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Lett Kars

Human · Commoner · Level 0

Lett Kars

Former porter and harness-mender; informal helper to working people
AC10
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, work-worn voice with a slight rasp from years of shouting warnings across rain and traffic. She takes a hitching breath through her nose before beginning, then speaks in an even, carrying tone. Her laugh is a sudden rough bark, brief but unmistakably warm.

Her speech is practical and shaped by years of calling warnings over carts and river noise. She favors short statements, concrete nouns, and questions that test a person's route or intentions. Familiarity brings a dry, sideways humor; anger brings clipped specifics rather than volume.

Speech patterns

Begins with a brief inhale through her nose before answering.
Uses concrete questions about routes, weather, loads, and names rather than asking how someone feels.
When she is angry, her words become blunt and specific, with no raised voice or grand threats.

How to play them

Approach her with a specific need and respect for the people she protects. She tests strangers with practical questions and offers small help first. A person who keeps a promise can earn her trust; anyone who treats the Hall's regulars as disposable will meet stubborn resistance.

Goal

Keep the people who pass through Blueflame Hall alive and independent, while finding a way to stop unsafe loads and routes from being imposed on them.

Motivation

Make sure no worker is left alone with a danger that could have been prevented.

Secret · GM only

Appearance

Lett Kars is a compact, weather-browned woman with a strong nose, a broad mouth, and the careful, balanced gait of someone used to carrying awkward loads over slick ground. Her dark hair is braided close to the scalp and tucked under a faded cap. She wears her coat a size too large, its cuffs repeatedly turned and patched in mismatched wool; the one immaculate thing about her is a small brass whistle polished bright enough to catch the firelight. Before speaking, she takes a dry, hitching breath through her nose, as if testing whether the room is safe to enter.

Clothing

An oversized brown work coat patched with scraps of sailcloth, a faded cap, a plain wool skirt over leggings, and mud-dark boots with carefully replaced soles. Her brass whistle is kept clean on a short cord beneath the collar.

Body language

She plants both feet before delivering bad news and keeps her hands occupied with a cup, a seam, or a strap. Around people she trusts, her shoulders loosen and she leans in; when a powerful person enters, she turns slightly sideways and watches their hands.

Height
Five feet one inch
Build
Short and sturdy, with the thick forearms and sound knees of a lifelong porter.
Eyes
Dark hazel
Hair
Dark brown, threaded with gray
Skin
Weather-browned with a ruddy cast
Age
Forty-eight
Gender
Woman
Size
Medium

Distinguishing features

A dry, hitching intake of breath before she speaks, noticeable even in a crowded room.
An oversized, repeatedly patched coat with cuffs turned up at different heights.
A brass whistle polished bright and worn on a plain cord beneath her collar.

Personality

12 traits and drives

Lett is generous with labor but sparing with trust. She can be dryly funny with familiar people, yet turns brisk and watchful when anyone powerful is nearby. She wants to protect others, but resents being treated as their keeper; when frightened, she becomes more controlling, then feels ashamed of it.

Alignment
Neutral good

Quirks

Tests the balance of an unfamiliar chair with one fingertip before sitting.
Turns cups so their handles face the nearest exit.
Counts the ridges on her whistle when she is deciding whether to trust someone.
Carries a spare button for coats she has never seen before, just in case.
Refuses to step on a bridge without first listening to its boards.

Habits

Arrives at Blueflame Hall before the busiest hour and chooses a seat from which she can see both doors.
When a stranger asks about a worker, she answers with a question about that stranger's boots or route.
Offers practical help before sympathy, then stays nearby longer than she claims she will.
When worried, checks the knot on her coat pocket and counts the whistle's ridges with her thumb.

Traits · 3

Offers useful help before offering comfort.
Trusts repeated actions more than moving speeches.
Can laugh at hardship among friends, but has little patience for jokes made at a worker's expense.

Flaws · 3

Takes responsibility for dangers she could not reasonably have prevented.
Withholds useful information until she decides someone has earned her trust.
Will put herself in harm's way for a stranded worker, even when a safer plan exists.

