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Yezhri Gvaz - AI-generated fantasy NPC

Yezhri Gvaz

Human · Commoner · Level 0

Yezhri Gvaz

Ferry warden
AC12
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A weather-roughened voice with a papery rasp, like a rope dragged over a wet cleat. Their breathing is usually steady and measured; when alarmed, two dry clicks catch in their breath before they bark a short instruction. Their name alone has a dense, clustered sound.

Yezhri speaks in clipped, practical phrases shaped by years of calling instructions over rain and current. They use precise counts and dates when uneasy, and describe people as if they were boats: grounded, drifting, overloaded. When rattled, their breath catches twice before the first word, but their volume tends to rise rather than fall.

Speech patterns

Asks who is aboard, where they are going, and whether anyone is missing before discussing fare.
Uses river and boat terms as metaphors, then pauses to explain them if a listener looks confused.
When pressed about Siltwinter, answers with dates and passenger names rather than feelings.

How to play them

Begins by checking the party's number, destination, and reason for crossing. Offers practical help once satisfied they are not bringing danger to the landing. Earn trust by returning the ledger untouched, helping secure the ferry, or treating Toma's name with care.

Goal

Find proof that the upstream mill's sluice is worsening the flood, then stop it without putting the ferry hamlet in the mill owner's debt.

Motivation

Keep the crossing safe and make sure no traveler disappears from the world's memory as Toma nearly did.

Secret · GM only

Appearance

Yezhri stands ankle-deep at the landing as if the river has appointed them there. Their oilskin coat shines with a dull, rain-polished luster, and their heavy boots leave dark crescents in the mud. They move with the economical balance of someone accustomed to a deck pitching beneath them, turning their whole body before shifting their feet. A constant smell of wet rope, lamp oil, and bruised mint follows them; they know about the oil and insist the mint is for nausea, not sentiment. When rattled, their breath catches in two dry clicks before they speak.

Clothing

A patched, tar-dark oilskin coat over a thick wool vest, a blue neck scarf faded almost gray, and knee-high boots crusted with river silt. A brass lantern hangs from a hook at the belt; the ledger is wrapped in waxed cloth.

Body language

Plants both boots as though braced against a moving deck. Their lantern hand stays steady, while the other taps a measured rhythm against the ledger spine. When afraid, they stop moving altogether and their breath clicks twice.

Height
5 feet 6 inches
Build
Broad through the shoulders and sturdy in the hips, with the compact strength of someone who hauls wet rope and steadies boats.
Eyes
Moss-brown with pale gold flecks
Hair
Iron-gray, cropped close beneath a knitted cap
Skin
Weather-browned olive with a ruddy cast across the nose and cheeks
Age
Fifty-eight
Gender
Nonbinary
Size
Medium

Distinguishing features

The unmistakable scent of lamp oil, wet rope, and bruised mint clings to their coat.
Their breath makes two faint clicking catches when they are alarmed.
They carry a ledger wrapped and tied more carefully than any other possession.

Personality

12 traits and drives

Yezhri is exacting about small procedures but unexpectedly forgiving of human mistakes. In calm weather they are dryly funny and attentive; under pressure they become terse and controlling. They distrust grand promises yet will risk their life for a stranger whose name they have written down.

Alignment
Lawful neutral

Quirks

Taps the ledger's spine twice before opening it, as if asking permission.
Names each ferry rope after a different weather condition, then argues with the ropes aloud.
Turns cups upside down when the river is rising, even indoors.
Smells a coin before accepting it, claiming river mud has a different odor from honest pocket dirt.

Habits

Counts passengers by touch on the edge of the ledger while looking at the water.
Checks the ferry ropes after every crossing, even when someone else has just checked them.
Keeps the lantern between strangers and the ledger until trust is earned.

Traits · 3

Insists on knowing every passenger's destination, but never asks why unless danger is imminent.
Makes room for other people's grief while refusing to name their own.
Can laugh at a foolish joke in the middle of a crisis, then return to work without explanation.

