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Master Hjordis Keel-Reed

Human · Bard, College of Lore, with master navigator training · Level 8

Master Hjordis Keel-Reed

Current-keeper advocate and master navigator
“That plan has no lee side.”
AC14
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A forward, carrying voice with a grainy edge, shaped by years of calling across open water and through gusting harbor lanes. It has a dry rasp on long vowels and sharp, clean stops at the ends of instructions. Her laugh is open and unexpectedly bright, especially around working crews.

Her words carry the clipped precision of someone accustomed to being heard over wind, rigging, and surf. She uses plain working terms, names quantities and deadlines, and shapes a sentence like a course correction: observation first, hazard second, instruction last. Under strain, her consonants become harder and her pace quickens rather than softens.

Speech patterns

Turns vague proposals into concrete questions about cargo, time, weather, and who bears the risk.
Uses short navigational comparisons: 'That plan has no lee side.'
Names the people affected by a decision rather than describing them as a number.
When persuading a crowd, begins with a practical detail and ends with a direct request.

How to play them

Hjordis responds to clear stakes, useful information, and people willing to share responsibility. She offers maps, introductions, and practical support to those who protect crews and communities. If the party wants her help, she asks what they will carry, who will be endangered, and what they will do if the route changes. She challenges grand promises, but respects a modest plan with named responsibilities.

Goal

Keep life-saving supply routes between the Archipelago's settlements open without allowing councils or factions to hide the human cost of their choices.

Motivation

Hjordis believes a route is a promise made in practical terms: food must arrive, crews must be warned, and the people at the far end must count. She is driven by the memory of a supply run that saved lives and the one who did not return.

Secret · GM only

Appearance

Hjordis has a weather-burnished face, a broad nose reddened by salt wind, and a jaw that shifts slightly to one side when she chews. Her teeth are square and sturdy, except for one small gap near the front that shows when she laughs, which she does more often around working crews than at council. She moves with a sailor's constant, economical adjustment, knees loose and weight ready to meet a deck's roll. A brass lead-line hangs at her hip; its handle has been polished smooth by her thumb, while one groove is deeply scored from years of measuring channels by touch. She smells of lanolin, brine, and hot tea, and leaves the impression of someone already calculating how to get you home.

Clothing

Reinforced oilskin over a thick wool tunic, fur-lined collar, layered gloves, studded leather beneath the coat, and high boots patched at both heels. Her clothes are practical rather than uniform, with salt crust in the seams and a bright strip of sailcloth tied around one wrist as a crew signal.

Body language

She plants her feet as if on a moving deck and angles her shoulders toward the nearest exit or gangway. When listening, she watches the speaker's hands as much as their face. Her jaw tightens when someone treats a delayed shipment as a harmless inconvenience; when amused, the gap in her front teeth appears before the laugh reaches her eyes.

Height
5 feet 8 inches
Build
Broad-shouldered and solidly built, with the compact strength of someone accustomed to hauling line and bracing against a moving deck.
Eyes
Dark hazel, with fine amber flecks
Hair
Iron-gray, usually tucked beneath a wool cap, with a dark brown streak near the crown
Skin
Weathered bronze with a ruddy windburn across the cheeks
Age
Fifty-four
Gender
Female
Size
Medium

Distinguishing features

A small gap between her front teeth becomes conspicuous when she laughs or bites into hard bread.
Her brass lead-line handle is polished smooth beneath the thumb and deeply grooved on one side from decades of tactile measurements.
She makes minute balance corrections even on dry, level ground, as if a deck might roll beneath her at any moment.

Personality

13 traits and drives

Hjordis is compassionate in concrete ways and impatient with compassion expressed only as sympathy. She can be warm and joking among crews, then blunt and relentless in a council chamber. She believes in shared responsibility, yet often takes too much of it onto herself. When confident she gives crisp instructions; when uncertain she asks more questions and checks the same tide notes twice.

Alignment
Lawful Good

Quirks

Counts three beats under her breath before agreeing to a risky plan.
Tastes a drop of seawater from her glove before making a serious navigation call.
Labels bad routes with blunt warnings instead of crossing them out, insisting that danger should remain visible.
Keeps warm tea in a lidded tin and offers it to people only after they have finished describing the problem.
When a conversation becomes circular, she asks someone to point to the harbor on a map, even if everyone already knows where it is.

