This site is games | books | films

Allan Quatermain, The Great White Hunter, The King of the Wild

Allan Quatermain
Midjourney
  • Alias – The Great White Hunter, The King of the Wild
  • Gender – Male
  • Race – Human
  • Occupation – Adventurer, Explorer, Hunter, Guide
  • Religion – Spiritual and respectful of indigenous beliefs
  • Allies – Captain John Good, Sir Henry Curtis, Umbopa, Umslopogaas, Foulata, Hans, indigenous tribes
  • Enemies – Hostile tribes, poachers, corrupt officials
  • Abode/ Base of operations – Various locations throughout Africa, particularly in the unexplored regions
  • Nationality – English
  • Languages – English, various indigenous languages
  • Alignment – Neutral Good
  • Affiliation(s) – None in particular, independent adventurer
  • Significant others – Elizabeth Curtis (late wife), Foulata (love interest)

In the heart of the untamed African wilderness, a figure emerges, weathered and rugged, yet possessing an unyielding determination that has carried him through countless trials. Meet Allan Quatermain, a renowned adventurer whose life story reads like an epic odyssey of danger, discovery, and daring exploits.

Allan’s journey begins with a thirst for the unknown, an insatiable curiosity that led him to forsake the comforts of his English homeland and embark on expeditions deep into uncharted territories. Armed with his extensive knowledge of the African landscapes, his mastery of survival skills, and an uncanny ability to read the subtle cues of nature, Allan carved a reputation as a formidable hunter, guide, and treasure seeker.

While gold and gems may have lured him to Africa’s heart, it’s his unyielding sense of justice that truly defines him. Allan’s moral compass guides him through the tangled web of colonial politics, tribal conflicts, and treacherous landscapes, earning him the respect of both allies and adversaries alike. His sense of duty towards the indigenous people he encounters drives him to protect their rights and freedoms, often at great personal risk.

Despite his grizzled appearance and weathered exterior, Allan is a man of unwavering integrity, with a heart that remains open to friendship, love, and even tragedy. His past is not without sorrow—lost loved ones, betrayals, and battles have shaped him into a seasoned and resilient warrior. Yet, his resolve remains unshaken, his spirits buoyed by the thrill of discovery and the hope that his actions might leave a lasting positive impact on the continent he’s come to call home.

In the shadow of mighty mountains and amidst the sprawling savannas, Allan Quatermain navigates a world where the line between myth and reality blurs. As a protector of ancient secrets, a champion of justice, and a beacon of courage, he stands as a testament to the enduring spirit of adventure that courses through the human soul.


  • Allan Quatermain 5e
  • Allan Quatermain 5e
  • Allan Quatermain Pathfinder
By Charles Henry Malcolm Kerr (1858–1907) - Scanned from a copy in my collection, Public Domain, https://commons.wikimedia.org/w/index.php?curid=47402831, Allan Quartermain
By Charles Henry Malcolm Kerr (1858–1907) – Scanned from a copy in my collection, Public Domain, https://commons.wikimedia.org/w/index.php?curid=47402831

Medium Humanoid (Human), Neutral Good

Armor Class 14 (studded leather) Hit Points 88 (16d8 + 16) Speed 30 ft.

STRDEXCONINTWISCHA
12 (+1)16 (+3)12 (+1)14 (+2)16 (+3)10 (+0)

Saving Throws Dex +5, Wis +6 Skills Animal Handling +6, Nature +6, Perception +6, Survival +6 Senses Passive Perception 16 Languages Common, various tribal languages

Challenge 5 (1,800 XP)

Favored Enemy Allan has advantage on Wisdom (Survival) checks to track humanoids (human).

Actions

  • Multiattack: Allan makes two attacks with his rifle or one attack with his rifle and one attack with his dagger.
  • Rifle: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 3) piercing damage.
  • Dagger: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) piercing damage.
  • Pistol: Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Equipment

Rifle, pistol, dagger, studded leather armor, explorer’s outfit, compass, rope, survival gear, map of unexplored regions, amulet of natural armor +1, boots of striding and springing, cloak of resistance +1.

