Edrik
Edrik
At the table
Voice
Clear and slightly rasped, shaped by cold northern air and the habit of giving instructions in noisy streets. He takes a measured nasal intake before difficult answers. His tone is attentive and warm in private, steady and unadorned on duty, with a clipped edge when he has decided that someone is endangering others.
His voice is clear and work-worn, with a slight rasp from cold air and years of speaking over street noise. He draws breath through his nose before answering difficult questions, as if weighing the cost of each word. His northern vowels surface when tired or speaking with his parents. He uses short, exact sentences on duty, but warmth returns readily when discussing food, family, or someone's small success.
Speech patterns
How to play them
Begin with practical kindness and make his expectations explicit. He respects a direct answer, a kept promise, or someone who protects bystanders at personal cost. He gives people one clear chance to stop; if they endanger innocents after that warning, he becomes an implacable enforcer.
Goal
Protect his parents and the neighborhoods his band serves while discovering whether his draconic changes can be understood without surrendering to them.
Motivation
He wants to remain useful to the people who depend on him without letting his emerging draconic instincts define what useful means.
Appearance
Edrik is tall and long-limbed, with the measured, economical stride of someone used to walking beside a prisoner rather than ahead of a parade. His pale skin is weather-reddened across the nose and knuckles, and fine, pearl-white scales have begun to show at his temples, along his jaw, and in a narrow line beneath his collar. His ice-blue eyes catch light like a predator's in darkness, and his slightly sharpened teeth show when he smiles. A faint, healed scar rests on his face, easy to miss until the light catches it. His pale blond hair is cut short at the sides and left rough on top. Unexpectedly, he keeps a tiny, carefully mended wooden bird tucked in his belt, carved by his mother when he was a child. He gives the impression of a courteous young man standing very still beside a winter storm.
Clothing
A dark wool coat reinforced with discreet leather panels, a weather-stained blue scarf from his mother, fitted gloves, and a plain sword belt. He avoids polished armor because he wants people to speak to him before they notice the executioner's kit.
Body language
He stands with his weight balanced and his hands visible, a habit meant to reassure people he is questioning. He turns his whole body toward whoever speaks, attentive and almost warm. When deciding whether someone is dangerous, he goes very still; the only movement is a slow flex of his jaw that briefly reveals the sharper teeth.
- Height
- 6 feet 3 inches
- Build
- Tall, rangy, and wiry-strong, with the shoulders and forearms of a working swordsman
- Eyes
- Ice blue, bright with a draconic shine in darkness
- Hair
- Pale blond
- Skin
- Pale, weather-reddened at the nose and knuckles, with fine white scales emerging in patches
- Age
- Twenty-four
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
12 traits and drivesEdrik is genuinely considerate, remembering names and noticing who has not eaten, but his kindness has a stern edge: he believes a clear warning is more respectful than a comforting lie. Around his parents he is awkwardly affectionate and eager to be their dependable son. On duty he is patient with the frightened and merciless with people who exploit that fear. Alone, he is both fascinated and repelled by the draconic changes, recording them with a scholar's care and testing them with a reckless young man's hunger for certainty.
- Alignment
- Lawful neutral, with a growing appetite for harsh and simple solutions
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 15 · HP 32 · 30 ft.He opens with control or a ranged cantrip, uses Shield to blunt sudden attacks, and reserves his strongest spells for threats to his companions or civilians. Against a single dangerous foe, he uses Hold Person and then closes with his longsword. He dislikes wasting magic and retreats when outnumbered, but pursuit can draw out his colder, more predatory instincts.
Edrik
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Longsword (weapon)A well-kept, unornamented blade used for protection and official executions.
- Sword kit (gear)A plain leather sheath and whetstone, maintained with habitual care.
- Private field notebook (personal)A pocket notebook containing dated observations about his scales, dreams, and spells.
- Wooden bird (keepsake)A repaired wooden bird carved by his mother, worn at his belt.
- Family money (personal)A small purse of coin set aside for his parents, never used for his own expenses.
Possessions
Background
Edrik was born to a family from the cold north of Faerun, though his parents have never agreed on which winter crossing brought them south. They settled in Baldur's Gate and raised him over a cooper's shop, teaching him to mend what could be mended and pay what was owed. At sixteen, he took work as a caravan guard to send money home. During a blizzard on the Coast Way, an ambush trapped his company in a ravine. Cornered and terrified, Edrik released a blast of white fire that froze the attackers' weapons to their hands. His captain called it a gift; Edrik remembered the strange certainty that the people before him were prey. He joined a band of swords for hire that protects merchants and neighborhoods in Baldur's Gate, becoming their enforcer and, when necessary, their executioner. He sends money to his parents, Anja and Olek, and visits them when his duties allow. His captain, Dagan, trusts his discipline but worries about the new scales. Edrik secretly tests his bloodline in an abandoned lime kiln, recording each change in a pocket notebook. Recently, a condemned smuggler recognized the cold magic and claimed that someone in the city's underworld has been asking after a white dragon's heir.
Role in the story
A reliable but morally complicated city contact who can become an ally, antagonist, or warning about power changing its wielder. His private experiments and the interest in his bloodline can draw the party into a conflict between family, mercenary duty, and a growing supernatural inheritance.
“They settled in Baldur's Gate and raised him over a cooper's shop, teaching him to mend what could be mended and pay what was owed.”
- Faction
- A Baldur's Gate band of swords for hire that guards merchants and neighborhoods; its name is the Ninth Mile, taken from an old military survey marker.
Known connections
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