Skip to content
CreatePricing

Aldric of Wessex

Human, locally indistinguishable · Untrained commoner; custom social specialist · Level 0

Aldric of Wessex

Negotiator, social mimic, and the unmarked member of The Seven Marks
“That may be true, but it is not the same as being fair.”
AC10
HP4/4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, forward voice with a little rasp left by smoke and kitchen heat. His consonants are crisp from years of projecting onstage, while his local accent settles convincingly into place when he has listened long enough. When startled, he speaks too quickly and lets his old, educated phrasing show.

He adapts his vocabulary and manners to whoever holds the room, but not perfectly: a modern turn of phrase or an overly neat legal distinction sometimes slips through. When he is nervous, his sentences acquire careful qualifications and he argues as though every word might later be examined.

Speech patterns

Asks a question that sounds casual but is designed to reveal who has authority.
Repeats a local phrase with a slight adjustment when testing whether it sounds natural in his own mouth.
Uses courtroom-style contrasts such as, "That may be true, but it is not the same as being fair."
When embarrassed, turns a personal matter into a lesson about practical survival.

How to play them

Let Aldric listen first, then offer a useful observation or a small concession that helps the other party feel understood. He is most persuasive when he asks questions rather than performs confidence. A direct challenge to his competence makes him defensive; a practical task earns his respect.

Goal

Keep the Seven Marks alive and inconspicuous while learning enough about this place to build a life that is more than a borrowed role.

Motivation

To turn observation, performance, and careful listening into genuine protection for the fellowship, without pretending that these skills make him an expert in Wessex.

Secret · GM only

Appearance

A handsome young man with a narrow, alert face and a mobile mouth that seems to test expressions before settling on one. His skin is lightly weathered by travel, with a faint sheen of kitchen grease that never quite leaves his cuffs. His dark hair is cut unevenly with a knife and combed into a local style. He walks with the balanced, watchful poise of someone who once knew where the audience was, but his shoulders tense when a conversation turns threatening. His teeth are unusually even and bright for a man living on rough fare; he knows this and smiles with his lips closed when he remembers to.

Clothing

A patched brown wool tunic over a plain linen shirt, a narrow belt, worn hose, and a hooded cloak that smells faintly of woodsmoke and old frying oil. He keeps his clothes cleaner than most travelers, sometimes to the point of looking suspiciously careful.

Body language

His face is unusually quick to answer other faces: brows lift, lips tighten, and an attentive half-smile appears before he has decided whether he trusts someone. He angles his body toward whoever is being ignored. When cornered, he squares his shoulders and gestures as though arranging invisible points in a debate.

Height
About 5 feet 9 inches
Build
Lean and lightly muscled, with the wiry strength of someone accustomed to long walks and carrying kitchen supplies rather than fighting.
Eyes
Brown, with a quick, assessing gaze.
Hair
Dark brown
Skin
Light, with a slightly ruddy cast from wind and outdoor travel.
Age
Appears about nineteen; his memories of his former life make his actual age difficult to state.
Gender
Male
Size
Medium

Distinguishing features

His breath carries a faint, persistent trace of stale cooking oil and smoke, which he notices and tries to mask with mint leaves.
His even, bright teeth are conspicuously well cared for; when he laughs openly, he looks younger and more out of place than when he is negotiating.
He has no visible mark associated with the Seven Marks, a fact that makes him both grateful and uneasy.

Personality

12 traits and drives

Aldric is warm enough to make strangers talk and wary enough to remember every inconsistency. He can be generous with practical help, especially when someone is embarrassed, yet impatient with people who mistake pride for courage. In a calm room he is playful and expressive; under pressure he becomes precise, argumentative, and too eager to prove that he has understood the terms. Afterward, he often regrets the performance but not the point.

Alignment
Neutral good, with a stubborn streak that can make him needlessly argumentative.

Quirks

Practices other people's greetings under his breath, changing the rhythm until it feels natural.
Counts the number of people who have spoken before he joins a conversation.
Turns a cup or bowl a quarter-turn before drinking, as if marking where he left off.
Tests a new local expression on an animal or an empty room before using it with people.

Habits

Studies the person with the least apparent power before addressing the person in charge.
Offers practical advice as a joke when he senses that direct instruction would provoke pride.
When frightened, starts building an argument as if laying out a case before a court.
After a tense encounter, replays the exchange aloud in different voices until someone tells him to stop.

Traits · 3

Expressive and observant, but privately unsure whether people like him or merely like the role he is playing.
Protective of the fellowship, yet quick to scold its members when their carelessness risks exposing everyone.
Curious about local customs, while resisting the idea that he must erase his former self to survive.

Flaws · 3

His instinct to argue a point can overrule his instinct to stay safe.
He can mistake a convincing performance for genuine trust.
He sometimes corrects people in public when a private word would do less harm.