Flaws · 3

Treats record-keeping as a substitute for grieving.
Can become rigid about crossing rules even when urgency demands improvisation.
Would rather shoulder danger alone than ask Toma for help.

Fears · 3

A second flood in which they must choose who to save.
Discovering that Toma's anger is justified in a way they cannot repair.
The ledger becoming the only evidence that missing travelers ever crossed.

Wants and needs · 3

Proof of what the mill has done to the sluice
A way to speak with Toma without demanding forgiveness
Help protecting the landing if the flood worsens

Combat

AC 12 · HP 9 · 30 ft.

Avoids a fair fight. Yezhri uses the landing, mooring ropes, and narrow gangplank to restrict movement, warns bystanders away, and retreats toward the ferry if outmatched. They fight only to protect passengers, the boat, or the crossing.

Yezhri Gvaz

Medium humanoid (human), lawful neutral
Armor Class12
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdom
SkillsPerceptionSurvivalAthleticsInvestigation
SensesPassive Perception 12
Languages
Common,
Dwarvish
Custom feature. Riverwise. Yezhri can identify the safest visible crossing lane through floodwater, though submerged hazards remain hidden.
Custom feature. Passenger's Tally. Yezhri remembers every person who has crossed under their watch and the direction they traveled.

Actions

Boat Hook. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Lantern Swing. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 3 () bludgeoning damage. The lantern's shuttered beam briefly illuminates the target.

Reactions

Taut Line. When a creature Yezhri can see moves within 5 feet of the ferry's mooring rope, Yezhri can use their reaction to tug it taut. The creature must succeed on a Dexterity saving throw or have its speed reduced to 0 until the start of its next turn. This is a custom action using the landing's rope, not a spell.

Services they sell

Ferry passage when conditions permit
Local knowledge about river levels, landing routes, and recent crossings
A careful record search for the names and destinations of past passengers

Rewards they can give

A safe crossing, even in dangerous weather, if the party earns Yezhri's trust.
A copy of relevant ledger entries that may establish where a missing traveler went.
A small boat hook and practical advice about the river's current.

Equipment

  • Shuttered lantern (adventuring gear)A hooded brass lantern with a sliding shutter and a dent from years of ferry work.
  • Crossing ledger (tool)A wax-cloth-wrapped record of passengers, destinations, fares, and the occasional private note.
  • Boat hook (improvised weapon)A short iron hook on a stout wooden shaft, used to catch ropes and fend boats from the landing.
  • Mooring rope (adventuring gear)A coil of tarred line with several carefully spliced sections.

Possessions

The passenger ledger
A shuttered brass lantern
A short boat hook
A coil of tarred rope
A sprig of dried mint pressed between ledger pages

Background

Yezhri was born in a riverside hamlet and learned ferry work from their mother, who taught them to read current seams as other children learned letters. During the disastrous Siltwinter flood, a panicked crowd overloaded the ferry. Yezhri cut its mooring to keep it from crushing the landing, saving the village but sending their younger brother, Toma, and three passengers downstream. Toma survived and never forgave them. Since then, Yezhri has kept a careful record of every crossing, partly for tolls and partly because they cannot bear for anyone to vanish without a trace. Their former apprentice, Eren, now pilots a smuggling skiff and leaves secret messages beneath the landing planks. The river has risen unusually high this season, and Yezhri suspects the upstream mill has opened a blocked sluice. They need proof before confronting its owner, whose workers still use the ferry.

Role in the story

A wary guide and keeper of local memory at a flooded crossing. Yezhri can provide clues about missing people, the mill's sluice, and the river's dangers, while their unresolved history with Toma can draw the party into a personal conflict.

“During the disastrous Siltwinter flood, a panicked crowd overloaded the ferry.”
From their background
Faction
Independent ferry warden; paid by travelers and the riverside hamlet, with no formal allegiance to the mill.

Known connections

Toma, their younger brother, lives upriver and refuses to speak to them except through practical messages.
Eren, their former apprentice, runs a smuggling skiff and still leaves notes under the landing.
Mill owner Sada pays the ferry tolls and may be responsible for the dangerous water level.
Major secret · GM only
Minor secrets · GM only

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