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Ren Thatch

Afterkin (Humanoid), Kin-Kept lineage; custom setting lineage · Civilian, custom Afterkin · Level 0

Ren Thatch

Ferry hand, river guide, and volunteer rescuer
AC10
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Ren's voice has a dry rasp from years of calling over wind and water, with a slight catch on words beginning with hard consonants. Their breath carries a trace of clove pomade. The name Ren Thatch lands with a brief, rough scrape on the final consonant, like a rope dragged over a dock edge.

Ren speaks in direct, practical sentences shaped by ferry work: instructions must carry over wind, water, and the clatter of a landing. Their vocabulary is full of river terms and household details. They rarely explain a feeling until they have first offered to mend, carry, or fetch something.

Speech patterns

Begins requests with a practical observation about the weather, a door, or someone's hands.
Uses plain, concrete words for grief and avoids grand speeches.
When trying to comfort someone, asks what they need done rather than what they feel.
When ignored, repeats a person's name with increasingly theatrical emphasis.

How to play them

Treat Ren's pause at a doorway as meaningful rather than evasive. Offer a clear invitation and time to accept it. They respond well to specific requests for help, honest grief, and practical kindness. If they become conspicuous, address them directly without scolding them for needing attention.

Goal

Recover the packet beneath the old bridge and learn what happened during the flood without making the living answer for every old wrong.

Motivation

To offer mercy to the living without pretending the dead never mattered.

Secret · GM only

Appearance

Ren has the unsettlingly composed look of someone who has stood still through weather that should have driven anyone indoors. Their skin has the dry, fine-grained texture of old paper, and their movements begin with a tiny pause, as if each joint must be reminded of its purpose. Their hands are broad and heavily worked: fingertips ridged with callus from hauling wet rope, nails scrubbed raw at the edges, and the creases packed with a faint grey residue that never quite washes away. Unexpectedly, Ren keeps their hair meticulously groomed, combed into precise waves and held with a little tin of scented pomade. The immaculate styling against their weatherworn clothes makes them look like a funeral guest who has taken a wrong turn into a storm.

Clothing

A weatherproof brown coat patched with mismatched sailcloth, a high-collared shirt, mud-dark trousers, and boots polished only at the toes. Their hair is carefully combed and scented, a small ritual of control amid otherwise practical dress.

Body language

Ren stands squarely and keeps their hands visible, but stops just short of crossing doorways. When anxious, they rub the wooden gull's worn beak with one thumb. When ignored, their shoulders rise and their movements become broad and unmistakably deliberate.

Height
5 feet 7 inches
Build
Compact, sturdy, and rope-hauler strong, with a careful gait that sometimes looks like walking against an unseen current.
Eyes
Deep brown with a faint, silvery sheen in lamplight
Hair
Dark brown, carefully combed into neat waves and held with scented pomade
Skin
Muted umber with a dry, fine-grained texture and a faint grey cast at the knuckles
Age
Appears about forty years old; has no reliable memory of the years before returning.
Gender
Nonbinary
Size
Medium

Distinguishing features

Their meticulously combed, scented hair looks unexpectedly refined beside their patched river-worker's clothes.
Their fingertips are thickly callused and permanently greyed in the deepest creases from rope, silt, and wet timber.
They pause before crossing thresholds, even when welcomed.
They carry a little wooden gull whose beak has been polished smooth by their thumb.

Personality

13 traits and drives

Ren is compassionate but not soft-spoken by nature: they will carry a stranger through floodwater, yet struggle to accept a cup of tea in return. They are patient with fear and impatient with indifference. In a crisis they become brisk and dependable; among friends they grow dryly funny. When they feel ignored, their instinct is to turn the moment into a spectacle, then feel ashamed once everyone is looking.

Alignment
Neutral good

Quirks

Counts the steps between a doorway and the nearest window before entering.
Keeps a little tin of pomade beside their bed and polishes their hair even after a sleepless night.
Taps the wooden gull's beak twice against their thumb before making a promise.
Names stray dogs after kinds of weather, then apologizes to them for the name.
If someone talks over them, Ren begins stacking nearby objects into a perfectly straight line until noticed.

Habits

Pauses at every home threshold, even when explicitly invited inside.
Checks the weather and river level before making promises.
Offers practical help before emotional comfort, then remains nearby in case the other person wants to talk.
When overlooked, creates a conspicuous interruption rather than admitting they feel hurt.

Traits · 4

Pauses before entering a home, even when invited.
Treats mercy as a duty, but distrusts easy forgiveness.
Is composed in emergencies and awkward in ordinary kindness.
Makes a scene when they feel invisible, though they dislike being pitied.

Flaws · 3

When they feel ignored, they make their presence impossible to overlook.
They take responsibility for grief they could not have prevented.
Their threshold ritual can make practical situations awkward or dangerous.

Fears · 3

That Bassem died believing Ren had abandoned them.
That the sealed packet beneath the bridge will prove Ren caused the flood or was never meant to return.
Being welcomed into a home and discovering that the invitation was only pity.

