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Mira Fenwick

Human · Commoner and herbalist, noncombatant · Level 0

Mira Fenwick

Local herbalist and witness to the grove's conflict
AC10
HP4/4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Mira's voice has a dry, clear rasp from years of talking over rain, wind, and the rustle of leaves. She articulates plant names carefully, with the clipped certainty of someone who has given instructions beside a sickbed. When she is trying to soothe someone, she slows down and leaves room for an answer; when a patient worsens, her sentences become quick and procedural.

She speaks in direct, practical phrases shaped by years of naming plants and giving instructions in emergencies. Her word choice is exact, and she often begins with what she has observed before saying what she thinks. Anger makes her more concrete and insistent, not softer: she names the injury, the risk, and the next useful action.

Speech patterns

Names concrete consequences before making moral appeals: who will bleed, who will be left alone, what will burn.
Uses plant names as precise comparisons, never as decorative poetry.
Asks one short question and waits for an answer instead of stacking arguments.
When frightened, speaks in clipped instructions drawn from triage.

How to play them

Mira begins by asking the party to look at the wounded before deciding what they deserve. She gives facts freely about injuries and the immediate danger, but protects the grove's location until the party demonstrates restraint. If the party is angry, she makes room for that anger while firmly asking them not to strike anyone helpless.

Goal

Keep the wounded protectors alive long enough for the party and the grove to reach a truce, then find a way for villagers to receive help without revealing the grove to those who would exploit it.

Motivation

Mira believes that mercy is not absolution. It is the chance to learn what happened before choosing what must happen next.

Secret · GM only

Appearance

Mira looks as if she has dressed for a day of rain even beneath a clear sky. Her russet-brown hair is parted with meticulous precision and pinned under a square of waxed linen, while damp curls escape at her temples. She stands with her weight balanced on the balls of her feet, ready to cross a room quickly, and turns her whole body toward whoever speaks rather than craning her neck. A faint scent of crushed fennel and wet bark follows her. The unexpected detail is her fastidious grooming: even after tending bloodied patients, she scrubs the dirt from her nails with a sliver of soap before she will eat.

Clothing

A moss-brown wool dress under a patched oilskin apron, a waxed linen head covering, sturdy boots, and a belt crowded with small wrapped bundles. Her cuffs are stained with plant tannins, but the stitching is carefully mended.

Body language

She keeps her shoulders relaxed but never fully turns her back on a patient or an argument. When listening, she presses her thumb to the side of her index finger as if checking an invisible pulse. If someone threatens the wounded, she plants both feet and stops fidgeting.

Height
5 feet 3 inches
Build
Compact and sturdy from years of carrying baskets and lifting injured people
Eyes
Hazel with amber flecks
Hair
Russet brown, threaded with a few silver strands
Skin
Warm olive, weathered by outdoor work
Age
Forty-one
Gender
Woman
Size
Medium

Distinguishing features

Her hair is parted with almost ceremonial neatness beneath a practical waxed linen wrap.
She smells faintly of fennel, damp soil, and soap.
She carries a small bundle of labeled plant specimens sewn into the inside of her apron.

Personality

12 traits and drives

Mira is compassionate but not soft-spoken about consequences: she will cradle an injured enemy and then tell them exactly what their attack cost someone else. In calm moments she is dryly funny and precise; under pressure she becomes brisk, practical, and impatient with grand speeches. She wants to trust people, yet treats every promise as something that must survive a hard day before she believes it.

Alignment
Neutral good

Quirks

Taps the rim of her medicine jar twice before opening it, even when she has already checked the seal.
Keeps a running count of nearby breaths when someone is injured.
Names each bundle of herbs by its harvest day rather than by its plant.
Scrubs beneath her nails before eating, even after a long and exhausting emergency.

Habits

Counts the number of breaths between a person's sentences when judging whether they are in shock.
Makes a quick inventory of injuries before asking anyone's name.
When she cannot persuade someone, she offers a small, practical task rather than repeating her argument.
After difficult work, washes her hands in cold water even when there is no soap.

Traits · 3

Offers care before deciding whether she likes someone.
Distrusts grand claims but remembers small acts of restraint.
Can be warm with the frightened and startlingly firm with the self-righteous.

Flaws · 3

She withholds information until she believes someone has earned it, even when delay could cause harm.
She tries to shoulder every medical burden herself and becomes irritable when others insist on helping.
Her compassion can make her minimize the real danger posed by someone who is frightened and armed.

