Halvard Keen

Level 1 Human Cleric (Life Domain)

Available with DM subscription
STR
14 (+2)
DEX
9 (-1)
CON
15 (+2)
INT
10
WIS
16 (+3)
CHA
13 (+1)

Defense

Armor Class 17 (Scale Mail (+Shield))
Hit Points 10 (1d8+2 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Wisdom, Charisma
Skills History +2, Insight +5, Medicine +5, Religion +2, Athletics +4, Perception +5, Persuasion +3, Intimidation +3, Investigation +2

Features

Divine Domain: Life

Cleric subclass (SRD 5. 2 Life Domain) Level 1

Halvard's Blessing From Below: Acolyte of the harbor shrine and of the Depths that give as they take. He carries a holy symbol of a rope-and-anchor knot and a small brass hand-bell he inherited from Father Cadoc's predecessor.

Channel Divinity: Harness Divine Power (1/Long Rest)

Cleric (SRD 5. 2) Level 1
1/Long Rest

As a Bonus Action, you can expend one use of Channel Divinity to regain one expended spell slot of level 2 or lower (level 1 slot at this level). You have one use of Channel Divinity per Long Rest.

Channel Divinity: Preserve Life (unlocked at Cleric level 2)

Cleric subclass (SRD 5. 2 Life Domain) Level 2
Channel Divinity

As a Bonus Action, you can expend one use of Channel Divinity to unleash a flood of healing energy in a 30-foot Emanation, restoring 2d6 + Wisdom modifier Hit Points to yourself and allies.

Rites of the Harbor Shrine

Acolyte background (custom narrative application of Religion proficiency and Calligrapher's Supplies) Level 1

He is literate in Common and the trade-tongue of the Ashen Reach, and can perform simple rites of the harbor shrine โ€” blessing a hull, burying a sailor, sealing a ledger with holy ash.

Life Domain: Disciple of Life

Cleric subclass (SRD 5. 2 Life Domain) Level 1

Whenever you use a spell of 1st level or higher to restore Hit Points to a creature, that creature regains additional Hit Points equal to 2 + the spell's level.

Divine Order: Protector

Cleric (SRD 5. 2) Level 1

Choose one option from the Magic, Powered, or Study order; Halvard is a Protector, gaining proficiency with Martial weapons and training in Heavy Armor.

Life Domain: Bonus Proficiencies & Domain Spells

Cleric subclass (SRD 5. 2 Life Domain) Level 1

You always have the Bless and Cure Wounds spells prepared, and they don't count against your number of Cleric spells prepared.

Spellcasting

Wisdom DC 13 +5 to hit Level 1: 2 slots

Prepared spells: 3 from the Cleric spell list + Bless and Cure Wounds always prepared from the Life Domain (domain spells don't count against the prepared limit). Cantrips: Guidance, Sacred Flame, Thaumaturgy.

Command

Level 1 Cleric 1st-level spell (SRD 5.2)
Enchantment Bonus Action, self 60 feet V, S

Halvard channels the harbor shrine's quiet authority. Until the end of your next turn, the target must succeed on a Wisdom saving throw at the start of its turn or waste its action, unable to act until the start of its next turn.

Healing Word

Level 1 Cleric 1st-level spell (SRD 5.2)
Evocation 1 Bonus Action 60 feet V, S

A creature you touch regains Hit Points equal to 1d8 + Wisdom modifier (1d8 + 3), plus 1 more from Disciple of Life for a total of 1d8 + 4. As a Bonus Action, this spell can get a fallen militia man back on his feet mid-assault. It can also be cast at range as a Bonus Action to heal an ally within 30 feet.

Shield of Faith

Level 1 Cleric 1st-level spell (SRD 5.2)
Abjuration 1 Action, self 60 feet V, S, M (powdered silver, worth 1 gp)

For the duration, the target gains a +2 bonus to AC and saving throws against all spells, and can't be Charmed, Frightened, or Possessed.

