Gurg
Gurg
At the table
Voice
Gurg's voice is a dry, breathy rasp shaped by years of calling directions across wind and water. Before speaking, she draws a careful breath that makes a faint whistle through her nostrils. Her practical phrasing comes from ferry work; her deadpan pauses come from long days listening to people reveal more than they intended.
Her words have the breathy rasp of someone accustomed to talking over rain and water, with occasional wet clicks at the back of her throat. She pauses before important answers and uses blunt, practical phrases learned from guiding people through dangerous ground. Her work gives her speech a habit of naming distances, footing, and exits; her humor arrives in solemn little observations.
Speech patterns
How to play them
Gurg is courteous but observant. She gives strangers a useful piece of local advice and watches how they treat people who cannot reward them. Honest answers and practical kindness earn her help; boasts, threats, or careless harm make her withdraw and report what she has seen to Clementine Flock.
Goal
Find the missing fen tracker and decide, from her own observations, whether the Lionheart hunters deserve Clementine Flock's trust.
Motivation
To protect people living along the fenways without surrendering her judgment to powerful factions.
Appearance
Gurg is a broad, moss-green boggler with a pebbled, damp-looking hide and a blunt muzzle that seems permanently caught between a frown and a question. Her long arms hang almost to her knees, and she walks with a rolling, patient sway, setting each foot down as if testing whether the ground has changed its mind. When waiting, she leans her weight onto the balls of her feet and holds perfectly still except for a slow flare of her nostrils. Within a minute, people notice that she takes a small, deliberate breath before every answer, as if checking the air for a lie. Unexpectedly, she keeps a tiny wooden puppet theater in her pack and carves elaborate comic masks for it.
Clothing
A patched, oil-darkened reed cloak over a sleeveless brown wool tunic, a belt of braided rushes, and soft leather boots wrapped in strips of waxed cloth. Her pockets are full of useful scraps rather than valuables.
Body language
She plants her feet wide on unstable ground, leans forward when listening, and turns her whole torso toward whoever is speaking. Before replying, her nostrils flare with a careful intake of breath. When displeased, she rubs one thumb over the carved reed handle of her walking stick.
- Height
- 5 feet 2 inches
- Build
- Broad-shouldered, heavy through the torso, with long arms and powerful legs suited to wading
- Eyes
- Dark amber with fine green flecks
- Hair
- Dark green-black, worn in short, coarse braids
- Skin
- Moss green with pale lichen-like flecks
- Age
- About 42
- Gender
- Female
- Size
- Small
Distinguishing features
Personality
12 traits and drivesGurg is patient with frightened people and sharply suspicious of confident ones, yet she can become fiercely decisive when danger stops being theoretical. She dislikes making promises but keeps the ones she does make. In company she is dryly funny; alone, she turns quiet and painstaking, revisiting choices she claims to have settled.
- Alignment
- Neutral, cautious but not cruel
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 11 · HP 9 · 25 ft., swim 25 ft.Gurg is not a trained warrior. She avoids a stand-up fight, uses mud, reeds, and narrow paths to break line of sight, and tries to protect bystanders or create an escape route. If cornered, she strikes with her walking stick and retreats toward water or cover.
Gurg
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Fen stick (weapon and tool)A stout, smooth walking stick with a reed-braided grip, used for testing mud as much as for defense.
- Shortbow (weapon)A simple shortbow and a small bundle of ordinary arrows.
- Fenway map (tool)A folded oilskin map marked with safe crossings and places where the ground gives way.
- Pocket puppet theater (personal keepsake)A palm-sized folding stage and three wooden masks painted with comic expressions.
Possessions
Background
Gurg grew up ferrying peat cutters and pilgrims across the flooded fenways, learning to read ripples, bird calls, and the small silences people leave around dangerous subjects. Years ago, during a spring flood, she guided a party of Lionheart Hunter Guild trackers to a stranded village. Their captain chose to pursue a trophy beast instead of turning back for a trapped family. Gurg went back alone and saved two children, but the delay cost the village its food stores. She still argues that she made the right choice, though she sends smoked eel to the survivors every winter. Clementine Flock, an old friend who once shared her ferry, recently asked her to watch Gurg's namesake, Sylvar, Estela, and other Lionheart members. Gurg accepted without promising to condemn them. She has not yet decided whether the guild is changing or merely becoming better at hiding its appetites. Now she keeps to the guild's outskirts, selling directions and observing its members while trying to find a missing tracker who disappeared in the same fen.
Role in the story
A cautious local witness who can become an ally, guide, or uncomfortable source of evidence about the Lionheart Hunter Guild. She is not a quest-giver who has already decided what the party deserves; she is forming her own judgment in real time.
“Years ago, during a spring flood, she guided a party of Lionheart Hunter Guild trackers to a stranded village.”
- Faction
- An independent fen guide currently observing members of the Lionheart Hunter Guild at Clementine Flock's request
Known connections
Media
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