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Maradin 'Mara' Thrundark - AI-generated fantasy NPC

Maradin 'Mara' Thrundark

Mountain Dwarf · Expert / Shipwright · Level 0

Maradin 'Mara' Thrundark

Proprietor of Mara's Maritime Sundries and Master Shipwright
AC13
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A resonant, rumbling growl like boulders tumbling in a riverbed.

Her voice is a gravelly bass that carries over the sound of crashing waves. She uses maritime metaphors for everything and often ends her sentences with a sharp, affirmative click of her tongue.

Speech patterns

Ye can trust a man, but never trust a cliff that don't weep in the rain.
That ship is riding high for a cargo of lead, innit?
Check the grain of the wood before ye put yer weight on it, lad.

How to play them

She is gruff but helpful to those who look like they have calloused hands. She will test the players' character by asking them to help her move a heavy crate before she shares real information.

Goal

Expose the structural or criminal negligence of the Lighthouse Inn owners before the cliffs collapse.

Motivation

To prove that the Lighthouse Inn's warehouse is involved in dangerous structural tampering or smuggling that threatens the stability of the harbor.

Secret · GM only

Appearance

Mara is built like a granite post, short but incredibly wide with shoulders that seem to stretch the seams of every tunic she owns. Her skin is the color of well-oiled teak, weathered by brine and sun. She moves with a heavy, purposeful gait that makes floorboards groan in rhythmic submission. While her hands are permanently stained with soot, pitch, and sawdust, she wears three incredibly delicate ivory hairpins shaped like tiny gulls, which hold back a wild thicket of copper-red hair. The smell of cedar shavings and expensive tobacco clings to her like a second skin.

Clothing

A thick leather smithing apron over a salt-stained wool tunic of deep navy. She wears heavy reinforced boots with steel toes and carries a bandolier of specialized woodcarving chisels.

Body language

Mara stands with her feet wide apart as if always on a rocking deck. She rarely looks people in the eye, instead focusing on their hands or the tools they carry.

Height
4 feet 2 inches
Build
Extremely Broad and Muscular
Eyes
Steel Gray
Hair
Copper-Red
Skin
Deep Tan / Weathered Teak
Age
142 years
Gender
Female
Size
Medium

Distinguishing features

Permanent soot stains deep in the lines of her hands
A jagged scar across her left knuckles from a slipping adze
Delicate hand-carved ivory hairpins in her messy hair
Missing the very tip of her left earlobe

Personality

12 traits and drives

Mara is a woman of loud laughs and quiet observations. She is incredibly generous with the local sailors, often 'forgetting' to charge for small repairs, yet she is notoriously miserly with the wealthy merchants from the hills, charging them double for the same services. She holds a deep reverence for the integrity of wood and stone, feeling that a poorly built structure is a personal insult to the earth. Though she appears jovial, she is intensely observant, tracking the draft of every ship in the harbor to judge if their cargo matches their logs.

Alignment
Neutral Good

Quirks

She taps the side of any building she enters three times to listen to the echo
She carries a pocketful of dried seaweed to chew on when she is thinking hard
She refuses to speak to anyone wearing silk until they have stepped off the wharf's main pier

Habits

Wakes at 4 AM to inspect the tide lines
Always cleans 'The Mallet' at sunset
Stands on the cliff edge once a week to spit toward the Lighthouse Inn

Traits · 3

Keen observer of physical details
Deeply distrustful of the wealthy
Protectively loyal to the wharf community

Flaws · 3

Holds grudges longer than a mountain's lifespan
Frequently underestimates the danger of powerful people
Prone to 'correcting' people's carpentry without being asked

Fears · 3

The 'Deep Hum' she hears at night coming from the hills
Losing her shop to a landslide
Running out of prime cedar wood

Wants and needs · 3

A professional survey of the Lighthouse Inn's foundations
Respect for the labor of the wharf-workers
A decent mug of ale that hasn't been watered down

Combat

AC 13 · HP 12 · 25 ft.

Mara is not a warrior, but she is a brawler. She uses 'The Mallet' to target knees or to destroy the terrain, such as collapsing a shelf or breaking a floorboard under an opponent.

Maradin 'Mara' Thrundark

Medium humanoid (mountain dwarf), neutral good
Armor Class13
Hit Points12
Speed25 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionStrength
SkillsAthleticsPerceptionInsight
SensesDarkvision 60 ft., Passive Perception 14
Languages
Common,
Dwarvish
Stonecunning. Advantage on History checks related to the origin of stonework
Dwarven Resilience. Advantage on saving throws against poison
Tool Proficiency. Carpenter's Tools, Smith's Tools, Ship's Navigator's Tools

Actions

The Mallet (Warhammer). Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () bludgeoning damage. If Mara hits a non-living object, it is an automatic critical hit.
Pitch Flask. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: The target is covered in sticky pitch. If the target takes fire damage in the next minute, they take an additional fire damage.

Reactions

Sturdy Stance. When an attacker tries to shove Mara or knock her prone, she can use her reaction to gain advantage on the saving throw.

Services they sell

Ship repair and hull maintenance
Sale of rope, pitch, tools, and basic provisions
Intelligence on harbor movements and shipping manifests

Rewards they can give

Hand-carved wooden charms (provide +1 to Navigator checks)
Free passage on a departing merchant vessel
A heavy mallet that deals double damage to objects and structures

Equipment

  • The Mallet (weapon)An oversized, well-worn wooden mallet with a brass-banded head.
  • Leather Apron (armor)Heavy-duty protection that acts as light armor.

Possessions

A masterwork heavy mallet named 'The Last Word'
A ledger containing the draft measurements of every ship to dock in the last year
A small brass spyglass with a cracked lens
A pouch of high-quality Dwarven tobacco

Background

Born in the Iron Crags, Mara spent her youth as a structural engineer for the underground river-docks. She left her clan after her younger brother died when a 'safely' inspected cliffside warehouse collapsed during a storm. Suspicious of the official report, she moved to this coastal town to study how land and water interact. She opened her general goods shop on the wharf to keep a literal eye on the ground. For three years, she has watched the Lighthouse Inn's warehouse, calculating the weight of the carts going up versus the visible stability of the cliffside strata, convinced something illegal or unnatural is hollowing out the hills.

Role in the story

Local informant and structural expert who can provide the players with evidence of smuggling or geological instability at the Lighthouse Inn.

“She left her clan after her younger brother died when a 'safely' inspected cliffside warehouse collapsed during a storm.”
From their background
Faction
Wharf-Rat Association (Informal Leader), Shipwrights' Guild

Known connections

Dockmaster Hobbs: Mutual respect, though she thinks he is too soft on the Night Watch
Thistle: A local street urchin she pays in meat pies to report on 'strange carts'
The Alchemist: A frequent customer who buys her specialty charcoal
Major secret · GM only
Minor secrets · GM only

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