Bless

Level 1 Life Domain always-prepared spell (SRD 5.2)
Enchantment 1 Action, self 30 feet V, S

Choose up to three creatures within range. Each target gains a +1d4 bonus to one attack roll, saving throw, or ability check of its choice before the spell ends, blessed by Halvard's steady word.

Cure Wounds

Level 1 Life Domain always-prepared spell (SRD 5.2)
Evocation 1 Action Touch V, S

A creature you touch regains Hit Points equal to 1d8 + Spellcasting ability modifier (1d8 + 3), plus 2 from Disciple of Life for a total of 1d8 + 5.

Sanctuary

Level 1 Cleric 1st-level spell (SRD 5.2)
Abjuration 1 Action 30 feet V, S

Until the spell ends, the target is protected against attacks by any creature that isn't an Aberration, Celestial, Elemental, Fey, Fiend, or Undead โ€” attacks against it have disadvantage, and it can't be Charmed, Frightened, or Possessed by them.

Guidance

Cantrip Cleric cantrip (SRD 5.2)
Divination 1 Action Touch V, S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

Sacred Flame

Cantrip Cleric cantrip (SRD 5.2)
Evocation 1 Action 60 feet V, S

Radiant damage: 1d8. Make a ranged spell attack against the target (+5 to hit). On a hit, the target takes 1d8 Radiant damage. This damage increases by 1d8 at levels 5, 11, and 17.

Thaumaturgy

Cantrip Cleric cantrip (SRD 5.2)
Transmutation 1 Action 30 feet V

You manifest a minor wonder โ€” a sign of supernatural power โ€” within range. You create a harmless sensory effect (a flicker of light, a sound, a warmth, a whisper of the harbor tide), and it lasts for 1 minute.

Behind the character

Character Information

Halvard Keen is a weathered, stocky human man in his late thirties, built like someone who has hauled anchor lines for eleven years โ€” broad shoulders, thick forearms, a heavy seaman's beard going grey at the chin. He wears scale mail over a salt-stained white tabard, a round steel shield slung on his back painted with a rope-and-anchor knot, and a mace at his belt that has clearly seen real work. A small brass hand-bell hangs from a cord at his wrist, and he touches it the way other men touch a wound.

His face is quiet and steady, eyes the pale grey of a winter sea, and he has a habit of looking slightly past people as though counting hulls on a quay at night โ€” because that is exactly what he is doing. He prays the way other men swear: briefly, often, and under his breath. After the second cup he is unexpectedly funny, with a dry harbor humor that surprises people who took an hour to get past his silence.

He carries guilt like a coiled rope and only puts it down when his hands are busy helping someone else; give him a wounded man, a burial rite or a frightened child and the coiled rope vanishes entirely.

He is lawful good in the specific, stubborn way of a man who believes in ledgers: names written down, debts recorded, accounts closed. He is not naive about institutions โ€” he has seen what the Salt Ledger's books hide โ€” but he believes a record kept honestly is the closest thing to justice a hard coast will allow. He is a priest of the Depths that give as they take, and he serves a god of harbors, tides and the drowned: a faith of rope, bell and blessing, not incense and thunder. He will bury any dead with full rites, friend or enemy, and he considers that duty the center of his calling.

In a fight he is a wall: scale mail, shield, mace, planted between danger and whoever is behind him. He heals with the same steadiness he does everything else, and his blessings are short, salty and sincere.

Before the adventure

Character Background

Halvard Keen was born in Saltmarch Landing, the second son of a salt-widow and a harbor watchman, and the sea took the first son before Halvard could walk. He grew up on the long stone quay between the gulls and the crates, and at fourteen he signed aboard his first coaster out of the salt flats. For eleven years he shipped out of Saltmarch โ€” coastal runs, salt and iron and timber โ€” and he was good at it: strong, steady, a man the mates trusted with the anchor watch.

He learned to read from a second mate's stolen primer, learned the trade-tongue of the Ashen Reach from caravan men drinking at the Wet Rope, and learned to pray from Father Cadoc, the round red-faced old priest who blessed every hull that left the quay.