Roleplaying Notes

Allan Quatermain is a seasoned explorer and adventurer, known for his expertise in wilderness survival and tracking. He’s resourceful, pragmatic, and has a deep respect for the natural world. He values loyalty, camaraderie, and the thrill of discovery. Quatermain’s vast experience and knowledge make him an excellent guide in the most treacherous terrains.

Indiana Jones won’t ever appear in the Mythological Figures column because he’s not in the public domain. The character that inspired him is however, so allow us to introduce to you Allan Quatermain!

Alan Quartermain DnD 5e banner.jpg

Originally Posted by Mike Myler on the Enworld forums.

On this Thread

Allan Quartermain is a colonial gentleman, treasure seeker, and explorer of Africa. There’s something like a score of books about this guy but chances are good that if you’ve ever heard the name at all, it was in the The League of Extraordinary Gentleman. The real takeaway is that he’s the 19th century’s version of Indiana Jones. Plundering tombs, getting involved in tribal skirmishes, saving white women from danger—you get the idea.

Allan Quatermain
Medium humanoid (human), lawful good fighter (archer) 12/ranger 1
Armor Class 16 (studded leather)
Hit Points 96 (12d10+1d8+26)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)​18 (+4)​14 (+2)​12 (+1)​14 (+2)​13 (+1)​

Saving Throws Str +7, Dex +9, Con +7
Skills Animal Handling +7, Athletics +7, Perception +7, Survival +7
Senses passive Perception 17
Languages English
Challenge 9 (5,000 XP)

Background: Wilderness Trained. Allan never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, he can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.

Action Surge (1/Short Rest). On his turn, Allan can take an additional action on top of his regular action and a possible bonus action.

Attentive Gaze. Allan can use a bonus action to take the Search action.

Excellent Aim (3/Short Rest). Allan can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of his turn, ranged attacks that Allan makes against the target deal an extra 5 damage.

Favored Enemy. Allan has advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them.

Feat: Resistant. Allan has proficiency with Dexterity saving throws (included above).

Feat: Superb Aim. Allan ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Allan makes his first ranged weapon attack in a turn, he can choose to take a –5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.

Indomitable (1/Long Rest). Allan can reroll a saving throw that he fails but must use the new roll.

Marksman Combatant. Allan doesn’t have disadvantage from making ranged weapon attack rolls against targets within 5 feet of him. In addition, whenever he makes a ranged weapon attack against a creature on his turn, that creature is unable to take reactions until the end of his turn.

Natural Explorer: Grassland. When Allan makes an Intelligence or Wisdom check related to the grassland, his proficiency bonus (+5) is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Allan gains the following benefits:

  • Difficult terrain doesn’t slow his group’s travel.
  • Allan’s group can’t become lost except by magical means.
  • Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Allan remains alert to danger.
  • If Allan is traveling alone, he can move stealthily at a normal pace.
  • When he forages, Allan finds twice as much food as he normally would.

While tracking other creatures, Allan also learns their exact number, their sizes, and how long ago they passed through the area.

Second Wind (1/Short Rest). On his turn, Allan can use a bonus action to regain 1d10+12 hit points.

ACTIONS
Extra Attack. Allan attacks three times when he takes the Attack action.

Cutlass. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.

Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Revolver. Ranged Weapon Attack: +11 to hit, range 40/120 ft., one target. Hit: 13 (2d8+4) piercing damage.

Hunting Rifle. Ranged Weapon Attack: +11 to hit, range 80/240 ft., one target. Hit: 15 (2d10+4) piercing damage.

Allan Quatermain

By Thure de Thulstrup - Harper's New Monthly Magazine, Vol. LXXVII, No. 459, 26 (p. 351), Public Domain, https://commons.wikimedia.org/w/index.php?curid=6717295
By Thure de Thulstrup – Harper’s New Monthly Magazine, Vol. LXXVII, No. 459, 26
(p. 351), Public Domain, https://commons.wikimedia.org/w/index.php?curid=6717295

Allan Quatermain is the hero of King Solomon’s Mines and other adventures by H. Rider Haggard. Quatermain’s primary location is Africa, where he struggles to keep a proper Englishman’s stiff upper lip while on safari , fighting or befriending Zulus, chasing diamonds and discovering lost civilizations.

