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Ian

Human · Fighter · Level 1

Ian

Village storyteller and part-time trail warden
“Now, this part is exactly as I remember it,”
AC13
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, chesty voice with a faint rasp from cold mornings outdoors and years of projecting over a crowded room. His consonants are blunt and his laugh arrives in a breathy burst, often before the punchline. When excited, he speaks faster than his thoughts can keep pace.

He speaks in straightforward phrases, often pausing mid-sentence to retrieve a word, then replacing it with a vivid but slightly inaccurate comparison. His stories are full of physical sound effects and sudden gestures. He repeats important directions aloud to remember them.

Speech patterns

Begins stories with, "Now, this part is exactly as I remember it," even when it is not.
Uses plain, concrete comparisons, sometimes missing the point of a metaphor entirely.
Repeats a question aloud while trying to work out what it means.
Gives directions using landmarks and gestures, then realizes he has described the route backward.

How to play them

Ian responds warmly to direct questions and practical kindness. Keep instructions simple and specific; he is more comfortable acting than debating. He becomes animated when invited to tell a story, and will gladly help anyone who treats the village as worth protecting.

Goal

Find out who is poaching along Dunridge's trails and keep the village from being drawn into a feud.

Motivation

Ian wants to be useful in a way that cannot be mistaken for being clever. The villagers' laughter and attention make him feel he has earned a place among them.

Secret · GM only

Appearance

Ian is unmistakably tall, rising above most villagers by a head, with a narrow, slightly stooped silhouette that seems to fold itself carefully around doorframes. His patched green coat hangs a little short at the wrists and long at the back, and he keeps its brass buttons polished as if they were medals. A neat, slight goatee gives his broad, earnest face a touch of intended gravitas that his frequently bewildered expression undermines. He walks with a long, loose stride, but stops abruptly whenever a thought catches up with him. People remember the incongruity of a practiced bowman who wears a tiny, painstakingly embroidered flower inside his collar, stitched by his late mother.

Clothing

A weathered green wool coat with uneven patches, a shirt with sleeves that never quite reach his wrists, a broad leather belt, sturdy trousers, and scuffed boots. The inside of his collar bears a small, carefully stitched flower.

Body language

Ian stoops instinctively beneath lintels and leans down to hear shorter people, often without noticing he is doing it. He plants his feet wide when speaking to a crowd, gestures with his bow hand, and nods hard when he thinks he understands. Under pressure, he rubs the embroidered flower inside his collar with one thumb.

Height
6 feet 6 inches
Build
Very tall and long-limbed, with a rangy frame and sturdy shoulders from years of carrying a bow and hauling nets.
Eyes
Hazel, with a faint green ring around the pupils
Hair
Dusty brown, cut unevenly with a knife
Skin
Weather-browned with a ruddy nose and a pale strip beneath his collar
Age
Thirty-four
Gender
Male
Size
Medium

Distinguishing features

A slight, carefully trimmed goatee that he smooths whenever he is trying to look authoritative.
A flower embroidered inside his coat collar, an unexpectedly delicate keepsake on a practical archer.
He is tall enough to duck through most village doorways, and does so with a practiced, almost apologetic bend.

Personality

12 traits and drives

Ian is eager to please but stubborn once he has committed to a course of action. Among friends, he is exuberant and generous with attention; in a crowd, he becomes a confident storyteller who can turn a small mishap into a grand adventure. When danger arrives, his confusion gives way to plain courage. He struggles to recognize sarcasm and can mistake a warning for a suggestion, yet he notices small changes in the woods that sharper talkers overlook.

Alignment
Chaotic good

Quirks

Taps an arrow against his chin while thinking, then has to be reminded not to put the feather in his mouth.
Names the village chickens after heroes from his stories, but forgets which chicken is which.
Practices a respectful bow before entering the common room, sometimes while already inside it.
Keeps smooth pebbles in his pockets and gives them away as "luck stones" without remembering where he found them.

Habits

Offers to take the first watch, then asks someone to repeat the plan in shorter steps.
When telling a story, acts out every character with his whole body, even if he has to stand on a bench.
Checks the wind before shooting, but forgets where he set down his cup.
If someone is frightened, he tells them a funny story first, then quietly stands between them and danger.

Traits · 3

He wants people to think he is dependable, but hates being tested with riddles or complicated instructions.
He is bold when someone else is in danger and awkwardly self-conscious when praised.
He embellishes stories for fun, but is painfully honest when asked about a real mistake.

