Yeshima
Yeshima
At the table
Voice
Her voice has the dry, carrying edge of someone accustomed to calling instructions across a stone gatehouse. It catches slightly after long shifts spent in winter air, and her work-trained diction makes even a casual question sound as if it belongs in an incident report.
She speaks in clean, clipped sentences shaped by checkpoint calls, watch reports, and years of making herself heard over market noise. Her consonants land firmly, but she rounds a phrase when trying to reassure a frightened person. She uses precise times and locations as naturally as other people use small talk.
Speech patterns
How to play them
Be direct and provide a verifiable reason for your presence. Yeshima respects cooperation and evidence, but she will not waive a safety procedure merely because someone is charming or important. If convinced that an order is unjust, she asks for a safer alternative and acts on it.
Goal
Expose whoever is manufacturing forged passes before they can use them to smuggle a dangerous person or object through Pennytown.
Motivation
To make Pennytown's security something ordinary residents can rely on, rather than a show of authority that protects only the powerful.
Appearance
Yeshima looks as though she has been pressed flat by a strict uniform and refused to stay that way. Her blonde hair is tightly braided and pinned under her cap, though pale wisps escape at the temples when she has been on patrol for hours. Her fair skin is wind-chapped across the nose, and her gray-green eyes move from hands to hems to faces with brisk, practiced attention. She walks with a measured heel-to-toe pace, turning her whole body toward whoever speaks rather than merely glancing over. The unexpected detail is her left cuff: she has sewn a tiny, carefully embroidered sprig of orange marigold inside it, a private bit of color against the military precision.
Clothing
A sharply tailored military guard outfit in Pennytown's colors: a dark, almost-black wool coat and trousers with bright red piping and orange panels at the cuffs and collar. Small brass buttons bear the town's penny-and-tower seal. Leather shoulder pieces and reinforced seams are practical, not ceremonial. The coat has been altered at the elbows and is brushed obsessively; the badge is polished until its subtle magic sheen appears when she stands at attention.
Body language
She stands squarely, hands behind her back when listening to a superior and open at her sides when speaking with frightened civilians. Her eyes make quick, orderly passes over a room. When someone lies badly, one thumb rubs the edge of her badge.
- Height
- 5 ft. 6 in.
- Build
- Compact, upright, and sturdier than her immaculate tailoring suggests; her shoulders are trained by years of wearing armor and directing crowds.
- Eyes
- Gray-green
- Hair
- Blonde
- Skin
- Fair, wind-chapped across the nose
- Age
- 38
- Gender
- Female
- Size
- Medium
Distinguishing features
Personality
11 traits and drivesYeshima is disciplined but not blindly obedient, and warm-hearted but wary of being manipulated through sympathy. With frightened residents she becomes briskly reassuring; with officials she is exact and hard to distract. When rested she can be unexpectedly wry. When exhausted, she clings to procedure and has to be reminded that people are not paperwork.
- Alignment
- Lawful neutral
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 2
Wants and needs · 3
Combat
AC 17 · HP 26 · 30 ft.Yeshima prefers to keep bystanders behind her and use the crossbow while an ally blocks approach. She draws her longsword if an opponent closes, fights defensively when outnumbered, and uses her badge's detect magic before entering a suspicious room when time allows. She gives clear warnings and favors capture over killing.
Yeshima
Actions
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Rewards they can give
Equipment
- Concealed breastplate (armor)Masterwork breastplate fitted beneath her tailored coat; armor bonus +6, armor check penalty -4, maximum Dexterity bonus +3.
- +1 longsword (weapon)Masterwork longsword, balanced for one-handed use; attack +6, damage 1d8+2, critical 19-20/x2.
- Light crossbow and bolts (weapon)Masterwork light crossbow with 20 bolts; attack +5, damage 1d8, critical 19-20/x2, range 80 ft.
- Pennytown scrutiny badge (custom magic item)Custom wondrous badge; at will, as a standard action, functions as detect magic. Its glow is visible when Yeshima stands at attention.
- Guard's field kit (gear)A whistle, folded checkpoint orders, a small notebook, sealing wax, and a spare set of uniform buttons.
Possessions
Background
Yeshima grew up above her mother's alterations stall in Pennytown, learning to spot a dishonest hem before she learned to read a contract. She entered the town watch through a patron's recommendation, expecting the appointment to be ceremonial; a winter riot at the south gate made it anything but. When a disguised arsonist set fire to the crowded tollhouse, Yeshima disobeyed an order to hold the line, broke a side door, and got trapped clerks out through a smoke-filled passage. The experience changed her: procedure remained her anchor, but she stopped mistaking obedience for judgment. She later trained with Pennytown's ward-scribes and commissioned the custom enchanted seal she wears now. She is currently investigating a run of forged visitor passes, while her former mentor, Captain Drahomir, insists the matter be buried until after the council election. Her younger brother, Mavuso, repairs the watch's uniforms and quietly resents how often she brings work home.
Role in the story
A capable gate officer, investigator, or uneasy ally whose careful scrutiny can expose disguises and magical tampering, while her conflict with her mentor complicates any official investigation.
“The experience changed her: procedure remained her anchor, but she stopped mistaking obedience for judgment.”
- Faction
- Pennytown town watch, assigned to gate security and magical irregularities.
Known connections
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