Fears · 3

That the party will mistake a wounded protector's panic for proof that mercy is foolish.
That the grove's secret will be exposed before its protectors can recover.
That the villagers will learn she concealed the grove's location and decide she chose the woods over them.

Wants and needs · 3

She wants the party to choose restraint without pretending the protectors caused no harm.
She needs clean cloth, quiet time, and help tending the wounded.
She needs the villagers and protectors to find a safe channel for communicating.

Combat

AC 10 · HP 4 · 30 feet

Mira is a noncombatant. She tries to put herself between attackers and the wounded long enough to plead for a pause, then uses her action to stabilize someone or withdraw behind cover. She will not pursue a fleeing enemy or knowingly harm a helpless creature.

Mira Fenwick

Medium humanoid (human), neutral good
Armor Class10
Hit Points4
Speed30 feet
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdom
SkillsMedicineNatureInsightSurvival
SensesPassive Perception 12
Languages
Common
Field medicine. Mira can stabilize a creature at 0 hit points with a successful Wisdom (Medicine) check and a clean bandage.
Herbal poultice. Once per creature per day, Mira can use an action to restore 1 hit point to a creature at 0 hit points, provided she has her herb satchel.
Custom feature, Witness's Recall. Mira can recount the grove's attack in exact sensory detail, but only when she believes the listener is genuinely weighing what happened.

Actions

Herb Knife. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () bludgeoning damage. Mira avoids fighting and uses this only to make space to flee or reach a wounded person.
Poultice and Pressure. Mira presses a bitter-green poultice to a living creature she can touch. The target regains 1 hit point if it has 0 hit points. This custom ability does not restore hit points to a creature already above 0.

Reactions

Shield the Wounded. When a creature within 5 feet of Mira is attacked while unconscious or at 0 hit points, Mira can use her reaction to interpose her satchel or body. The attacker has disadvantage on that attack roll. Mira must be conscious and able to move.

Services they sell

Basic wound care and treatment of common ailments
Identification of familiar medicinal plants
A careful account of the grove confrontation
Quiet advice on how to approach the wounded protectors without escalating the encounter

Rewards they can give

A poultice that stabilizes one creature at 0 hit points when applied.
Accurate testimony about the grove's protectors and the events leading to the confrontation.
An introduction to a local courier who can carry a private message without drawing attention.

Equipment

  • Herb knife (tool)A narrow utility blade, kept clean for cutting stems and bandages rather than fighting.
  • Herbalist's satchel (medical supplies)A waxed satchel containing dried herbs, linen strips, a small mortar, soap, and a stoppered jar of salve.
  • Field notes (personal item)A folded, oilskin-wrapped account of the grove's wounds and recoveries, written in a compact hand.

Possessions

Herbalist's satchel
Herb knife
Field notes wrapped in oilskin
A small tin of soap
A pressed sprig from the grove

Background

Mira Fenwick learned plants from her grandmother, who gathered medicine around the grove and taught her to distinguish a healing root from one that merely smelled promising. Years ago, Mira brought a feverish child to the grove's protectors after ordinary remedies failed. They saved the child, but demanded that Mira keep the grove's location from loggers and poachers. She agreed, and spent the next decade serving as the protectors' discreet herbalist and witness to their uneasy stewardship. When a frightened party arrived after a clash with the protectors, Mira saw wounded guardians treated as monsters before anyone asked why they had attacked. She intervened, and was struck by the memory of the child she once carried through the same undergrowth. Now she is caught between protectors who fear exposure, villagers who need access to the woods, and a party whose next choice may decide whether anyone survives. She still corresponds with the grown child, who has become a local courier and presses her to stop carrying the whole secret alone.

Role in the story

Mira is the witness and local herbalist in the quest Prelude Session 4: Choices of Mercy. She urges the party to keep the grove's wounded protectors alive and to attempt negotiation before resorting to force.

“Years ago, Mira brought a feverish child to the grove's protectors after ordinary remedies failed.”
From their background
Faction
A trusted but unofficial healer to the grove's protectors; respected, though not universally liked, among nearby villagers

Known connections

A grown courier from the nearby village whom she once saved as a child and still protects with discreet advice.
The grove's wounded protectors, whose trust she has earned through years of tending their injuries.
The villagers who rely on her remedies but resent how often she refuses to explain where she gathers them.
Major secret · GM only
Minor secrets · GM only

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