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Edrik Tegt - AI-generated fantasy NPC

Edrik Tegt

Human · Fighter · Level 5

Edrik Tegt

Ferry keeper
“What did you hear, and where were your feet?”
AC15
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, weather-worn voice shaped by calling directions across water and wind. It carries a faint rasp at the edges, and his consonants land cleanly, like a pole set firmly against a riverbed.

His words have the clipped rhythm of instructions shouted over wind and water. He favors concrete details, often describing a sound or smell before naming what he thinks it means. He does not raise his voice to command; he makes the next step unmistakable.

Speech patterns

Asks passengers to tell him about a place they miss before he pushes off.
Uses practical questions to draw out frightened people: “What did you hear, and where were your feet?”
When irritated, becomes blunt and concrete, naming the next task rather than arguing.
Pauses before mentioning the drowned bell tower, as if checking whether the water can hear.

How to play them

Edrik offers practical help before asking for anything: a crossing, a dry blanket, or a place by the fire. He requests a story as passage, never a coin. He does not demand a confession, but remembers details and gently tests contradictions later. Earn his trust by respecting the refugees' safety and treating their stories as gifts rather than clues to be extracted.

Goal

Find a safe way to return to Duskmere Hollow, learn why the bell rang outside the new moon, and determine whether Corwin Ashvale is still alive.

Motivation

To keep the refugees alive without letting fear become their only inheritance.

Secret · GM only

Appearance

Edrik looks weathered rather than old, with a broad, steady stance and the deliberate, rocking gait of someone accustomed to decks shifting beneath him. His face is long and wind-creased; when he laughs, his strong lower jaw juts forward and a neat, startlingly even row of small teeth shows. His coat is patched at the elbows with sailcloth, but he keeps its brass toggles polished bright enough to catch the eye. He folds every cuff inward twice, even when soaked. The first impression is of a man built to endure bad weather who has chosen, against expectation, to make every small thing orderly.

Clothing

A peat-brown wool coat with sailcloth elbow patches, a faded blue scarf, and boots resoled with mismatched leather. The brass toggles are polished obsessively; the cuffs are folded inward twice.

Body language

He keeps one palm on a rail, pole, or doorframe as if measuring the world's movement. When listening, he tilts his head toward the speaker and stills completely; when uneasy, his jaw works once before he answers.

Height
5 feet 10 inches
Build
Broad through the shoulders, sturdy in the hips, with the compact strength of a lifelong oarsman.
Eyes
Dark hazel, with gold flecks
Hair
Dark brown, graying at the temples, cropped short and roughened by salt air
Skin
Weather-browned, with a ruddy cast across the nose and cheeks
Age
Forty-one
Gender
Male
Size
Medium

Distinguishing features

His jaw shifts forward when he laughs, revealing unusually even, small teeth.
His coat is visibly repaired with sailcloth, while its brass toggles gleam with careful polish.
He folds his cuffs inward twice and smooths them flat, even when they are wet.

Personality

11 traits and drives

Edrik is patient with frightened people and impatient with anyone who treats danger as a puzzle. He welcomes stories but guards his own, offering jokes when he feels exposed and practical kindness when words fail. When calm, he listens with his whole attention; when angry, he speaks plainly and begins moving people out of harm's way.

Alignment
Neutral Good

Quirks

Taps a boat twice with his knuckles before boarding, then waits a breath for the sound to settle.
Keeps a tally of stories by carving tiny, abstract marks into the underside of his ferry bench.
When someone tells a story he has heard before, he never interrupts, but silently mouths the next few words.
Offers passengers a choice of which side of the skiff to sit on, claiming the water has preferences.

Habits

Before boarding, he tests the boat's gunwale twice with his knuckles.
He learns a passenger's name only after hearing their story.
When he senses danger, he moves people first and asks questions while working.
He checks the water's surface whenever anyone mentions Duskmere Hollow.

Traits · 3

He gives people time to find their own words, but has no patience for those who endanger others to sound brave.
He makes small comforts feel ordinary, then deflects praise as if it were a toll he refuses to collect.
He is curious about every story and evasive about the one that matters most.

Flaws · 3

He withholds useful information until he believes someone can bear its consequences.
He treats every rescue as a debt he must repay, even when no one blames him.
He can mistake a passenger's silence for trust.

Fears · 2

Leading another passenger into danger because he mistook a warning for ordinary marsh noise.
Hearing the drowned bell tower ring again while someone he cares for is aboard his skiff.

