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Rafe

Place-born, a custom humanlike lineage tied to land and community; use human traits unless the DM prefers otherwise. · Ranger (nonmagical; level 1)

Rafe

Hunter, scout, and marksman for hire when his duties at home allow.
“s my father. That”
AC14
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

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

Speaks plainly and warmly, often beginning with a practical observation rather than a greeting.
Makes blunt assessments of people, then tries to repair hurt feelings with an offer of help instead of an apology.
When excited about marksmanship or the woods, talks faster and challenges others to test their skill.
When pressed about parentage, says, "Arthur's my father. That's enough," then changes the subject.

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.

Secret · GM only

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

Gold-lit strands in his cropped wheat-blond hair.
His eyes seem subtly to alter in brightness and expression after he has spent time among different colonies.
Keeps a pressed clover in his hatband and replaces it when it falls apart.
An unusually powerful grip that makes ordinary objects creak when he forgets himself.

Personality

14 traits and drives

Kindness 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

Tests the balance of a spoon or knife on one finger before using it.
Counts distant birds under his breath, but never counts them aloud if someone is watching.
Taps a doorframe twice before leaving a safe place, a habit he cannot explain.
Mimics local expressions after long stays, then denies he has picked up an accent.
Replaces the clover in his hatband whenever it loses its green.

Habits

Checks wind and exits when entering unfamiliar rooms, then acts as though he did not.
Becomes loud and competitive around skilled shooters, but gives away food or practical help without announcing it.
When frightened by something supernatural, he freezes, then tries to cover the terror with blunt jokes or anger.

Traits · 4

Offers help before he offers trust.
Brags about his aim, then gets bashful when someone praises his looks or kindness.
Can be jovial and loud among strangers while remaining emotionally guarded with family.
Finds comfort in unfamiliar traditions but resists being told what they mean.

Flaws · 4

Competitive to the point of recklessness when someone challenges his marksmanship.
Dismisses European customs and people before understanding them.
Hides uncertainty behind bluntness and claims that he does not care about his parentage.
His strength can break things, and he sometimes reacts defensively when it happens.

Fears · 3

Unseen supernatural creatures and deep darkness; if confronted with a creature of the dark, he can fall into genuine terror.
That his mother has been forgotten by everyone but him.
That his skill as a hunter will make cruelty feel easy.

Wants and needs · 3

Wants to be treated as his own person rather than a disputed lineage or a symbol of the colonies.
Needs dependable allies who will let him ask difficult questions without forcing an answer.
Needs to learn that mercy can be deliberate strength, not hesitation.

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

Medium humanoid (place-born, a custom humanlike lineage tied to land and community; use human traits unless the dm prefers otherwise.), neutral good
Armor Class14
Hit Points12
Speed30 ft.
Level1
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterity
SkillsPerceptionSurvivalStealthAthletics
SensesPassive Perception 13; no darkvision and no special ability to perceive invisible or supernatural creatures.
Languages
English
Custom Place-Born Drift. After spending at least a day among a particular colony, Alfred's accent, favored expressions, and opinions shift subtly toward that community. His blue eyes may seem briefly brighter or duller, but this grants no mechanical benefit.
Unusually strong for his age. he has advantage on Strength checks made to break or force ordinary objects, at the DM's discretion; his grip can also damage fragile things by accident.

Actions

Longbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: 6 () piercing damage. He carries 20 arrows.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Read the Ground. Alfred makes a Wisdom (Perception) check to locate tracks, game, or signs of passage. In woodland, he can usually distinguish a fresh trail from an old one.

Reactions

Duck Behind Cover. When a creature Alfred can see hits him with a ranged weapon attack, he can use his reaction to gain +2 AC against that attack, potentially causing it to miss. This is a custom, limited defensive knack; it does not grant the full 5E defensive duelist feature.

Services they sell

Wilderness scouting and tracking in familiar terrain.
Hunting and providing game for a small traveling party.
Basic instruction in safe bow handling and fieldcraft.

Rewards they can give

Can guide the party through familiar woodland and identify common tracks, game, and safe campsites.
May share a pressed clover or a remembered local tale once trust is earned.
A successful shooting contest can win his respect and a modest share of his saved coins.

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

Pressed clover in his hatband, carefully replaced when it crumbles.
A small, worn keepsake from his mother whose exact history he will not explain.
A pocket Bible with damp-warped pages.
A few coins saved toward buying his own reliable bow.

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.”
From their background
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

Arthur, his father and guardian, expects him to learn diplomacy and dismisses Alfred's worries about place-born changes as ordinary nature.
Allister, a Scottish place-born relative or close family friend, makes Alfred laugh and treats his hunting skills seriously.
Ludwig, a German place-born young man, is his reluctant European social companion; Alfred respects his discipline more than he lets on.
Native American place-born communities have offered him stories and cautious hospitality, though he has not earned the right to speak for them.
He remembers his mother imperfectly and privately worries that his memories are changing.
Major secret · GM only
Minor secrets · GM only

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