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Mara Veyr

Human · Commoner, noncombatant; custom quest-giver profile · Level 0

Mara Veyr

Reedland caretaker and keeper of her family's burial customs
“Who moved it? What did they touch? Which way did the water run?”
AC11
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, chest-forward speaking voice shaped by years of calling across water and into wind. It has a slightly rough edge from damp air and long days outdoors. She projects clearly rather than shouting, and her laugh is a sudden bark that surprises people who expect only sternness.

Her speech is direct and full of workaday comparisons: water finds the low place, rot begins where nobody checks. She asks questions in quick clusters, then leaves room for an answer. When she discusses family history, she becomes precise about dates and objects but evasive about feelings.

Speech patterns

Uses concrete questions: "Who moved it? What did they touch? Which way did the water run?"
Calls the dead "our guests" and corrects people who speak of them as treasure.
When she is embarrassed, changes the subject to weather, rope, or food.
In anger, uses short statements and names the practical consequence of a person's actions.

How to play them

Mara offers useful local knowledge and practical assistance before asking adventurers to help. She wants clear promises about respecting the dead, but will work with imperfect allies if the crypt is in immediate danger. She shares family history in pieces, and becomes more candid when the party proves it can protect both people and remains.

Goal

Recover the Veyr family nameplate, establish what happened to the missing ancestor, and keep the crypt from being looted.

Motivation

She wants the dead to be treated as people rather than as a family asset, and wants her father's silence to have meant something other than cowardice.

Secret · GM only

Appearance

Mara has a compact, weather-ready presence, with a square jaw, a broad nose, and a face that looks as if it has spent years squinting through rain. Her dark hair is braided close to her scalp and tied with a strip of faded linen. A fringe of reed fluff often clings to her coat. She moves with the cautious, planted steps of someone used to testing mud before trusting it, but she unconsciously crowds doorways and stands close enough to make strangers notice. Every few moments, her thumb checks the small brass clasp at her collar, as though taking attendance.

Clothing

A peat-brown wool coat patched at both elbows, a tightly wrapped headscarf, a reed-fiber rain cape, and mud-proof boots tied with mismatched cords. Her belt carries a small spade, twine, and a waxed pouch for fragile finds.

Body language

She plants her feet shoulder-width apart and unconsciously fills the nearest doorway, then shifts aside when she realizes she is blocking someone. Her thumb repeatedly checks her collar clasp. When listening closely, she leans forward rather than nodding, which can feel like an interrogation.

Height
5 feet 1 inch
Build
Short, sturdy, and strong through the shoulders from hauling tools, baskets, and flood barriers.
Eyes
Deep brown, with a steady, assessing gaze
Hair
Dark brown, nearly black
Skin
Warm brown, weather-darkened across the forehead and nose
Age
Forty-one
Gender
Woman
Size
Medium

Distinguishing features

Her thumb checks the brass clasp at her collar so frequently that people notice it within minutes.
She stands unusually close and often blocks a doorway without realizing it.
Reed fluff and pale marsh silt cling to her clothing even after she has brushed it clean.

Personality

14 traits and drives

Mara is practical and protective, yet curious enough to pry at a story she knows may hurt her family. In a crisis she becomes decisive and physically bold; in quiet company she is unexpectedly funny, though she deflects praise with chores. She wants people to respect the dead, but privately resents how the family's traditions have been used to keep the living silent.

Alignment
Neutral good

Quirks

Touches her collar clasp as if checking that it has not slipped, even when it is firmly fastened.
Tests unfamiliar floors with her heel before stepping fully inside.
Keeps a list of people's promised favors on scraps of bark, but never writes down their names, only what they said they would do.
When offered a drink, turns the cup once so its handle points toward the nearest exit.
Collects smooth stones from places where someone has told her the truth.

Habits

Counts visible exits before sitting down, then makes a point of asking whoever is present how they are doing.
When worried, checks the brass clasp at her collar and tests nearby floorboards with her heel.
Offers practical help before asking for trust, such as mending a strap or carrying a load.
If someone treats the dead carelessly, her warmth vanishes and she becomes blunt and physically obstructive.

Traits · 4

Protective without being soft-spoken about what protection requires.
Curious about old truths but wary of anyone who wants them for a spectacle.
Generous with labor and guarded with personal history.
Can be funny and welcoming when the danger has passed, then abruptly return to practical concerns.

Flaws · 3

Her instinct to stand between danger and others can make her obstructive and reckless.
She treats uncertainty as a practical problem to solve, even when someone needs time to grieve.
She is slow to trust anyone who describes the crypt as a source of wealth.

