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Carthurg

Orc · Military liaison, custom non-player role · Level 0

Carthurg

Military liaison
“Who else has heard this?”
AC15
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“the agreement”
From how they speak

Voice

A dry, slightly rasping voice shaped by cold watches and shouted commands. His careful diction comes from years spent making sure orders survive translation and distance. When he is angry, the words get shorter and more exact, not softer.

His voice has a dry, slightly rasping edge from years of cold air, shouted watch calls, and dust at the checkpoint. He articulates rank and place names with careful precision, but his consonants soften when speaking to tired sentries. Under pressure he does not get quieter or more courteous; he speaks in clipped clauses and repeats the essential order until everyone can state it back.

Speech patterns

States who gave an order, when it was given, and what it permits before discussing what should happen next.
Uses short, concrete sentences in a crisis, then becomes unexpectedly long-winded when explaining procedure.
Asks, "Who else has heard this?" when presented with a rumor or urgent command.
Calls the treaty "the agreement" in formal settings, but never uses the word lightly.

How to play them

Begin with practical questions about who sent the party, what they need to cross, and whether they carry written orders. He responds well to precise information and respectful disagreement. If the party offers a way to clarify command authority without humiliating either side, he will make time for them. He becomes guarded if they demand allegiance before explaining their purpose.

Goal

Secure Junction 4 under one clear chain of command before the Commission's review, without allowing either side to use the checkpoint as a pretext for war.

Motivation

He believes a single, accountable chain of command can keep frightened soldiers from mistaking confusion for treachery. He also wants his service to mean something beyond surviving another review.

Secret · GM only

Appearance

Carthurg is a broad, tusked orc with olive-green skin, a squared jaw, and a thick neck that makes his uniform collar look perpetually undersized. His short black hair is brushed flat with water, then springs into bristles at the crown by midday. A small, neatly folded map case hangs at his hip, softened by years of rain; its lower corner is worn almost through from repeatedly rubbing against the same buckle. His stance is planted and practical, but he moves with unexpected care around papers and cups, as if each might be evidence. Within a minute, most people notice his thumb circling the buckle whenever the treaty is mentioned. Unexpectedly, he keeps a tiny painted clay bird tucked in the breast pocket of his formal coat.

Clothing

A dark, weatherproof officer's coat with faded piping, a high collar, and carefully mended elbows; a plain belt with a dulled brass buckle; sturdy trousers and mud-darkened boots. His uniform is orderly but visibly repaired.

Body language

He squares his shoulders when giving an order, but his feet angle toward the nearest exit whenever a senior official arrives. His thumb makes small, brisk circles over the buckle at treaty talk; when concentrating, he presses the map case flat against his hip.

Height
6 feet 4 inches
Build
Broad and sturdy, with a soldier's economical posture rather than a showy fighter's bulk.
Eyes
Dark amber
Hair
Black
Skin
Olive green with a weather-darkened cast across his forehead and forearms
Age
Forty-one
Gender
Male
Size
Medium

Distinguishing features

His thumb repeatedly polishes a bright oval into the otherwise dulled brass belt buckle whenever the treaty is mentioned.
The lower corner of his map case is worn nearly through from rubbing against that buckle.
A tiny painted clay bird rides in his breast pocket, incongruous with his formal military coat.

Personality

13 traits and drives

Carthurg is disciplined enough to wait for a full report and compassionate enough to notice who has been left outside in the rain. He wants clear authority, yet distrusts the distant officials who provide it. In public he is procedural and hard to hurry; with exhausted sentries he becomes dryly funny and offers food before advice. When he feels cornered, he hides uncertainty behind formal language. When someone is in immediate danger, the paperwork can wait.

Alignment
Lawful neutral

Quirks

Polishes the same oval on his belt buckle with his thumb whenever anyone mentions the treaty.
Turns a map a quarter-turn before reading it, even when it is already oriented correctly.
Taps twice on a doorframe before entering any room where people are arguing.
Keeps crumbs in a pocket to feed the small birds that gather near the checkpoint, though he claims it is only to keep them away from the stores.

Habits

Checks the checkpoint roster at dawn and again after every change of watch, even when nothing has changed.
Keeps a private count of how many minutes each side's messengers wait before being admitted.
When a dispute escalates, asks each person to repeat the order they believe they received, then writes both versions down.
If embarrassed, redirects the conversation toward a practical task rather than denying the embarrassment.

Traits · 3

Insists on knowing who authorized a plan, but quietly bends procedure to protect people from preventable harm.
Looks stern during negotiations, yet remembers small practical needs such as dry socks and a hot meal.
Is proud of his ability to keep rival officers talking, while privately resenting that he must earn the right to be heard each day.

Flaws · 3

He trusts documented orders more than local knowledge, even when the residents know the situation better.
He delays difficult decisions while trying to reconcile instructions from authorities who will never agree.
He treats his precarious appointment as proof that he must never show uncertainty.

Fears · 3

The Commission will abandon him and withdraw its support if he fails to secure the checkpoint.
A contradictory order will trigger another border war before anyone can establish who was responsible.
That Eiruno's willingness to trust him will be punished by her own command.

