilothon once helped train. Their relationship is real, but strained: she fears his instinct to solve every danger with a clever route, while he fears that keeping her safe means deciding for her. His former field supervisor, Tesk, is closing in, and an incomplete map in Dilothon's pack could expose a hidden refuge.

Role in the story

A fugitive guide and mapmaker whose double life can reveal both a route through the wilderness and the human cost hidden by official maps.

“His first assignment was straightforward: mark streams, crossings, and defensible ground.”
From their background
Faction
Formerly employed by Arathir's border survey office; now a wanted defector who quietly aids Daurava's people.

Known connections

Daurava, an orc trail guide and the person he loves. She is capable, independent, and furious when he treats her as someone to protect rather than a partner.
Tesk, his former survey supervisor and a meticulous tracker who believes Dilothon stole Arathir's maps.
A small family of woodcutters who secretly pass him food and news, though they do not know the whole truth.
Major secret · GM only
Minor secrets · GM only

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