Then came the night that made him. A routine run down the Verdigris Coast, a clear evening, a light burning on Wrecker's Cay exactly where a light should burn โ€” and the ship went onto the rocks with all sails set, because the light that guides you safe and the light that lures you dead are the same light, moved two degrees. Nine men drowned in the black water. Halvard swam.

He does not remember deciding to swim. He remembers the cold, the rope in his fist, and the shingle under his knees, and then the long walk down the coast to Saltmarch to tell Father Cadoc that the book would need a new page.

The old priest buried nine men on a grey morning and never once asked Halvard why he lived. That silence has shaped everything since. Halvard spent two years working the quay in a fog, unable to stand on it at night without counting the hulls โ€” counting, always, one short. He drank too much for a year, stopped drinking after he nearly went into the harbor to check whether the count could be made right from underneath.

Then, on the second anniversary of the wreck, he walked into the harbor shrine with a leaking roof and took Father Cadoc's vows. Cadoc handed him his predecessor's brass hand-bell and said only: 'It is heavier than it looks. So is the job.'

He has served the harbor shrine for seven years now โ€” blessing hulls, burying sailors, sealing ledgers with holy ash, keeping the Book of the Drowned's ink fresh. He serves the Depths that give as they take: a harbor faith with no grand cathedrals, just rope, bell, salt and the steady work of naming the dead so they cannot be forgotten. His calligraphy is practiced and plain; his rites are exact. The dockhands trust him, the caravan men respect him, and the gulls, he maintains, are personal enemies.

He is in Ironjaw Hold for two reasons, and he will give different answers depending on who asks and how many cups he has had. The honest one: Warden Gruma Ashfang is paying, and the road that feeds Saltmarch is burning. The truer one: the trail of stolen iron runs east from Ironjaw and then, eventually, down to the salt and across the water โ€” and every road he follows bends, in the end, toward Wrecker's Cay, where a light went dark one night twenty years ago and nine men drowned.

He wants every drowned sailor's name written down. He wants the light to answer for what it did. And he wants, though he would die before saying it, to watch Father Cadoc write the tenth name in the book โ€” and finally sleep through a low tide.

Threads to follow

Unresolved Plots

  • The blank space in the Book of the Drowned: Father Cadoc keeps a tenth line unwritten on the page of Halvard's ship, and neither man can speak of it. Resolving it โ€” by proof, by confession, or by the discovery of the ninth man โ€” is the spine of Halvard's personal arc and the key to the campaign's Saltmarch evidence chain.
  • The light on Wrecker's Cay still burns wrong: someone darkened it the night Halvard's ship died, and someone is darkening it still. The keeper's guilt, the Redband's coercion, and the signal office in the sea cave are three separate answers to one question, and Halvard will not rest until he knows which one is true.
  • Nineteen wrecks and two hundred and six dead: Neddy Lamp's list names every ship the light has eaten, and one of the entries โ€” a Moonharbor customs vessel lost forty years ago โ€” predates the Redband entirely. The first wrecker of the cay was never caught, and the brass hand-bell at Halvard's wrist was cast from that ship's chain.
  • The Salt Ledger's true owner: the nameless warehouse is owned not by the Redband but by the Moonharbor shipwrights' guild, meaning a city that claims to fight the Brotherhood is financing it. Halvard's faith in institutions โ€” in books, in councils, in lawful accounts โ€” will be tested by what the ledgers say about who signs for the iron.
  • The drowned who answer the bell: on certain nights, rung over black water, the brass hand-bell is answered by something under the surface. Whether it is the harbor's dead, a forgotten god of the depths, or something that has learned to imitate both is unresolved โ€” and whatever it is, it has started asking questions of its own.

