Edrik Tegt
Edrik Tegt
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
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.
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
Personality
11 traits and drivesEdrik 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
Habits
Traits · 3
Flaws · 3
Fears · 2
Wants and needs · 3
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
Actions
Reactions
Services they sell
Rewards they can give
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
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.”
- Faction
- No formal faction. He is a trusted ferry keeper for the Duskmere refugees on the Thistlewick Road.
Known connections
Media
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