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Mara Fenwick - AI-generated fantasy NPC

Mara Fenwick

Human · Commoner and herbalist · Level 0

Mara Fenwick

Candosville herbalist and witness to the Sickwood's strange changes
“First, tell me what you touched.”
AC10
HP4/4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“a poor experiment”
From how they speak

Voice

Her voice has the dry, faintly rasping edge of someone who works around herb dust and woodsmoke. Before answering a difficult question, she takes one careful breath through her nose, then speaks in an even, practical cadence.

She gives plant names their full, careful pronunciation and describes symptoms in concrete terms. When pressed about the survey, her sentences shorten and she starts naming practical tasks that need doing elsewhere.

Speech patterns

Begins practical advice with, "First, tell me what you touched."
Uses exact measurements and plant names even when everyone else is speaking in generalities.
When frightened, asks short questions in a rapid sequence, then stops to listen.
Calls a dangerous choice "a poor experiment" rather than saying she is afraid.

How to play them

Mara helps people who speak plainly about what they need and accept reasonable precautions. To earn her trust, bring specific observations from the Sickwood, protect her family from unwanted attention, and do not demand that she reveal her notes in public. If pressed, she bargains for time to move her family to safety.

Goal

Find the source of the Sickwood's spreading blight and stop it without exposing Candosville or her family to retaliation.

Motivation

Mara wants to protect ordinary people from a danger that may be too large for any one person to understand, while making sure that fear does not become an excuse to abandon them.

Secret · GM only

Appearance

Mara smells unmistakably of crushed fennel, wet wool, and the faint mineral tang of iron-rich creek water; she knows about the fennel, but not the rest. She moves with a careful, heel-first tread learned from crossing the Sickwood's soft ground, and when she stops, her head tilts as if listening for something beneath the floorboards. Her most unexpected feature for a village herbalist is a perfectly maintained set of tiny brass surveyor's calipers, which she uses to measure seed pods and splinters with the solemnity of a magistrate.

Clothing

A patched moss-brown coat with deep inside pockets, a faded linen apron, practical boots wrapped at the ankles with strips of washable cloth, and a hood that smells faintly of smoke. Her cuffs are often flecked with crushed leaves.

Body language

Mara keeps her shoulders slightly forward as if guarding a basket against rain. She watches hands when someone speaks and turns her face toward the nearest exit whenever the Sickwood is mentioned. When she has reached a decision, she plants both feet and holds still.

Height
5 feet 3 inches
Build
Compact and sturdy from years of carrying baskets, though she has little strength for heavy labor.
Eyes
Dark hazel, with fine amber flecks
Hair
Dark brown, threaded with gray and usually bound in a practical knot
Skin
Light olive, weathered from outdoor work and dusted with freckles across the nose
Age
Forty-three
Gender
Woman
Size
Medium

Distinguishing features

The persistent scent of crushed fennel, wet wool, and creek minerals follows her.
A habit of pausing for one slow breath before saying the name of the Sickwood.
Tiny brass calipers hang from her belt beside bundles of dried plants.

Personality

14 traits and drives

Mara is compassionate but guarded: she will treat a stranger's fever without charge, then ask who sent them and why they came by the river road. In calm company she is wry and patient; under pressure she becomes brisk, exact, and hard to distract. She wants people to trust one another, yet hides the very evidence that could help them decide what to do.

Alignment
Neutral good

Quirks

Taps each herb jar twice before opening it, as if checking whether it is listening.
Counts steps between landmarks, then mutters the number backward when retracing them.
Turns cups so their handles point toward the nearest window.
Keeps a tiny scrap of paper under her tongue while searching for a word, then spits it into her palm when she remembers.
Measures unusually shaped seeds with her brass calipers and writes down their width to the nearest hair.

Habits

Checks the wind before opening a jar of dried herbs.
Keeps notes even during arguments, then asks whether the other person wants to correct the record.
Will interrupt her own explanation to help an injured animal or child.
When overwhelmed, sorts seeds by size instead of answering.

Traits · 4

Kind in practical ways, suspicious of grand promises.
Curious enough to investigate danger, cautious enough to resent herself for doing so.
Protective of her family without assuming they are helpless.
Prefers a measured answer but can act suddenly when someone is in immediate danger.

Flaws · 3

Withholds evidence when she thinks the truth will panic people.
Treats uncertainty as a problem to solve alone.
Can become so exacting about details that she misses what frightened people need from her.

Fears · 3

That the Sickwood's sickness is spreading through the settlement's water.
That her daughter will follow her into the woods to uncover the truth.
That the missing survey leader may still be alive and changed.

