Tesk
Tesk
At the table
Voice
Low, dry, and faintly musical, with a clicking overtone caused by the small brass tags at their jaw.
Measured and precise, with a soft rasp beneath each word. Tesk pauses before names, never rushes a promise, and lowers their voice when speaking about the dead.
Speech patterns
How to play them
Tesk begins with a useful service, such as identifying a relic or locating a missing person, then tests the players with a small ethical question. They become an ally when the party treats ordinary people and the dead with equal respect. They resist intimidation, but respond to specific promises, careful record keeping, and evidence of practical compassion.
Goal
Recover and properly identify the Floodwake remains being sold through the magistrate's private network before the next spring tide scatters them beyond recognition.
Motivation
To ensure that no person becomes anonymous simply because their remains are lost, sold, or inconvenient.
Appearance
Tesk is an elegant humanoid framework of warm ivory bone, narrow through the waist and shoulders, with long jointed limbs that move in careful, almost liquid increments. Their skull has a blunt, practical shape, with small horn ridges running from brow to crown like a comb worn down by weather. Their jaw opens farther than expected when they laugh or eat, revealing three neat rows of fine, black enamel teeth. They smell strongly of beeswax, brine, and crushed fennel, a scent they cannot perceive and therefore constantly underestimate. A strip of red wool is threaded through the ribs over their heart cavity, giving the contradictory impression of a fragile, half-dressed pilgrim who might also be an old ceremonial weapon. Their movements are quiet except for a faint clicking from the left knee, which sounds almost like someone counting coins.
Clothing
A patched charcoal waistcoat, salt-stiff linen trousers, a rust-red wool sash, soft leather sandals, and a hooded oilskin mantle. Their pockets contain labeled bone tags, chalk, twine, and small brass bells.
Body language
Keeps one palm over the red wool threaded through their ribs when anxious. Tilts their skull slightly when listening, as though aligning an internal tuning fork. Their jaw hangs a fraction open while thinking, exposing the black enamel teeth.
- Height
- 5 feet 9 inches
- Build
- Lithe, narrow-framed, and durable, with long arms, compact joints, and the balanced posture of someone accustomed to climbing over ruins.
- Eyes
- Deep amber candleflame set behind narrow black sockets
- Hair
- None; thin ivory hornlets form a swept-back crown
- Skin
- Warm ivory with faint gray mineral veining around the joints
- Age
- Forty-seven years since awakening, though their bones were carved and prepared decades earlier.
- Gender
- Nonbinary
- Size
- Medium
Distinguishing features
Personality
16 traits and drivesTesk is patient with strangers, exacting with friends, and almost unbearably gentle with the dead. They enjoy useful work because it gives their thoughts a shape, yet resent being praised only for usefulness. They can be generous with food, directions, and labor while being secretive about their own history. In danger they become focused and coldly efficient. In safe company they reveal a dry humor and a surprisingly mischievous fondness for practical jokes involving mislabeled crates.
- Alignment
- Neutral Good
Quirks
Habits
Traits · 5
Flaws · 4
Fears · 3
Wants and needs · 4
Combat
AC 12 · HP 7 · 30 feetTesk avoids direct violence and fights defensively, using the hooked cane to control distance and the Sternum Chime to separate enemies. They target weapons, ankles, and loose flooring rather than vital areas. If an ally is threatened, they become startlingly decisive and use Bone Dust to create escape routes. Tesk retreats if reduced below half hit points unless someone is trapped or a corpse is being desecrated.
Tesk
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Hooked Cane (melee weapon)A short ironwood cane capped with a crescent hook, useful for walking, disarming, and pulling loose stones from ruins.
- Floodwake Ledger (personal record)A waterproof ledger containing names, measurements, burial locations, and unresolved family claims.
- Bone Dust Pouch (utility item)A stitched pouch of sanctified bone dust used to mark graves and disrupt pursuers.
- Memorial Bells (religious keepsake)A set of twelve brass bells, each engraved with a different deceased person's name.
- Marsh Mantle (clothing)A hooded oilskin mantle patched with sailcloth and smelling of salt and candle grease.
Possessions
Background
Tesk was awakened in the salt marsh settlement of Orsava by a bonewright who needed an assistant capable of entering collapsed crypts without breathing. Their first memories are practical ones: carrying lamps, sorting grave fragments, and learning which bones belonged to whom. During the Floodwake, a tidal surge broke through the town cemetery and carried hundreds of ancestral remains into the harbor. Tesk spent three days in the freezing water, assembling the dead into temporary funeral frames so families could identify them. The work changed them. Before the flood, Tesk believed identity was something preserved inside the skull. Afterward, they came to believe it was something maintained by the living through names, stories, and repeated acts of care. They now serve as a traveling mortuary clerk, mediator, and discreet finder of lost remains. Their current problem is that Orsava's new magistrate has begun selling unidentified bones to collectors, while Tesk's former mentor, Boro Senn, insists the trade is necessary to save the town from debt. Tesk is caught between loyalty to the person who gave them purpose and responsibility toward the dead who cannot defend themselves.
Role in the story
A memorable low-level ally who can guide the party through marsh ruins, expose a trade in stolen remains, and force the players to consider who gets remembered when institutions fail. Tesk may become a recurring contact, reluctant investigator, or moral counterweight to more pragmatic companions.
“Their first memories are practical ones: carrying lamps, sorting grave fragments, and learning which bones belonged to whom.”
- Faction
- The Orsava Bonewrights by apprenticeship, the Marsh Ferrymen by necessity, and the Quiet Register by personal conviction.
Known connections
Media
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