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Hershel

Place-born, an America-born humanlike person embodying the developing United States · Ranger 1, nonmagical frontier hunter · Level 1

Hershel

Trapper, farmer, and hired woodsman
AC13
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, weathered voice with a little rasp from cold mornings and long days outdoors. He speaks from the chest without trying to sound imposing. When startled, his breath catches first; his next words come too quickly and too plainly.

Friendly and direct, with a working woodsman's vocabulary. His speech is usually unhurried, but he can talk rapidly when excited about a contest or a trail. His regional accent shifts in small ways after long stays in different states. He does not sing his words or soften anger; when rattled, he draws breath in clipped catches and his sentences turn into urgent practical questions.

Speech patterns

Uses plain, friendly statements and rarely dresses an opinion up to make it easier to hear.
Talks readily about trails, weather, food, and shooting; turns evasive when family rumors or his mother come up.
His accent and phrasing shift subtly with the region he has most recently traveled through.
When alarmed, he asks practical questions too quickly, such as where the doors are and whether anyone else heard it.

How to play them

Meet him on practical ground: ask about a trail, a hunt, or a job that needs doing. Respect his physical space and do not press for family confessions. Earn trust through consistent actions, especially by treating people he considers outsiders with fairness. He is more likely to open up while working side by side than during a direct heart-to-heart.

Goal

Find the truth about what happened in the winter hollow without letting fear decide what kind of man he becomes.

Motivation

He wants to prove that he is more than a disputed origin and an oddity who grew too quickly, while preserving the ordinary, peaceful life he remembers.

Secret · GM only

Appearance

A tall, relaxed, ruggedly handsome youth with a sun-browned face in summer and a startling winter pallor. His wheat-dark blond hair is clipped short and practical, with gold catching its rough edges in sunlight. He moves with a loose, long-striding gait, but stops abruptly and stands so still that people sometimes mistake him for a fence post. His breathing is ordinarily broad and easy; when frightened, it catches in short, audible pulls. His eyes seem to brighten or change their cast after he has spent time in a different state. An unexpected detail for a celebrated hunter: he keeps a small, carefully folded prayer page tucked inside his hatband.

Clothing

A worn suede hunting coat over a plain cotton shirt, sturdy breeches, patched gaiters, and serviceable boots. He avoids rich, formal clothes as impractical finery from far away. His hatband hides a folded prayer page, and his belt carries a knife, flint, and small traps.

Body language

He stands with his weight balanced as if ready to step around a bramble, shoulders loose and hands kept away from other people's space. He favors no obvious side, but his long stride can become a sudden, unnatural stillness when he listens. Embarrassment makes him rub the bridge of his nose; fear makes his breath hitch and his fingers clamp hard around whatever he is holding.

Height
6 ft. 1 in.
Build
Tall, rangy, and deceptively powerful, with a hunter's balance and shoulders made strong by farm work
Eyes
Bright sky blue, with a subtle shift in brightness and cast after time spent in different states
Hair
Dark wheat blond with gold highlights
Skin
Sun-tanned in summer, paling markedly through the winter
Age
16; a place-born youth who appears his age
Gender
Male
Size
Medium

Distinguishing features

Short wheat-blond hair with sunlit gold at the tips.
Bright sky-blue eyes that subtly change in cast after extended travel.
A striking habit of going perfectly still in the middle of an otherwise loose, restless manner.
A prayer page folded inside his hatband, kept with more care than his expensive equipment.

Personality

15 traits and drives

Hershel is generous in deeds but stingy with admissions of affection: he will share his last meal and then insist it was no trouble. In familiar company he is loud, teasing, and eager to compete; when the talk turns to family or grief, he goes plain and guarded. His devout habits coexist with a stubborn refusal to follow rules he considers foolish. He is curious about unfamiliar traditions, yet quick to label whole peoples outsiders. He misses peace and home, but treats anyone who notices that longing as if they have misunderstood him.

Alignment
Neutral Good, though his loyalty to his own people can make his judgment narrow

Quirks

Tests a bowstring with his teeth, then apologizes to the bow as if it were a horse.
Counts fence posts under his breath when forced to wait.
Leaves the last bite of any meal untouched until everyone else has finished.
Gives directions by describing the trees, then realizes most people cannot distinguish them as he can.
When a story mentions thunderbirds or horned serpents, he taps the prayer page in his hatband without noticing.

Habits

Turns any friendly gathering into a shooting contest if someone mentions marksmanship.
Keeps his distance even while talking warmly, and chooses a seat with a clear view of the exits.
Will carry food or do hard labor for someone overlooked by the local respectable set, then bluntly deny that it means anything.
When paranormal matters arise, he watches other people's faces for proof before he trusts his own senses.

Traits · 4

Warm and helpful in practical matters, but physically distant and emotionally guarded.
Blunt about other people's mistakes, while rarely naming his own hurt.
Deeply religious in private, yet impatient with rules that obstruct what he thinks is right.
Curious about unfamiliar customs, though his instinctive idea of kin remains narrow.

Flaws · 4

He mistakes cultural familiarity for kinship and can be dismissive of Europeans and people outside his preferred circle.
He hides vulnerable feelings behind blunt remarks and self-reliance.
He is overconfident in contests and can risk too much to avoid losing.
His fear of the paranormal can make him freeze or flee when a companion needs him.

Fears · 3

Unseen supernatural creatures and the possibility that the thing in the winter hollow followed him home.
That his missing mother is alive and chose not to return.
That the rumors about his parentage mean he will never know where he belongs.