Fears · 3

That his lack of a mark means he will be treated as an outsider even by the only people who understand his displacement.
That a clever argument will make a dangerous person feel publicly challenged.
That his old skills are only performance, and that he will fail when the fellowship needs more than words.

Wants and needs · 3

Wants the fellowship to accept him as more than its useful unmarked member.
Needs to learn which disputes can be safely won and which must be left alone.
Wants a quiet place where he can practice local customs without an audience.

Combat

AC 10 · HP 4 · 30 ft.

Aldric avoids a fair fight. He stays behind sturdier companions, looks for a gap to run through, and uses words to delay violence while others escape. If forced to strike, he uses a stick or whatever is at hand and immediately tries to break contact.

Aldric of Wessex

Medium humanoid (human, locally indistinguishable), neutral good, with a stubborn streak that can make him needlessly argumentative.
Armor Class10
Hit Points4
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityCharisma
SkillsPersuasionDeceptionInsightPerformance
SensesPassive Perception 11
Languages
Old English, spoken with a local accent,
Modern English, remembered from his former life
Social mimicry. after listening to a speaker for a few exchanges, Aldric can reproduce their cadence, common turns of phrase, and level of formality. This is a learned talent, not supernatural imitation.
Read the room. he notices who is waiting to speak, who is being deferred to, and when a joke has landed badly.
Unmarked. he bears none of the visible signs associated with the Seven Marks. The fellowship has not established whether this is meaningful or merely fortunate.

Actions

Improvised Blow. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () bludgeoning damage. Aldric is not a trained combatant and uses this only when cornered.
Plausible Appeal. Aldric makes a hurried attempt to get someone to listen, using a practiced appeal, a borrowed local manner, or a carefully chosen fact. This has no guaranteed mechanical effect; the target's response depends on the situation and their motives.

Reactions

Buy a Moment. When a creature Aldric can see is addressed or threatened, he interjects with a question or conciliatory phrase. The interruption may grant an ally a moment to move or speak, at the DM's discretion; it does not compel the speaker to stop.

Services they sell

Rehearses negotiations and cover stories.
Teaches basic grooming and local social cues.
Observes a room and reports who appears influential, uneasy, or overlooked.

Rewards they can give

Aldric's help rehearsing a convincing cover story for travel or negotiation.
Introductions to people he has quietly observed and judged reasonably safe to approach.
Practical advice about local manners, shaving, and avoiding attention.

Equipment

  • Walking staff (tool)A plain wooden stick used more for balance and distance than as a weapon.
  • Utility knife (tool)A small, blunt-edged knife suited to food preparation and shaving tasks, not formal combat.
  • Personal kit (gear)A worn pouch containing a comb, a shaving scraper, and a few useful scraps of thread.

Possessions

A small wooden comb
A shaving scraper wrapped in cloth
A few mint leaves for breath
A folded scrap covered with remembered local phrases
A worn pouch of thread and simple personal tools

Background

Before waking in Anglo-Saxon Wessex, Aldric was a stage actor who took restaurant shifts and studied law without finishing his training. His old life taught him how to hold attention, recognize evasions, and listen for what a person has not said. He woke in the body of a local young man, with a local accent and a face that belongs here, but no familiar explanation for how he arrived. At first he treated every conversation like a performance to survive. That changed when a frightened household nearly paid for his polished argument with a beating: since then he has tried to learn when silence is the wiser tactic, though his legal instincts still flare when he sees an unfair bargain. He is part of the displaced survival fellowship called the Seven Marks. He teaches Tomasz and Eirik to shave with care, then rebukes them when their obvious nerves around Anja threaten to make the whole group conspicuous. He has no authority in this place, and knows it; his value is the ability to help the fellowship appear ordinary long enough to find food, shelter, and a future.

Role in the story

A social guide and vulnerable young survivor whose skill at reading people can keep the fellowship from making avoidable mistakes. His confidence is useful, but his urge to argue can turn a negotiation into a test of pride.

“His old life taught him how to hold attention, recognize evasions, and listen for what a person has not said.”
From their background
Faction
The Seven Marks, a displaced survival fellowship. Aldric is its unmarked member.

Known connections

Tomasz, a fellow displaced survivor whom Aldric coaches in shaving and everyday local manners.
Eirik, another member of the fellowship, who receives the same practical lessons and more than a little teasing.
Anja, whose presence makes Tomasz and Eirik visibly anxious; Aldric calls them out before their behavior draws dangerous attention.
The other displaced members of the Seven Marks, whose safety depends partly on Aldric's ability to read local expectations.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Aldric of Wessex into a sheet

A high-res, share-ready sheet you can post or print.