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Fekru Mzarek

Human · Expert (custom NPC class) · Level 5

Fekru Mzarek

Merchant and market stallholder
“How many? Which road? By whose measure?”
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, slightly rasped speaking voice shaped by years of calling over market noise and caravan wheels. He enunciates figures sharply and lets descriptions of roads and people stretch into quick, detailed stories. His name, Fekru, lands with a compact, clustered sound.

His voice has the dry rasp of someone who has spent years calling over market noise and caravan wheels. He clips the ends of words when calculating, but lets his sentences run longer when describing a road, a meal, or a person he trusts. His merchant's habit is to turn arguments into questions about quantities and consequences.

Speech patterns

Turns vague claims into specific questions: 'How many? Which road? By whose measure?'
Uses comparisons to ordinary goods when explaining risk or value.
Calls people 'friend' sincerely, but never as a substitute for remembering their name.
When embarrassed, makes a brisk joke about freight, spoilage, or bad arithmetic.

How to play them

Fekru begins with a useful question about what the visitors actually need, then offers two or three concrete options with clear prices. He is generous to people in genuine trouble, but expects them to be candid. Evidence of the lamp-oil scheme earns his full cooperation; attempts to bully him make him guarded and methodical.

Goal

Expose the source of the spoiled lamp oil and keep his shop solvent without sacrificing his workers or customers.

Motivation

To make a living without becoming the sort of merchant who treats people as expendable cargo.

Secret · GM only

Appearance

Fekru is a compact, broad-waisted human with a quick, measured way of moving, as if every step were being weighed for cost. His skin has a warm brown tone and a fine sheen of spice oil; his black hair is clipped close at the sides and combed into stubborn ridges. He smells distinctly of toasted cumin, damp wool, and the peppery resin he uses to seal parcels, and knows it: he offers customers a clove to chew before they mention it. He occupies more conversational space than his size suggests, leaning over a counter as though it were a map. Unexpectedly for a hard-driving trader, he keeps a small, carefully tended collection of pressed flowers between the pages of his account book.

Clothing

A russet wool coat with deep inner pockets, a faded blue waistcoat, a linen shirt with spice stains at the cuffs, and sturdy boots with replaceable soles. He wears a brass scale weight on a cord, more as a reminder than jewelry.

Body language

He plants both hands on the nearest stable surface when making a serious point. In a crowd he angles his shoulders to keep a clear view of the exits, while still turning fully toward whoever is speaking. When pleased, he rubs his thumb along a smooth blue-glass bead in his vest pocket.

Height
5 feet 5 inches
Build
Short and sturdy, with a thick torso and strong forearms from hauling crates.
Eyes
Dark hazel with amber flecks
Hair
Black, clipped short and combed into ridges
Skin
Warm brown with a faint sheen from spice oil
Age
Forty-one
Gender
Male
Size
Medium

Distinguishing features

Smells of toasted cumin, damp wool, and parcel-sealing resin; he knows this and keeps cloves to offer visitors.
Takes up an unexpectedly large amount of counter space by leaning forward when negotiating.
Keeps pressed flowers carefully arranged in his account book.

Personality

14 traits and drives

Fekru is generous with practical help but exacting about promises. He likes people and enjoys a lively market, yet he watches every exchange for signs that someone is being exploited. When calm, he is sociable and playful; when a deal turns dishonest, he becomes terse and relentless. He wants to trust his employees, but his fear of another preventable loss makes him hover over their work.

Alignment
Neutral good

Quirks

Taps a weight against his front teeth to check whether it is brass or plated tin, then apologizes to the weight.
Gives people cloves when he thinks they smell like they have traveled too long, including people who have not asked.
Names his packing crates after the weather on the day they were built, then insists the names are not sentimental.
Arranges his pressed flowers by the roads they came from rather than by color.
Counts the steps between his stall and the nearest exit whenever he enters a new building.

Habits

Checks a scale's balance twice when nervous, even if he just checked it.
Offers a practical solution before asking what someone is feeling, then circles back once the immediate problem is handled.
Becomes warmly expansive with customers but blunt and economical with suppliers who waste time.
When frightened, starts inventorying nearby objects aloud as if preparing a packing list.

Traits · 4

He likes a crowded stall and a long conversation, but becomes impatient if anyone dodges a plain question.
He will forgive an honest mistake quickly, yet remembers a deliberate lie with unnerving precision.
He presents himself as hard-nosed about money, then quietly waives a debt when a person's need is plain.
He wants others to take responsibility, while finding it difficult to let them make consequential choices without his supervision.

Flaws · 3

Treats personal problems as transactions that can be settled with a fair offer.
Keeps bad news from his workers until he has a solution, often leaving them unprepared.
Can become so intent on proving a price is fair that he misses the emotional stakes of a bargain.

Fears · 3

That his choices will again save the valuable cargo while leaving people to pay the cost.
That his business will fail and his apprentices will inherit his debts.
That Zdrava will decide his compromises have made him no better than the caravan master he once defied.

