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Miri - AI-generated fantasy NPC

Miri

Human · Rogue · Level 1

Miri

Thief and guild lookout
“quiet errand”
AC14
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A low, dry contralto with a faint rasp, as if every sentence has passed through cold air. When she lies, her voice becomes warmer and more inviting.

Low, concise, and carefully paced. She leaves small silences before important words and rarely raises her voice. Her humor is dry enough to be mistaken for criticism, while sincere affection makes her speak faster and look away.

Speech patterns

She answers direct questions with a narrower question.
She uses ordinary words for dangerous matters, calling an assassination a 'quiet errand' and a betrayal a 'change in weather.'
She gives directions using landmarks that no longer exist.
When frightened, she becomes formal and precise.
She occasionally repeats the last word of a sentence under her breath, as though testing whether it sounds true.

How to play them

Miri first studies what the characters notice, what they ignore, and who speaks for the group. She offers small truths before larger ones. Respectful patience earns her cooperation, while threats make her polite, silent, and prepared to disappear. If the characters show concern for ordinary people rather than treasure, she may reveal the existence of the ledger.

Goal

Recover the final page of her father's ledger, protect the surviving couriers, and use the evidence to force the guild to acknowledge what happened to Kest.

Motivation

Miri wants to prove that survival does not require becoming cold, while secretly craving one person who knows the whole truth about her and remains anyway.

Secret · GM only

Appearance

Miri is a compact young woman with the stillness of someone waiting for a door to open. She stands beneath broken streetlamps with her weight resting on the balls of her feet, never quite touching the center of a paving stone. Her hands are unusually memorable: the fingertips are flattened and polished from years of manipulating locks, while the nails are kept extremely short and stained faintly blue by marking chalk. She moves with careful economy, turning her shoulders before her hips and letting her coat settle before taking the next step. Her face is plain at first glance, but her attention is not. Her eyes travel to windows, rooflines, drainage gaps, and the feet of strangers before ever meeting their gaze. The unexpected contradiction is that her severe, watchful silhouette is softened by a small, almost maternal habit of smoothing dust from the shoulders of frightened children and stray animals.

Clothing

A charcoal-blue wool coat cut close at the waist, patched from inside rather than outside, over a faded rust-colored waistcoat. Her trousers are wrapped at the calves for quiet movement, and her soft black boots have thin soles layered with felt. A pale scarf hides a narrow lockpick roll. Her gloves are fingerless and made from supple gray leather, with copper thread sewn through the palms for grip.

Body language

Miri keeps her elbows close, her chin slightly lowered, and her hands loosely open as if prepared to catch a falling coin. Her gaze constantly maps the room. When someone lies, she looks at their shoes rather than their face. When genuinely amused, she tilts her head and taps one thumb against the side of her forefinger.

Height
5 feet 2 inches
Build
Short, wiry, and finely balanced, with the tensile strength of a climber rather than the bulk of a fighter.
Eyes
Dark hazel with a green cast near the pupils
Hair
Black-brown, cut just below the jaw with uneven ends that curl outward in damp weather
Skin
Warm brown with a muted copper undertone, weathered slightly at the knuckles and nose from years outdoors
Age
Twenty-three years old
Gender
Female
Size
Medium

Distinguishing features

Her fingertips are flattened and polished from years of lock work, with blue chalk permanently settled in the creases.
She watches feet, hands, windows, and rooflines before looking at faces.
A tiny brass bell is sewn inside her left sleeve, but it has been deliberately filled with wax so it can never ring.
She walks across broken pavement without looking down, as if she remembers every stone.
Her coat smells faintly of lamp oil, dry mint, and rain-wet brick.

Personality

18 traits and drives

Miri is patient with frightened strangers but harsh with people who claim authority. She can be tender in private and ruthlessly practical in public. She distrusts grand declarations yet is secretly moved by acts of theatrical courage. When calm, she is dryly humorous and observant. When cornered, she becomes nearly emotionless, speaking with such courtesy that her threats sound like invitations. She wants to be good, but she measures goodness by consequences rather than intentions, which often leaves her lonely.

Alignment
Neutral good, though shaped by practical compromises

Quirks

She places a coin on any table before sitting, then retrieves it when leaving.
She taps doorframes twice before entering, once for luck and once for Odo.
She silently mouths the names of streets as she walks through them.
She repairs loose buttons on strangers' clothing without asking, then denies doing it.
She collects broken lamp chimneys and keeps the clearest one wrapped in cloth.

Habits

She arrives early, chooses a position with three exits, and leaves before anyone can thank her.
She quietly counts footsteps when anxious, restarting the count whenever someone changes pace.
She helps desperate people indirectly, such as leaving food near a door or loosening a landlord's lock without claiming credit.
When angry, she becomes unusually polite and begins addressing people by their full names.
She never stands directly beneath a lamp, even when the light would make her safer.

Traits · 5

Quietly protective of vulnerable people
Suspicious of confidence and impressed by competence
Tender toward animals, children, and damaged objects
Dryly funny when she feels safe
More loyal to promises than institutions

Flaws · 4

She withholds crucial information even from allies who have earned her trust.
She mistakes self-denial for moral strength.
She is capable of protecting strangers while neglecting people who love her.
Once she suspects betrayal, she tests friends until she creates the betrayal she feared.

Fears · 4

Being forced to choose a cause over a person again
Discovering that Odo willingly betrayed the guild
Open, brightly lit rooms where every movement can be observed
Becoming as calculating as the merchants who destroyed Kest

Wants and needs · 5

She wants the ledger page and Odo's fate resolved.
She needs to trust an ally without controlling every outcome.
She wants Kest's displaced families to receive restitution.
She needs to admit that her guilt is not the same as responsibility.
She wants one safe room where she can sleep without listening for footsteps.

