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Feshik

Human · Commoner · Level 3

Feshik

Conman posing as a smuggler
“Two hundred silver, and you wake up elsewhere.”
ACNone
HP4/4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, breathy rasp with a wet catch at the back of the throat, shaped by years of shouting over gulls and surf. His name comes out with a breathy hiss. When rattled, he draws short sniffs between phrases and his voice loses its practiced salesman rhythm.

He speaks in quick dockside bargains, piling up practical details to make a lie feel like workaday knowledge. When rattled, his sentences shorten and he repeats a listener's last word as if buying time.

Speech patterns

Calls every stranger 'friend' until they ask a direct question.
Uses precise-sounding sailing details but quickly changes the subject if asked about the ship's crew.
Repeats the price as though it were a kindness: 'Two hundred silver, and you wake up elsewhere.'

How to play them

Present a convincing offer of passage to strangers, emphasizing urgency and the danger of staying. Ask for payment before revealing details. If questioned by locals, claim that secrecy protects everyone. If caught in the lie, deny ownership of the Slippery Catch and try to redirect blame toward an imaginary contact.

Goal

Collect enough silver to leave the island before the pirate and the governor's forces turn it into a battlefield.

Motivation

Escape the island with enough money to start over, while pretending that taking advantage of desperate strangers is merely survival.

Secret · GM only

Appearance

A short, plainly unattractive man whose shoulders bunch around his neck as if he expects rain to come sideways. He has unkempt hair over only half his scalp, the rest showing pale, shiny skin. Small open sores and pitted marks from syphilis roughen his face; he keeps rubbing at them with the heel of his hand. His eyes do not meet a stranger's for long. They travel instead to exits, doorways, hands, and the nearest unattended drink. He moves in quick, crablike starts, then holds perfectly still. Unexpectedly, he keeps a tiny, carefully folded paper theatre tucked in his cap and sometimes studies its painted figures with grave tenderness.

Clothing

A salt-stiff coat with too many inside pockets, a frayed neckcloth, patched trousers, and a crushed cap concealing the bare half of his scalp. His boots are mismatched in age, though not in size.

Body language

His head tilts toward exits while his body faces the person he is bargaining with. He rubs the sores on his face when challenged, then abruptly clasps both hands behind his back as if hiding evidence. When frightened, his breathing catches in wet little sniffs and his eyes fix on people's hands.

Height
Short, about 5 feet
Build
Short, narrow-shouldered, and soft around the middle, with a hunched posture.
Eyes
Brown
Hair
Sparse, unkempt dark brown, covering only half his scalp
Skin
Sallow, salt-chapped skin with red, pitted sores
Age
Late 40s
Gender
Male
Size
Small human

Distinguishing features

Hair covers only half his scalp, uncombed and stuck in salt-damp wisps.
Syphilitic sores and pitted marks roughen his face, which he unconsciously rubs.
His gaze maps exits and hands instead of resting on faces.
Carries a tiny paper theatre and treats it with more care than his own clothes.

Personality

14 traits and drives

Feshik is wary but performs confidence, especially when he senses someone wants to believe him. He can be almost gentle with children and keepsakes, yet treats frightened adults as opportunities. When safe, he chatters and jokes; when challenged, his humor turns sharp and his breath catches in damp sniffs.

Alignment
Self-serving, with a stubborn streak of fellow-feeling he resents.

Quirks

Counts doorways under his breath whenever he enters a room.
Taps twice on a bottle before drinking, even when it is empty.
Calls gulls 'harbor clerks' and argues with them as if they are keeping records.
Folds scraps of paper into tiny stage curtains while waiting for an answer.

Habits

Checks who is watching before naming a price, then checks again after giving it.
Offers the same escape story with small details changed to learn which listeners are local.
When nervous, keeps one hand near his cap and the other near the nearest exit.
Avoids the docks until dusk, when the dark gives him cover and the Slippery Catch is easiest to point out.

Traits · 4

Suspicious of strangers, but practiced at making them feel chosen.
Cynical about promises, yet secretly sentimental about his sister.
Greedy under pressure, but not eager to watch someone suffer needlessly.
Talkative when in control, evasive when asked about his own past.

