Miraq Selen
Miraq Selen
Sheet
AC 11 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
Tools
Languages
Features
11 featuresAction
- Make It Manageable
When A group is overwhelmed or talking over itself.
Miraq names one practical next step and assigns it to a willing person, giving the group advantage on its next cooperative ability check if everyone follows through.
- Hold the CircleLevel 1
As an action, Miraq chooses up to three willing creatures within 30 feet who can hear them. Until the end of Miraq's next turn, each chosen creature may add Miraq's proficiency bonus to one failed ability check or saving throw, turning the failure into a success if the total reaches the DC. Once used, this feature cannot be used again until Miraq finishes a short or long rest.
Reaction
- No One Left OutLevel 1
When a creature within 30 feet is excluded, isolated, frightened, or ignored during a social or cooperative situation, Miraq can use a reaction to redirect attention and create an opening for that creature to speak or act. The creature gains advantage on its next Charisma, Wisdom, or death saving throw before the end of its next turn. Miraq must be able to see or hear the creature.
Always on
- Remembered Detail
When Someone is present but being overlooked.
Miraq remembers a specific detail about another person and uses it to make an immediate connection, allowing one hesitant participant to join a conversation without drawing unwanted attention.
- Keep the Ritual
When A communal practice is about to be abandoned.
Miraq refuses to let a meaningful ritual vanish. They recreate a birthday, farewell, meal, check-in, or shared observance with whatever resources are available.
- The AnchorLevel 1
Miraq has a reserve of practical and emotional endurance. They use a d8 Hit Die, gain proficiency in Wisdom and Charisma saving throws, and are trained in Insight, Persuasion, and two additional skills of their choice. Their work is built around presence, coordination, and keeping people connected rather than physical combat.
- Hearth PracticeLevel 1
Miraq can establish a temporary ritual of belonging in ten minutes using ordinary materials such as food, tea, music, shared work, or a repeated phrase. Participants who willingly join gain advantage on their first group ability check made together within the next 24 hours, provided the check advances a shared goal.
- VersatileHumangain broad ordinary competence and adapt quickly to unfamiliar communities.
- Human ResilienceHumanonce per long rest, reroll a failed ability check or saving throw.
- Common GroundHumanafter observing a social group for ten minutes, identify one shared concern, need, or value that can help open a conversation.
- Make Room at the TableApricity House
Miraq can establish a meaningful communal rhythm almost anywhere. Given a group of strangers and a shared need, they can identify what rituals, practical arrangements, and small acts of inclusion will help people begin functioning as a community. This is not supernatural compulsion. It is attentive memory, emotional intelligence, and a lifetime of making room for everyone at the table.
Gear
6 itemsTools
- Ritual notebookA pocket notebook organized by names, dates, food needs, preferred pronouns, and unfinished conversations.
Gear
- PhoneA well-used phone containing calendars, reminders, contact lists, recipes, and several hundred notes beginning with the words, 'Remember to ask.'
- Worn key-fobA blue fabric key-fob from the side entrance of the bakery where Miraq was raised, polished pale at one corner from constant handling.
- Community bagA sturdy canvas shoulder bag containing snacks, chargers, adhesive bandages, spare socks, and a packet of tea.
- ThermosA thermos with a dented lid, usually filled with cardamom tea.
- Everyday clothingPractical contemporary clothing suitable for transit, kitchens, meetings, and informal gatherings.
Appearance
Miraq Selen is a broad-shouldered human with a soft, steady presence, dark brown hair usually gathered at the nape, and warm olive skin marked by the ordinary signs of adult life, faint smile lines, a small burn on one wrist from a catering tray, and tiredness beneath the eyes that never quite becomes harshness. They dress in practical layers suited to kitchens, meeting rooms, buses, and borrowed halls, favoring a russet cardigan, comfortable trousers, and clean shoes with worn soles. A faded blue fabric key-fob hangs from their belt, its corner polished nearly white from years of being rubbed between thumb and forefinger. They smell faintly of cardamom, laundry soap, and woodsmoke, a combination everyone associates with arriving somewhere safe, though Miraq has never noticed it.
Mannerisms
Miraq speaks of personal feelings in the plural, saying 'we are tired' or 'we need a minute' even when they mean only themself. They check the room before sitting down, automatically count cups and chairs, and touch the blue key-fob whenever someone says they do not belong.
Personality
Warm, observant, and quietly funny, Miraq makes people feel remembered within minutes of meeting them. They ask careful questions, carry spare solutions for problems nobody has voiced yet, and prefer a room where everyone has a role. Their warmth is genuine, but it can become managerial when they are afraid of losing control. They are much better at receiving a confession than offering one.
Ideals
Belonging is made from repeated acts of attention. If we remember one another, make room for one another, and return when it is difficult, we become more than a collection of individuals.
Bonds
The old bakery back room remains Miraq's emotional home, even though the building has changed owners and the people who gathered there have scattered. They keep a blue fabric key-fob from its side entrance and have promised the eldest former tenant that the room's annual winter supper will never be allowed to disappear.
Flaws
Miraq says yes before understanding what is being asked. They quietly resent people who refuse help, then feel ashamed of the resentment and help them anyway. When forced to choose between their own freedom and another person's immediate need, they almost always choose the need, even when nobody asked them to sacrifice anything.
Quirks
Background
Miraq Selen grew up above a neighborhood bakery whose back room served, depending on the day, as a rehearsal space, a tutoring room, a place for tenants to sort rent problems, and a quiet refuge for anyone who did not want to go home yet. Their mother kept a handwritten calendar of birthdays, memorial days, exam dates, first shifts, and anniversaries of sobriety. Miraq learned early that a community was not held together by grand declarations. It survived because someone remembered the rice needed soaking, noticed who had gone quiet, and put an extra cup beside the kettle. By adulthood, they could walk into a room and sense which relationship had gone unattended. Their calling into Apricity House came after a winter power failure scattered half the district into temporary shelters. Miraq spent three days coordinating food, medication, child care, and a rotating list of people who needed company more than supplies. At dawn on the fourth day, an exhausted stranger called them the Anchor, not because Miraq had commanded anyone, but because everyone else had begun using their care as a point from which to orient themselves. The title stayed. Now Miraq travels between neighborhoods, workplaces, and fractured households, restoring rituals before they disappear and creating small structures of belonging wherever people have forgotten how to gather. The danger is that they have begun confusing being needed with being loved. They can tell you everyone else's limits, but rarely recognize their own until the cost has already been paid.
“Their mother kept a handwritten calendar of birthdays, memorial days, exam dates, first shifts, and anniversaries of sobriety.”
- Background
- Apricity House
Connections
Species
Human
Media
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