Clystr
Clystr
At the table
Voice
His voice has the gravelly scrape of someone accustomed to shouting over wind and rigging, now dragged down by a faint watery resonance. He can say his name cleanly, but other words sometimes rasp into a low growl, especially when he is hungry or tired. Anger makes his consonants harder and faster, not softer.
Clystr speaks in short, direct phrases, as if each sentence has to be hauled up from somewhere deep. His words sometimes dip into rough, low growls and then return to ordinary speech without warning. He is convinced he is understood when speaking troll-language until he sees otherwise.
Speech patterns
How to play them
Give Clystr time, warmth, and the option to leave a conversation. Do not touch his neck or insist he recognize his relatives. Practical offers, especially a warm bath, dry blankets, and a quiet place near the hearth, build trust more effectively than demands for gratitude. He may respond to his name, his old plan to sail to Iceland, or the sailcloth scrap. He is more likely to cooperate when addressed plainly and shown what is expected.
Goal
Recover enough of his memories to understand what happened after the wreck, while finding a place in his family that is not defined by succession.
Motivation
To be treated as a person rather than a returned heir, a monster, or a family problem, and to discover what the sea and trolls did to him.
Appearance
Jor is tall for his age and still lengthening into his frame, with a pale, waterlogged cast to his skin and a stillness that makes him seem like a figure left behind by the tide. His light blond hair is turning almost white, laying in wet ropes against his temples even after he has been indoors for hours. His blue eyes look clear but oddly unhurried; he studies faces as if trying to learn their shapes by heart. His fingers and toes are webbed, most obvious when he grips a cup or steps barefoot across the hall. Fine gill slits open and close along his neck under water, where they are plainly visible; above water they look like faint, tender creases. He waits with his weight tipped toward the nearest basin, doorway, or open water, never quite settling into a chair. The surprising detail is that he keeps a tiny, neatly folded scrap of sailcloth tucked inside his sleeve, smoothing its frayed edge with great care.
Clothing
The ragged remains of the noble Norse clothing he wore on the lost voyage: a salt-stiff wool tunic, a torn cloak, and a belt whose leather has gone soft and dark from seawater. He refuses fresh clothes until they have been warmed by the hearth. His boots are usually missing; he prefers bare feet on wet stone.
Body language
He holds his shoulders forward and slightly raised, as if bracing against a wave no one else can feel. While waiting, he puts most of his weight on the balls of his feet and angles his body toward water. His webbed fingers rest open, never quite curling into a fist. He flinches sharply from a touch near his neck, then stares at the person who touched him without anger or explanation.
- Height
- 5 feet 10 inches, still growing
- Build
- Tall, lean, and still growing, with a swimmer's shoulders and a wary, forward-tilted stance
- Eyes
- Clear, cold blue
- Hair
- Light blond, paling toward near-white
- Skin
- Pale, with a cool, waterlogged cast
- Age
- 16 years old; regarded as an adult in his community, though still growing
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
15 traits and drivesBefore the wreck, Clystr was eager for noise, contests, and the chance to prove himself. Now he is calm to the point of unease, yet flashes of his old impulsiveness surface when challenged or when someone is threatened. He wants the comfort of home but distrusts the people who offer it. He can be blunt and stubborn in ordinary conversation, but becomes watchful and almost patient around children and animals.
- Alignment
- Neutral Good, though his changed habits and lost memories make his loyalties difficult to read
Quirks
Habits
Traits · 4
Flaws · 4
Fears · 3
Wants and needs · 4
Combat
AC 14 · HP 38 · 30 ft., swim 30 ft.Clystr avoids fights and does not understand why strangers expect him to behave like a monster. If trapped, he uses his shortsword and dagger with the rough, practiced habits of a young man who once sought brawls, then tries to reach water or put distance between himself and his attackers. He protects family members instinctively, even when he cannot remember who they are.
Clystr
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Shortsword (weapon)A weather-beaten short sword from his lost voyage, kept close but rarely drawn.
- Dagger (weapon)A small belt knife with a salt-pitted blade.
- Sailcloth scrap (keepsake)A scrap of his ship's sail, folded into a small square and worn smooth along one edge.
- Wreck clothing (clothing)A torn, seawater-logged noble tunic and cloak, the only clothing he will currently wear.
Possessions
Background
Clystr is the fifth son of Jarl Heimskr, raised among a noisy household where every older brother seemed to have a clearer place in the line of succession. Before the sea took him, he was excitable, quick to laugh, and just as quick to accept a challenge. He wanted to join the guard until a succession crisis in the jarl's household made every public ambition look like another weapon in a family argument. He then planned to sail to Iceland, earn a name, land, and wealth of his own, and return beyond the reach of inheritance disputes. It was his first voyage. A sudden spring storm wrecked the ship, and Clystr was presumed dead. A fisherman later swore he saw him standing at the shore, dripping wet, near the town. He had been taken by trolls and changed in their keeping. He remembers his name and home, but not his family; when brought into the hall, he treated his mother Svanhild and brothers Torvald, Bernji, Gorm, and Mikkel as unfamiliar faces. Svanhild had prepared his room, but Clystr first demanded a warm bath, then sat silently by the hearth until someone led him to bed. He will not let anyone touch his neck. His current problems are practical as well as painful: he cannot explain where he was, his hunger for raw meat is difficult to conceal, and the family succession crisis he hoped to escape has continued without him.
Role in the story
A returned son whose survival resolves one mystery while creating several more. Clystr can draw the party into a family succession dispute, an investigation into the trolls, and the delicate work of helping someone come home to people he no longer knows.
“Before the sea took him, he was excitable, quick to laugh, and just as quick to accept a challenge.”
- Faction
- Jarl Heimskr's household by birth, though Clystr currently feels no sure bond to it
Known connections
Media
0 imagesNo images yet.
Turn Clystr into a sheet
A high-res, share-ready sheet you can post or print.