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Grit

Human · Noncombatant, custom contract keeper · Level 0

Grit

Contract Keeper
“Say the part you mean to leave out.”
AC11
HP6/6
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, slightly rasped speaking voice shaped by years of calling across ferry decks and through bad weather. It carries cleanly without shouting and has a small catch on words beginning with 'r,' left by a childhood habit of biting his tongue when nervous.

His words have the clipped practicality of someone accustomed to giving instructions over rain and ferry noise. He speaks in compact phrases, with a faint rasp from years of calling across water, and pauses to let an answer settle before asking for specifics.

Speech patterns

Uses plain, short sentences and asks people to define vague words such as 'soon,' 'safe,' and 'fair.'
Repeats an important promise back to its speaker, without embellishment.
When pressured, answers with a practical question rather than a defense.
Often ends a negotiation with: 'Say the part you mean to leave out.'

How to play them

Be patient and direct with Grit. Give specific terms, identify who bears each risk, and allow him time to verify details. A clear deadline helps him decide; bluster makes him more stubborn. He is more open when asked what would make an agreement safe for everyone involved.

Goal

Refuse the magistrate's unexplained cargo contract unless its true terms are disclosed, while keeping the Drowned Mile solvent through the coming river season.

Motivation

He wants agreements to leave people a real choice, not just a way to disguise coercion as duty.

Secret · GM only

Appearance

Grit is a compact, weather-hardened man with a broad, slightly forward-leaning stance, as if bracing against a current no one else can feel. His skin is browned and roughened by river wind, with a fine, dry texture over the knuckles and a faint sheen of damp at his temples. He smells unmistakably of wet wool, river mud, and sharp pennyroyal soap, a scent he knows about and considers useful: people remember who was in the room. His movements are measured, economical, and unhurried until a decision is made; then he acts with the abrupt certainty of a gate dropping shut. Unexpectedly, he keeps a tiny paper windmill tucked behind one ear, replacing it whenever rain destroys it.

Clothing

Practical layers of mud-brown wool and river-gray canvas, patched at the elbows and hemmed high enough to avoid dragging through wet ground. He wears no uniform armor and no matching company colors. A short length of faded yellow cord is tied around his satchel strap when he represents the Drowned Mile; one end is deliberately left loose. In private work he removes it.

Body language

He listens with his chin slightly tucked and both hands visible, rubbing thumb against forefinger as though testing the grain of a rope. When someone evades a question, his feet stop moving. Once he commits, he squares his shoulders and looks directly at the person responsible.

Height
5 feet 5 inches
Build
Short, sturdy, and river-strong, with a barrel chest and a forward-set posture.
Eyes
Dark hazel
Hair
Iron-gray, cropped close and usually flattened by rain
Skin
Weather-browned, with a rough, dry texture from wind and river spray
Age
About fifty years old
Gender
Man
Size
Medium

Distinguishing features

His smell of wet wool, river mud, and pennyroyal soap is noticeable at conversational distance.
A tiny folded paper windmill is usually tucked behind one ear.
He wears a small gray river stone wrapped in faded yellow cord, with one loose end showing, when acting for his company.

Personality

12 traits and drives

Grit is patient enough to let a frightened person find their words, yet blunt enough to tell a confident liar exactly where their story fails. He listens closely and values restraint, but his caution can harden into delay. In private he is unexpectedly playful, making paper toys and letting children beat him at pebble games; in a negotiation he becomes methodical and refuses to be hurried.

Alignment
Neutral

Quirks

Folds paper scraps into tiny windmills whenever he must wait.
Taps a cup once against the table before accepting a serious promise.
Carries a pebble from every river crossing he has personally survived, but refuses to say which is which.
Turns his satchel so its buckle faces the door before sitting down.

Habits

He asks each party to state what they believe the other side has promised, then compares the answers.
When a deadline is near, he checks the weather and route twice, even when everyone else is ready to move.
He keeps an open seat at company meals for absent or late members, but never comments on it.
After a hard decision, he folds a scrap of paper into a windmill and leaves it on the nearest windowsill.

