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Tarek

Half-elf · Rogue, Arcane Trickster · Level 4

Tarek

Spy and smuggler's intelligence runner
AC15
HP31/31
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice is dry-edged and well projected, built to carry across a wet deck without turning into a shout. Salt and years of calling over wind have left a faint rasp at the ends of longer sentences. He speeds up when outlining a plan, but slows down for names and promises.

His words carry the clipped rhythm of dock instructions, shaped by years of speaking over rigging, surf, and shouted cargo calls. He favors concrete nouns and practical questions, often wrapping a warning in a mundane detail about tide or rope. When he lies, he adds one unnecessary fact to make the story feel lived in.

Speech patterns

Asks harmless questions that quietly establish who owns a room, a boat, or a favor.
Uses nautical comparisons even when talking about city politics.
Answers direct threats with a practical question about timing or cost.
When genuinely ashamed, speaks plainly and drops his usual cover-story details.

How to play them

Tarek offers useful, modest information first and watches whether the listener wastes it, shares it, or asks who might be harmed. He is willing to trade routes and names, but asks for a specific favor rather than vague promises. If the party threatens Nessa or innocent dockworkers, he abandons his cover and becomes direct.

Goal

Find a way to sever Veyra's hold over him without exposing Nessa or leaving the Sedge-Crab Run free to target her ferry.

Motivation

He wants to protect the people who work the water from being treated as disposable pieces in a feud between smugglers.

Secret · GM only

Appearance

Tarek has warm brown skin weathered by salt wind, with a fine, dry sheen at the temples and pale salt streaks caught in his close-cropped curls after a day on the docks. He stands with his weight pitched toward the balls of his feet, as if a deck might roll beneath him, and waits with one heel lifted. His movements are economical and oddly fluid: he turns his whole body to listen, then slips sideways through a crowd without seeming to hurry. A neat, ink-blue fringe stains the edge of his left thumbnail, an unexpected mark for a knife-and-rope smuggler; he uses it to test whether a document's ink is fresh. People remember the impression of someone already halfway out of the room.

Clothing

A salt-dark wool coat with hidden inner pockets, a faded blue waistcoat, close-fitting trousers, and soft-soled boots treated against water. He wears no jewelry except a plain brass button threaded onto cord inside his collar.

Body language

He keeps his weight on the balls of his feet and angles his shoulders toward the nearest exit. At ease, he rolls a coin-sized knot of cord between his fingers. When he is deciding whether to trust someone, he stops moving entirely, an unnatural stillness for a man who usually seems to be keeping pace with a tide.

Height
5 feet 9 inches
Build
Lean and wiry, with the compact strength of someone accustomed to climbing rigging and hauling wet rope
Eyes
Deep hazel with a gold ring around the pupil
Hair
Black, close-cropped, with a slight wave
Skin
Warm brown, weathered and slightly roughened by salt wind
Age
Thirty-four
Gender
Male
Size
Medium

Distinguishing features

Keeps his weight forward and one heel lifted when waiting, like a sailor balancing on a moving deck.
A persistent ink-blue stain colors the edge of his left thumbnail.
His close-cropped curls hold pale salt at the temples after long hours near the water.

Personality

12 traits and drives

Tarek is quick to make a stranger comfortable, but never relaxes his watch on the door. He enjoys clever wordplay and small practical kindnesses, yet grows impatient with grand moral speeches that ignore consequences. When calm, he is evasive and wry; when frightened, he becomes startlingly precise; when ashamed, he stops bargaining and tells the truth.

Alignment
Neutral

Quirks

Tests fresh ink by touching the edge of a mark with his stained thumbnail.
Ties tiny, precise knots in stray threads while listening.
Turns cups so their handles point toward the nearest exit.
Counts three wave-like breaths before opening any door he did not choose.
Keeps a dry pebble in his pocket and rubs it when a room smells strongly of bilge or wet wood.

Habits

Counts exits before he counts people, then pretends he was only admiring the room.
When a plan begins to fail, he becomes more practical and more candid, not more theatrical.
After a successful deception, he checks the nearest window as if expecting the lie to come back through it.
When asked about family, he finds a small task to do with his hands.

