Tyler
Tyler
At the table
Voice
A dry, slightly rasped speaking voice, shaped by dust, cold mornings, and calling across open ground. His breath has a faint double catch when he is startled, then steadies as soon as he focuses on a task.
His words have the clipped rhythm of someone used to calling distances across a road and saving breath on long walks. He gives directions with precise nouns and little ornament. When embarrassed, he talks faster and adds unnecessary measurements; when rattled, his breath catches twice before the first word.
Speech patterns
How to play them
Give Tyler a practical reason to speak, such as a road question, a shared watch, or a problem that needs careful observation. He opens up through small acts of reliability rather than confession. If pressed about the ambush, he deflects at first, then may offer the truth if the characters show patience.
Goal
Find the raiders responsible for the old caravan ambush, identify who hired them, and make sure they cannot threaten another traveler.
Motivation
He wants to become dependable enough that nobody has to wonder whether he will act when it matters.
Appearance
Tyler is medium height, with a weather-browned face and a rangy, economical build. His shoulders sit slightly forward from years of drawing a bow, and he moves with a deliberate, heel-light step that barely stirs loose gravel. His hands are broad and dry, the bowstring groove on his fingers polished smooth by work; when startled, his breath catches in two short clicks before he can speak. He leaves the impression of someone already measuring the distance to the nearest cover.
Clothing
A faded green wool coat cut short at the hips, a quilted leather jack beneath it, close-fitting gloves with the fingertips worn through, and practical boots wrapped at the ankles against brush. His clothing is maintained carefully but patched in mismatched thread.
Body language
He keeps his elbows close and his weight balanced as if standing on a moving wagon. His gaze tracks hands and doorways without seeming to stare. When someone speaks kindly to him, his shoulders loosen for a moment, then reset as if he has caught himself relaxing.
- Height
- 5 feet 8 inches
- Build
- Lean, wiry, and conditioned for long walks rather than strength
- Eyes
- Hazel brown
- Hair
- Dark brown, cut unevenly with a knife and usually flattened by a hood
- Skin
- Warm brown, weathered by sun and wind
- Age
- Thirty-one
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
12 traits and drivesTyler is guarded but not cold: he would rather mend a stranger's strap than ask how they are feeling, yet he notices distress with uncomfortable accuracy. In calm company he can be wry and unexpectedly curious; under pressure he becomes terse and exact. He dislikes being praised, but quietly remembers every person who trusts him with a difficult task.
- Alignment
- Neutral good
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 15 · HP 11 · 30 ft.Tyler stays behind sturdier allies, uses distance and cover, and targets visible threats that endanger the party. He avoids close combat and shifts position after revealing his location. If an ally is in immediate danger, he risks a difficult shot rather than preserving his advantage.
Tyler
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Longbow (weapon)A well-kept longbow with a darkened grip and a small notch cut inside the upper limb to mark his preferred draw.
- Quiver and arrows (ammunition)A quiver holding 20 arrows, fletched in dull brown and gray to blend with scrub and road dust.
- Shortsword (weapon)A simple, serviceable blade worn where he can reach it if an enemy closes in.
- Leather armor (armor)Quilted leather armor reinforced at the ribs and shoulders.
- Road kit (adventuring gear)A whetstone, bowstring wax, flint and steel, a blanket, and a small pouch of dried berries.
Possessions
Background
Tyler grew up on the edge of a timber settlement built where a marsh had been drained. His mother taught him to track game; his father, a carter, taught him to distrust any road that looked too empty. At nineteen, Tyler joined a caravan guard crew and learned that a steady hand mattered more than a loud threat. The turning point came during a night ambush: he had a clear shot at the attacker who was dragging his closest friend, Jarek, away, but the moving target and the darkness made him hesitate. Jarek survived, though he lost the use of one leg. Tyler left the crew afterward, carrying the shame of that pause and a promise to practice until his hands never wavered. Now he watches the road for signs of the ambushers, sends most of his pay to Jarek, and keeps his distance from people who might ask why he never boasts about his aim.
Role in the story
A wary scout who can guide the party through dangerous country, provide precise ranged support, and connect a local disappearance mystery to an old caravan ambush.
“His mother taught him to track game; his father, a carter, taught him to distrust any road that looked too empty.”
- Faction
- None currently. He once guarded caravans for a small road crew and still wears a plain wooden token from that service.
Known connections
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