Combat

AC 14 · HP 9 · 30 feet

Miri avoids fair fights. She begins hidden, throws white grit to break sight lines, then attacks the least armored opponent with her shortsword or sap. She uses alleys, stairwells, loose pavement, and darkness as weapons. If reduced below half her hit points, she disengages and attempts to bargain, flee, or create a hostage situation rather than die for pride.

Miri

Medium humanoid (human), neutral good, though shaped by practical compromises
Armor Class14
Hit Points9
Speed30 feet
Level1
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDEXINT
SkillsAcrobaticsStealthInvestigationSleight of HandDeceptionPerception
SensesPassive Perception 10; keen awareness of movement and sound in enclosed spaces
Languages
Common,
Thieves' Cant
Cunning Action. Once per turn, she can take a quick action to Dash, Disengage, or Hide.
Guild Sign. She can identify common thieves' marks and leave coded chalk signs readable only to trained guild members.
Shadow Listener. In a silent area, she can identify the direction of a whispered conversation within 30 feet.
Streetwise Appraisal. She can estimate the value, ownership, and likely hiding place of ordinary objects after a brief examination.

Actions

Shortsword. Melee Weapon Attack: to hit, reach 5 feet, one target. Hit: 5 () piercing damage.
Needle Knife. Ranged Weapon Attack: to hit, range 20/60 feet, one target. Hit: 4 () piercing damage.
Weighted Sap. Melee Weapon Attack: to hit, reach 5 feet, one target. Hit: 4 () bludgeoning damage. If the target is unaware of her, it must succeed on a Constitution saving throw or be dazed until the end of its next turn.
White Grit Pellet. Miri throws a ceramic pellet at a point within 30 feet. It bursts into a cloud of pale grit. Creatures within 5 feet must succeed on a Dexterity saving throw or be blinded until the start of Miri's next turn. She carries two pellets.

Reactions

Interfering Hand. When a creature she can see attacks an ally within 5 feet of her, Miri imposes disadvantage on the attack roll by kicking dust, tugging clothing, or striking the attacker's wrist. She can use this reaction once per round.
Vanishing Angle. When targeted by an attack while within 5 feet of cover, Miri shifts behind the cover and gains a bonus to Armor Class against that attack.

Services they sell

She can identify thieves' marks and criminal affiliations.
She can guide travelers through abandoned streets, alleys, and drainage tunnels.
She can open simple locks and locate likely traps.
She can arrange discreet messages with local criminals.
She can serve as a lookout for one night if given a defensible position.

Rewards they can give

A coded route through Kest's abandoned drainage tunnels
A hidden cache containing 18 silver pieces and a vial of antitoxin
A guild favor from the Quiet Hand
The location of a safe house outside the ruined town
A clue proving that a respected merchant engineered Kest's abandonment

Equipment

  • Guild shortsword (weapon)A balanced short blade with a dull gray finish and a grip wrapped in blue thread.
  • Lockpick roll (thieves' tools)A small leather roll containing picks, tension bars, wire, wedges, and a folding probe.
  • White grit pellets (alchemical utility)Two fragile ceramic pellets filled with powdered chalk, ash, and irritant salt.
  • Silent bell token (guild insignia)A wax-filled brass bell sewn into her sleeve, used as a guild identification token.
  • Coded scarf (clothing and concealed map)A charcoal scarf containing three hidden pockets and a stitched map of Kest's drainage tunnels.
  • Personal purse and keepsakes (miscellaneous)Seven silver pieces, twenty copper pieces, a bent key of unknown origin, and a child's wooden bird.

Possessions

The wooden bird from the rescued merchant child
A half-burned page from her father's ledger
A tin of mint salve
A folded charcoal map of Kest
A chipped blue button from Odo's coat

Background

Miri was born in Kest, a market town abandoned after its wells turned bitter and its trade road shifted east. Her mother repaired lamps for the town council, and her father vanished while carrying sealed guild correspondence through the old aqueduct. At thirteen, Miri discovered that his disappearance had not been an accident. He had stolen a ledger proving that several respected merchants had arranged the town's ruin to acquire its land cheaply. Before she could expose them, the merchants burned the council archive and blamed the fire on her mother. Miri survived by sleeping inside an empty cistern, where a retired burglar named Odo found her and taught her locks, codes, and the discipline of waiting. The formative experience that changed her came when Odo was arrested for a theft Miri had committed. She remained silent because speaking would have exposed the guild network sheltering her. Odo disappeared into a prison barge, and Miri has never forgiven herself for choosing the larger cause over one person. Now she keeps watch in deserted Kest for three guild couriers carrying the final page of her father's ledger. The couriers are late, one has likely betrayed the others, and a former friend from the guild has begun hunting them.

Role in the story

Miri can serve as a wary informant, temporary ally, rival thief, or moral counterpoint to characters who treat ordinary people as expendable. She is the party's first sign that the deserted town is not truly empty. Her choices can determine whether the Quiet Hand becomes a force for resistance or another predatory power.

“Her mother repaired lamps for the town council, and her father vanished while carrying sealed guild correspondence through the old aqueduct.”
From their background
Faction
The Quiet Hand thieves' guild, though she is currently operating without formal permission from its senior members

Known connections

Odo Pell, her imprisoned former mentor, whose fate remains unknown.
Sefa Nuru, a guild courier and former friend who may have betrayed the Kest cell.
Tamsin Vale, a baker in the nearest living settlement who secretly feeds Miri and resents being protected.
The unnamed child of a murdered merchant, whom Miri has been hiding from the guild's enemies.
Major secret · GM only
Minor secrets · GM only

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