Traits · 3

He offers a useful detail before asking for one, but remembers exactly what the other person does with it.
He is gentler with frightened animals and children than he is with adults who choose to frighten them.
He values competence, but privately admires people who can admit they were wrong.

Flaws · 3

Treats every relationship as something that may need an exit plan.
Delays hard decisions while searching for a cleaner option that may not exist.
Can justify an ugly lie if he believes it prevents a larger loss.

Fears · 3

That protecting Nessa will make her a target.
That he has become so practiced at betrayal that he will eventually mistake loyalty for another disguise.
Being trapped below deck during a fire or sudden flood.

Wants and needs · 3

Needs to delay or prevent Veyra's order to frame Nessa's ferry.
Wants proof that his father's death was not caused by his own decision to cut the towline.
Needs one person who knows the truth and does not immediately try to use it.

Combat

AC 15 · HP 31 · 30 ft.

Tarek avoids a fair fight. He uses Minor Illusion or Silent Image to break sight lines, hides, then attacks a distracted target with his rapier or crossbow to land Sneak Attack. He uses Cunning Action to disengage, dash between cover, or hide again. He keeps Shield in reserve for a dangerous hit and escapes once his position is exposed. He will not knowingly fight Nessa or an uninvolved bystander.

Tarek

Medium humanoid (half-elf), neutral
Armor Class15
Hit Points31
Speed30 ft.
Level4
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsStealthDeceptionSleight of HandInvestigationPerceptionAcrobaticsPersuasionPerformance
SensesDarkvision 60 ft., passive Perception 10
Languages
Common,
Elvish,
Dwarvish,
Thieves' cant
Sneak Attack (): Once per turn, Tarek deals an extra damage when he hits with a finesse or ranged weapon and has advantage, or when an ally is within 5 feet of the target and Tarek does not have disadvantage.
Cunning Action. Tarek can use a bonus action to Dash, Disengage, or Hide.
Mage Hand Legerdemain. His invisible Mage Hand can stow or retrieve objects, pick locks, and disarm traps at range. It can perform these tasks while he is distracted, provided he remains within 30 feet.
Spellcasting. Intelligence is his spellcasting ability. Spell save , spell attack +4. He has three 1st-level spell slots and regains them after a long rest.
Half-Elf Traits. Darkvision 60 feet, Fey Ancestry, and proficiency in two additional skills.
Custom Feature, Smuggler's Tell. After observing a settlement's ordinary traffic for 10 minutes, Tarek can identify one likely route used to move illicit goods, if such a route exists. This grants no certainty about who controls it.

Spells

Mage Hand (cantrip, conjuration). Cantrip. Creates an invisible spectral hand that can manipulate objects at range. Tarek's Mage Hand Legerdemain lets it perform limited thieves' tool tasks at a distance.
Minor Illusion (cantrip, illusion). Cantrip. Creates a minor sound or an image of an object no larger than a 5-foot cube, lasting up to 1 minute.
Message (cantrip, transmutation). Cantrip. Tarek points to a creature within range and whispers a message only it can hear, with the creature able to reply in a whisper.
Disguise Self (level 1, illusion). 1st level. Makes Tarek's appearance, including clothing and equipment, look different for 1 hour. A creature can use its action to inspect the illusion and make an Intelligence (Investigation) check against his spell save DC.
Silent Image (level 1, illusion). 1st level. Creates a visual illusion in a 15-foot cube for up to 10 minutes. Physical interaction reveals the illusion; a creature can use its action to inspect it with an Intelligence (Investigation) check against his spell save DC.
Shield (level 1, abjuration). 1st level. Tarek flinches behind a brief magical ward as a reaction when hit by an attack or targeted by Magic Missile. Until the start of his next turn, he gains +5 AC, including against the triggering attack, and takes no damage from Magic Missile.