Habits

Checks a vessel's mooring and a crew's stores before discussing anything abstract.
When anxious, taps the brass lead-line handle against her thigh in a slow count.
Gives public credit to crew members by name, but takes blame herself when a plan fails.
After a council meeting, walks the harbor and asks workers what the meeting missed.

Traits · 4

She will interrupt a polished speech to ask whether the speaker has checked the stores in the outlying settlements.
She is generous with practical help but distrustful of promises that lack a timetable.
She can laugh heartily at a crew's dark joke, then turn severe when the same joke dismisses a real danger.
She wants people to make their own choices, but will press hard when she believes delay is quietly making the choice for them.

Flaws · 3

She treats delay as a decision to accept suffering, which can make her dismiss legitimate caution.
She will take responsibility for a crew's mistake even when doing so undermines a necessary inquiry.
Her need to keep routes open can make her overlook the personal cost borne by the people doing the sailing.

Fears · 3

A settlement will be left without medicine or fuel because officials waited for perfect certainty.
Her brother's daughter will inherit the same dangerous habits and the same unresolved grief.
A route she declares safe will fail someone who trusted her.

Wants and needs · 3

A dependable schedule for relief cargo that does not leave remote settlements last in line.
A frank accounting of which crews and communities are bearing the greatest risk.
A chance to speak with her brother's daughter without turning the conversation into a defense of the past.

Combat

AC 14 · HP 52 · 30 ft., swim 30 ft.

Hjordis keeps mobile, placing herself where allies can hear her and where she can see the terrain. She opens with control or morale magic, uses her lead-line to hinder a pursuer, and spends Bardic Inspiration to keep a vulnerable ally moving. She avoids a prolonged stand-up fight and prioritizes retreat, rescue, and protecting the route over defeating every opponent.

Master Hjordis Keel-Reed

Medium humanoid (human), lawful good
Armor Class14
Hit Points52
Speed30 ft., swim 30 ft.
Level8
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsHistoryInsightNaturePerceptionPersuasionWater VehiclesSurvival
SensesPassive Perception 18
Languages
Common,
Aquan,
Route-Cant
Expertise in Persuasion, Perception, and water vehicles reflects years of directing crews through shifting channels.
Current-Reader. Hjordis has advantage on checks to navigate dangerous currents, predict thermal surges, or find safe passage through iced channels.
Hold Breath. Hjordis can hold her breath for up to 1 hour.
Supply-Line Morale. Allies within 30 feet who can hear Hjordis have advantage on saving throws against being frightened.
Spellcasting. Hjordis is an 8th-level bard. Her spellcasting ability is Charisma (spell save , to hit with spell attacks). She has four d8 Bardic Inspiration dice, regained after a long rest.

Spells

Message (cantrip, evocation). A small sound or image carries a brief message, warning, or navigational cue.
Minor Illusion (cantrip, illusion). Creates a sound that can be heard clearly at a distance, useful for a crew signal or public warning.
Charm Person (level 1, enchantment). A creature that fails a Wisdom saving throw becomes charmed and regards Hjordis as a friendly acquaintance.
Bardic Inspiration (level 1, enchantment). Hjordis inspires an ally, who can add a d8 to one ability check, attack roll, or saving throw within the next 10 minutes.
Heroism (level 1, enchantment). A creature that hears Hjordis gains 5 temporary hit points and advantage on its next saving throw against being frightened.
Dissonant Whispers (level 1, enchantment). A creature that fails a Wisdom saving throw is distracted by an illusory sound or image, giving attackers a chance to exploit the opening.
Enhance Ability (level 2, transmutation). A wave of inspiration strengthens up to six creatures, granting each 5 temporary hit points and advantage on its next Wisdom saving throw.
Suggestion (level 2, enchantment). Hjordis speaks a brief phrase that magically persuades a creature to carry out a reasonable course of action.
Inspiring Aid (level 2, enchantment). An ally who hears Hjordis gains a d4 to attack rolls and saving throws for up to 1 minute while she maintains concentration.
Major Image (level 2, illusion). Hjordis creates a sound or image that seems to come from a chosen point within range, useful for a diversion or false signal.
Leomund's Tiny Hut (level 3, evocation). Hjordis creates a small hut of force that shelters up to nine creatures from weather and other ordinary environmental dangers.
Hypnotic Pattern (level 3, illusion). Hjordis fills a 20-foot-radius sphere with a soothing, harmless tune. Creatures in the area can be charmed if they fail a Wisdom saving throw.
Silence (level 2, illusion). Hjordis magically suppresses sound in a 20-foot-radius sphere, useful for hiding movement or preventing a signal from carrying.