The character Quatermain is an English-born professional big game hunter and occasional trader in southern Africa, who supports colonial efforts to spread civilization in the Dark Continent, though he also favours native Africans having a say in their affairs. An outdoorsman who finds English cities and climate unbearable, he prefers to spend most of his life in Africa, where he grew up under the care of his widower father, a missionary.

Native Africans refer to Quatermain as Macumazahn, meaning “Watcher-by-Night,” a reference to his nocturnal habits and keen instincts. Quatermain is frequently accompanied by his native servant, the Hottentot Hans, a wise and caring family retainer from his youth. His sarcastic comments offer a sharp critique of European conventions. In his final adventures, Quatermain is joined by two British companions, Sir Henry Curtis and Captain John Good of the Royal Navy, and by his African friend Umslopogaas.

Appearance and character

Quatermain has just turned 55. Physically, he is small, wiry, and unattractive, with a beard and short hair that sticks up. His one skill is his marksmanship, where he has no equal. Quatermain is aware that as a professional hunter, he has helped to destroy his beloved wild free places of Africa. In old age he hunts without pleasure, having no other means of making a living.

He lives at Durban, in Natal, South Africa. He marries twice, but is quickly widowed both times.

Allan Quatermain

Human Ranger 10

Init +3; Senses Perception +15

Defense

  • AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
  • hp 80 (10d10+20)
  • Fort +9, Ref +10, Will +5; +2 vs. humanoids

Offense

  • Speed 30 ft.
  • Melee dagger +12 (1d4+1/19-20)
  • Ranged rifle +15 (1d8+3/x4) or pistol +15 (1d6+2/x4)

Statistics

  • Str 12, Dex 16, Con 14, Int 14, Wis 16, Cha 10
  • Base Atk +10; CMB +11; CMD 24
  • Feats Endurance, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Survival), Track, Weapon Focus (rifle)
  • Skills Climb +9, Handle Animal +7, Heal +9, Knowledge (geography) +9, Knowledge (nature) +9, Perception +15, Stealth +13, Survival +15
  • Languages Common, various tribal languages
  • SQ Favored enemy (humanoids – human) +2, track, wild empathy +5, woodland stride

Gear Rifle, pistol, dagger, leather armor, explorer’s outfit, compass, rope, survival gear, map of unexplored regions, amulet of natural armor +1, boots of striding and springing, cloak of resistance +2.

Tactics Quatermain excels in ranged combat, using his rifle and pistol to engage foes from a distance. He prefers to stay mobile, making use of his natural surroundings to gain advantages. If enemies get too close, he switches to his trusty dagger.

Roleplaying Notes Allan Quatermain is a grizzled adventurer with a wealth of experience in wilderness survival. He’s resourceful and practical, always ready to overcome challenges. His deep knowledge of different cultures and terrains makes him an excellent guide. Quatermain values honor, friendship, and exploration.

CR Level: 8

Currently in the World

Allan Quatermain stands tall with a weathered face etched by countless suns and storms, his skin tanned to a deep bronze from years spent under the African sky. His hair, once dark, has faded to a salt-and-pepper gray, framing a face lined with the marks of a life of adventure. His piercing blue eyes, though aged, hold a depth of wisdom and experience that only years of survival in the wild could bestow.

Currently, he’s found seated by a campfire, surrounded by the bustling sounds of an African savanna. The soft crackling of flames mingles with the distant calls of nocturnal creatures, creating a symphony of nature’s music. Around him, the campsite is organized with the precision of a seasoned explorer, showing his meticulous nature despite the wilderness. His fingers absentmindedly twirl the stem of a pipe, reflecting a sense of calm contentment.

Quatermain’s mood is a mixture of reflection and vigilance. His gaze occasionally drifts to the distant horizon, lost in memories of past adventures and the challenges he has overcome. Despite the rugged terrain and the dangers that may lurk beyond the shadows, there’s an air of confidence about him. His surroundings may be untamed, but he has navigated through such landscapes countless times before, and his instincts remain finely honed.

Scroll to Top