Beneath the surface

Secrets

  • Halvard was not simply the strongest swimmer aboard. On the night of the wreck, he was on deck because he had swapped watches with Tam Wicke, the young deckhand โ€” meaning the man who drowned in Halvard's place may have been the ninth name, and the guilt Halvard carries is not just survival but substitution.
  • He keeps a second book of his own โ€” a small, salt-swollen notebook in which he has written the name of every person he has failed to save since taking the vows. It has four entries. He has never shown it to anyone, including Father Cadoc.
  • The brass hand-bell answers when rung over black water, and Halvard has heard it answer twice โ€” once over his ship's grave, and once, terribly, from beneath the floor of the Salt Ledger's flooded undercroft. He has told no one, because he does not know whether what answers is the drowned, a god, or something wearing their voices.

What haunts them

Fears

  • Standing on a quay at night and counting the hulls โ€” the compulsion that reminds him the count never comes out right, because one of the ships that should be there is at the bottom of the sea
  • The blank space in the Book of the Drowned โ€” the terror that his name belongs there, and that everything he has done since is an argument with a dead man's ledger
  • Deep black water in enclosed spaces โ€” the flooded undercrofts, the sea cave's lower mouth โ€” where the surface is a memory and something below has been waiting

What drives them

Aspirations

  • To see the Book of the Drowned completed โ€” every wrecked ship accounted for, every drowned sailor named, and the tenth line on his own page finally written in Father Cadoc's hand
  • To make the light on Wrecker's Cay answer for what it did โ€” not with a hanging, necessarily, but with a reckoning that the Book can close
  • To build, one day, a shrine on the cay itself โ€” a wall of remembrance for the two hundred and six, with a bell that rings true, so that no keeper after him ever darkens a light again

Personal quest ยท 1

The Book of the Drowned

Father Cadoc keeps a book of every ship that has left Saltmarch Landing and every one that has not come back, and the page for Halvard's ship has nine names and a blank space where the tenth should be. Cadoc will not write Halvard's name in it while he is alive to object, and Halvard cannot ask him to. What he can do is prove what the book is for: the Salt Ledger's midnight loadings, the darkened light on the cay, and the nineteen wrecks the keeper has been forced to cause.

Halvard must gather the proof at the quay and the nameless warehouse, carry it to the Council in Moonharbor, and then come back to the harbor shrine and let the old priest close the page.

Current Stage

Gather proof of the wrecks: cross-reference Father Cadoc's shipping book with the Salt Ledger's true ledgers in the nameless warehouse's flooded undercroft, and recover Neddy Lamp's list of nineteen darkened lights.

Choice
Take the proof to Captain Ilsa Ren immediately, or hold it until more wrecks can be documented.
Ren can act faster with partial proof but the Council case is weaker; waiting strengthens the evidence but risks the Salt Ledger's cargo sailing before the new moon.
Alternative
Confront the keeper of Wrecker's Cay's light with the names of the drowned, or bring him alive to testify.
The keeper's testimony damns the Redband in Moonharbor; his death at Redband hands makes him a martyr whose grave Halvard digs himself.
Mechanical Rewards
  • The Salt-Crusted Lantern from the undercroft strongbox, which makes the drowned dead hesitate
  • A permanent +2 bonus to Charisma (Persuasion) checks with harbor folk, sailors and the Moonharbor Council once the proof is delivered
  • Father Cadoc's brass hand-bell, blessed at the shrine: once per long rest, its ring grants Halvard and allies within 30 feet advantage on saving throws against being Frightened for one minute
Narrative Rewards
  • Father Cadoc finally speaks the sentence he has withheld for eleven years: that he never once doubted Halvard deserved to live
  • The Book of the Drowned gains a completed page, and Halvard's name is written in it โ€” not as a dead man, but as the man who closed the account

Personal quest ยท 2

The Ninth Name

Halvard can name eight of the nine men who drowned the night his ship went onto the rocks. The ninth โ€” a young deckhand called Tam Wicke โ€” was never recovered, and Father Cadoc buried an empty box. Rumor among the Saltmarch dockhands says a man matching Tam's description was seen alive on the shingle of Wrecker's Cay two years ago, taken inland by men in red sashes. Halvard must follow the rumor through the Redstone Draw's raider camp tally-sticks and the deep works' slave pens to learn whether Tam lives, died in the mine, or โ€” the thought Halvard cannot say aloud โ€” was the one who arranged the light and swam away while nine men drowned.

