Rafe
Rafe
At the table
Voice
A clear, chest-forward voice with the faint roughness of someone who spends hours calling outdoors. His pace is easy in conversation and quickens around competition; fear makes him speak too rapidly, not more softly. His name, Rafe, takes an unexpected stress on its single blunt beat.
Friendly and plainspoken, with an English colonial accent whose rhythm shifts subtly with whichever colony has been home most recently. He uses short, direct sentences and concrete comparisons drawn from hunting, weather, and tools. He speaks from the chest and throat with a little outdoor rasp, as if accustomed to calling across a field. When rattled, his words come faster and his accent sharpens rather than softening.
Speech patterns
How to play them
Treat him as a young person with agency, not as a political emblem. Give him a practical problem or a fair shooting challenge to open conversation. He warms to people who respect his boundaries and show kindness without condescension; pressing him about his mother or disputed parentage makes him shut down.
Goal
Earn enough independence to choose where he belongs, while proving that he can be a protector rather than merely a very good killer.
Motivation
The uncertainty around his origins feeds an ambition to become indispensable on his own terms. He wants to keep his people safe, but also longs for the peaceful life he remembers from childhood.
Appearance
A tall, sun-browned youth with an easy, rugged handsomeness that he seems faintly embarrassed to possess. His wheat-dark blond hair is clipped short with practical care, gold strands catching in sunlight. In summer his skin darkens from long days outside; after a hard winter it pales markedly. He moves with a loose, watchful stride, shoulders relaxed until something catches his eye, when he goes still as a trap set in grass. His hands are broad and stronger than he intends: he has split a chair rung simply by leaning on it. Unexpectedly, he keeps a tiny pressed clover tucked into his hatband, replacing it when it crumbles.
Clothing
A weather-darkened suede coat over a plain cotton shirt, sturdy breeches, scuffed boots, and a simple hat. He favors practical, washable clothes and complains that European finery is too stiff to hunt in.
Body language
Usually slouches with his weight on one hip and keeps a little space between himself and strangers. When tracking, his posture tightens and his gaze sweeps the ground in short, practiced passes. He rubs the clover in his hatband when uncertain, and pulls his hands away from breakable objects after remembering his strength.
- Height
- About 5 feet 10 inches, unusually tall for a sixteen-year-old in his community.
- Build
- Tall for his age, rangy and broad-shouldered, with an unexpectedly powerful grip and the stamina of someone accustomed to long days outdoors.
- Eyes
- Bright sky blue, with a subtle shift in apparent brightness when his manner takes on the habits of a colony he has lived among.
- Hair
- Dark wheat blond with sunlit gold highlights, kept short and neatly trimmed.
- Skin
- Sun-tanned in summer, noticeably pale after winter; lightly weathered from wind and long days outdoors.
- Age
- 16; physically appears his age, though place-born growth brought him to his present height unusually quickly.
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
14 traits and drivesKindness comes naturally to him in practical forms: sharing a meal, guiding a lost traveler, or taking the worst watch. He can also turn cold and decisive when danger threatens, and then feel ashamed of how little hesitation it took. Around strangers he is brash and talkative, especially in Europe, yet keeps a careful physical distance. He is deeply devout but distrusts rules that seem made for comfort rather than justice. His confidence in the woods contrasts with an awkward shyness when praised or admired.
- Alignment
- Neutral Good
Quirks
Habits
Traits · 4
Flaws · 4
Fears · 3
Wants and needs · 3
Combat
AC 14 · HP 12 · 30 ft.At range, he takes cover, prioritizes threats with weapons or spellcasting, and uses the longbow rather than charging. If cornered, he fights with a shortsword while looking for a route out. He has no magic and is deeply rattled by supernatural darkness or creatures he cannot understand.
Rafe
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Longbow (weapon)A well-kept hunting bow with a plain leather grip; Alfred maintains it himself.
- Shortsword (weapon)A practical blade worn at his belt, useful for close defense and field work.
- Leather armor beneath suede coat (armor)A light, patched layer that offers modest protection without restricting movement.
- Hunter's kit (adventuring gear)Twenty arrows in a weatherproof quiver, plus a whetstone and spare bowstring.
Possessions
Background
Alfred says Arthur is his father, whether by blood or by creed, and the answer matters more to him than he admits. Arthur gave him one name and raised him among the thirteen colonies, but Alfred grew at a startling pace, leaving people to trade guesses about whether Berwald, Nils, or Allister might have fathered him. Less welcome rumors name Rhys, Reilly, or Lalli; Alfred refuses to make those stories a measure of his worth. He remembers his mother in fragments, some tender and some painful, and misses the brief, peaceful years before everyone expected him to become useful. He learned to hunt and shoot across colonial woods, becoming an exceptional marksman through practice rather than magic. A winter hunt went wrong when he found a camp after a violent raid and understood, for the first time, how easily skill at killing could become a choice. He has since tried to be kind to people his neighbors dismiss, including Native American place-born, whose stories of thunderbirds and horned serpents comfort and unsettle him. Arthur sends him to Europe to socialize, especially with Ludwig, but Alfred hates the crowded rooms and stiff clothes. He likes Allister's jokes and competence, though he rarely says so plainly. Now he wants to prove he belongs to himself, while a growing fear of the dark makes him wonder what his place-born nature might be hiding.
Role in the story
A young colonial scout, ally, or rival whose extraordinary aim and uncertain origins pull him between family expectations and his own conscience. He can lead the party through the wilderness, but his fear of the unseen may expose a larger supernatural threat.
“Less welcome rumors name Rhys, Reilly, or Lalli; Alfred refuses to make those stories a measure of his worth.”
- Faction
- No formal faction. He identifies with the thirteen colonies, though he is wary of being made a symbol for any one of them.
Known connections
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