Skip to content
CreatePricing

Orell Vane

Human · Commoner (Retired Sea Captain) · Level 0

Orell Vane

Former Captain of the Gilded Petrel
“ve seen it, lad. The grey don”
AC9
HP6/6
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A raspy, low-frequency whisper that sounds like boots crunching on gravel.

His voice is a low, gravelly rasp, often interrupted by a wet cough. He uses archaic nautical terms and frequently refers to the sea as a 'fickle landlady'.

Speech patterns

I've seen it, lad. The grey don't just roll; it breathes.
Salt in the air, lead in the sky. Bolt the door.
The sea don't care about your gold, it only wants your breath.

How to play them

Players must first win Orell's trust by buying him a drink and listening to one of his long, rambling stories without interrupting. Mentioning 'The Rolling Grey' too early will make him shut down and refuse to speak.

Goal

To ensure his wife's locket is returned to the family shrine before he dies.

Motivation

Orell wants to find a successor worthy of his secret charts, someone who can navigate the Stormcrest reefs to retrieve his wife's remains from the Petrel's wreck before the Rolling Grey claims her soul forever.

Secret · GM only

Appearance

Orell is a man who looks as though he was carved out of a piece of salt-stained driftwood. His skin is deeply creased and leathery from decades of sun and gale. His movement is slow and deliberate, hampered by a heavy limp in his left leg. He possesses a prosthetic left hand crafted from dull, pitted dark iron that emits a faint, metallic grinding sound whenever he flexes his fingers. Despite his weathered and somewhat neglected state, he wears a wedding ring on a thin silver chain around his neck that is polished to a dazzling, contradictory shine, standing out against his grimy skin.

Clothing

A tattered, woolen captain's coat that was once navy blue but is now a faded slate grey. He wears salt-encrusted leather boots and trousers patched with sailcloth.

Body language

He keeps his right hand tucked in his coat pocket and his iron hand visible on the table. He flinches at the sound of splashing water.

Height
5 feet 9 inches
Build
Once broad-shouldered, now hunched and gaunt
Eyes
Cloudy aquamarine
Hair
Thinning, salt-and-pepper grey
Skin
Deeply tanned and sun-spotted
Age
62
Gender
Male
Size
Medium

Distinguishing features

Dark iron prosthetic left hand
Deep vertical scar running through his left eyebrow
Tattoo of an anchor on his right forearm with the name 'Elara' fading beneath it
A nervous twitch in his right eyelid when looking at the horizon

Personality

12 traits and drives

Orell is a man trapped between his past glory and current terror. He is incredibly generous with his nautical knowledge to any young sailor who will listen, yet he is pathologically miserly with his actual coin, fearing he will one day need it to buy his soul back. He is typically soft-spoken and contemplative until the evening mist rolls into the Trawler's Market, at which point he becomes frantic and aggressive, demanding the shutters of The Rusty Hook be bolted shut. He views the world through a lens of maritime superstition, seeing omens in the flight of gulls and the pattern of foam on a beer.

Alignment
Neutral Good

Quirks

He constantly taps his iron fingers against wooden surfaces in a rhythmic three-beat pattern.
He refuses to sit in any chair that does not face a window.
He sprinkles a circle of salt around his drink before taking the first sip.

Habits

He watches the gulls every morning at dawn to gauge the day's safety.
He carves tally marks into his table every time the mist touches the tavern door.

Traits · 3

Hyper-vigilant during foggy weather
Deeply superstitious
Gravelly but fatherly toward honest laborers

Flaws · 3

Alcoholism (Grog)
Severe Agoraphobia when it is misty
Irrational fear of birds with white feathers

Fears · 3

The Rolling Grey returning for the rest of him
Drowning in shallow water
Being forgotten by the city he once served

Wants and needs · 3

A crew brave enough to face the mist
Validation that he is not insane
A steady supply of pipeweed to calm his nerves

Combat

AC 9 · HP 6 · 20 feet

Orell is not a combatant. If forced into a fight, he will use his iron hand to bash enemies and then attempt to create a distraction with his grog flask to flee toward a well-lit area.

Orell Vane

Medium humanoid (human), neutral good
Armor Class9
Hit Points6
Speed20 feet
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomConstitution
SkillsNavigationSurvivalPerception
SensesPassive Perception 12
Languages
Common,
Aquan (Broken)
Nautical Intuition. Orell has advantage on Wisdom (Survival) and Intelligence (Nature) checks related to the sea and weather.
Legend of the Reefs. He knows a secret route called 'The Needle's Eye' that bypasses the Stormcrest reefs entirely.

Actions

Iron Hand Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Throw Grog. Ranged Attack: Orell throws his flask at a target within 10 feet. On a hit, the target must succeed on a Dexterity saving throw or be blinded until the end of its next turn by the stinging alcohol.

Reactions

Paranoid Reflex. When a creature moves within 5 feet of Orell while it is misty or dark, he may use his reaction to take the Disengage action and move up to half his speed.

Services they sell

Navigation consultation for Stormcrest waters
Weather forecasting (75 percent accuracy)
Lore regarding the history of the Trawler's Market

Rewards they can give

A map to 'The Needle's Eye' reef passage
A recommendation letter to the Merchant's Guild
A rusted iron hand that can be used as a heavy mace

Equipment

  • Dark Iron Prosthetic (prosthetic/weapon)A heavy, crude iron hand attached at the wrist. Can be used as an improvised club.
  • Weathered Greatcoat (clothing)A heavy coat that provides slight protection against cold.

Possessions

A rusted key to a locker that no longer exists
A silver wedding ring on a chain
A flask of cheap, pungent grog
A charcoal pencil and scraps of parchment

Background

For thirty years, Orell Vane was the most respected merchant captain in Stormcrest. His career ended abruptly ten years ago during an encounter with the 'Rolling Grey', a legendary, sentient ghost-fog that haunts the Yantari coast. His ship, the Gilded Petrel, vanished within the mist. Orell was the sole survivor, found three days later clinging to a piece of wreckage, his left hand missing and his mind fractured. He claims he carved his own hand off to untangle himself from a cursed winch, but the clean, circular marks on the iron prosthetic suggest a darker bargain. He now spends his days at The Rusty Hook, surviving on the charity of the tavern owner and selling minor secrets to navigators.

Role in the story

Orell serves as a gateway to high-stakes maritime adventures. He is the only NPC who can provide the players with a safe passage through the treacherous reefs or provide critical lore regarding the supernatural hazards of the western mists.

“His career ended abruptly ten years ago during an encounter with the 'Rolling Grey', a legendary, sentient ghost-fog that haunts the Yantari coast.”
From their background
Faction
Former member of the Stormcrest Merchant Sailors Guild.

Known connections

Barnaby, the half-orc barkeep of The Rusty Hook who protects him from bullies.
Silas the Weaver, a former crewmate's son who brings Orell fresh fish twice a week.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Orell Vane into a sheet

A high-res, share-ready sheet you can post or print.