Hershel
Hershel
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
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.
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
Personality
15 traits and drivesHershel 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
Habits
Traits · 4
Flaws · 4
Fears · 3
Wants and needs · 4
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
Actions
Reactions
Services they sell
Rewards they can give
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
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.”
- 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
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