Current Stage

Find the tally-stick in the Redstone Draw cave camp that counts prisoners taken for 'the deep works', and search it for Tam Wicke's name or description.

Choice
Tell the party why this name matters, or pursue it quietly and alone.
Sharing the guilt lightens it; hoarding it risks Halvard walking into the deep works half-cocked.
Mechanical Rewards
  • The truth of the ninth name, which may be a living man, a corpse in the deep, or a traitor
  • A sailor's bone prayer-ring from Tam's effects, granting Halvard advantage on Wisdom (Perception) checks to spot hazards at sea or in flooded passages
  • A permanent +1 to Halvard's Wisdom score if he brings Tam home and Cadoc writes the true account
Narrative Rewards
  • The tenth name in the Book of the Drowned is finally written โ€” and it is the name Halvard feared or hoped for
  • Father Cadoc's silence about the wreck is broken, and the two men finally speak of the night that made them both

Personal quest ยท 3

The Bell That Answers

The brass hand-bell Halvard inherited from Father Cadoc's predecessor is older than the shrine itself, and it does something no harbor bell should: on certain nights, when rung over black water, something answers. Old sailors mutter that the bell was cast from the chain of a ship that was wrecked on purpose, and that the drowned remember the sound. Halvard must learn the bell's history โ€” through the shrine's oldest records, a retired Moonharbor bell-founder, and finally the flooded lower mouth of the Wreckers' Cay sea cave โ€” and decide whether the thing that answers is a haunting to be laid to rest, a witness to be questioned, or a god of the harbor that has been waiting for a priest who would listen.

Current Stage

Research the bell's casting in the shrine's oldest records and the Moonharbor bell-founders' guild registry.

Choice
Report the bell's strangeness to Father Cadoc, or keep it from the old man to spare him.
Cadoc knows more about the bell than he has ever said; telling him unlocks his story and deepens their bond.
Mechanical Rewards
  • The hand-bell becomes a true holy symbol and focus, and its ring can, once per long rest, turn undead as a Cleric of Halvard's level plus two
  • Knowledge of the bell's origin: it was cast from the harbor chain of the Warden's Wrath, a Moonharbor customs ship wrecked by the first wreckers of the cay, forty years before Halvard was born
Narrative Rewards
  • The drowned of Wrecker's Cay are named, and Halvard's shrine gains a wall of remembrance that sailors begin visiting from three ports away
  • Halvard's faith stops being an inheritance and becomes a calling with a voice attached to it

Major Decision

Context

At the Salt Ledger undercroft, Halvard finds the drowned dead of the quay rising in the flooded tunnels โ€” salt husks wearing the faces of men he may have sailed with. The party needs to cross the flooded half of the cellar to reach the true ledgers, and the Salt-Crusted Lantern in the strongbox makes the dead hesitate but does not stop them.

Choice Made
Halvard can spend his last Channel Divinity to lay the salt husks to rest properly โ€” buying the party a safe crossing but leaving him without the resource for the fight that follows โ€” or he can let the party fight through the dead, treating them as enemies, and keep his Divinity for the living.
Impact

Laying them to rest earns Halvard the 'Tide-Turned' blessing: the drowned of Saltmarch harbor will never rise against him or his companions again, and he gains a permanent +1 to his Wisdom score at the next level-up. Fighting through them keeps his resources intact but marks him in the harbor's memory; the dead remember being treated as things, and any future attempt to question or bless the drowned in Saltmarch is made at disadvantage.

Major Decision

Context

When the party reaches Wrecker's Cay, Halvard comes face to face with the lighthouse keeper โ€” the man whose darkened light wrecked his ship and killed nine of his crewmates. The keeper is a broken, guilt-sick old man who has been coerced by the Redband under threat, and he holds the list of every ship he has lost.