Fears · 3

That the crypt will flood and scatter the remains before the truth is found.
That Daro's silence hides a betrayal worse than the village's old rumors.
That she will become so intent on protecting the family name that she repeats the same silence that harmed her father.

Wants and needs · 4

Needs capable help to reach the crypt before the next high water.
Wants Daro to tell her what he found before his illness worsens.
Needs the nameplate returned intact, not sold or treated as a trophy.
Wants a truthful account of Izel's fate, even if it damages the family reputation.

Combat

AC 11 · HP 9 · 30 ft.

Mara is not a trained combatant. She keeps between attackers and the crypt entrance, uses the terrain to force foes onto narrow paths, and calls out hazards for allies. She retreats if outmatched, preferring to bar a passage or draw danger away from the graves rather than fight to the death.

Mara Veyr

Medium humanoid (human), neutral good
Armor Class11
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdom
SkillsPerceptionSurvivalInvestigation
SensesPassive Perception 12
Languages
Common
Cryptwise. Mara recognizes founder-era burial marks and can identify disturbed stones, false walls, and family seals with careful examination.
Custom feature, Keeper's Claim. While carrying the Veyr nameplate, Mara has advantage on checks to persuade locals that the crypt is a family burial place, but this grants no authority over creatures inside.

Actions

Spade Handle. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage. Mara fights with the iron-shod handle of her spade.
Sling Stone. Mara makes a ranged weapon attack with a stone from her sling: to hit, range 30/120 ft., one target. Hit: 4 () bludgeoning damage.
Clear the Way. Mara shouts a warning and points out a route or hazard. One ally who can hear her may immediately move up to 10 feet without provoking opportunity attacks. Custom feature; usable once per short rest.

Reactions

Bar the Way. When a creature Mara can see moves toward a crypt entrance or a fragile burial marker, she may move up to 5 feet to interpose herself, provided she is not incapacitated. This movement does not prevent the creature from continuing.

Services they sell

Guidance through the reed flats and flood-prone paths
Identification of family burial marks and crypt customs
Basic shelter, dry clothes, and a hot meal when available

Rewards they can give

A safe route through the reed flats and practical guidance about flood conditions.
A modest family heirloom or a share of any lawful reward for recovering the nameplate.
Mara's lasting trust and access to the Veyr family's oral history.

Equipment

  • Spade (tool)A short-handled digging tool with an iron-shod wooden grip, useful for probing soft ground and as an improvised weapon.
  • Sling and stones (weapon)A leather sling and a pouch of smooth river stones.
  • Brass clasp (keepsake)A small brass clasp inherited from her great-grandmother; it bears a worn notch matching one mark described in the family's oral history.
  • Field kit (supplies)Waxed cloth, twine, chalk, and a stub of charcoal for marking safe routes and protecting recovered fragments.

Possessions

A brass collar clasp inherited from her great-grandmother
A waxed pouch containing the water-damaged record fragment
A short spade and a sling
Chalk-marked sketches of the reed flats and old burial signs

Background

Mara's family once sealed and maintained the burial chambers beneath the reed flats, where the dead were laid in dry niches above the seasonal flood. Her great-grandmother taught her the old marks, but the family nameplate disappeared before Mara was born, and a later generation stopped speaking openly about the crypt. When Mara was sixteen, a flood broke through the old sluice and exposed a burial passage. Her father, Daro, entered with two neighbors to save the remains from washing away. He returned alone, carrying a soaked scrap of an ancestor's record that named an apparent family betrayal. Mara watched the village blame him, and saw him refuse to answer rather than expose what he had found. That silence hardened her resolve to recover the nameplate and learn the truth without letting grave robbers turn the crypt into a prize. Now the sluice is failing again. A local salvage crew has begun asking after the entrance, Daro is too ill to guide her, and her cousin Tavi insists that opening the crypt will ruin the family's last chance at peace. Mara still trades favors with Beto, the ferryman who ferried her father home, though they disagree about how much of the past deserves to be brought into daylight.

Role in the story

Questgiver and descendant of the crypt's founders. Mara asks the party to recover the family nameplate, uncover the truth about the missing ancestor, and prevent looters from entering the crypt.

“When Mara was sixteen, a flood broke through the old sluice and exposed a burial passage.”
From their background
Faction
No formal faction. Mara considers herself responsible for the Veyr family burial ground and has the quiet support of a few reedland residents.

Known connections

Daro, her ailing father, knows what he found in the flooded passage but has not told her the whole story.
Tavi, her cousin, believes the crypt should remain sealed and fears Mara will bring shame upon the family.
Beto, a ferryman who once brought Daro home from the crypt, quietly helps Mara reach the reed flats.
The anonymous salvage crew has been bribing locals for directions to the buried entrance.
Major secret · GM only
Minor secrets · GM only

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