Eirwen Reedveil
Eirwen Reedveil
At the table
Voice
A low, weathered contralto that becomes gentle around frightened people and abruptly flat when she hears Lord Veyr's name. In dreams, it doubles with a younger voice that accuses her from just behind the listener.
Her waking voice is low, warm, and slightly hoarse, with the practical rhythm of someone used to speaking over rain and water. She uses Georgian and Levantine-flavored consonants lightly in names and place words, but her speech remains plain and local. In dreams, her voice sounds as though it is coming from beneath a flooded floor, and each sentence arrives a moment before her mouth moves.
Speech patterns
How to play them
Eirwen begins with a practical service, such as guiding the party through a dangerous patch of marsh or identifying a false dream trail. She offers more information only after the characters prove they will protect sleeping villagers rather than chase Veyr for glory. Her bargain is this: she will lead them to a hidden entrance beneath the settlement if they recover one imprisoned memory from the vampire's manor without opening it or reading it. If the party threatens her memories, mocks her guilt, or tries to destroy the dream-charm shop, she may send them down a false path toward the drowned stag.
Goal
Free the souls trapped inside Lord Veyr Nocturne's Blood-Moon Dream, recover the memories Veyr stole from her, and prevent Mirehollow from becoming a permanent doorway into his dream realm.
Motivation
Eirwen is driven by remorse, love stripped into fear, and a stubborn promise to give the missing villagers the ending she denied them.
Appearance
Eirwen looks like a tired marsh worker who has spent too many years sleeping beneath open weather. Her skin has the muted brown tone of river clay, crossed by faint silver lines that resemble dried water channels. Her hands are broad, nicked, and permanently stained green beneath the nails. Her movements are quiet and practical in waking life, with the careful balance of someone crossing rotten boards, but she sometimes stops halfway through a step as if the ground has changed. The unexpected thing about her is her smile, which is warm, crooked, and almost grandmotherly despite the sharp little points of her upper canines. In dreams, she appears eighteen years old, soaked to the waist, with black pond water dripping upward from her sleeves and a mouth that moves a heartbeat after her words.
Clothing
A patched brown wool coat sealed with wax, a reed-woven sash, mud-dark trousers, and cracked leather marsh boots. Her coat is lined with scraps of faded red velvet taken from Veyr's old household banners. Around her neck hangs a dull silver key tied with blue thread.
Body language
Awake, Eirwen leans forward with open palms and keeps her shoulders low, as if approaching a frightened animal. When lying, she rubs her left thumb over a scar at the base of her index finger. In dreams, she stands too still, tilts her head at impossible angles, and points with one rigid finger rather than using her hands naturally.
- Height
- 5 feet 4 inches
- Build
- Compact and sturdy, with the dense strength of someone accustomed to hauling nets, pushing boats, and walking through knee-deep water
- Eyes
- One hazel eye and one grey eye with a faint red ring around the pupil
- Hair
- Black-brown hair cut unevenly at the jaw, with coarse silver strands that float as if underwater when she is near a dream breach
- Skin
- River-clay brown with faint silver lines along the wrists, throat, and temples
- Age
- Thirty-eight years old, though she appears several years younger in dreams
- Gender
- Female
- Size
- Medium
Distinguishing features
Personality
20 traits and drivesEirwen is warm, observant, and quietly funny when awake, especially with tired workers and frightened children. She gives strangers the patience she cannot give herself. With people she loves, however, she becomes controlling and secretive, convinced that withholding painful truths is a form of protection. She can be brave when another person is in danger but nearly paralyzed when asked to confront her own past. In dreams, her warmth curdles into suspicion. She becomes frightened, accusatory, and certain that every kindness conceals a bargain, though flashes of her waking compassion still break through.
- Alignment
- Neutral good, with fearful and self-protective impulses
Quirks
Habits
Traits · 5
Flaws · 5
Fears · 5
Wants and needs · 5
Combat
AC 12 · HP 7 · 30 feetEirwen avoids a fair fight. She uses marsh terrain, hidden paths, fog, and drowsing magic to separate enemies. She protects unconscious allies first, then retreats toward water or dense reeds. If cornered, she uses the Reed Knife only long enough to escape. She will not willingly attack Lord Veyr, but she may mislead the party if they threaten to destroy the memories he keeps imprisoned.
Eirwen Reedveil
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Reed Knife (weapon)A narrow iron knife with a reed-wrapped handle. Its blade is etched with ferry marks and has been sharpened against a gravestone.
- Vial of Dreamwater (wondrous item)A cracked blue-glass vial containing water from the first Blood-Moon ritual. It glows faintly near trapped dreamers.
- Unremembered Key (wondrous item)A dull silver key that opens one door in Lord Veyr's manor, though Eirwen does not remember which door.
- Dream-Charms (wondrous item)A bundle of six reed, bone, and blue-glass charms. Each charm can protect against one minor dream intrusion.
- Shifting Marsh Map (tool)A waxed marsh map whose ink rearranges itself when exposed to moonlight.
- Greenwick Lantern (adventuring gear)A small iron lantern with green oil that burns underwater for one minute.
Possessions
Background
Eirwen was born in Mirehollow to a human ferryman and a fey woman who vanished during a summer flood. She grew up guiding boats through reed channels, gathering medicinal moss, and learning which paths remained real after sunset. In her twenties, she served Lord Veyr Nocturne when he was still a reclusive noble who protected the marsh settlement from raiders and worse things beneath the water. Veyr taught her the language of dreams, and she loved him before she understood that his protection was a form of ownership. The turning point came when Eirwen helped him prepare the first Blood-Moon Dream, believing it would shelter Mirehollow from a wasting fever. Instead, the ritual trapped the sleeping souls of several villagers inside a shared nightmare and made Veyr stronger. Eirwen tried to destroy the ritual vessel, but Veyr caught her and removed her memories of the night. She escaped with only fragments of what she had done. Now the settlement's paths shift around her guilt, dream-charms sold at the crooked shop called Latch and Lull are made from splinters of the ritual vessel, and more villagers disappear each night. Eirwen guides travelers toward the truth while quietly searching for the memories Veyr imprisoned in his manor beneath the marsh.
Role in the story
Eirwen is the party's first reliable guide into the overlap between Mirehollow and the dream world, though she is never completely reliable. She connects the shifting marsh paths, Latch and Lull's dream-charms, the missing villagers, the vampire encounter, and the final approach to Lord Veyr's manor. She can become a quest giver, a temporary companion, a tragic betrayer, or a witness who must finally choose between protecting her memories and saving the people she once helped condemn.
“She grew up guiding boats through reed channels, gathering medicinal moss, and learning which paths remained real after sunset.”
- Faction
- Publicly unaffiliated, but formerly attached to Lord Veyr Nocturne's household and quietly supported by the ferrymen, charm-makers, and frightened families of Mirehollow
Known connections
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