Ruma
Ruma
At the table
Voice
The sound is dry and slightly rough, shaped by cold air, terse hunting calls, and long silences. Ruma's words have the rhythm of someone used to making every syllable carry through trees without carrying far. When startled, their voice snaps into a sharp field command; when comforting a child, it loosens into plain, careful explanations.
Ruma speaks in a low, dry voice with a faint rasp from cold mornings and years of giving quiet field signals through clenched teeth. Their consonants are clipped for speed, and they often use practical hunting terms when describing ordinary problems. The name Ruma comes out softly and rounded, unlike the rest of their brisk speech.
Speech patterns
How to play them
Ruma first tests whether visitors are a threat to the band or to children in their care. Earn trust through consistent, practical help rather than grand promises. If someone asks about the old names, Ruma will deny knowing them unless they have already shown that they can keep a confidence.
Goal
Get the runaways across the river without allowing Ciena or the rest of the huntsmen to realize Ruma deliberately lost their trail.
Motivation
Ruma wants the huntsmen to survive without remaining Ciena's weapons. They hope the band can choose a life of its own, but privately doubt that all of them will ever agree.
Appearance
Ruma has a narrow, weather-browned face, a blunt fringe hacked with a knife, and dark curls that spring loose from a leather tie whenever the weather turns damp. Their green-brown eyes keep checking the edges of a room, even during conversation. They move with the economical, heel-first caution of someone used to approaching skittish animals. They smell distinctly of crushed juniper and wet wool, a scent they know and deliberately use to cover the smell of blood on their gear. A small wooden bird hangs at their throat, its beak polished nearly flat from years of anxious rubbing.
Clothing
A patched green-brown hunting coat with a high collar, soft leather bracers, and a wool scarf dyed with juniper. Their boots are carefully resoled but mud-stained above the ankle. Nothing jingles when they walk.
Body language
Ruma stands as if expecting a signal to move: weight forward, shoulders loose, hands never far from their equipment. They rub the wooden bird's worn beak when a conversation turns personal. When frightened, they become busy rather than still, checking straps and scanning the ground.
- Height
- 5 ft. 7 in. (170 cm)
- Build
- Lean, ropy strength built by long marches and hauling game
- Eyes
- Green-brown
- Hair
- Dark brown, nearly black
- Skin
- Weather-browned olive
- Age
- About 23
- Gender
- Nonbinary
- Size
- Medium
Distinguishing features
Personality
13 traits and drivesRuma is disciplined enough to follow a plan through danger, yet tender enough to break that plan for a frightened child. They can be dryly funny around trusted companions and stiffly dutiful in Ciena's presence. When angry, they become blunt and decisive rather than loud. Their loyalty is genuine, but it is divided between the person who raised them and the people that person keeps under control.
- Alignment
- Neutral, with a hard-won instinct for protecting the vulnerable
Quirks
Habits
Traits · 4
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 13 · HP 9 · 30 ft.Ruma prefers to remain near cover and fight beside an ally, using Pack Drill to punish isolated targets. They aim to frighten or disable rather than kill when possible. If a child or runaway is threatened, they abandon caution and put themself between the danger and the vulnerable person.
Ruma
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Hunting spear (weapon)A plain hunting spear with a repaired shaft and a leaf-shaped iron head.
- Shortbow and arrows (weapon)A shortbow kept dry beneath an oilskin wrap, with a dozen arrows in a stitched quiver.
- Hunting leathers (armor)A patched coat, bracers, and boots offering modest protection without restricting movement.
- Worn bird charm (keepsake)A carved wooden bird, the keepsake Ruma had before Ciena renamed them.
Possessions
Background
Ciena took Ruma from a wayside settlement during a winter raid when they were six, along with other children who were told their families had abandoned them. Ciena gave each child a new name, a bow, and a place in a disciplined band of hunters. She taught them to survive, to protect one another, and to treat affection as a weakness that could be used against them. At thirteen, Ruma found a burned-out wagon where a child had been left alive beneath a dead horse. They carried the child to safety instead of following Ciena's order to pursue the raiders. Ciena beat them for disobedience, then quietly made sure the child survived. That contradiction changed Ruma more than the punishment did. They now obey Ciena in public but secretly help children escape the band's reach. Ruma remembers their birth-name, but has not yet dared say it aloud. They are close to Shess, a fellow huntsman who has begun asking what freedom would cost, and distrustful of Thalen, who reports every doubt to Ciena. Their current problem is an order to track a group of runaways before they cross the river.
Role in the story
A morally conflicted member of Ciena's huntsmen who can become a guide, informant, or adversary depending on whether the party protects the runaways and respects the band's agency.
“Ciena gave each child a new name, a bow, and a place in a disciplined band of hunters.”
- Faction
- One of Ciena's huntsmen, though Ruma quietly works against the band's practice of hunting down runaways.
Known connections
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