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Tömör Vey

Human · Commoner and investigator; custom noncombatant NPC, not a player-character class · Level 0

Tömör Vey

Keeper of the Wick
AC11
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A steady, chest-supported speaking voice with a faint rasp from years around lamp smoke and winter air. He articulates names and dates with clerkly precision, and his dry jokes arrive without a change in volume. When angry, his consonants sharpen and his sentences become shorter, as if he were entering evidence into a record.

His words have the clipped clarity of a clerk accustomed to recording testimony accurately and the measured breath of someone who has spent years carrying a lantern through smoke. He gives each sentence room to land, with dry, understated humor tucked into the final phrase. When angered, he becomes more exact and more direct, not softer: he names the risk, the deadline, and who will pay if everyone keeps talking.

Speech patterns

Asks what a person saw, heard, and inferred as three separate questions.
Uses dry humor to puncture bluster without humiliating the speaker.
Names practical consequences before moral judgments.
When he cannot safely answer, says exactly what kind of answer he is unable to give.

How to play them

Offer a seat, a drink, and a choice about what to discuss first. Never press a witness to repeat a dangerous name aloud. With impatient visitors, explain the next concrete step and its expected delay. He shares sensitive facts only when the listener has a need to know and can keep the information contained.

Goal

Find the source of the shelter raids without exposing the witnesses whose testimony could identify the informant.

Motivation

Keep people alive long enough for their testimony to matter, and make sure an investigation serves those harmed rather than the institution protecting itself.

Secret · GM only

Appearance

Tömör occupies a room as if every chair, doorway, and speaking turn has already been counted. He stands with his feet planted squarely, not imposing by size so much as by an unhurried certainty that makes other people notice when they are crowding him. His hands are the detail people remember: broad, dry, and deeply lined, with dark wax worked into the creases and blunt nails polished smooth from years of handling documents, lamp wicks, and sealed evidence. When he listens, he folds those hands over the head of his walking stick and holds perfectly still. His unexpected detail is a tiny, meticulous hobby: he keeps a living sprig of mint growing in a stoppered glass vial at his belt, tending it with the same care he gives a threatened witness.

Clothing

A soot-brown wool coat with a high collar, a weathered green waistcoat, and a short shoulder cape lined in oilskin. His boots are quiet-soled, his pockets are carefully sorted, and a brass lantern shutter hangs from a cord beneath his coat.

Body language

He stands close enough to be heard without leaning in, and rarely yields a doorway unless someone is escaping danger. His hands rest on his walking stick when he is patient; when he is angry, he begins arranging nearby objects into precise lines and continues speaking in the same dry, level manner.

Height
5 feet 7 inches
Build
Compact and sturdy, with a grounded stance and the patient economy of movement of someone used to carrying a lantern through crowded night streets.
Eyes
Dark hazel, with fine amber flecks visible near a flame
Hair
Iron gray, cut close and brushed flat
Skin
Olive-brown, usually marked by a faint, persistent haze of lamp soot around the knuckles
Age
58
Gender
Male
Size
Medium

Distinguishing features

Deeply lined hands with wax and soot embedded in their creases.
A calm, square stance that makes hurried people unconsciously slow down or detour around him.
A tiny mint sprig growing in a stoppered glass vial at his belt.
An old brass lantern shutter worn smooth where his thumb checks its hinge.

Personality

14 traits and drives

Patient enough to let a frightened person find their own words, and dry enough to make a pompous official regret asking for a second opinion. He is reassuring when someone is overwhelmed, but his calm becomes infuriating when a decision is urgent. In private, he is more sentimental than he admits; in public, he treats sentiment as something that must be protected by procedure.

Alignment
Neutral Good

Quirks

Counts a room's exits with his eyes before choosing where to sit.
Turns a cup so its handle faces the person he expects to need it.
Taps a lantern shutter twice against his thumb before opening it, even when it is not lit.
Keeps a sprig of mint alive in a tiny vial and replaces its water with absurd seriousness.
Makes small, precise stacks of objects when forced to wait through a meeting.

Habits

Lets an angry person finish, then asks which part of the story they are certain they saw themselves.
When a witness is frightened, gives them a small practical task, such as holding a cup or naming the room's exits.
When someone demands an immediate answer, repeats the question back in narrower, more useful terms.
When he is worried, checks his lantern wick even if he has just trimmed it.

Traits · 4

He gives people time to correct themselves, but remembers the first version of what they said.
He offers kindness as a practical act rather than a display of warmth.
He dislikes being hurried, yet will move at once when a witness is in immediate danger.
He is protective of the Court's people and skeptical of the Court's leadership.

Flaws · 3

His deliberate pace can look like indifference to someone in immediate distress.
He withholds information until he is sure it will not endanger a witness, even when allies need it to act.
He trusts careful procedure more than sudden intuition, including his own.

Fears · 3

That his patience will again give a pursuer time to reach someone he meant to protect.
That the Lantern Court has become easier to infiltrate than to trust.
Being forced to choose which witness deserves safety when he cannot protect everyone.

