Miri
Miri
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
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.
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
Personality
18 traits and drivesMiri 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
Habits
Traits · 5
Flaws · 4
Fears · 4
Wants and needs · 5
Combat
AC 14 · HP 9 · 30 feetMiri 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
Actions
Reactions
Services they sell
Rewards they can give
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
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.”
- Faction
- The Quiet Hand thieves' guild, though she is currently operating without formal permission from its senior members
Known connections
Media
0 imagesNo images yet.
Turn Miri into a sheet
A high-res, share-ready sheet you can post or print.