Choice Made
Halvard can take the keeper to Moonharbor to testify โ€” justice, but a slow and uncertain one โ€” or he can keep the man at the cay under his own protection and make him ring the light true every night as penance, a punishment and a redemption Halvard administers personally.
Impact

The testimony route strengthens the Council case and grants advantage on all social checks in Moonharbor for the campaign, but the keeper may be murdered before trial. The penance route gives the party a loyal guide on the cay and Neddy's chart (advantage on all coastal navigation), and if the keeper survives to the campaign's end, Halvard gains the 'Lightkeeper's Vow' feature: once per long rest, he may cast Beacon of Hope without expending a spell slot. Halvard's choice also defines his faith: law administered by institutions, or mercy administered by hand.

Major Decision

Context

In the Deadvein Deep, with the seam about to collapse, Kael Dross reveals that the fourth support will bring the refining floor down โ€” but the slave pens on the eastern wall are between the party and the exit, and the collapse timer runs three rounds after the fourth charge is lit. Halvard is the party's healer and the only one who can keep a crowd of weakened prisoners moving.

Choice Made
Halvard can spend every spell slot and both uses of healing to shepherd the prisoners out โ€” likely dropping to zero hit points and requiring rescue โ€” or he can triage: heal only those who can walk, leave the rest to the miners' own hands, and keep himself standing to hold the rear.
Impact

Spending everything grants Halvard the 'Deepline' boon โ€” a permanent +2 hit points per Cleric level and the Free Miners' absolute loyalty โ€” but he may die in the dark if the party is slow. Triage keeps him alive and effective but costs him: the miners who lose family in the collapse remember it, and Halvard carries a new blank page in a new book he starts keeping himself, one he swears will never have a blank space in it again. Mechanically, triage grants him the 'Triage Discipline' feature: healing spells cast at reduced dice (1d4 instead of 1d8) may target two creatures instead of one.

Transformative Moment

Trigger

Completing The Book of the Drowned

Transformation

Halvard's guilt becomes purpose. He sleeps through low tides, his prayers stop being brief and desperate, and he begins keeping his own book of names โ€” of everyone the party saves and everyone they fail to.

Mechanical Changes

wisdom

+1 permanent increase (max 20)

The weight lifted sharpens his perception rather than dulling it
skill_proficiency

Gains proficiency in Insight (already trained; instead gains Expertise in Medicine)

Eleven years of burying sailors and one completed book of the drowned make him the Reach's finest field healer

Transformative Moment

Trigger

Learning the truth of the ninth name

Transformation

Whether Tam Wicke is found alive, dead or guilty, Halvard stops asking why he lived. His faith becomes his own rather than borrowed from Father Cadoc, and his Channel Divinity takes on the harbor's character: water, rope, and the weight of names.

Mechanical Changes

channel_divinity

Preserve Life's emanation gains 10 additional feet of radius when Halvard is standing in or adjacent to water

The Depths that give as they take recognize their priest

Transformative Moment

Trigger

Ringing the bell over the flooded eastern mouth and receiving an answer

Transformation

Halvard's inherited hand-bell becomes a true relic of the harbor dead, and he becomes something more than an acolyte: the first priest in forty years whom the drowned acknowledge.

Mechanical Changes

spellcasting

Gains Speak with Dead (drowned dead only) once per long rest without expending a spell slot

The dead answer the bell, and the bell answers Halvard

Ally

Father Cadoc

Relationship mentor and surrogate father
Influence 5/10
Loyalty 9/10

Shared History

Father Cadoc buried nine men from Halvard's ship on a grey morning twenty years ago, and he did it with a book open on the shrine's lectern, writing each name as the box went into the ground. He has never once asked Halvard why he lived, and Halvard has never once dared to ask him why he never asked. When Halvard took the vows two years after the wreck, Cadoc did not celebrate; he simply handed the boy his predecessor's brass hand-bell and said, 'It is heavier than it looks.