Wants and needs · 4

Needs reliable evidence against Kvarc before confronting him publicly.
Wants his apprentices to tell him when they make a mistake instead of hiding it.
Needs enough cash flow to pay his workers without continuing to drain the emergency reserve.
Wants to know whether his courier delivered the bad oil knowingly or under pressure.

Combat

AC 14 · HP 38 · 30 ft.

Fekru avoids a fair fight. He opens by calling for help or using Make Room to get a vulnerable ally away, then retreats behind a stall, wagon, or sturdy customer. If cornered, he uses his crossbow from cover and targets whoever is blocking the escape route. He bargains or offers valuable information if that can stop the violence.

Fekru Mzarek

Medium humanoid (human), neutral good
Armor Class14
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsInvestigationPersuasionInsightDeceptionPerceptionSleight of Hand
SensesPassive Perception 11
Languages
Common,
Dwarvish,
Goblin
Canny Appraiser. After examining an object for 1 minute, Fekru can identify its ordinary materials, likely use, and whether its workmanship is unusually poor. This is a custom nonmagical feature.
Quick Bargain. Fekru has advantage on ability checks made to negotiate the price of ordinary goods when he can demonstrate a relevant market comparison.

Actions

Weighted Measure. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 () bludgeoning damage. Fekru usually throws it only to make space to escape.
Light Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 5 () piercing damage. Fekru carries a light crossbow for emergencies, not bravado.
Dagger. Fekru makes one dagger attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 () piercing damage.
Make Room. Fekru barks a warning to a creature he can see within 30 feet. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from creatures Fekru can see. Once used, this custom action recharges after a short or long rest.

Reactions

Duck Behind the Goods. When a creature Fekru can see hits him with an attack while he is within 5 feet of a sturdy object or another creature, he gains a bonus to AC against that attack, potentially causing it to miss. He then moves up to 5 feet without provoking opportunity attacks. Once per short or long rest.

Services they sell

Sells common adventuring supplies and ordinary trade goods.
Can appraise mundane merchandise and identify likely market prices.
Can arrange introductions to caravan drivers and reliable market stallholders.
Can store a small amount of goods in his locked storeroom for trusted customers.

Rewards they can give

A fair discount on ordinary trade goods for anyone who helps expose the oil fraud.
A map of reliable caravan stops and their current conditions.
A small blue-glass bead said to bring good luck on the road, though Fekru admits it is only glass.

Equipment

  • Padded armor (armor)A reinforced leather vest and layered wool clothes provide his everyday protection.
  • Light crossbow and 20 bolts (weapon)A compact crossbow kept beneath the counter, with a case of bolts.
  • Dagger (weapon)A plain working blade, carried for cutting twine as often as for defense.
  • Merchant's tools (tools)A brass balance, weights, waxed parcel cord, sealing resin, and a notebook of prices.
  • Purse and stock (treasure)A small purse containing 18 gp, plus ordinary trade goods and receivables of uncertain value.

Possessions

Brass balance and nested weights
Blue-glass worry bead
A notebook of market prices and pressed flowers
A key to the storeroom
A small supply of cloves and parcel-sealing resin

Background

Fekru grew up weighing dried fruit at his mother's stall in the river market of Dunbar Bend, learning that an honest scale could still be used to tell a dishonest story. At seventeen, he joined a caravan as a pack clerk. During a winter crossing, a bridge plank failed beneath a wagon carrying medicine; the caravan master ordered the load abandoned to save his own expensive fabrics. Fekru cut the traces, saved the medicine, and lost his position for it. The people in the next valley survived a fever because of that choice, and one of them, a healer named Zdrava, has remained his closest friend and most relentless conscience. Years later he built a modest trading business with borrowed stock and a reputation for finding practical goods at fair prices. Now a former supplier, Kvarc, is pressuring him to sell spoiled lamp oil as clean stock, while a run of unpaid bills threatens the stall and the apprentices who depend on it. Fekru is trying to uncover who has been sabotaging shipments without letting his customers know how close the business is to failing.

Role in the story

A grounded source of supplies, rumors, and practical local knowledge whose business troubles can draw the party into a market conspiracy. He can become a dependable ally, but his secret means that helping him may also expose the complicity of someone he cares about.

“At seventeen, he joined a caravan as a pack clerk.”
From their background
Faction
Independent stallholder at Dunbar Bend's river market; informally trusted by its stallholders, with no formal guild membership.

Known connections

Zdrava Ketsk, a traveling healer who once received the medicine Fekru saved and now treats his workers at cost.
His apprentice, Olli, is clever with numbers but has begun hiding small losses to impress him.
Kvarc Dzidze, a supplier who wants Fekru to pass off tainted lamp oil as good stock.
The stallholders of Dunbar Bend, who trust his scales but worry that his debts will bring trouble to the market.
Major secret · GM only
Minor secrets · GM only

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