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Tegir Vask

Marshwake, high-blood · Fighter · Level 2

Tegir Vask

Metalworker and ferry-fittings apprentice
AC16
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, slightly rasped voice shaped by a jaw that barely works and a childhood spent listening to the clear ring of good metal. He clips the ends of practical instructions, leaves space for answers, and gives his name a firm, percussive edge. When angry, he does not soften or hush; he speaks faster and more precisely, like someone marking a faulty joint before it fails.

His words have a slight rasp from a jaw built for swallowing rather than chewing. Years of listening for flaws in struck metal have left him attentive to rhythm and pauses. He speaks plainly, with the measured precision of someone accustomed to explaining how a fitting works, and his humor tends to arrive as a dry observation rather than a laugh.

Speech patterns

He explains practical matters by comparing them to tools, joints, and materials.
He asks direct questions, then gives people time to answer without filling the silence.
When embarrassed, he changes the subject to the quality or condition of whatever is nearby.
When angry, he becomes blunt and stops softening his conclusions with jokes.

How to play them

Treat Eber as a capable craftsperson rather than a medical curiosity. He warms to people who ask before touching his scales or tail and who take his concerns about the marsh workers seriously. Practical help earns trust faster than pity. He may share what he knows once he is convinced the listener will not run to his parents with every decision.

Goal

Find the source of the marsh workers' illness and earn enough trust, from his family and himself, to take a journey upriver.

Motivation

To make useful work, protect people who are being ignored, and become the author of his own life rather than the object of other people's concern.

Secret · GM only

Appearance

Eber stands a startling 5 feet 10 inches, taller than anyone expects from a family of stout halfling descent. His pale, fair skin is densely freckled, with olive-green scales climbing his neck, shoulders, ribs, and the backs of his hands. The scales are small, flexible, and faintly pebbled, catching the light like wet leaves. A narrow, folded crest runs from the bridge of his nose into his red hair; it lifts when he is startled. His green-dragon teeth are thin and pointed, and he keeps his jaw unnaturally still when others eat. A long, tapered tail follows his movements with a slight delay, as if it is considering the room before he does. He takes up too much space in doorways and knows it, often turning sideways and drawing his elbows in. His hands are broad and work-roughened, with flattened nail beds and dark ground-in traces of forge soot. The unexpected detail is that he carries a tiny felt pouch of polished glass beads, which he sorts by touch when anxious.

Clothing

A soot-brown leather apron over a moss-green work shirt, roomy trousers, and a short oilskin coat with a slit for his tail. He wears a padded collar to keep the crest from catching on straps and a simple cord at his waist for the pouch of feeding stones.

Body language

He keeps his shoulders tucked and turns sideways through narrow spaces, but forgets to do so when absorbed in work. His tail curls around a chair leg when he feels safe and flicks sharply when he is holding back anger. He handles tools with sure, economical movements; in conversation, his thumb rubs the edge of a scale at his wrist.

Height
5 feet 10 inches
Build
Long-limbed and sturdy, with a craftsman's forearms and a slightly forward-leaning posture from years bent over a workbench.
Eyes
Moss green, with narrow pupils that widen noticeably in dim light.
Hair
Rust-red, thick and unevenly cut around his crest, usually tied back with a leather thong.
Skin
Fair, freckled skin with olive-green scales across his neck, shoulders, ribs, and hands.
Age
19
Gender
Male
Size
Medium

Distinguishing features

A narrow, foldable crest beginning at the bridge of his nose and disappearing into his red hair.
Olive-green flexible scales scattered over pale, freckled skin.
A long, tapered tail that curls around furniture when he is at ease.
Thin, pointed green-dragon teeth and a jaw that barely moves when he speaks.
Broad, soot-marked hands and a pouch of polished glass beads he sorts by touch.

Personality

13 traits and drives

Eber is proud of his skill and impatient with condescension, yet he is gentle with frightened people and painstakingly careful around anyone in pain. In the forge, he is decisive and almost cheerful; in a healer's room, he becomes guarded and watches every face for pity. He wants to leave home but cannot bear the thought of his parents worrying alone. When relaxed, he is dryly funny; when cornered, his humor vanishes and he becomes startlingly direct.

Alignment
Neutral Good

Quirks

He sorts polished glass beads by touch whenever he has to wait.
He taps a tool twice against the workbench before using it, even when the tool is perfectly sound.
He keeps tiny smooth stones in his pockets and offers them to people who seem nervous, without explaining why.
He silently counts doorways and low beams before entering unfamiliar buildings.

Habits

When assessing a person, he watches their hands before their face, as if looking for what they know how to make.
At meals, he places a few smooth stones beside his plate and chooses them with deliberate care.
He tries to make himself smaller in crowded rooms, though his tail often gives away his unease.
When someone is patronizing, his crest rises before his voice changes.

Traits · 3

He is protective of other people who are treated as fragile, while resisting protection offered to him.
He loves the order of a well-made tool but is drawn to risky questions no one else will investigate.
He can be patient for hours with difficult work and abruptly impatient with polite excuses.

Flaws · 3

He accepts help reluctantly, even when refusing it makes a problem worse.
He can turn suspicion into certainty too quickly when someone treats him as an oddity.
He hides pain until it interferes with work.