Traits · 3

Listens without interrupting, then asks one precise question that may undo the whole argument.
Can show unexpected tenderness to frightened workers while being unsentimental about bad terms.
Treats a promise as a practical tool, not a sacred thing, and expects people to honor the difference.

Flaws · 3

He can delay action while searching for certainty that will never come.
He mistakes caution for wisdom and sometimes assumes the bold are being reckless.
He takes responsibility for outcomes he could not have controlled.

Fears · 3

Making another delay that costs someone their life.
Discovering that his sister's child believes he chose his own safety over hers.
Being forced to sign an agreement whose real terms are deliberately concealed.

Wants and needs · 3

A plain account of what the magistrate plans to transport
Enough work to keep the Drowned Mile's crews paid through the wet season
A chance to tell his sister's child the truth before someone else does

Combat

AC 11 · HP 6 · 30 ft.

Grit is a level 0, noncombatant contract clerk, not a trained adventurer. If threatened, he uses a cudgel only to create space, seeks cover, calls for help, and tries to bargain for a pause. He does not pursue fleeing opponents.

Grit

Medium humanoid (human), neutral
Armor Class11
Hit Points6
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWIS
SkillsInsightPerceptionInvestigationPersuasion
SensesPassive Perception 12
Languages
Common
Patient listener. Grit can usually tell when a speaker is hiding a condition or exception, but may mistake caution for good judgment.
Contract sense. after hearing a proposed agreement, Grit can identify its stated obligations and obvious omissions. This is a practiced skill, not supernatural insight.

Actions

Short Cudgel. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Improvised Strike. Grit makes one improvised weapon attack, such as hurling a stool or swinging a tool. to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 () damage of an appropriate type.

Reactions

Duck for Cover. When a creature within 5 feet makes a melee attack against him, Grit can use his reaction to step up to 5 feet toward cover if that space is available. This movement does not provoke opportunity attacks from that creature.

Services they sell

Reviewing a proposed contract for vague terms and missing responsibilities
Arranging introductions to mercenary crews
Advising on river crossings, travel timing, and withdrawal clauses

Rewards they can give

A fair written contract with clear withdrawal terms
An introduction to a reliable Drowned Mile crew, if he trusts the party
A river-route warning based on his own hard-won experience

Equipment

  • Walking cudgel (weapon)A plain, stout wooden cudgel carried as a tool and last-resort weapon.
  • Contract satchel (gear)A battered canvas satchel containing blank forms, wax, charcoal, and a weatherproof case for signed agreements.
  • Company token (symbol)A gray river stone wrapped in faded yellow cord, with one end left loose to represent the right to withdraw from a contract.

Possessions

A tin of pennyroyal soap
A packet of folded paper windmills
An old river map with a water-stained blank area
A small token wrapped in yellow cord

Background

Grit grew up carrying messages between river ferries and learned early that a promise is only as strong as the person who can afford to keep it. Years ago, during a flood-season escort, his company delayed departure while he sought one final assurance from a nervous client. The delay cost them the safe crossing. His older sister, who had taken the lead boat, was swept away with two hired hands. Grit survived, and afterward became the Drowned Mile's Contract Keeper, determined that no one under his watch would be trapped by a vague clause or a careless promise. He keeps a working relationship with the company's hard-driving field captain, who thinks Grit's careful questions can turn into paralysis, and quietly sends money to his sister's surviving child. Now the company is being offered a lucrative crossing contract by a magistrate who refuses to identify the cargo. Grit has not signed, and the river season is turning.

Role in the story

A cautious gatekeeper to mercenary work, a source of practical river knowledge, and a moral test of whether the party will accept a lucrative agreement with hidden costs.

“Years ago, during a flood-season escort, his company delayed departure while he sought one final assurance from a nervous client.”
From their background
Faction
The Drowned Mile, a mercenary company whose members wear practical, individual clothing and show company service with a short length of faded yellow cord. They remove the cord when working privately.

Known connections

The Drowned Mile's field captain relies on Grit's judgment but resents his delays.
He sends part of his pay to his sister's child, whose guardian believes Grit should have led the boats himself.
A ferry pilot who survived the flood still refuses to discuss the route taken that night.
Major secret · GM only
Minor secrets · GM only

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