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Thaddeus

Place-born (custom setting lineage) · Ranger (non-magical, level 1; custom portrayal without spellcasting)

Thaddeus

Trapper and farmer
AC13
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A youthful, weathered voice with a little rasp from cold mornings and outdoor work. He speaks from the chest without much polish, and his volume rises when he is excited or competing. His accent and cadence pick up small local shifts after he has spent time in a colony, while the name Thaddeus itself has a breathy, sibilant edge when he says it.

Friendly and plainspoken, with a colonial English accent that shifts subtly according to where he has recently lived. He avoids ornament and uses work, weather, and hunting as conversational ground. Under stress he gets brisk and practical; around trusted friends his speech gets louder and more teasing.

Speech patterns

Speaks in plain, friendly sentences and is blunt about what he thinks of a person or plan.
Turns a conversation into a contest by asking who can shoot, track, haul, or ride better.
Changes phrasing and accent subtly after time spent among different colonies.
When unsettled, speaks of the weather, tracks, or practical next steps rather than naming his fear.

How to play them

Meet his plain friendliness with directness and give him room to keep physical distance. A sincere practical task or fair marksmanship challenge earns his attention. Do not press him to choose a rumored father; trust and patience are more likely to draw out his private doubts. Treat Native American traditions with respect rather than as curiosities for him to perform.

Goal

Prove himself capable on his own terms, earn a place in the world that does not depend on settling rumors about his blood, and eventually return to the peaceful farm life he remembers.

Motivation

Uncertainty about his origins fuels his urge to become undeniable through skill and independence. Beneath that ambition, he wants a safe home and permission to be young.

Secret · GM only

Appearance

A tall, rangy sixteen-year-old with a relaxed, rugged handsomeness he seems unaware of. His sun-browned skin pales sharply through winter, and his short wheat-blond hair catches gold in direct light. Bright blue eyes watch the treeline more readily than a speaker's face. He walks with an easy, long-striding lope, but stops so abruptly that he can seem to have been planted there. A little leather-covered Bible is always tucked inside his coat; its lower corner is polished nearly smooth from his thumb worrying it. His casual lack of noble posture makes him look more like a young farmhand than the son of a powerful father.

Clothing

A practical suede coat over a plain cotton shirt, sturdy breeches, worn boots, and a simple belt. He dislikes elaborate European finery and dresses for weather, brush, and work.

Body language

He stands loose-limbed and slightly slouched, shoulders angled away in unfamiliar company while his attention keeps sweeping the exits and windows. His thumb rubs the Bible's worn corner when uneasy. When offered a challenge, he squares up instantly, grinning before he has decided whether he likes the challenger.

Height
Tall for a sixteen-year-old, approximately 5 ft. 10 in.
Build
Tall for his age, rangy and farm-strong, with more force in his grip than his lean frame suggests.
Eyes
Bright sky blue
Hair
Dark wheat blond with gold highlights
Skin
Sun-tanned in summer, becoming very pale in winter
Age
16 years old; physically appears his age
Gender
Male
Size
Medium

Distinguishing features

Short wheat-blond hair with gold glints in sunlight and vivid sky-blue eyes.
His thumb has rubbed one corner of a small leather-covered Bible smooth.
A long, easy stride followed by sudden, unnervingly complete stillness.
His expressions and small speech habits shift with the colony he has recently spent time in.

Personality

15 traits and drives

Alfred is generous with food, labor, and practical help, yet guarded about affection and quick to judge anyone he thinks is putting on airs. He can be loud and competitive among familiar people, but physically distant and watchful in European company. His religious devotion sits uneasily beside his readiness to ignore rules. He wants to be brave and can act decisively for others, but the supernatural strips away his swagger and leaves him terrified. He longs for quiet farm days while chasing the acclaim that might prove he matters.

Alignment
Neutral Good

Quirks

Tests whether a floorboard creaks before putting his full weight on it.
Counts fence posts under his breath when waiting for someone.
Taps the smooth corner of his Bible twice before leaving a safe place.
Gives animals a brief, formal greeting as if introducing himself.
When changing colonies, unconsciously adopts local turns of phrase and then denies doing so.

Habits

Practices shooting at stumps and fence posts, then insists the contest was only for fun if he loses.
Treats farm chores as calming work and becomes restless when kept indoors too long.
When frightened by a supernatural sign, first denies it, then tries to put a practical distance between himself and it.
Around different colonies, small changes in his accent, posture, opinions, and eye expression emerge without his noticing.

Traits · 4

Offers help freely to ordinary people, but resists anyone who makes a show of rank.
Treats marksmanship as play until a loss threatens his pride.
Talks readily among familiar people and keeps a deliberate arm's length from strangers.
Claims he has outgrown his old peaceful life, yet lingers over memories of it.

Flaws · 4

His distrust of Europeans and many place-born people makes him dismiss useful allies before knowing them.
He can be cruel when he decides that a hard choice is justified, then excuse it as necessity.
Pride in his marksmanship makes him too ready to accept contests and dares.
He conceals emotional hurt behind bluntness and an insistence that he is fine.

Fears · 3

The unseen beings and inexplicable signs associated with the night his trapping companion vanished.
That his uncertain parentage means he belongs nowhere, or that Arthur's affection is only duty.
Being trapped in a place where he cannot see or understand the danger.

