Waruhi
Waruhi
At the table
Voice
A clear, weather-roughened voice shaped by calling across distance, giving directions in wind, and talking around campfires. His breath usually moves easily, but when alarmed he takes short, audible pulls of air and speaks in a rush, as if trying to get the words out before fear can catch up.
Friendly and plainspoken, with a bluntness that can sound like a challenge even when he means no offense. His accent and word choices shift subtly according to the colony whose people he has most recently spent time among. He talks faster when nervous, and when truly frightened his breath catches before he can form a sentence.
Speech patterns
How to play them
Meet him plainly and give him room to choose his own distance. He warms to practical competence, honest humor, and people who treat servants and common folk with respect. He resists condescension and reacts badly to being treated as a curiosity or forced into family gossip.
Goal
Earn a place in the world through deeds rather than ancestry, while keeping enough freedom to return to the woods and the simpler life he misses.
Motivation
To prove that he belongs through loyalty and skill, not through a disputed bloodline or the approval of distant European courts.
Appearance
A tall, relaxed-looking youth with rugged, open features and the restless balance of someone accustomed to uneven ground. His wheat-blond hair is cropped short and unevenly neat, with sunlit gold strands that show most clearly outdoors. Summer leaves his skin deeply bronzed; winter drains it to a startling pallor. He takes up more room than he realizes: elbows loose, shoulders broad, boots planted as if the floor were a forest path. His hands are strong enough to crack a chair rail when he grips it too hard. When rattled, his breathing becomes conspicuously shallow and his next words come out too quickly. He has an unexpectedly careful habit of folding and mending scraps of cloth, a quiet patience few expect from a celebrated marksman.
Clothing
A weathered suede coat over a plain cotton shirt, practical breeches, sturdy boots, and a broad leather belt. He keeps his hair trimmed for convenience and rejects elaborate European garments as hot, stiff, and unnecessary.
Body language
He stands loose and broad, often placing himself between danger and someone smaller without seeming to notice. Around strangers he leaves a deliberate arm's length of space. His fingers test the weight of whatever he is holding, sometimes too forcefully. When unsettled, his shoulders rise, his breath shortens, and his gaze jumps toward exits.
- Height
- 6 feet 1 inch
- Build
- Tall, sturdy, and unusually strong for his age, with the lean endurance of a hunter rather than a courtier
- Eyes
- Bright sky blue
- Hair
- Dark wheat blond with gold highlights
- Skin
- Sun-bronzed in summer and markedly pale in winter
- Age
- 16 years old; a young adult by the standards of his place-born people
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
16 traits and drivesHe is generous with food and help but fiercely protective of his independence; he is curious about unfamiliar traditions yet quick to judge people who dress or speak like courtly Europeans. In the woods he is patient and quietly attentive. At a formal gathering he becomes loud, talkative, and restless, while keeping a wary distance. He claims he can be cruel when necessity demands it, though he is much more troubled by that possibility than he lets on.
- Alignment
- Neutral Good, with a fierce streak of independence
Quirks
Habits
Traits · 4
Flaws · 4
Fears · 4
Wants and needs · 4
Combat
AC 13 · HP 11 · 30 feetHe seeks cover, distance, and a clear line of fire, using terrain and patience rather than bravado. He favors the rifle against a dangerous foe and the knife only when cornered. He protects allies who are in immediate danger, but is likely to withdraw if confronted by a supernatural threat he cannot perceive or understand.
Waruhi
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Wheellock rifle (weapon)A well-maintained wheellock rifle with a plain stock and a sling; use a longbow instead if firearms are not part of the campaign.
- Hunting knife (weapon)A practical belt knife used for hunting, camp work, and close defense.
- Field clothing and bedroll (gear)A suede coat, cotton shirt, weatherproof boots, and a patched bedroll.
- Ammunition and supplies (gear)A small pouch of shot and powder, kept wrapped against damp, or spare arrows if using a longbow.
Possessions
Background
Alfred was born of the thirteen colonies and grew from infancy with startling speed, outgrowing a northern place-born child he had once thought of as a little brother. His father, Arthur, gave him one name and raised him as his son, though whispers about Alfred's birth have never settled. Berwald, Nils, and Allister are the possibilities Arthur will tolerate; other rumors, including ones Alfred finds cruel, circulate among distant relatives. Alfred tells himself that blood matters less than being Arthur's son, but the uncertainty still gnaws at him. He remembers his mother in flashes, some warm and some painful, and dislikes when anyone asks him to make those memories into a neat story. He spent his younger years in a calmer life among woods and familiar neighbors. A formative turning point came when a settlement's hunting party vanished during a winter search; Alfred followed their tracks and found the survivors, but arrived too late to save everyone. Since then he has treated wilderness skill as a duty, not merely a sport. He is an astonishing shot and an able woodsman, yet enjoys contests and the money that can come with winning. Arthur sends him to European courts to learn company and manners, most recently requiring him to spend time with Ludwig. Alfred is polite enough to endure it, but keeps his physical distance and dislikes stiff clothes and rules he did not choose. He is kind to people whom prevailing customs rank beneath him, while still carrying prejudices against Europeans and many other place-born people. He is curious about Native American traditions and finds a strange comfort in stories of thunderbirds and horned serpents, though he knows little enough to be wary of claiming understanding. His present trouble is that his growing reputation is pulling him away from the peaceful life he misses, while the question of where he belongs remains unanswered.
Role in the story
A capable young scout and potential ally whose skill can open wilderness routes, while his disputed ancestry and cultural assumptions create social complications. His fear of the unseen makes him vulnerable in supernatural adventures, and his need to define his own identity gives the party a personal stake in his choices.
“His father, Arthur, gave him one name and raised him as his son, though whispers about Alfred's birth have never settled.”
- Faction
- No formal faction. He identifies most strongly with his people among the thirteen colonies, while remaining wary of European court culture.
Known connections
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