Wants and needs · 3

Needs the packet recovered from beneath the old bridge.
Wants someone to remember Bassem as a person rather than as a tragic lesson.
Needs permission to grieve without turning every kindness into a debt.

Combat

AC 10 · HP 7 · 30 ft.

Ren is a level 0 noncombatant, not a trained adventurer. They try to de-escalate, put a barrier between danger and bystanders, and guide people toward an exit. If forced to fight, Ren uses the walking stick to create space and uses Impossible to Ignore to draw an attacker away from someone vulnerable. They retreat as soon as a safe route opens.

Ren Thatch

Medium humanoid (afterkin (humanoid), kin-kept lineage; custom setting lineage), neutral good
Armor Class10
Hit Points7
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsSTRDEXCONINTWISCHA
SkillsInsightPerceptionAthleticsSurvival
SensesPassive Perception 12; Kin-Kept threshold sense detects living creatures within 10 feet of a threshold Ren touches, without revealing identity or intent.
Languages
Common
Afterkin (custom lineage): Ren is a returned humanoid, neither undead nor fully ordinary. They do not need to breathe, but still eat, sleep, and feel pain.
Kin-Kept (custom trait): Ren can sense the presence of a living creature within 10 feet of a threshold they are touching, but cannot identify it or learn its intentions.
Merciful Intercession (custom trait): Once per day, when a creature Ren can see within 10 feet would be reduced to 0 hit points, Ren can use a reaction to leave it at 1 hit point instead. Ren then takes 1 point of damage.

Actions

Walking Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage. Ren uses a short, dense walking stick and avoids striking the head.
Impossible to Ignore. Ren raises their voice and makes a deliberate disturbance: a slammed door, a thrown handful of gravel, or a sharp call of the target's name. One creature within 30 feet that can hear Ren must succeed on a Wisdom saving throw or have disadvantage on its next attack roll against anyone other than Ren before the end of its next turn. This is a custom, nonmagical feature.

Reactions

Merciful Intercession. When a creature Ren can see within 10 feet would be reduced to 0 hit points, Ren can leave it at 1 hit point instead. Ren takes 1 point of damage. Usable once per day; custom trait.
Make a Way. When a creature enters a space within 5 feet of Ren, Ren can move up to 5 feet without provoking an opportunity attack, provided the destination is closer to an exit or cover.

Services they sell

Ferry work and river crossings
Guidance through flooded streets and unstable banks
Basic ropework and rescue assistance
Local knowledge about flood markers and safe shelters

Rewards they can give

Ren can guide characters safely across flooded channels and explain local river hazards.
If treated with patience, Ren will share the location of a hidden dry shelter used during storms.
Ren may entrust the party with Bassem's wooden gull while they investigate the sealed packet.

Equipment

  • Walking stick (tool, improvised weapon)A short, dense stick used for balance on slippery banks and, reluctantly, defense.
  • Wooden gull (keepsake)A small carved gull, worn smooth at the beak; it belonged to Bassem.
  • Grooming kit (personal)A tin of scented pomade and a narrow comb, kept dry inside a wrapped cloth.
  • River rope (tool)A coil of serviceable rope, useful for ferry work, rescues, and tying down cargo.

Possessions

Wooden gull keepsake belonging to Bassem
Scented pomade and narrow comb
Walking stick
Coil of river rope
Patched weatherproof coat

Background

Ren remembers waking beneath a collapsed footbridge during a spring flood, wrapped in a stranger's coat and clutching a small wooden gull. The villagers who found them said Ren had been missing for three days, though Ren insists they remember a much longer darkness. A ferrywoman, Shirin, sheltered Ren and taught them to mend nets, recognize floodwater, and wait outside a home until invited in. Ren made that pause a private rule after learning that the person whose coat they wore, an older sibling named Bassem, had died in the flood while searching for them. Bassem never learned Ren survived. Ren now works as a ferryman's assistant and informal guide for people displaced by floods, fires, or family quarrels. Their keepsake, the wooden gull, belonged to Bassem. Ren's current problem is that the old bridge is being dismantled, and the stones beneath it have begun to expose belongings from the flood year, including a sealed packet addressed to Ren.

Role in the story

A grounded, compassionate guide whose personal mystery ties the party to the aftermath of an old flood. Ren can offer rescue skills and local knowledge, while their fear of the truth creates a choice between protecting a grieving person and uncovering what happened.

“The villagers who found them said Ren had been missing for three days, though Ren insists they remember a much longer darkness.”
From their background
Faction
Works alongside the ferry hands at the place locals call the Short Reach, a name left over from a channel that has long since shifted.

Known connections

Shirin, the ferrywoman who sheltered Ren after their return, is protective but worries Ren is turning grief into a lifelong penance.
Bassem, Ren's deceased sibling, is the person to whom the wooden gull belonged.
Thamir, a patient bridge mason, has found the sealed packet beneath the old bridge and has not yet told Ren what it contains.
Major secret · GM only
Minor secrets · GM only

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