Wants and needs · 4

Wants proof of what is changing in the Sickwood.
Needs a way to move her family to safety without alarming Candosville.
Wants the party to distinguish observation from rumor.
Needs someone she trusts to inspect the jarred root specimen.

Combat

AC 10 · HP 4 · 30 ft.

Mara avoids a fair fight. She uses her walking stick to create distance, gives tincture to an ally, and retreats toward cover or a familiar doorway. If her family or a child is threatened, she may stand her ground long enough to draw danger away, but she does not pursue fleeing enemies.

Mara Fenwick

Medium humanoid (human), neutral good
Armor Class10
Hit Points4
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdom
SkillsNatureMedicineSurvivalInvestigationInsight
SensesPassive Perception 12
Languages
Common
Herbalist's poultice. During a short rest, Mara can prepare a poultice from available medicinal plants. A creature that spends one Hit Die while using it regains an additional 2 hit points. Custom feature, not a formal class ability.
Sickwood field knowledge. Mara can identify common local plants and recognize signs of sickness in crops, animals, and people.

Actions

Walking-Stick Jab. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () bludgeoning damage. Mara uses this only to make space for an escape.
Bitter Tincture. Mara offers a small dose of bitter tincture to a willing creature within reach. The creature can immediately repeat one saving throw against being poisoned or frightened, with advantage. Custom feature; the dose has no effect on other conditions.

Reactions

Get Behind Me. When a creature Mara can see within 5 feet is hit by an attack, she can use her reaction to pull it 5 feet toward her or behind nearby cover, if the space is unoccupied. This movement does not prevent the attack from hitting. Custom feature.

Services they sell

Identifies common local herbs and likely causes of ordinary ailments.
Prepares simple poultices and wound dressings from available supplies.
Shares safe routes near Candosville's boundary if the party agrees to keep her family out of danger.

Rewards they can give

A practical poultice recipe that grants the herbalist's poultice benefit.
A careful map of safe paths along the Sickwood's edge.
Her field notes, if the party earns her trust or protects her family.

Equipment

  • Walking stick (tool)A stout ash walking stick polished by years of use; it is a walking aid first and a weapon only in desperation.
  • Bitter tincture (consumable)A stoppered glass vial of bitter, locally made tincture. It can steady a frightened or poisoned person as described in her custom action.
  • Field notebook (personal item)A weatherproof notebook containing plant sketches, symptom records, and several carefully removed pages.
  • Herbal kit (medical supplies)A pouch of bandages, dried yarrow, fennel, charcoal, and clean thread.
  • Surveyor's calipers (tool)Small brass calipers used to compare seeds, roots, and other specimens.

Possessions

A field notebook with several pages removed
A pressed fennel sprig from her grandmother's garden
A small tin of salve for cracked hands
A sealed jar containing a pale, rootlike specimen

Background

Mara was born in Candosville to a family of reed-cutters and learned remedies from her grandmother, who taught her to test every folk cure on herself before trusting it to a neighbor. At twenty-six, Mara joined a survey party sent into the Sickwood to find why the settlement's wells had begun tasting of pennies. She returned alone after a night of green rain, carrying a bundle of notes and refusing to explain why the party's leader had vanished. That ordeal changed her: she became meticulous about evidence, but now hesitates whenever a choice might put another person in the woods. Her husband, Sef, repairs eel traps and wants her to stop taking risks; their daughter, Tavi, quietly helps copy Mara's plant sketches. The settlement's reeve, Jorren, suspects Mara knows more about the woods' sickness than she admits. Lately, medicinal herbs near the old boundary have developed dark, glassy veins, while patients in Candosville dream of roots pressing against their bedroom walls.

Role in the story

A local witness and cautious guide whose botanical knowledge can point the party toward the Sickwood's Heart. She can help the party understand the symptoms and safe approaches, but her withheld evidence complicates the investigation.

“At twenty-six, Mara joined a survey party sent into the Sickwood to find why the settlement's wells had begun tasting of pennies.”
From their background
Faction
Candosville's informal circle of healers and growers; no formal organization.

Known connections

Sef Fenwick, her husband, who repairs traps and fears the Sickwood will take her as it took the survey party.
Tavi Fenwick, her observant daughter, who copies Mara's botanical notes and has noticed a page Mara tore out.
Jorren, Candosville's reeve, who wants a clear account of the old survey and distrusts Mara's silences.
The memory of her grandmother, whose remedy book Mara still annotates in the margins.
Major secret · GM only
Minor secrets · GM only

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