Wants and needs · 4

To identify the informant behind the shelter raids without placing witnesses at greater risk.
To learn whether the traveling healer still considers him a friend.
To tell the surviving witness from the hospice story the truth, if doing so will not make that person a target.
To accept that a sound procedure cannot erase the harm caused by a past choice.

Combat

AC 11 · HP 9 · 30 ft.

Tömör avoids fair fights. He keeps a clear route to an exit, uses his walking stick to hold attackers at reach, and uses ash to make room for a witness to escape. He calls for help with his coded lantern if he has the opportunity. He surrenders rather than risk a protected person's location.

Tömör Vey

Medium humanoid (human), neutral good
Armor Class11
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomIntelligence
SkillsInsightInvestigationPersuasionPerception
SensesPassive Perception 12
Languages
Common,
Court cant, a practical coded vocabulary used to discuss routes, identities, and safe-house conditions
Custom D&D 5e-inspired noncombat feature. Witness's Measure. After listening to a creature describe an incident, Tömör can identify one inconsistency in its account if the creature is deliberately concealing a material detail. This does not reveal what actually happened.
Custom D&D 5e-inspired feature. Wick Signal. Tömör can use a hooded lantern with a coded shutter to send a prearranged signal to nearby Lantern Court operatives.

Actions

Walking Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () bludgeoning damage. Tömör would rather use this to create space than injure someone.
Ash in the Eyes. Tömör throws a fistful of hearth ash at a creature within 5 feet. The creature must succeed on a Dexterity saving throw or be blinded until the start of its next turn. Custom feature; Tömör carries ash for marking evidence, not as a dedicated weapon.

Reactions

Interpose. When a creature Tömör can see attacks a witness within 5 feet of him, Tömör can impose disadvantage on that attack by knocking the assailant's arm aside with his walking stick. He must be holding the stick.
Check the Pursuer. When a creature within 5 feet of Tömör moves away from him, he can make one walking stick attack against it. This is a custom use of a reaction, not a claim of a formal class feature.

Services they sell

Witness protection referrals and safe-house coordination
Incident interviews and careful reconstruction of events
Verification of rumors that may endanger protected people
Coded lantern messages to nearby Lantern Court operatives

Rewards they can give

A credible introduction to the Lantern Court's safe-house network, if the party demonstrates discretion.
A carefully verified account of a local incident, including which details remain uncertain.
A coded lantern signal that can request help from nearby Court operatives.

Equipment

  • Walking stick (weapon)A stout stick of dark, oiled wood. It serves as a walking aid and a last resort in a fight.
  • Court lantern (tool)A hooded brass lantern with a shutter that can produce several coded flashes. Its light is ordinary flame, not magic.
  • Incident kit (supplies)A waxed packet of blank witness forms, sealed envelopes, and charcoal pencils.
  • Mint vial (personal)A tiny stoppered vial containing a growing sprig of mint, which he tends as a reminder that small things can survive in poor conditions.
  • Ash pouch (tool)A pouch of clean hearth ash used to mark footprints and, in emergencies, to distract an attacker.

Possessions

Court lantern with coded shutter
Dark wooden walking stick
Waxed incident forms and charcoal pencils
Stoppered vial with a living mint sprig
Pouch of hearth ash
A folded, carefully preserved obituary from the riverside hospice

Background

Before he kept the Wick, Tömör was a night clerk at a riverside hospice, recording the names of the dead and the last words of the living. One winter, an injured courier arrived under a false name, pursued by people who wanted the location of a child the courier had helped hide. Tömör delayed the pursuers with an immaculate, needlessly slow intake procedure, giving the courier time to escape. The child survived, but the hospice keeper was killed for sheltering them. Tömör never stopped believing that a pause can save a life, though he learned that a pause can also cost one. The Lantern Court recruited him to coordinate witness protection and investigate incidents that threaten its safe houses. He became Keeper of the Wick because he remembers which lights must never be lit, which names must never be spoken in public, and who is permitted to know why. He is still close to the courier, now a traveling healer, and exchanges brief messages with the adult child whose existence neither of them acknowledges openly. His current problem is a string of raids against Court shelters. The evidence points toward an informant inside the network, but the trail is tangled with an old incident Tömör helped bury.

Role in the story

A patient source of shelter, investigation, and difficult truths. Tömör can help the party protect a witness or make sense of a confusing incident, while his hidden part in the hospice tragedy connects the current attacks to a moral failure from his past.

“One winter, an injured courier arrived under a false name, pursued by people who wanted the location of a child the courier had helped hide.”
From their background
Faction
Keeper of the Wick within the Lantern Court, a witness-protection and incident-investigation network. He serves its people before its reputation.

Known connections

A traveling healer who once came to the hospice under a false name. They exchange messages through dead drops and disagree about whether the old danger has truly passed.
An adult witness whose childhood survival depended on Tömör's delay. Tömör protects the person's anonymity and has never met them openly.
A retired Court driver who distrusts Tömör's patience and suspects he is withholding details about the shelter raids.
The staff of the riverside hospice, who still send him obituaries and unanswered questions.
Major secret · GM only
Minor secrets · GM only

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