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Edrik

Human · Commoner · Level 0

Edrik

Independent waykeeper and former road patrol auxiliary
“How far have you walked, and is anyone following?”
AC12
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“A lie travels fast downhill. It still has to cross the river.”
From how they speak

Voice

His voice has a dry rasp from years of shouting across wet roads and breathing cold air. It catches on hard consonants, as though each word has to get past a throat accustomed to wind and dust. When he performs the paper theater, he gives every character an absurdly elaborate voice.

He speaks in compact, practical sentences shaped by years of calling directions into wind and rain. Patrol jargon slips out when he is stressed, and he has a habit of describing people as if they were weather fronts. His jokes are dry, brief, and usually aimed at himself.

Speech patterns

Asks practical questions before personal ones: "How far have you walked, and is anyone following?"
Uses road and weather metaphors to make a point: "A lie travels fast downhill. It still has to cross the river."
When anxious, repeats a person's last few words as a question, buying time to judge their meaning.

How to play them

Edrik begins with practical hospitality and watches how visitors treat people who cannot help them. He offers directions and warnings freely, but asks for clear terms before making promises. Mentioning Katal earns his attention; claiming to know Katal without proof makes him guarded.

Goal

Find Katal and ensure the herbalist can travel the roads safely, while uncovering who betrayed the patrol.

Motivation

To turn the safe-passage promise he made to Katal into a living practice, not a debt he can settle with a single favor.

Secret · GM only

Appearance

Edrik has a compact, weather-beaten look, as if the road has rubbed him down to practical essentials. He moves with a slight hitch in his right step, then goes unnervingly still when listening. His wool coat smells strongly of crushed juniper and wet leather; he knows, and claims the scent keeps wolves away. Unexpectedly, he carries a tiny, carefully folded paper theater in his coat and makes its painted figures perform for children at patrol stops.

Clothing

A patched charcoal wool coat with a high collar, a faded green scarf, sturdy boots, and a leather belt fitted with a whistle, cord, and battered map case. His clothes are clean where they need to be and muddy everywhere else.

Body language

His right step catches slightly on uneven ground, but he hides the hitch by keeping a measured pace. He often stands with his hands behind his back, thumbs worrying the seam of his belt. When he doubts someone, he stops moving altogether and watches their boots.

Height
5 feet 5 inches
Build
Short, sturdy, and work-hardened, with a broad chest and the compact strength of someone accustomed to hauling people out of ditches.
Eyes
Dark hazel
Hair
Iron-gray brown, cropped unevenly beneath a cap
Skin
Weathered olive-brown
Age
Forty-two
Gender
Man
Size
Medium

Distinguishing features

Smells noticeably of crushed juniper and wet leather, a fact he attributes to wolves.
Has a slight hitch in his right step that disappears when he stands still.
Keeps a folded paper theater with painted figures in an inner pocket and performs little scenes for children.

Personality

12 traits and drives

Edrik is cautious about strangers but instinctively protective of anyone stranded or injured. He can be blunt and suspicious when plans are vague, yet unexpectedly playful with children and patient with frightened animals. When calm, he explains his reasoning; when pressured, he reduces every question to the next safe step and becomes stubbornly difficult to redirect.

Alignment
Lawful neutral

Quirks

Tests a cup by tapping its rim twice with one fingernail before drinking.
Turns every map north-down when showing it to someone else, insisting it makes the road easier to understand.
Leaves a pinch of juniper on milestone tops, then denies that it is a habit.
When thinking hard, silently assigns names to passing clouds and forgets them moments later.

Habits

Checks the road behind a traveler before asking where they are going.
Makes a point of offering water before asking for names.
When a dispute turns dangerous, steps between the parties and plants his baton tip-down like a boundary marker.

Traits · 3

Distrusts easy assurances but notices quiet acts of generosity.
Prefers a clear boundary to a grand gesture.
Uses humor to steady other people, though rarely to comfort himself.

Flaws · 3

Treats every unverified promise as a potential trap, even when kindness is plainly sincere.
Will risk too much to honor a debt, including the safety of people who did not choose to share it.
Keeps useful suspicions to himself until he has evidence, sometimes waiting too long.