Wants and needs · 4

One recognized chain of command for Junction 4.
A written decision from the Commission before the next troop rotation.
Reliable confirmation that both sides understand the checkpoint's limits.
Someone trustworthy enough to carry evidence without turning it into a provocation.

Combat

AC 15 · HP 13 · 30 ft.

Carthurg avoids a fight if a command, warning, or withdrawal can end it. If violence begins, he uses his shield to hold a narrow approach, calls nearby guards into a defensible line, and targets weapons or legs when possible. He does not pursue fleeing enemies beyond the checkpoint unless civilians are in immediate danger.

Carthurg

Medium humanoid (orc), lawful neutral
Armor Class15
Hit Points13
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitution
SkillsInsightInvestigationPerceptionPersuasion
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Orc
Custom feature, Treaty Reflex. When anyone mentions the treaty, Carthurg unconsciously polishes his belt buckle with his thumb. He can still speak and act normally while doing so.
Custom feature, Checkpoint Authority. At Junction 4, guards who recognize his commission will usually pause to hear his instructions, unless they have orders directly from a superior.

Actions

Military Mace. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage, or 5 () if wielded with two hands.
Light Crossbow. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () piercing damage.
Call the Line. Custom action. Carthurg identifies himself as a commissioned liaison and gives a concise order to up to two guards within 30 feet who can hear him. Each must understand his language and be part of a force that recognizes his authority. They can use their reaction to move up to half their speed or draw a weapon; this does not compel them to attack.

Reactions

Shield the Line. When a creature Carthurg can see attacks an ally within 5 feet of him, Carthurg can raise his shield and impose disadvantage on that attack roll. He must be wielding a shield and able to see the attacker.

Services they sell

Explains checkpoint procedures and current crossing restrictions.
Can arrange a supervised passage or a meeting with local sentries.
Can verify written military orders against the checkpoint's recorded copies.

Rewards they can give

A stamped safe-conduct allowing passage through Junction 4, if the party earns his trust.
A copy of the checkpoint survey and current watch schedule.
A discreet introduction to Eiruno, the opposing-side quartermaster, if the party demonstrates they can keep a confidence.

Equipment

  • Military mace (weapon)A plain steel mace with a wrapped grip, carried as a sidearm rather than displayed as a threat.
  • Shield (armor)A serviceable wooden shield bearing the checkpoint's survey mark, with scuffs from holding a narrow gate.
  • Light crossbow (weapon)A light crossbow and a case of twelve bolts, kept for emergencies.
  • Map case (equipment)A weather-softened map case holding checkpoint plans, message slips, and a carefully folded family note.
  • Pocket bird (keepsake)A small clay bird painted in blue and cream. It was made by his younger sister and has a chipped tail.

Possessions

A brass-buckled military belt polished bright at one oval spot
A weather-softened map case with a worn lower corner
A small painted clay bird made by his younger sister
A folded note from his family
A roster of checkpoint sentries and current duty assignments
An unsigned copy of the contradictory Sable Ford order, concealed in the map case

Background

Carthurg grew up in a border hamlet whose well changed hands three times in one season. He enlisted young, believing that clear orders could keep frightened people from turning on one another. During the winter of the Sable Ford standoff, a courier carrying contradictory commands was killed before he could deliver either message. Carthurg disobeyed his captain, held the ford until dawn, and negotiated a pause with the opposing patrol. The pause saved two villages from a retaliatory raid, but the inquiry blamed him for acting without authorization. He was reassigned as a liaison, a role he has come to value even as he resents its precariousness. At Junction 4, he coordinates between the local garrison and the Boundary Commission, whose officers rotate through too quickly to trust. He relies on Oruva, a patient local interpreter who thinks he mistakes paperwork for peace, and exchanges wary letters with Eiruno, an opposing-side quartermaster who once accepted his truce. His current problem is that two commanders have issued incompatible checkpoint orders, while the Commission demands proof that Junction 4 is secure before it will renew his post.

Role in the story

A tense but reasonable gatekeeper whose command of local procedure can help the party cross a disputed border. His effort to prevent war may become an ally's mission, while the hidden order in his map case can expose the Commission's culpability and endanger his position.

“He enlisted young, believing that clear orders could keep frightened people from turning on one another.”
From their background
Faction
A commissioned military liaison of the Boundary Commission, serving at Junction 4. He is not a full member of either local garrison.

Known connections

Oruva, the Junction 4 interpreter, is his trusted colleague and most persistent critic. She believes he should speak to residents before commanders.
Eiruno, an opposing-side quartermaster, once honored Carthurg's request for a temporary ceasefire. They now pass messages through couriers, though neither admits the extent of their trust.
The Boundary Commission appointed him to Junction 4 and is reviewing whether he has secured the checkpoint.
Nauvo, a young sentry under his supervision, reminds him of the courier lost at Sable Ford. Carthurg quietly teaches Nauvo to verify every order twice.
Major secret · GM only
Minor secrets · GM only

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