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Ketill

Human with custom Hazel-worm draconic heritage, related to the Lind worm and associated with marshes · Unclassed commoner and practical defender · Level 0

Ketill

Road-Keeper and practical defender
AC12
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice is deeper than the one he remembers from his former life, with a weathered edge from calling across open ground. It carries clearly over wind and water. When excited, he speeds up and clips the ends of sentences; when angry, he becomes more forceful and plainspoken rather than quiet.

He speaks in a local Frisian-accented Common, with clipped consonants and practical phrasing learned from outdoor work. He often begins with the useful fact, then adds a joke if the truth has become uncomfortable. His old interest in games appears in his habit of describing routes as choices and risks as odds.

Speech patterns

Uses direct, practical sentences when assessing danger.
Makes a quick joke when conversation approaches grief, shame, or his former life.
Explains plans as routes and contingencies, then checks whether everyone understood.
When excited by magic, asks blunt questions about its limits, costs, and whether it can be done twice.

How to play them

Meet him with a concrete problem and he becomes immediately useful. Be candid about danger and he will respect you, even if he disagrees. If he cracks a joke around a painful subject, do not force a confession; give him time and a practical task to share.

Goal

Reopen a safe route across the flooded lowlands and become someone the displaced can rely on without pretending he has mastered his new life.

Motivation

To make a life that belongs to him, protect people who have been displaced, and learn how to use his strength without letting anger make his decisions.

Secret · GM only

Appearance

Ketill is a handsome young man with broad Frisian features, a straight nose, and a face that looks open until he sets his jaw. His skin has the wind-roughened, faintly ruddy look of someone used to outdoor work. His sturdy clothes sit a little awkwardly on a frame that is still new to him: sleeves ride up, and he sometimes misjudges a doorway or the reach of his own arm. He waits with his weight planted heavily on the balls of his feet, as if testing whether the ground will hold. When he walks, his left shoulder leads and his long stride has a slight, purposeful hitch from years of demanding physical work in his former life. In cold marsh water, his eyes catch a brief green-gold gleam. Unexpectedly for a road defender, he is vain about his good looks and will check his reflection in a polished kettle, then look embarrassed if caught.

Clothing

A thick, patched wool coat over a linen shirt, sturdy trousers, and high boots greased against wet ground. He carries a plain belt, a weather-darkened shoulder cape, and gloves he has reinforced twice after splitting the fingers.

Body language

He plants his weight toward the next exit or crossing, shoulders angled left. He watches people's feet when they approach uncertain ground and tends to put himself between strangers and the most exposed route. When flustered, he rubs his thumb along the seam of his palm and then tries to stand very still.

Height
About 190 cm (6 ft 3 in).
Build
Tall, broad-shouldered, and muscular in the practical way of someone accustomed to carrying, lifting, and walking for work. He is still learning how much force his new body can use.
Eyes
Moss-brown, with a brief green-gold reflection in marsh water.
Hair
Dark blond, cropped short and usually flattened by damp weather.
Skin
Fair, wind-roughened skin with a ruddy cast across his cheeks and nose.
Age
Appears to be in his mid-twenties; his former life's age and chronology do not map neatly onto his present body.
Gender
Man; he was a woman in his former life and understands himself as a man now.
Size
Medium

Distinguishing features

His eyes briefly reflect green-gold when he looks into marsh water.
He waits with his weight forward and tests uncertain ground before committing to a step.
His left shoulder leads in a long, work-trained stride.
He sometimes looks at his reflection with a pleased expression, then pretends he was checking for mud.

Personality

14 traits and drives

Energetic and candid, Ketill is quick to offer help and quicker to make a joke when a conversation becomes painful. He enjoys clear plans but is fascinated by magic that refuses to behave predictably. In a crisis he can be steady and protective; when embarrassed or angry, he becomes blunt and physically restless. He is proud of being a man and does not want that pride mistaken for having effortlessly adjusted to his body.

Alignment
Neutral good, leaning practical rather than doctrinaire.

Quirks

Tests questionable ground with his staff in a repeated three-tap pattern, even when he already knows it is solid.
Counts route choices aloud as if comparing options on a game board.
Keeps small smooth stones and turns one over in his fingers when someone asks about his former life.
Practices lifting ordinary objects gently, then looks annoyed when a cup or latch proves sturdier than he expected.

Habits

Checks the firmness of a path with his staff before letting anyone follow him.
Offers practical help first, then makes a joke if gratitude starts turning into an emotional conversation.
After losing his temper, he goes to do a physical task alone and returns with an apology once he can speak plainly.
In safety, he gets enthusiastic about unfamiliar magic and asks whether it has a useful, repeatable rule.

Traits · 4

He is generous with effort but awkward about accepting care.
He likes rules and routes, yet delights in magic that breaks his expectations.
His humor helps others breathe, though it can also keep them from seeing when he is frightened.
He is protective without wanting to be treated as a hero.