Fears · 3

That he will lead someone into danger by trusting the wrong road or the wrong person.
That Katal will be harmed because of the promise Edrik made.
That the patrol ambush will be dismissed as bad luck before the truth can be proven.

Wants and needs · 3

Needs proof of who betrayed the patrol before confronting the captain.
Wants to repay Katal with safe passage that genuinely matters.
Needs to accept help without treating it as another debt.

Combat

AC 12 · HP 7 · 30 ft.

Edrik avoids a fair fight. He warns, blocks access to vulnerable people, and uses his baton to create room to retreat. If outnumbered, he calls for witnesses, blows his whistle, and prioritizes getting civilians off the road. His statistics use a simple D&D-style commoner baseline, with the baton and sling represented as ordinary weapons.

Edrik

Medium humanoid (human), lawful neutral
Armor Class12
Hit Points7
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
SkillsSurvivalPerceptionAnimal Handling
SensesPassive Perception 11
Languages
Common
Safe Conduct. Edrik knows old patrol routes, toll customs, and the gestures that signal a traveler has passage under his protection. This is a narrative ability, not a formal game feature.
Level 0 commoner. Edrik is not a trained adventurer and has no spellcasting.

Actions

Baton. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Hunting Sling. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 3 () piercing damage.

Reactions

Roadside Intercept. When a creature Edrik can see moves past him toward a nearby bystander, Edrik may step into its path and raise his baton. The creature's movement is not stopped, but it must succeed on a Wisdom saving throw or choose a different route if one is available. This is a custom narrative reaction, not a canonical class feature.

Services they sell

Directions and practical advice for travel in the surrounding region.
A guarded escort through roads he knows well.
A discreet message carried to Othas or to former patrol members.

Rewards they can give

A marked route map with safe crossings and warnings about unstable ground.
A credible introduction to Othas or to former patrol members.
A future safe-passage favor, offered only after Edrik believes the travelers will not abuse it.

Equipment

  • Patrol baton (weapon)A plain hardwood cudgel used to block and discourage, not to duel.
  • Hunting sling (weapon)A leather sling and a pouch of smooth river stones.
  • Patrol whistle (tool)A whistle with a cracked note that carries well through fog.
  • Folded route map (tool)Marked with crossings, safe barns, and sections of road where the ground gives way after rain.
  • Paper theater (personal)Small painted figures and a folded stage, kept carefully dry.

Possessions

Patrol baton
Hunting sling and smooth stones
Cracked patrol whistle
Folded route map
Paper theater
A small packet of juniper needles

Background

Edrik spent most of his adult life as a road patrol auxiliary, checking wagons, guiding lost travelers, and trying to keep hungry young guards from treating every stranger as a threat. During a sleet storm, a patrol under his watch was ambushed and scattered. Katal, a traveling herbalist, treated the wounded without asking payment, then led Edrik and the survivors along a hidden track to shelter. Edrik promised safe passage in return, a debt he has never been able to repay. He now watches the same roads as an independent waykeeper, passing useful warnings through Othas, an old contact who knows how to find him. His former patrol captain wants him to return and testify about the ambush; Edrik suspects the captain sold the patrol's route, but has no proof. He is also trying to locate Katal before the spring roads open, because rumors say someone has been asking after the herbalist.

Role in the story

A roadwise contact, wary guide, and source of evidence about a patrol ambush. Edrik can connect the party to Katal through the promise he owes, while his hidden suspicion gives the characters a reason to investigate the patrol's betrayal.

“During a sleet storm, a patrol under his watch was ambushed and scattered.”
From their background
Faction
Formerly attached to a local road patrol; now works independently and maintains informal ties with travelers and former patrol members.

Known connections

Katal, a traveling herbalist who once treated Edrik's wounded patrol without asking payment. Edrik owes Katal safe passage.
Othas, an old contact who carries messages between Edrik and people who need a reliable guide.
His former patrol captain, who has ordered him to come back and give an account of the ambush.
The scattered survivors of his patrol, several of whom still send him news from the road.
Major secret · GM only
Minor secrets · GM only

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