Mira Fenwick
Mira Fenwick
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
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.
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
Personality
12 traits and drivesMira 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
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 10 · HP 4 · 30 feetMira 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
Actions
Reactions
Services they sell
Rewards they can give
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
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.”
- Faction
- A trusted but unofficial healer to the grove's protectors; respected, though not universally liked, among nearby villagers
Known connections
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