Wants and needs · 4

A dependable home where he can be valued without proving his lineage.
A chance to build skill and reputation through honest work.
Patient companionship that does not mistake fear for cowardice.
The truth about the missing trapper, when he can face it safely.

Combat

AC 13 · HP 10 · 30 ft.

At level 1, Alfred is a non-magical ranger in concept, represented with ordinary 5E weapon attacks rather than unearned class features. He prefers to start at range from cover, use his bow, and keep a retreat path open. He is capable in a hunt but inexperienced in a stand-up fight. If faced with something supernatural he cannot understand, fear may override good tactics; he may flee or seek cover rather than fight.

Thaddeus

Medium humanoid (place-born (custom setting lineage)), neutral good
Armor Class13
Hit Points10
Speed30 ft.
Level1
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterity
SkillsPerceptionSurvivalStealthAnimal Handling
SensesPassive Perception 13; no special senses and no innate ability to perceive invisible or supernatural creatures.
Languages
English
Place-born adaptability. Alfred's bearing, idiom, and outlook subtly shift toward the colony he has most recently lived among. This is a narrative trait, not a magical combat feature.
Unusually strong for his age; he has no spellcasting and cannot reliably perceive supernatural creatures.

Actions

Hatchet. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage.
Longbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 6 () piercing damage. He has disadvantage on this attack if a hostile creature is within 5 feet of him.
Light Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 5 () piercing damage.

Reactions

Slip Back. When a creature Alfred can see hits him with a melee attack, he can use his reaction to move up to 5 feet without provoking opportunity attacks from that creature, provided he can move. This is a custom defensive instinct, not an official ranger feature.

Services they sell

Trapping, hunting, and tracking in familiar wilderness.
Basic knowledge of farm work, campcraft, and safe routes through local woods.
Ranged-weapon practice for a willing and respectful student.

Rewards they can give

Can guide a group through familiar woodland and help find game or edible plants, subject to the DM's judgment.
May share honest information about local trails, farms, and colonial rivalries if trust is established.
A well-kept bow or a field map can be earned by helping him resolve a personal problem.

Equipment

  • Longbow and arrows (weapon)A sound but plainly made bow, kept dry and carefully maintained; ammunition is carried in a worn quiver.
  • Hatchet (weapon)A modest working hatchet useful for brush, kindling, and close defense.
  • Light crossbow and bolts (weapon)A light crossbow with a scuffed stock, carried as a practical backup.
  • Working clothes (clothing)Weathered suede coat, cotton shirt, breeches, boots, and belt, chosen for travel and field work.
  • Pocket Bible (personal keepsake)A small leather-covered Bible whose lower corner is polished from anxious handling.

Possessions

A small leather-covered Bible.
A few field notes and charcoal sketches of tracks and trails.
A whetstone and a plain hunting knife.
A keepsake from his childhood farm, a little wooden button in his coat pocket.

Background

Arthur, the English place-born patriarch, named him Alfred and raised him among the thirteen colonies, though no one can say with certainty who fathered him. The tolerated guesses include Berwald of Sweden, Nils of the Netherlands, and Allister of Scotland; less welcome rumors name Rhys of Wales, Reilly of Ireland, or even Lalli of Finland. Alfred privately thinks of Arthur as his father regardless, by blood or by creed, but the uncertainty still bites. He grew faster than expected for a place-born child and outgrew the northern brother he had assumed would always be older. As a younger boy he knew a quieter life of farm work and woods, and he misses it even when he pretends not to hear anyone mention it. A disastrous night on a trapping run changed that: something unseen moved through the trees, his companion vanished, and Alfred could hear breathing where no one stood. He fled, ashamed of his terror, and since then the thought of the supernatural can leave him shaking or frozen. He is now a trapper and farmer, renowned locally for shooting and tracking, and Arthur has sent him to spend time with Ludwig, a German place-born young man, hoping to teach him European manners. Alfred dislikes European pretension and keeps most place-born people at arm's length, though Native American traditions draw his curiosity and an unexpected comfort. His fondness for Allister is genuine, as are his efforts to treat ordinary people kindly; neither prevents him from being blunt or ruthless when he believes it necessary.

Role in the story

A young scout and capable hunter whose uncertain family history and fear of the uncanny connect colonial politics, family tensions, and wilderness mysteries. He can be an ally, rival, or a vulnerable witness whose courage must be earned rather than assumed.

“Alfred privately thinks of Arthur as his father regardless, by blood or by creed, but the uncertainty still bites.”
From their background
Faction
No formal faction. He considers himself one of Arthur's colonial household, though he distrusts narrow claims about which place-born people count as kin.

Known connections

Arthur, his English place-born father, who gave him his name and is dismissive of Alfred's unsettling changes in manner.
Allister, a Scottish place-born friend whose humor and competence Alfred admires.
Ludwig, a German place-born young man Alfred has been ordered to socialize with; their uneasy acquaintance could become friendship or rivalry.
The Native American place-born people he has met, whose stories of thunderbirds and horned serpents intrigue him, though he does not presume to speak for them.
The absent companion from the trapping run that first exposed Alfred to something he could not explain.
Major secret · GM only
Minor secrets · GM only

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