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Kaern Maegror

Human · Rogue 6, Mastermind archetype · Level 6

Kaern Maegror

Chief executive and founder of a river-freight company
AC15
HP45/45
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A broad, chest-forward sound with a dry rasp from years calling instructions across docks. His consonants are clipped and deliberate when discussing terms, while his laugh bursts out with more force than the moment seems to warrant. He speaks fastest when angry, turning emotion into a rapid inventory of facts.

He speaks in carefully shaped commercial phrases, learned from years of making promises in rooms where everyone watches the wording. His laugh is loud and a fraction late, a public sound he uses to give other people permission to relax. Years around loading docks have left a faint rasp at the back of his voice, especially after a long day of shouting over river machinery. When genuinely angry, he gets faster and more exact, naming dates, sums, and obligations rather than raising his volume.

Speech patterns

Frames offers as if both sides have already agreed on the important part.
Uses a loud, half-beat-late laugh to punctuate an awkward silence, then watches who joins in.
Calls people by their professional role when he wants distance and by their given name when he wants trust.
Turns a refusal into a question about what would make the answer different.

How to play them

Kaern is generous with food, introductions, and useful information when he sees a path to mutual advantage. He tests people with a small favor before trusting them with a large one. Respect directness, but make clear what you want and what it costs. If confronted with evidence of his past, he will not deny the fire; he will try to separate what he did from what he failed to do. A sincere appeal to the dockworkers' safety can move him more than a threat to his profits.

Goal

Stop the staged warehouse thefts before the city uses them as an excuse to break the dockworkers' association, while discovering whether the conspiracy reaches his own executives.

Motivation

He wants to prove that a business can wield power without treating the people beneath it as expendable. He also wants to believe his own rescue in the fire made him a better man, rather than merely giving him a more compelling story to tell himself.

Secret · GM only

Appearance

Kaern Maegror is a broad, ruddy man whose mass seems carefully arranged rather than accidental. His weight rests forward on the balls of his feet, as if even at rest he is leaning into a negotiation. His gold-embroidered coat has a dense, raised texture, its merchant sigils catching the light like tiny stamped seals. Beneath it, a dark medium-tailcoat fits snugly across his chest and rounds over his belly. Rings crowd every finger, clicking softly against a lacquered cane when he thinks. He smells faintly of orange peel, hot wax, and the peppery smoke of his office hearth; he knows about the wax, but insists the citrus is a sign of good taste. His steps are surprisingly quick and precise, with none of the heavy tread people expect. The unexpected detail is that he keeps a little packet of sugared fennel seeds tucked in his breast pocket and offers them to nervous children before he offers anyone a contract.

Clothing

A dark, tailored medium tailcoat under a russet merchant's coat embroidered with raised gold company sigils. He wears a silk waistcoat, polished boots, a narrow cravat, and rings on every finger, several of them signet rings from old business alliances.

Body language

He leans forward when listening, chin slightly tucked, as if the other person has just named a price he intends to improve. While waiting, he shifts his weight onto his toes and taps a ring against his cane in uneven pairs. His broad shoulders make him appear settled, but his eyes continually track hands, doors, and who has stopped speaking.

Height
5 feet 10 inches
Build
Broad, heavyset, and deceptively nimble; carries his weight forward and moves with quick, measured steps.
Eyes
Dark hazel, with amber flecks
Hair
Dark brown, brushed back with silver beginning at the temples
Skin
Ruddy, with a warm flush across his cheeks and nose
Age
Forty-six
Gender
Male
Size
Medium

Distinguishing features

His laugh arrives half a beat too loud, like an applause cue he has mistaken for a private joke.
Raised gold sigils on his coat catch light even in a dim room.
The faint scent of orange peel and hot sealing wax follows him.
He carries sugared fennel seeds and offers them to anxious children.

Personality

13 traits and drives

Kaern is warm enough to remember a clerk's child's name, but calculating enough to notice when that kindness earns him access. In a relaxed room he is expansive, funny, and just a little too loud; under scrutiny he becomes precise and dry, trimming every sentence until it can survive quotation. When ashamed, he busies himself with practical help. When frightened, he bargains harder and reveals less.

Alignment
Lawful neutral

Quirks

Offers sugared fennel seeds to nervous children, but never takes one himself.
Taps his ring against his cane in uneven pairs when calculating a risk.
Rearranges the chairs at a negotiating table so nobody has their back to the only door.
Laughs half a beat too loudly at jokes he finds genuinely uncomfortable.
Smells orange peel before signing a contract, though he claims it is an old habit from his first office.

Habits

Checks who is standing near the exits before he sits down.
Offers hospitality before discussing terms, then watches whether the guest accepts.
When a deal turns sour, he makes one joke too loudly and immediately stops smiling.
Keeps his promises even when breaking them would be more profitable, unless he can find a legal distinction that lets him claim otherwise.

Traits · 3

He remembers small kindnesses with unnerving accuracy, yet rarely admits when he needs one himself.
He enjoys a crowded table and lively company, but distrusts any room where he cannot see the doors.
He can be generous without being selfless, and resents people who pretend those motives cannot coexist.

Flaws · 3

He believes that almost any problem can be managed if he controls the terms of the conversation.
He delays painful truths until circumstances make them harder to conceal.
His instinct to protect people can turn into paternalism; he often decides what they need without asking.

Fears · 3

That Ivara will uncover the full extent of his role in the warehouse fire and see his support as an attempt to purchase forgiveness.
That one of his executives is engineering the thefts and will use the resulting crackdown to bury the company's old records.
Being made to choose between protecting the company and protecting the people who keep it running.

Wants and needs · 4

Needs the thefts investigated before innocent workers are blamed.
Wants to know whether his company has been infiltrated by someone on the executive floor.
Needs Ivara to hear the truth from him before she finds it in the old records.
Wants proof that his business can be a source of security rather than another hazard for the people who work it.

