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Gurg

Boggler, a custom amphibious marsh-dweller · Commoner and fen guide · Level 0

Gurg

Ferry guide, marsh scout, and occasional puppet-maker
AC11
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

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

Begins answers with a measured breath or a brief question about what the other person actually saw.
Uses plain, concrete comparisons drawn from water, weather, and animal tracks.
When amused, describes the joke with solemn precision before allowing herself a snort.
Avoids calling someone good or bad; speaks instead of what they did when it mattered.

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.

Secret · GM only

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

Pebbled, moss-green skin with pale flecks along the shoulders like lichen on river stones.
A small reed whistle braided into her hair, though she rarely uses it.
A distinctive waiting posture: balanced on the balls of her feet, almost motionless.
Carries a pocket puppet theater and hand-carved comic masks, an unexpected hobby for a wary scout.

Personality

12 traits and drives

Gurg 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

Takes one deliberate breath through her nose before answering a difficult question.
Tests a puddle's depth with her walking stick even when she has crossed it many times.
Carves tiny masks while listening, then leaves them behind as unexplained gifts.
Names routes by the sound made by their mud, such as 'suck,' 'slurp,' or 'clop.'

Habits

Checks the nearest exit and the ground underfoot before sitting.
Offers practical help before asking personal questions.
When uncertain, watches what a person does with their hands rather than what they say.
Keeps her own conclusions provisional until she has seen someone act under pressure.

Traits · 3

Distrusts polished certainty but respects someone who admits what they do not know.
Protective of strangers in immediate danger, yet guarded about offering emotional comfort.
Finds absurdity in grim situations and uses humor to test whether others can still see people as people.

Flaws · 3

Her caution can look like indifference when someone needs immediate reassurance.
She keeps her own doubts private until they become difficult to address.
She is stubborn about returning to unfinished rescues, even when the risk has changed.

Fears · 3

Being manipulated into judging people by someone else's account.
Returning too late to help someone who trusted her.
Discovering that the missing tracker chose to vanish because of something Gurg helped conceal.

Wants and needs · 3

Needs the missing tracker found before the next spring flood.
Wants Clementine Flock to trust her judgment without demanding a verdict in advance.
Needs to decide whether to expose her part in the old cover-up.

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

Small humanoid (boggler, a custom amphibious marsh-dweller), neutral, cautious but not cruel
Armor Class11
Hit Points9
Speed25 ft., swim 25 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsSTRDEXCONINTWISCHA
SkillsPerceptionSurvivalStealthAnimal Handling
SensesDarkvision 30 ft.; passive Perception 12
Languages
Common,
Goblin
Custom feature. Watcher's Measure. Gurg can spend a minute observing a creature in ordinary conversation; she remembers its gait, dominant hand, and one conspicuous habit.
Custom feature. Marshwise. Gurg has advantage on checks to navigate reed beds, muddy banks, and flooded paths.

Actions

Walking Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Shortbow. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () piercing damage.

Reactions

Fenwise Step. When a creature Gurg can see moves within 5 feet of her, she can use her reaction to step up to 5 feet toward cover or stable ground without provoking an opportunity attack. Custom feature.

Services they sell

Guides travelers through the fenways.
Identifies fresh tracks and likely animal paths.
Can discreetly observe a person or group during a short expedition.

Rewards they can give

A safe route through the fen, including warning of concealed bogs and flooded crossings.
An honest account of what she has personally observed about the Lionheart hunters.
A carved puppet mask that can serve as a small token of trust.

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

Oilskin map of the fenways
Reed whistle
Pocket puppet theater and carved masks
A packet of smoked eel wrapped for the village survivors
A small notebook of observations about the Lionheart hunters

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.”
From their background
Faction
An independent fen guide currently observing members of the Lionheart Hunter Guild at Clementine Flock's request

Known connections

Clementine Flock, an old ferry companion who instructed her to watch the Lionheart hunters.
Sylvar, one of the people she has been told to observe; Gurg has not yet formed a judgment.
Estela, another Lionheart member under Gurg's watch, whose conduct she is still assessing.
The survivors of a flood-struck village, whom Gurg quietly supplies each winter.
A missing fen tracker whose disappearance may connect to the Lionheart's recent expeditions.
Major secret · GM only
Minor secrets · GM only

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