Flaws · 3

He mistakes caution for wisdom and assumes everyone will betray him first.
His lies grow elaborate when a simple answer would be safer.
He has a sentimental attachment to his sister's paper theatre that can distract him at a dangerous moment.

Fears · 3

Being trapped aboard a ship with no way to bargain for his life.
Learning that his sister survived and knows what he has become.
The pirate's men or the governor's naval accompaniment discovering the fraud.

Wants and needs · 4

Silver enough to get off the island
A night without his lender searching for him
To know whether his sister lived
A believable story that will survive the next question

Combat

HP 4 · Human walking pace

Avoids fair fights. He throws a bottle to make space, then stabs at whoever blocks his escape. If cornered and badly hurt, he tries to bargain or flee; use Morale 7 for morale checks, comparing 2d6 against 7.

Feshik

Small human humanoid (human), self-serving, with a stubborn streak of fellow-feeling he resents.
Armor ClassNot set
Hit Points4
SpeedHuman walking pace
Level3
STR
DEX
CON
INT
WIS
CHA
SensesOrdinary human senses; exceptionally alert to exits, approaching footsteps, and changes in a room's attention.
Languages
Common
Mörk Borg creature rules. tests are unmodified d20 rolls. Feshik has no supernatural powers.

Actions

Fish-gutter's knife. Knife. Close combat; deals d4 damage. Feshik makes an unmodified d20 test when a test is called for.
Thrown bottle. Thrown bottle. Near range; deals d2 damage if it hits. The bottle shatters, making the immediate ground treacherous.

Reactions

Buy time. If someone threatens to expose his scheme, Feshik offers a partial refund and claims he was testing their discretion.
Run for the gap. If a weapon is drawn and he has a clear route, he abandons the conversation and bolts.

Services they sell

Claims to arrange secret passage to Tortuga for 200 silver per passenger.
Can identify nearby docks, taverns, and people likely to sell travel rumors.

Rewards they can give

A small amount of silver, if he has already collected fares.
The false passage note, which points to the real Slippery Catch and may lead to an angry fisherman.
A clue to the missing sister's identity in the paper theatre.

Equipment

  • Fish-gutter's knife (weapon)A small fish-gutter's knife; deals d4 damage in close combat.
  • Cheap spirits bottle (improvised weapon)A pocketed glass bottle, sometimes thrown at near range for d2 damage. No armor.
  • Paper theatre (personal possession)A folded, hand-painted paper theatre with three figures and a torn little moon.
  • False passage note (deception)A greasy scrap bearing the Slippery Catch's name and the fishing docks past the Every Fancy.

Possessions

Fish-gutter's knife
Cheap spirits bottle
Paper theatre made by his missing sister
False passage note naming the Slippery Catch
A few small coins hidden in his cap lining

Background

Feshik learned his trade selling false maps and dockside rumors before he ever tried to sell passage. Years ago, during a fever season, he paid for a place aboard a boat leaving the island and watched the captain cast off without his younger sister, who had been promised the same berth. He has never learned whether she died or escaped by another route. That betrayal changed him: he began to believe every promise was a trap, and that the only safe bargain was one he could leave first. Now he tells strangers he is a smuggler who can slip them past the pirate preparing to make a stand for Nassau and the new governor arriving with naval support. He asks 200 silver per passenger and claims the Slippery Catch sails for Tortuga the following evening. The ship is real, and moored at the small fishing docks just past the Every Fancy, but it belongs to a local fisherman, not Feshik. Feshik plans to collect as much silver as he can and vanish before anyone discovers the fraud. He is already in debt to a dockside lender and has seen the fisherman's young son watching him from the pier.

Role in the story

A tempting but fraudulent escape route during the island's political crisis. The Slippery Catch is real, but Feshik's promised voyage is not.

“He has never learned whether she died or escaped by another route.”
From their background
Faction
No formal faction. He claims to be an independent smuggler.

Known connections

The owner of the Slippery Catch is an honest local fisherman whose vessel Feshik is exploiting.
The fisherman's watchful son has begun to suspect Feshik's claims.
A dockside lender expects repayment and has started asking after him.
Feshik still carries a paper theatre made by his missing younger sister.
Major secret · GM only
Minor secrets · GM only

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