Flaws · 3

He is not bright, and often acts before he has fully understood what is happening.
His stories blur fact and embellishment, which can create misunderstandings.
He is too eager to volunteer for dangerous tasks when villagers are watching.

Fears · 3

Leading someone into danger because he misunderstood instructions.
That his father is right and his stories are only a way of avoiding useful work.
The river in flood, especially the mill bridge.

Wants and needs · 3

A clear, uncomplicated plan when danger threatens.
Recognition that he can be useful despite his poor judgment.
Someone he trusts to listen if he finally speaks about the mill rescue.

Combat

AC 13 · HP 12 · 30 ft.

Ian prefers to open at range from cover, targeting obvious threats rather than following complicated plans. He repositions to keep allies between himself and danger, but if an enemy closes in, he draws his longsword and fights with straightforward, committed strikes. He protects villagers before pursuing fleeing foes.

Ian

Medium humanoid (human), chaotic good
Armor Class13
Hit Points12
Speed30 ft.
Level1
STR
DEX
CON
INT
WIS
CHA
SkillsAthleticsPerceptionSurvival
SensesPassive Perception 11
Languages
Common
Fighting Style. Archery. Ian has a bonus to attack rolls he makes with ranged weapons.
At level 1, Ian has no spellcasting or class features beyond his fighting style.

Actions

Longbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: piercing damage. Ian carries a quiver of 20 arrows.
Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage, or if wielded with both hands. Ian uses this versatile weapon when cornered.
Walking Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage. Ian keeps the club for situations where drawing a sword would seem rude.

Reactions

Opportunity Attack. When a creature Ian can see moves within 5 feet of him, Ian may make one melee weapon attack against it. This uses his reaction.

Services they sell

Guides travelers along the safe trails near Dunridge.
Shares local rumors and tells entertaining village stories.
Can help stand watch or defend the village.

Rewards they can give

A reliable local guide who knows the trails, streams, and hunting signs around Dunridge.
A bowman's assistance in a village defense or a story that can reveal local history.
A hand-stitched token from his mother's pattern, if the party earns his trust.

Equipment

  • Longbow (weapon)A well-used longbow with a smooth grip and a small notch carved into the lower limb for each winter he has guarded the village.
  • Longsword (weapon)A serviceable longsword in a plain leather scabbard, kept sharp but not ornamented.
  • Quiver and arrows (ammunition)A leather quiver holding 20 arrows, several fletched with mismatched feathers.
  • Walking stick (gear)A stout wooden stick he uses while walking and, when necessary, as a club.
  • Personal kit (gear)A small sewing kit, a whetstone, and a folded scrap of his mother's embroidery pattern.

Possessions

A longbow and a quiver of 20 arrows
A plain longsword
A walking stick
A patched green coat with his mother's embroidered flower
A small sewing kit and whetstone

Background

Ian grew up in Dunridge, a village named for a forgotten reeve whose old title has worn down into a place-name. His mother, Nessa, repaired clothes and taught him to embroider; his father, Bram, was a poacher who taught him to shoot straight and never waste an arrow. Ian was never quick with sums or instructions, but he could remember the shape of a fox's track for years. When he was nineteen, a winter flood trapped several villagers in the old mill. Ian tried to lead a rescue party by repeating directions he had misunderstood, and the group nearly walked onto a collapsing bridge. He turned back alone, found the mill by following the sound of its wheel, and helped bring everyone out. Afterward, embarrassed by how badly he had explained himself, he began telling the village stories each week, learning to make a muddled event clear and worth remembering. Now he entertains children and elders in the common room, often improving the truth until it has a dragon in it. He is close to Tilda, the miller's practical daughter, who gently edits his grandest claims, and to old Huw, a retired ferryman who taught him to read river weather. Ian's current worry is that poachers have started using his familiar paths, and the village council expects him to identify them before the next market day.

Role in the story

A good-hearted local guide and storyteller whose simple-minded courage makes him an ally, while his hidden memory of the mill rescue may expose an old threat within the village.

“Ian was never quick with sums or instructions, but he could remember the shape of a fox's track for years.”
From their background
Faction
Dunridge's informal village watch; he has no formal rank.

Known connections

Tilda, daughter of the miller, is his closest friend and the person who gently corrects his stories.
Huw, an elderly retired ferryman, taught him to read river weather and knows why Ian fears the old bridge.
Bram, his father, still lives nearby and believes Ian should spend less time entertaining children and more time guarding the trails.
Major secret · GM only
Minor secrets · GM only

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