Wants and needs · 4

Wants to know what happened in the winter hollow.
Needs a dependable friend who will not mistake guardedness for indifference.
Wants his farm and trapping work to remain his own, rather than another person's charity.
Needs to examine his assumptions about who can count as kin.

Combat

AC 13 · HP 12 · 30 ft.

Hershel avoids a fair fight if a tree, ridge, or thicket can give him cover. He opens at long range with his longbow, prioritizes enemies threatening companions, and retreats rather than letting foes surround him. If cornered, he uses his strength to shove past or create space, then gets back to range. He has no spells or magical training.

Hershel

Medium humanoid (place-born, an america-born humanlike person embodying the developing united states), neutral good, though his loyalty to his own people can make his judgment narrow
Armor Class13
Hit Points12
Speed30 ft.
Level1
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterity
SkillsAnimal HandlingPerceptionStealthSurvival
SensesPassive Perception 14
Languages
Common,
One regional Indigenous language, learned imperfectly through local relationships
Custom. Place-Born Strength. Hershel's strength is uncanny for his frame. He has advantage on Strength checks made to force open ordinary doors, lift heavy loads, or break mundane objects, but delicate objects can suffer when he handles them roughly.
Custom. Statebound Moods. Long stays in different parts of the young republic subtly alter his accent, mannerisms, opinions, and the brightness of his eyes. The change is visible but grants no mechanical benefit.
Custom. Dread of the Unseen. Hershel cannot perceive invisible or otherwise hidden supernatural creatures without a normal means of detection. When confronted with unmistakable paranormal evidence, he must succeed on a Wisdom saving throw or become frightened of its source until the end of his next turn. This is a roleplaying complication, not a magical ability.

Actions

Longbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: piercing damage.
Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage.
Knife. Hershel makes a melee or ranged weapon attack with his hunting knife. Ranged Weapon Attack: to hit, range 20/60 ft. Hit: piercing damage.

Reactions

Slip Through. When a creature Hershel can see misses him with a melee attack, he moves up to 5 feet without provoking an opportunity attack. This is a custom defensive reaction representing his hunter's quick footwork.

Services they sell

Guiding through local woods and backcountry trails
Tracking game or a missing person
Setting ordinary snares and teaching basic hunting craft
Providing fresh game or trapper's pelts when his supply allows

Rewards they can give

A reliable route through local woodland and practical advice about weather, tracks, and safe camps.
A share of his trapping profits or a carefully chosen hunting bow, if trust has been earned.
A truthful account of the winter hollow, if the party helps him face what he remembers.

Equipment

  • Longbow (martial ranged weapon)A well-used hunting bow; Hershel maintains its string meticulously.
  • Quarterstaff (simple melee weapon)A plain, sturdy walking stick that doubles as a weapon.
  • Hunting knife (simple melee weapon)A sharp utility knife used for game, camp chores, and emergencies.
  • Woodsman's kit (adventuring gear)A small snare kit, flint and steel, waterskin, bedroll, and a few days of trail rations.

Possessions

Longbow and arrows
Quarterstaff and hunting knife
Suede coat and practical frontier clothes
Snare kit, flint and steel, waterskin, bedroll, and trail rations
A folded prayer page from his mother, hidden in his hatband
A small pouch of prize money and trapper's earnings

Background

Hershel was born when the scattered colonies still felt like distant settlements, and grew faster than Arthur expected of a place-born child. Arthur gave him one name and raised him as his son; rumors about whether his other parent was Berwald, Nils, or Allister have followed him ever since. Hershel rarely asks, insisting that being Arthur's son is enough. His mother is a memory he keeps close but seldom explains. As a younger boy he knew a quieter life of farm chores, familiar trails, and evenings at home. That peace ended during a winter hunt when he followed a trail into a fog-choked hollow and heard something pacing just beyond sight. He came back alone, shaking, and would not say what happened to his companion. Since then he has feared what he cannot see, and has buried himself in skills that can be practiced, measured, and won. He became an exceptional shot and woodsman, earning money from trapping and taking every fair marksmanship contest he can find. He likes Allister's jokes and competence, though he rarely admits affection plainly. He has also found an uneasy comfort in the traditions of Native American place-born people, whose stories of thunderbirds and horned serpents stir both curiosity and dread. He is increasingly willing to trust other place-born folk, but still assumes most Europeans are not his kin and holds fast to a narrow idea of who counts as culturally his own. His present trouble is practical and personal: the farm needs tending, a promised delivery of trap pelts is late, and the old fear in the hollow has begun appearing in his dreams again.

Role in the story

A skilled young woodsman and potential guide whose practical courage contrasts with his terror of the unseen. His disputed parentage and narrow idea of kinship create personal conflict, while his buried memory can draw the party toward a local supernatural mystery.

“Arthur gave him one name and raised him as his son; rumors about whether his other parent was Berwald, Nils, or Allister have followed him ever since.”
From their background
Faction
No formal faction. He identifies first with his people and his father's household, though that sense of kinship is slowly widening.

Known connections

Arthur, his father by name and upbringing, whose affection Hershel trusts more than he can comfortably discuss.
Allister, a sharp-tongued and capable older place-born whom Hershel genuinely likes and seeks out when he wants company without sentiment.
Mair, a neighboring Native American place-born guide who has shared local stories and trail knowledge with him; Hershel listens, but has not yet earned the trust he wants.
Tomas, a nearby farmer who depends on Hershel's trapping and hunting, and whose patience is wearing thin over the late pelt delivery.
Major secret · GM only
Minor secrets · GM only

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