Flaws · 3

His anger arrives more forcefully than he expects, and he sometimes speaks before he has measured the harm.
His new strength and handsome appearance can tempt him into confidence he has not yet earned.
He is prone to treating a dangerous situation like a game with a clever solution, even when people can be permanently hurt.

Fears · 3

Hurting someone because he mistakes anger for strength.
Discovering that his new body or heritage will change him in ways he cannot choose.
Being unable to help when a road or crossing fails under people who trusted him.

Wants and needs · 4

A dependable route across the flooded lowlands.
Time to adjust to his changing appetite, strength, anger, and libido without being shamed or excused for them.
A friend who can tell him when he is being reckless.
Proof that the Glass-Scalded Seven can be a community, not only a shelter.

Combat

AC 12 · HP 9 · 30 ft.

Ketill tries to keep threats away from travelers and narrow the fight to firm ground. He uses his staff to block, trip, or create space rather than pursuing a fleeing enemy. He retreats if badly hurt and calls for help instead of treating a dangerous fight like a game.

Ketill

Medium humanoid (human with custom hazel-worm draconic heritage, related to the lind worm and associated with marshes), neutral good, leaning practical rather than doctrinaire.
Armor Class12
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsSurvivalPerception
SensesPassive Perception 11
Languages
Common,
Frisian
Custom Hazel-worm heritage. Ketill can remain comfortable in cold, wet ground and marsh water that would leave most people shivering.
Custom marsh-glint. his eyes briefly reflect green-gold when seen in still marsh water.
Untrained defender. Ketill has no formal class training and relies on practical judgment, reach, and a sturdy staff.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage, or 5 () if wielded with both hands. These figures are custom approximations for a level 0 NPC.
Thrown Stone. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 3 () bludgeoning damage.

Reactions

Hold the Way. When a creature he can see moves past him toward a nearby ally or traveler, Ketill can interpose his staff and make a quick blocking step. The creature's movement is reduced by 5 feet for the rest of that turn if it is within his reach. Custom feature; no formal class training.

Services they sell

Guides people across marsh roads and identifies firm ground.
Helps repair simple barriers, clear a path, or carry supplies.
Stands watch at a crossing and warns travelers about unstable banks.

Rewards they can give

A safe route through the lowlands and a reliable guide for the return journey.
A hand-drawn map marking firm ground, dangerous water, and sheltered stopping places.
An introduction to trustworthy members of the Glass-Scalded Seven.

Equipment

  • Road staff (weapon)A plain, well-used hardwood staff for testing ground, walking, and keeping attackers at a distance.
  • Road clothes (clothing)Thick wool, patched linen, reinforced gloves, and boots treated to shed marsh water.
  • Wayfarer's kit (supplies)A small oilskin bundle containing dried food, cord, flint, and a rough map marked with safe crossings.

Possessions

Hardwood road staff
Patched wool coat and weatherproof boots
Oilskin bundle of cord, flint, and dried food
A rough map of marsh paths and firm crossings
A pouch of game pieces he carved from scraps

Background

Ketill awoke alone in the Frisian lowlands of the former Netherlands, in a body biologically male and markedly different from the woman he had been. The first weeks were a succession of practical humiliations: misjudged doorframes, torn work gloves, an appetite that seemed bottomless, and the shock of hearing his own deeper voice. He came to understand himself as a man, though that certainty did not make the adjustment effortless. His former life involved physically demanding work and a strong interest in games. The games had taught him to think in routes, risks, and possible outcomes; they had not prepared him for pain that did not vanish after a reset. When he tried to cross a flooded ditch to reach a stranded family, he slipped, badly bruised his ribs, and had to be hauled out by a stranger. That formative failure taught him that courage without preparation can make other people pay. He now serves as a Road-Keeper, checking crossings, guiding travelers, and standing between danger and people who cannot afford to flee. He joined the Glass-Scalded Seven, a scattered survival compact and secret fellowship of displaced outsiders, and is still learning whom among them he can trust. His current trouble is a washed-out causeway that leaves several households cut off, while his temper and growing physical confidence sometimes outrun his judgment.

Role in the story

A capable local guide and first-line defender whose practical help can draw the party into the lives of displaced people. His struggle with anger, identity, and the permanence of injury gives the players a personal stake in whether they treat danger as a puzzle or as a human cost.

“He came to understand himself as a man, though that certainty did not make the adjustment effortless.”
From their background
Faction
The Glass-Scalded Seven, a scattered survival compact and secret fellowship of displaced outsiders.

Known connections

The Glass-Scalded Seven, a scattered survival compact and secret fellowship of displaced outsiders, gives him shelter and a purpose, but its members disagree about how much risk to take for newcomers.
A stranded household on the far side of the damaged causeway depends on him to find a safe route before the next heavy rain.
A fellow member of the compact once pulled him from a flooded ditch; Ketill owes them a debt he tries to repay with labor rather than promises.
Major secret · GM only
Minor secrets · GM only

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