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Ruma

Human · Custom non-magical huntsman · Level 0

Ruma

Scout, tracker, and reluctant enforcer
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

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

Uses short, practical sentences when discussing danger.
Calls people by their names rather than their titles, except when Ciena is present.
Avoids answering questions about childhood by asking where the speaker learned to track.
When speaking to children, explains choices instead of giving orders.

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.

Secret · GM only

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

Smells of crushed juniper and damp wool, a scent they knowingly use to mask blood and smoke.
Always wears a small wooden bird whose beak has been rubbed nearly flat.
Their gaze checks the room's edges before settling on a person's face.

Personality

13 traits and drives

Ruma 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

Leaves one seed or nut on a windowsill whenever they sleep indoors.
Gives every snare they set a different private name, then never uses that name twice.
Taps the wooden bird's beak against their thumb three times before crossing running water.
Collects buttons from abandoned coats, but cannot explain why.

Habits

Counts exits and windows on entering any enclosed space.
Checks the ground for small tracks even while listening to a serious conversation.
When a child is present, unconsciously positions themself between the child and the door.
Follows Ciena's instructions in front of the band, then looks for a way to reinterpret them.

Traits · 4

Protective in action but uncomfortable with open affection.
Methodical during danger, improvisational when helping someone escape.
Wry among trusted companions, guarded around authority.
Wants to be told what to do, then resents anyone who gives the order.

Flaws · 3

They mistake secrecy for protection and rarely let allies make informed choices.
They struggle to disobey Ciena directly, even when they know an order is cruel.
Their caution can look like indifference to people who need immediate comfort.

Fears · 3

That Ciena's care for the children was real, making it harder to condemn what she did to them.
That Shess will be caught because Ruma hesitated to help.
That the name they were born with belongs to someone they can no longer become.

Wants and needs · 3

Needs the runaways to reach safety before Ciena's band catches them.
Wants Shess to choose freely rather than simply follow Ruma into danger.
Needs a place where the old names can be spoken without fear.

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

Medium humanoid (human), neutral, with a hard-won instinct for protecting the vulnerable
Armor Class13
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsSTRDEXCONINTWISCHA
SkillsStealthPerceptionSurvivalAthletics
SensesPassive Perception 11
Languages
Common,
A little of the regional dialect spoken in the settlement where Ruma was born
Custom level 0 combatant, using a low-tier fantasy d20 profile rather than a claim of official rules.
Pack Drill. Once per turn, Ruma deals an extra 2 damage with a weapon attack if an ally is within 5 feet of the target.
Trailwise. Ruma can follow fresh tracks through woodland and can identify when a trail has been deliberately obscured.

Actions

Hunting Spear. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Shortbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 5 () piercing damage. Ruma can choose to pin a loose strap or garment to a nearby surface instead of dealing damage, at the GM's discretion.
Slip Through the Ferns. Ruma moves up to half their speed without provoking opportunity attacks from creatures they can see. Custom feature.

Reactions

Protective Step. When a creature Ruma can see attacks an ally within 5 feet, Ruma can use their reaction to impose a -2 penalty on that attack roll by interposing their spear or shoulder. Custom feature.

Services they sell

Tracking a person or animal through woodland
Guiding travelers along concealed forest paths
Teaching basic fieldcraft and how to recognize a false trail

Rewards they can give

A reliable route through the woods that avoids Ciena's sentries
A small supply of arrows, dry food, and trail medicine
A credible account of how Ciena trains and deploys the huntsmen

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

A worn wooden bird charm
A small whetstone
A length of twine marked with knots for measuring trail distances
A waxed packet of dried juniper and salt

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.”
From their background
Faction
One of Ciena's huntsmen, though Ruma quietly works against the band's practice of hunting down runaways.

Known connections

Ciena, the commander who raised Ruma and gave them their current name. Ruma still wants her approval, though they hate that they do.
Shess, a fellow huntsman who remembers a childhood name and has started quietly planning an escape.
Thalen, an obedient tracker who believes Ciena's rules are the only reason the band survived.
An unnamed child Ruma once rescued, now living with distant charcoal burners. Ruma leaves food at the edge of their camp.
Major secret · GM only
Minor secrets · GM only

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