Actions

Rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage, or if used with two hands. Tarek can apply Sneak Attack when its conditions are met.
Dagger. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: piercing damage. Tarek can apply Sneak Attack when its conditions are met.
Light crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: piercing damage. Tarek can apply Sneak Attack when its conditions are met.
Spellcasting. Tarek casts one of his known spells, using Intelligence as his spellcasting ability. His known spells and spell slots are listed below.
Cunning Action. Tarek takes the Dash, Disengage, or Hide action as a bonus action.

Reactions

Shield. When hit by an attack, Tarek casts Shield using his reaction and expends a spell slot. His AC increases by 5 until the start of his next turn, including against the triggering attack, and he is immune to Magic Missile until then.
Opportunity Attack. When a creature Tarek can see moves out of his reach, he can use his reaction to make one melee attack against it.

Services they sell

Can identify discreet harbor routes and smuggling practices.
Can arrange a covert meeting with a dockside contact, if doing so will not endanger Nessa.
Can forge a plausible cargo tag or alter a simple shipping record using his tools.

Rewards they can give

A smuggler's route map with safe landing points marked in cipher
A credible introduction to a harbor contact, if Tarek trusts the party
Evidence that can expose Veyra's operation or implicate Tarek in it

Equipment

  • Rapier (weapon)A well-maintained rapier balanced for quick thrusts, with a plain leather grip.
  • Daggers (weapon)Two narrow knives, one carried openly and one hidden inside his coat.
  • Light crossbow and bolts (weapon)A compact crossbow with a waxed string and a dozen bolts.
  • Studded leather armor (armor)Studded leather under a weather-dark coat; the studs are concealed beneath the lining.
  • Trade kit (tools and supplies)Thieves' tools, a coil of fine cord, a sailor's needle, blank cargo tags, and a thumb-sized packet of blue-black ink.
  • Brass button (personal keepsake)A plain brass button threaded onto cord, taken from his father's old coat.

Possessions

A coded tide-and-route map hidden beneath a loose stair at Splitbank Ford
A plain brass button from his father's coat
A packet of blue-black ink and several blank cargo tags
A folded note from Nessa that he has never answered

Background

Tarek grew up among ferry crews at a narrow tidal crossing, the son of a half-elf rope-maker and a human pilot. As a boy he learned to read cargo seals, tide marks, and the difference between a traveler who was lost and one who was pretending to be. He first worked as a courier for the Sedge-Crab Run, a smuggling outfit named for the small crabs that infested its old landing. During a disastrous winter crossing, his older sister, Nessa, ordered him to cut a towline and save the boat carrying trapped villagers. He obeyed; the boat carrying his father was swept away. He has never stopped wondering whether there was another choice. Now Tarek works as an arcane trickster spy for Veyra Sorn, a smuggling lord who uses his reports to ruin rival routes and turn officials against one another. Tarek is useful because he can enter as a clerk, deckhand, or harmless messenger, then leave with a key, a name, or a carefully planted false clue. He secretly sends money to Nessa, who runs a legal ferry service at Splitbank Ford and refuses to accept that it comes from him. His current problem is that Veyra has ordered him to frame Nessa's ferry for moving contraband. He has delayed the job twice and suspects Veyra's bookkeeper, Edrin, has begun keeping track of the delay.

Role in the story

A compromised informant whose intelligence can help the party undermine a smuggling lord, but whose loyalties are divided by family, guilt, and a growing willingness to sabotage his employer.

“As a boy he learned to read cargo seals, tide marks, and the difference between a traveler who was lost and one who was pretending to be.”
From their background
Faction
Veyra Sorn's smuggling operation, known locally as the Sedge-Crab Run; formerly a courier for its predecessor crew

Known connections

Veyra Sorn, his employer, rewards results and treats hesitation as a debt.
Nessa, his older sister, runs a ferry at Splitbank Ford and believes Tarek left the coast years ago.
Edrin, Veyra's meticulous bookkeeper, has noticed Tarek's repeated delays and may be quietly investigating him.
The Sedge-Crab Run, the smuggling crew that first taught him the work, considers him a useful turncoat and an eventual liability.
Major secret · GM only
Minor secrets · GM only

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