Wants and needs · 3

Needs reliable news of what is happening within Duskmere Hollow.
Wants the refugees to keep hope without being lured into reckless action.
Needs someone he trusts to hear the whole truth about the bell.

Combat

AC 15 · HP 38 · 30 ft.

Edrik protects civilians and controls access to the ferry rather than pursuing opponents. He uses his pole to push attackers off balance, puts the boat or a sturdy obstacle between enemies and refugees, and spends his first opportunity to get vulnerable people clear. If cornered, he fights hard enough to open an escape route, then retreats toward water and cover.

Edrik Tegt

Medium humanoid (human), neutral good
Armor Class15
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsPerceptionSurvivalInsight
SensesPassive Perception 11
Languages
Common
Story Passage (custom): Edrik ferries one passenger at a time without payment, asking instead for a true story. He remembers each tale precisely and can repeat it later, but never sells or trades one.
Sure-Footed Ferryman (custom): Edrik has Advantage on ability checks and saving throws made to keep his footing aboard a moving boat or on slick ground.

Actions

Ferry Pole. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () bludgeoning damage, or 8 () if wielded with two hands. Edrik uses the haft to shove intruders away from his passengers.
Sling. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 6 () piercing damage. Edrik keeps the sling loaded with river stones, not ammunition he considers precious.
Haul Clear (Recharge 5–6). Edrik helps one willing creature he can reach. That creature can immediately move up to 10 feet without provoking Opportunity Attacks, provided it moves toward cover, a boat, or a safer position.

Reactions

Interpose. When a creature Edrik can see hits an ally within 5 feet of him, Edrik imposes Disadvantage on the attack roll, potentially causing it to miss. He must be holding his ferry pole or another suitable weapon.

Services they sell

Ferries people and supplies across flooded cuts without accepting coins.
Guides travelers through nearby marsh channels when conditions are safe.
Can identify common water hazards by their smell, sound, and surface movement.

Rewards they can give

A safe crossing over flooded ground, when the water and weather permit.
A practical account of marsh channels and dry approaches near the refugee camp.
If trust is earned, the truth about the bell's out-of-season ringing.

Equipment

  • Ferry pole (weapon)A stout ash pole used to push the ferry through shallow water and keep threats at a distance.
  • Sling and stones (weapon)A simple sling tucked into his coat, with a pouch of smooth stones.
  • Marsh skiff (vehicle)A shallow, flat-bottomed craft patched with tarred canvas; it can carry three adults or a modest load of supplies.
  • Corwin's token (keepsake)A brass token Corwin Ashvale left after a night crossing. Edrik keeps it wrapped in oilcloth.

Possessions

A weatherproof bedroll
A small tin of boot grease
A coil of hempen rope
A wooden cup with a chipped rim
A scrap of oilcloth wrapped around Corwin Ashvale's brass token

Background

Before the black tide took Duskmere Hollow, Edrik ferried nets, market baskets, and late drinkers across the village inlet. He learned the marsh by its smell and sound, and learned that frightened people tell the truth sideways. When the tide surged in and refused to leave, he spent the night hauling neighbors toward higher ground in his skiff. In the confusion, he heard the drowned bell tower ring, though the moon was not new. He has never told the refugees that he heard it again from the road several nights later. Now he keeps a narrow ferry at a flooded cut beside the Thistlewick Road camp, carrying people and supplies over waterlogged ground without taking coins. His closest tie is to Nerys, a stubborn net-mender who lost her brother in the evacuation and thinks Edrik is hiding something. He wants to investigate the bell, but fears that taking anyone back toward the Hollow would make him responsible for another loss.

Role in the story

A guide and wary ally who can carry the party through flooded terrain, connect them to the refugees, and reveal that the drowned bell's influence may reach beyond Duskmere Hollow.

“He learned the marsh by its smell and sound, and learned that frightened people tell the truth sideways.”
From their background
Faction
No formal faction. He is a trusted ferry keeper for the Duskmere refugees on the Thistlewick Road.

Known connections

Nerys, a net-mender among the Duskmere refugees, suspects Edrik has withheld something about the bell.
Corwin Ashvale, the vanished merchant, once paid Edrik to cross the inlet after dark. Edrik still has the small brass token Corwin left behind.
The displaced families camped along the Thistlewick Road rely on Edrik to move people and supplies across flooded cuts.
Major secret · GM only
Minor secrets · GM only

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