Actions

Multiattack. Hjordis makes two attacks with her lead-line.
Lead-Line. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage. The target must succeed on a Strength saving throw or have its speed reduced by 10 feet until the start of Hjordis's next turn as the weighted line catches around its legs or gear.
Tidal Signal (Recharge 5–6). Hjordis chooses up to three allies within 30 feet who can hear her. Each can use its reaction to move up to half its speed without provoking opportunity attacks. Once used, this action cannot be used again until Hjordis finishes a short or long rest.
Spellcasting. Hjordis casts one of her available spells.

Reactions

Cutting Words. When a creature Hjordis can see within 30 feet makes an attack roll against an ally, Hjordis expends one Bardic Inspiration die and calls a correction. The ally adds the die to its AC against that attack, potentially causing it to miss. Hjordis must be able to speak and the ally must hear her.
Steady the Helm. When a vessel or allied group within 15 feet is targeted by an environmental hazard or a sudden current, Hjordis grants the target advantage on its saving throw. If the effect instead makes an attack roll, the target gains a bonus to AC against that attack.

Services they sell

Navigation and route assessment
Introductions to pilots, current-keepers, and supply crews
Advice on moving food, fuel, and medicine through hazardous channels
Public advocacy for an urgent relief shipment

Rewards they can give

Reliable route advice through the Anchor-Glow Basin and introductions to experienced pilots.
A copy of relevant safe-channel notes from her folio, once the party demonstrates care for crews.
A signal whistle and a crew-call phrase recognized by several independent vessels.

Equipment

  • Brass lead-line (tool and weapon)A brass-handled weighted line for sounding depths, testing current, and catching a target's footing.
  • Tide-and-route folio (navigation tool)A weatherproof book of channel notes, supply schedules, and hand-marked corrections.
  • Master navigator's spyglass (tool)A compact spyglass with a repaired hinge and a lens scratched at the rim.
  • Reinforced cold-weather gear (armor)Layered oilskin and fur over fitted studded leather.
  • Signal kit (adventuring gear)A sharp signal whistle and a length of sailcloth in a bright crew-recognition color.

Possessions

Brass lead-line with a thumb-polished handle
Weatherproof tide-and-route folio
Master navigator's spyglass
Signal whistle
A small keepsake whistle from her brother's last voyage
A folded list of under-supplied settlements

Background

Hjordis was raised among crews running supplies between the Anchor-Glow Basin settlements. She learned routes by watching foam curl around submerged shelves, and learned figures by counting sacks unloaded before a storm could close a harbor. In her thirties, a sudden channel shift trapped a relief vessel outside a settlement whose stores were nearly gone. Hjordis led a night crossing through a vent-warmed passage, using a lead-line and shouted corrections while ice cracked beneath the hull. The cargo arrived, but her younger deckhand, her brother, was lost when a marker buoy gave a false reading. Since then she has treated route records as living evidence, not authority, and pushes for movement even when officials demand certainty no navigator can offer. She now advocates for dependable supply lanes and trains pilots, while struggling with a council that wants her influence without accepting the risks she names. Her closest ongoing bond is with the crews who still sail under her corrections; she is trying to rebuild trust with her brother's adult daughter, who believes Hjordis made the crossing too late.

Role in the story

A pragmatic ally and source of maritime expertise who can move the party through contested routes, expose the human consequences of faction decisions, and challenge them to distinguish necessary risk from bureaucratic paralysis.

“She learned routes by watching foam curl around submerged shelves, and learned figures by counting sacks unloaded before a storm could close a harbor.”
From their background
Faction
A respected independent advocate for current-keepers and supply crews. She cooperates with settlement councils and the Frozen Vigil when their decisions protect safe passage, but holds no formal office in either.

Known connections

The crews and pilots who rely on her route calls, including many who argue with her and sail anyway.
Her brother's daughter, a capable harbor runner who resents Hjordis's choices during the fatal crossing.
A supply coordinator at Hearthfall who shares her concern for isolated settlements but is bound by cautious council procedure.
The residents of the four Anchor-Glow Basin settlements, whose food, fuel, and medicine depend on open lanes.
Major secret · GM only
Minor secrets · GM only

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