Fears · 3

That his body will change again in a way no healer can help with.
That his family protects him because they love him, but also because they no longer believe he can choose for himself.
That the marsh workers' illness will be dismissed until someone dies.

Wants and needs · 4

To be trusted with decisions about his own body and future.
A reliable answer about the illness affecting marsh workers.
A safe way to investigate without forcing his family to choose between him and the forge.
Company on the journey upriver, though he will not admit how much he wants it.

Combat

AC 16 · HP 20 · 30 feet

Eber avoids a fair stand-up fight. He uses his reach and the clutter of his surroundings to keep opponents from surrounding him, strikes with a shortsword only when forced, and uses his menace trait to create room to retreat or protect someone. He looks for an exit before drawing a weapon.

Tegir Vask

Medium humanoid (marshwake, high-blood), neutral good
Armor Class16
Hit Points20
Speed30 feet
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsIntimidationAthleticsPerceptionSmith's tools
SensesDarkvision 60 feet (custom high-blood Marshwake trait); passive Perception 10.
Languages
Common,
Halfling,
Draconic
High-blood Marshwake (custom lineage): Medium size, 30-foot walking speed, and proficiency in Intimidation.
Green-Dragon Menace (custom lineage trait): Once per long rest, Eber can use an action to choose one creature he can see within 10 feet. It must make a Wisdom saving throw or become frightened of him until the end of his next turn.
Unable to chew. Eber swallows food in small pieces and stones to help grind it in a specialized second stomach. This is a distinctive physiological trait, not a combat benefit.

Actions

Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. Eber fights with a narrow, hand-forged blade made for close work.
Hand Crossbow. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: piercing damage. Eber carries a compact hand crossbow for emergencies.
Green-Dragon Menace. Eber bares his green-dragon teeth and unleashes a momentary aura of menace. One creature he can see within 10 feet must succeed on a Wisdom saving throw or be frightened of him until the end of Eber's next turn. Once used, this trait cannot be used again until Eber finishes a long rest.

Reactions

Slip Past. When a creature Eber can see moves within 5 feet of him, Eber can use his reaction to move up to 5 feet without provoking opportunity attacks from that creature. He must end this movement in a space he can see.

Services they sell

Basic metal repairs and adjustments to tools or weapons.
Information about ferry routes, marsh workers, and local water sources.
A discreet introduction to Salla, the traveling healer, when she is in the area.

Rewards they can give

Repairs to a damaged weapon, tool, or piece of armor, if materials are available.
A trustworthy account of what marsh workers have reported about the water.
A carefully prepared pouch of smooth feeding stones, offered to someone with a similar need.

Equipment

  • Tail-slit leather armor (armor)Flexible reinforced leather worn over padded clothing; fitted to accommodate his tail and crest.
  • Shortsword (weapon)A narrow, serviceable blade made in the family forge.
  • Hand crossbow (weapon)A compact crossbow with a simple folding stock.
  • Feeding stones (personal item)A small pouch of smooth, clean stones selected for his unusual digestion.
  • Smith's tools (tool)A hammer, tongs, small files, and a folding measure for repair work.

Possessions

A set of smith's tools inherited from his grandfather.
A leather pouch of smooth feeding stones.
A small felt pouch of polished glass beads.
A hidden travel fund sewn into his tool roll.
A folded letter from Aino describing places upriver.

Background

Eber was born into the Vask family, a respected line of halfling-descended metalworkers who built hinges, clamps, and delicate fittings for the marsh ferries. His mother, Ketta, taught him to judge a piece of work by its sound; his father, Olli, expected him to inherit the family forge. At fifteen, Eber's draconic inheritance arrived in a painful season of growth: scales spread across his body, his jaw altered, his crest and tail emerged, and he lost the ability to chew. For weeks, every meal became a frightening ordeal. A traveling healer, Salla, discovered that small stones swallowed with food helped his new second stomach grind what his teeth could not. The family became fiercely protective, and their forge turned into an informal waiting room for healers and curious visitors. Eber resented being treated as a patient, then learned the craft of making his own feeding stones: smooth, clean, properly sized, and easy to replace. Now he works at the forge while trying to prove he can live beyond its walls. His closest friend, Aino, is a ferry pilot who wants him to leave town and see the wider marsh. His father worries the journey will expose him to danger; his mother quietly saves money for it. The current trouble is a string of illnesses among marsh workers, which Eber suspects is connected to contaminated water and an employer who would rather blame his unusual body than investigate.

Role in the story

A skilled young craftsperson caught between a protective family and a life he wants to choose for himself. Eber can connect the party to the marsh communities, provide practical repairs, and point them toward a growing local illness and whoever is concealing its source.

“His mother, Ketta, taught him to judge a piece of work by its sound; his father, Olli, expected him to inherit the family forge.”
From their background
Faction
The Vask family forge, a small family workshop serving marsh ferries and villages; no formal faction allegiance.

Known connections

Ketta Vask, his mother, who keeps a healer's notes on his condition and worries more than she admits.
Olli Vask, his father, a skilled ferry-fittings smith who fears losing his son to the wider world.
Aino, a ferry pilot and Eber's closest friend, who is saving for a journey upriver.
Salla, the itinerant healer who helped Eber adapt to his changed digestion and still checks on him.
The marsh workers who come to the family forge with damaged tools and rumors about their water.
Major secret · GM only
Minor secrets · GM only

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