Fears · 3

That another preventable accident will kill someone she could have warned.
That her help will expose Ulla or one of the Hall's regulars to retaliation.
Being forced to choose which person in danger deserves her help first.

Wants and needs · 3

A way to expose unsafe working conditions without endangering Blueflame Hall's regulars.
Someone who will take the bridge evidence seriously.
Reassurance that Turgan can build a life without owing his safety to her.

Combat

AC 10 · HP 9 · 30 ft.

Lett tries to create a distraction, get civilians behind cover, and flee by the nearest familiar exit. She uses her walking stick only to keep an attacker at a distance, never to pursue. If someone is trapped, she will risk herself to get them out.

Lett Kars

Medium humanoid (human), neutral good
Armor Class10
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsInsightPerceptionAnimal HandlingAthletics
SensesPassive Perception 12
Languages
Common
Custom feature. Quiet Passage. Once per day, she can guide one willing creature through a busy public place without drawing notice, provided she has had a minute to study the crowd.
Commoner. She has no formal combat training and avoids fair fights.

Actions

Stout Walking Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Thrown Pebble. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 2 () bludgeoning damage. She carries only a few stones and uses this to make an opening to escape.

Reactions

Interposing Stick. When a creature she can see within 5 feet is hit by an attack, Lett can impose disadvantage on that attack roll by sharply striking the attacker's arm or weapon with her walking stick. She must be holding it.

Services they sell

Can pass a discreet message to a worker, drover, or messenger who frequents Blueflame Hall.
Can offer route advice based on years of hauling goods through the river wards.
Can arrange a modest safe place to sleep for someone she trusts.

Rewards they can give

A safe place to rest above the washhouse for one night.
A warning about a watched street, unsafe crossing, or dishonest load inspector.
An introduction to a reliable laborer or messenger at Blueflame Hall.

Equipment

  • Walking stick (weapon)A stout, knotted walking stick used for balance and as a last-resort weapon.
  • Brass whistle (tool)A small brass whistle, kept unusually clean; she uses it to signal people she is helping.
  • Mending kit (tools)A folded scrap of waxed cloth holding needle, heavy thread, and two spare buttons.
  • Work pouch (gear)A few copper pieces, a crust of bread, and folded route notes in a cloth pouch.

Possessions

An oversized patched work coat
A polished brass whistle
A stout walking stick
A mending kit
A folded copy of an altered bridge-inspection notice
A small pouch of route notes and spare coins

Background

Lett Kars spent most of her adult life hauling sacks and mending harness for the cart crews that supplied the river wards. During a spring flood, a badly maintained footbridge gave way beneath a loaded wagon. Lett cut the trapped mule free, then went back into the current for the young driver, Turgan, who had once mocked her cautious pace. He lived; two other workers did not. The accident left her unwilling to trust official promises about safe roads and bridges. She now keeps a small room above the public washhouse and quietly helps the laborers, drovers, and messengers who gather at Blueflame Hall: a dry place to sleep, a warning about a dangerous route, or a note delivered without questions. She and Ulla Pritch became close after Lett helped Ulla get an injured courier out of a watched street. They disagree about how much risk to take, but each knows the other will come when called. Lately, the cart owners have been pressuring Lett to identify who has been passing their workers warnings about unsafe loads.

Role in the story

A grounded local contact who can connect the party to the working people around Blueflame Hall, provide discreet aid, and bring an unfolding labor or transport conflict into focus.

“During a spring flood, a badly maintained footbridge gave way beneath a loaded wagon.”
From their background
Faction
No formal faction. She is a trusted regular at Blueflame Hall and has quiet ties to its working people.

Known connections

Ulla Pritch, her trusted friend and occasional partner in discreetly helping people in trouble.
Turgan, a young driver she pulled from the flood; he now drives a team for a cart owner who pressures Lett.
The laborers, drovers, and messengers who rely on her practical help at Blueflame Hall.
Major secret · GM only
Minor secrets · GM only

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