So is the job.' Since then, the two men have kept the harbor shrine together through storms, burials and the slow rot of Saltmarch's honest trade, and the silence between them has become a kind of language. Cadoc's book โ€” the Book of the Drowned โ€” is the most complete record of the coast's wrecks in existence, and its page for Halvard's ship has nine names and a blank space where the tenth should be.

Cadoc will not write Halvard's name while he is alive to object. Halvard cannot ask him to. Everything Halvard does in this campaign is, at some level, an attempt to earn the right to stand at that lectern and watch the old man close the page.

Potential Breaking Points

  • If Halvard exposes the Salt Ledger's proof without Cadoc's blessing, the old priest may refuse to write any name in the book, judging the victory bought with haste
  • If Halvard lets Tam Wicke disappear rather than face the book, Cadoc will write the truth himself โ€” and it may not be the truth Halvard chose

Enemy

Nessa Crowe, the Harbor Wraith

Threat Level 4/10
Conflict Type rival

Personal Stakes

Nessa Crowe's privateer, the Salt Wraith, is the ship that has been loading stolen iron at the Salt Ledger's midnight warehouse โ€” but she is also, the harbor rumor says, the woman who has been running the Redband's coastal relay past Wrecker's Cay, where the light goes dark and ships die. Halvard's ship was one of them. He has spent eleven years not knowing who darkened the light or why, and every trail he follows in this campaign bends, eventually, toward her deck.

She is not the hand that killed his crew โ€” that hand belongs to whoever paid for the wrecks โ€” but she is the wheel that steered them onto the rocks, and Halvard cannot pass her on a quay without counting the hulls. What makes her dangerous to him is not her forty cutthroats but her reasonableness: she will offer him coin, passage, even partnership, and she is genuinely indifferent to the drowned.

Halvard must decide whether she is an enemy to be brought before Father Cadoc's book, or a wheel he can turn toward the true hand. She will negotiate like she fights โ€” fast, dirty, always with an exit โ€” and she respects anyone who gets the better of her. Halvard has never gotten the better of anyone. Yet.

Possible Resolutions

  • Halvard can bring her before the Moonharbor Council with the Book of the Drowned as evidence โ€” a trial, a hanging, and a closed account
  • He can buy her debt or offer her the harbor watch's protection, turning the Salt Wraith into the party's fastest route to the Deadvein coast
  • He can let her go, and carry the knowledge that the coast's fastest predator is still swimming

Faction

The Harbor Watch of Saltmarch Landing

Standing 3/10

Influence

Captain Ilsa Ren's harbor watch is nine people and two boats, and Halvard is one of the nine โ€” or was, before he took the vows; the watch still counts him. He grew up on this quay, shipped out of this port for eleven years, and every watchman older than forty remembers the boy who swam when nine men drowned. They do not speak of it, but they feed him at their fire and give him the dry corner of the boat.

Ilsa Ren has been watching the nameless warehouse take midnight loadings for a season and cannot act without proof, and she knows Halvard's book-learning and his quay-sense make him the best pair of eyes she has. She hates the Redband because they sank her brother's boat; Halvard hates them because they darkened his light. The two griefs fit together like tide and moon. If Halvard brings her the proof she needs โ€” the Salt Ledger's true books, the consignee letters, the keeper's list โ€” she will lend the party a harbor boat, two guards, and a letter of introduction to Magistra Selene Dorn that opens Moonharbor's doors. If Halvard fails her, the watch's protection becomes a memory, and Saltmarch's quay becomes a place where he counts hulls alone.

Obligations

  • Halvard owes the watch a burial rite for any of their number who falls โ€” and one is already owed, for a watchman lost to the undercroft's water weird
  • He has promised Ilsa Ren that anything the party seizes from the Salt Ledger is shared with the harbor watch before the Council sees it

Benefits

  • Free lodging and healing supplies at the harbor watch's boathouse
  • A harbor boat and two watchmen for any operation on Saltmarch waters, once proof is delivered
  • The watch will hide Halvard from Redband reprisals in Saltmarch, at risk to themselves

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