Combat

AC 15 · HP 45 · 30 ft.

Kaern avoids a fair fight. He begins at range, uses cover and Cunning Action to reposition, and aims Sneak Attack at whoever appears to be directing the opposition. If an ally can engage a target, he uses that opening rather than risk closing alone. He spends Uncanny Dodge on a serious hit, then retreats toward a prepared exit or a crowd. He will bargain for a pause if it creates a genuine escape route, but does not mistake a pause for surrender.

Kaern Maegror

Medium humanoid (human), lawful neutral
Armor Class15
Hit Points45
Speed30 ft.
Level6
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsDeceptionInsightInvestigationPerceptionPersuasionSleight of HandStealthThieves' tools
SensesPassive Perception 14
Languages
Common,
Dwarvish
Sneak Attack. Once per turn, Kaern deals an extra damage when he hits with a finesse or ranged weapon and has advantage, or when an ally is within 5 feet of the target and Kaern does not have disadvantage.
Cunning Action. Kaern can take the Dash, Disengage, or Hide action as a bonus action.
Expertise. Kaern is especially practiced in Deception, Insight, and Persuasion.
Uncanny Dodge. When an attacker Kaern can see hits him with an attack, he can use his reaction to halve the attack's damage.

Actions

Rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage. If the conditions for Sneak Attack are met, Kaern adds 10 () damage. The blade is a standard rapier; the concealed spring catch is a custom flourish, not a separate magical property.
Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 7 () piercing damage. If the conditions for Sneak Attack are met, Kaern adds 10 () damage.
Boardroom Flurry (Custom). Kaern makes two attacks with his rapier, or two attacks with his light crossbow. This is a custom NPC action representing a practiced, ruthless flurry; it is not a standard feature of a 6th-level rogue.
A Better Offer (Custom). Kaern attempts to deceive, intimidate, or persuade one creature that can hear and understand him. The target contests his Charisma (Deception) check with Wisdom (Insight). On a success, the target has disadvantage on its next attack roll against Kaern before the end of its next turn, as his carefully timed laugh and sudden offer unsettle its judgment. Custom feature.

Reactions

Uncanny Dodge. When a creature Kaern can see hits him with an attack, he halves the attack's damage.

Services they sell

Can arrange discreet transport on company barges.
Can identify reputable merchants, freight handlers, and warehouse operators.
Can provide short-term access to a secure meeting room or storage space.

Rewards they can give

Access to company warehouses, riverboats, and trusted freight routes.
A modest payment for evidence that prevents harm to dockworkers.
A favor from Kaern, which may take the form of introductions, discreet transport, or a temporary loan of equipment.

Equipment

  • Rapier (weapon)A well-maintained standard rapier, carried under the coat in a narrow scabbard.
  • Light crossbow (weapon)A compact light crossbow with a dark wooden stock and a plain leather sling.
  • Reinforced merchant's coat (armor)A fitted leather coat reinforced beneath the embroidery; treated as studded leather armor for these statistics.
  • Ring set (personal effects)A heavy signet, several personal rings, and two rings that serve as recognizable tokens of old commercial agreements.
  • Document case (adventuring gear)Contains sealed correspondence, a compact set of thieves' tools, a small ledger of emergency contacts, and sugared fennel seeds.
  • Cane (personal effects)A stout cane with a weighted brass ferrule, useful for walking and signaling but not treated as a magical weapon.

Possessions

A set of signet rings tied to past commercial agreements.
A private list of names from the warehouse fire, concealed in his office.
A small packet of sugared fennel seeds.
A brass-capped cane and a sealed document case.

Background

Kaern was born above a riverside weighhouse, the son of a tally clerk who taught him to spot a false measure before he could read a full contract. As a young courier, he learned the lanes, locks, and private entrances of the city by carrying sealed offers between rival merchants. At twenty-three, a warehouse fire trapped a dozen dockhands behind a jammed loading gate. Kaern had been paid to delay the shipment inspection and knew the gate had been left chained. He cut the chain with a stolen tool and dragged people out through smoke, but one worker, Hessa, died before help arrived. The event changed him: he stopped treating every human cost as a figure that could be moved to another column. He built Maegror Consolidated from a small freight brokerage into a company controlling river transport, storage, and debt. His former mentor, Odran, still advises him, though they disagree about how much ruthlessness a company can afford. Kaern quietly funds the surviving dockhands' families, including Hessa's daughter, Ivara, who now works in his dispatch office and suspects his generosity is guilt in expensive clothes. His current problem is a series of night-time warehouse thefts that appear to be staged to provoke a crackdown on dockworkers. He suspects a rival is involved, but the evidence points uncomfortably close to his own executive floor.

Role in the story

A powerful, compromised ally whose control of local freight can open doors or close them. He can hire the party to investigate staged thefts, become a suspect when clues point to his company, or serve as a difficult patron whose good intentions do not erase past harm.

“As a young courier, he learned the lanes, locks, and private entrances of the city by carrying sealed offers between rival merchants.”
From their background
Faction
Founder and chief executive of Maegror Consolidated, a privately owned river-freight and warehousing company. He maintains working relationships with the city weighhouse and dock captains but holds no official city office.

Known connections

Odran, his former mentor and current board adviser, believes Kaern has become too sentimental to lead.
Ivara, daughter of the dockworker Hessa, handles dispatch at Maegror Consolidated and is beginning to investigate the company's old fire records.
The families of the dockhands rescued in the warehouse fire receive anonymous support from Kaern.
A rival freight broker is exploiting the recent thefts to pressure the city council into privatizing the docks.
Major secret · GM only
Minor secrets · GM only

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