Class:
Commoner (Trapper/Naturalist Wannabe)
Occupation/Role:
Roadside trapper, trinket peddler, self-proclaimed “naturalist”
Faction/Allegiance:
None—operates independently near Lygos’ outskirts
Physical Description
Height/Build:
Medium height, wiry from outdoor living
Eye
Color: Muddy brown, often wide with excitement
Hair/Fur/Features:
Dirty, tangled hair framing a sunburnt, leathery face
Distinguishing
Marks: Wears mismatched boots, carries an overstuffed sack of
“treasures”
Typical
Attire: Rough animal-hide clothing, haphazardly stitched with
twine and patches; smells faintly of woodsmoke, river mud, and cheap pipeweed
Personality
Key
Traits: Friendly, excitable, prone to exaggeration, endearingly
earnest
Mannerisms:
Launches into long-winded descriptions of “discoveries” without prompting;
waves arms and gestures wildly when talking about wildlife
Beliefs/Motivations:
Wants to be recognized as a great naturalist; believes every animal encounter
is a major discovery
Flaws/Weaknesses:
Terrible at identifying animals; oversells the value of his wares; oblivious to
how absurd he sounds
Quirks:
Fiercely proud of “credentials” that exist only in his imagination; insists on
naming every animal he encounters
Skills and Abilities
Strengths:
· Keen eye for spotting wildlife (even if he misidentifies it)
· Occasionally stumbles upon genuinely interesting finds (rare trinkets, map fragments, or unusual creatures)
·
Knows local riversides and woodland paths well
Weaknesses:
· Lack of formal knowledge; prone to misleading others with his “facts”
·
Goods are mostly worthless, though sold with enthusiasm
Notable
Equipment/Weapons: Sack of handmade trinkets; crude maps of
questionable accuracy; basic trapping tools
Background
Origin:
Born in a small rural hamlet, took to the road in search of “scientific fame”
after a lifetime of trapping and wandering
History:
Built a reputation (mostly in taverns) for his tall tales of strange beasts;
ekes out a living selling trinkets and animal parts
Current
Role in Lygos: Lingers near the old stone milepost just past
the farms; sells to travelers and shares dubious “naturalist reports”
Connections
Allies:
Occasionally sells to scholars, curiosity shops, or adventurers looking for
oddities
Rivals/Enemies:
Dismissed by actual naturalists and scholars; teased by local farmers for his
outlandish claims
Ties
to Other Characters: Could be an occasional supplier of odd
curios for Apollo Cedarcross’ insurance claims, or provide false wildlife
“threats” for players to investigate
Plot Hooks
Potential
Role in the Story:
· Misleads players into hunting a “dangerous beast” that turns out harmless—but could still have value to the right buyer
· Offers a map leading to an actual rare location by sheer accident
·
Serves as comic relief or an endearing side character with
unexpected usefulness
Secrets/Hidden
Agendas: Occasionally stumbles on real magical or exotic
creatures without realizing their importance; one of his “tall tales” might
conceal an actual threat or treasure
Ways
to Involve Them:
· Players buy a “blessed trinket” that turns out to be lightly magical (or cursed)
· The “Duckbear Hunt” leads to an exotic animal wanted by collectors, druids, or nobles
· Gormik overhears something important while wandering and trades it for coin or supplies