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Myrra Reed - AI-generated fantasy NPC

Myrra Reed

Human · Commoner · Level 0

Myrra Reed

Tavern Proprietor and Rumor Broker
AC11
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Low, amused, and steady, like a hearthfire that notices everything in the room.

Plainspoken, warm, and slyly observant, with little jokes that sound like advice and advice that sounds like a joke.

Speech patterns

Starts with a joke, ends with a warning
Speaks in practical proverbs about soup, weather, and coin
Never repeats a rumor without naming the source unless the source is dead
Uses first names for allies, surnames for trouble, and full titles for people she fears

How to play them

Myrra is cordial, funny, and disarming at first, but she tests every visitor with small questions that reveal intent. If she likes someone, she feeds them well and offers useful names. If she distrusts them, she still serves them, but she watches their cups, hands, and shoes.

Goal

Protect the ordinary people of Brackenford from hunger, corruption, and whatever is moving beneath the flooded causeway.

Motivation

To keep Brackenford fed, informed, and alive long enough for her to uncover what really happened to her brother and the causeway lights.

Secret · GM only

Appearance

Myrra Reed stands with the compact confidence of someone who has spent decades moving between kitchen fires, barstools, and back doors. Her apron is stained with ale foam, onion broth, and one permanent crescent of lampblack near the hem, but it is always clean at the start of the evening. Her hands are broad and capable, the knuckles slightly swollen from years of hauling casks, and she moves with a quiet, rolling gait that makes her seem larger than she is until she stops beside you and looks straight through your excuse. Her most surprising feature is her smile, warm and grandmotherly, while one sleeve is stitched from fine blue velvet from a merchant's coat she once claimed as payment. She wears a narrow brass ring on a chain around her wrist, never on a finger, as if she no longer trusts promises that can be seen.

Clothing

A dark green innkeeper's dress under a stained linen apron, soft wool stockings, sturdy river boots, and a copper brooch shaped like a reed bundle that once belonged to her mother

Body language

She angles her shoulders toward the room like a shield, keeps one hand near an exit or a heavy object, and tilts her head only slightly when listening, as though weighing each word on a scale.

Height
5 ft 6 in
Build
Sturdy and grounded, with the practical strength of someone who lifts barrels more often than books
Eyes
Hazel with gold flecks
Hair
Dark brown streaked with iron gray, usually braided and pinned up
Skin
Weathered light brown with a sun-freckled nose and wind-chapped cheeks
Age
47
Gender
Female
Size
Medium

Distinguishing features

A velvet patch on one sleeve from a merchant's coat
A brass ring worn on a chain around her wrist
A small burn scar at the base of her throat
Ink stains on two fingertips from keeping private ledgers
One eyebrow that rises slightly higher when she knows more than she says

Personality

17 traits and drives

Myrra is warm in public and razor-aware in private, the sort of woman who can pour you soup while measuring the truth in your voice. She is patient with the lonely, generous with the hungry, and ruthlessly pragmatic with the powerful. She laughs easily when the room is safe, but when fear or grief enters the tavern, her humor sharpens into a tool that keeps people talking. She dislikes waste, lies that endanger bystanders, and anyone who confuses cruelty with strength.

Alignment
Neutral Good

Quirks

Counts spoons by touch whenever she is thinking
Never serves the last bowl of stew to herself
Taps the bar twice before telling a dangerous secret
Labels every bottle by smell as well as by name
Keeps a window cracked open in any room she sleeps in, even in winter

Habits

Welcomes every guest with a meal or a lie that protects a better lie
Remembers names, debts, and favorite drinks with uncanny precision
Stops wiping the same glass when a conversation becomes dangerous
Goes silent and still whenever the flooded causeway is mentioned
Finds a reason to help even people she distrusts, provided innocents are at risk

Traits · 5

Hospitable to the desperate
Sharp-eyed and hard to deceive
Dryly humorous under pressure
Protective of workers, children, and drifters
Quietly relentless once she decides someone is lying

Flaws · 4

Keeps too many secrets to trust easily
Can be manipulative when she believes it will protect someone
Takes on the burdens of others until she is exhausted
Will not abandon a grudge once she has proof of it

Fears · 3

That the lights under the flooded causeway are tied to her brother's disappearance
That innocent families will be blamed for the rotten shipments
That her ledger will fall into the hands of someone who uses secrets as weapons

Wants and needs · 5

Reliable allies who can move discreetly through the city
Proof of what is happening beneath the flooded causeway
Enough safety that ordinary families do not become collateral damage
A chance to settle her brother's fate
Control of the city's rumor flow before panic spreads

Combat

AC 11 · HP 8 · 30 ft.

Myrra fights like a protector, not a duelist. She uses the room first, keeping tables, stools, and doorways between herself and danger. She prefers to slow opponents, break line of sight, and buy time for others to escape. If cornered, she fights with brutal practicality, using improvised weapons and targeting hands, knees, and lamps.

Myrra Reed

Medium humanoid (human), neutral good
Armor Class11
Hit Points8
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWISCHA
SkillsInsightPersuasionPerceptionInvestigationDeception
SensesPassive Perception 15
Languages
Common,
Thieves' Cant,
one marsh dialect used by riverfolk
Rumor Ledger
Bread-and-Salt Hospitality
Floodline Watcher
Soft-Voiced Intimidation

Actions

Cudgel the Ledger. Myrra hurls a pewter tankard or skillet with startling accuracy, aiming to distract rather than kill. On a hit, the target takes 1 bludgeoning damage and must succeed on a Wisdom save or have disadvantage on its next attack roll before the end of its next turn.
Call in the Truth. She slams a heavy hand on the table and calls out an old debt, private shame, or known lie. One creature within 30 feet that can hear her must make a Wisdom save or be rattled until the end of its next turn, unable to take reactions.

Reactions

Shatter the Reach. When a creature within 10 feet misses her with a melee attack, Myrra snaps a nearby stool leg or tankard toward the attacker's hand, imposing disadvantage on that creature's next attack roll if it can hear and see her.

Services they sell

Rooms, meals, and discreet lodging
Introduction to dockworkers, carters, and night messengers
Rumor vetting and quiet investigation
Safe storage for sensitive documents
Warning if a name has been circulating among the wrong people

Rewards they can give

A free room and meals at the inn
A trustworthy rumor network in Brackenford
Access to private maps of the docks and causeway
A modest purse from her emergency fund if the party helps protect civilians
A written favor redeemable with the cooper's shop

Equipment

  • Kitchen Skillet (weapon)A heavy iron skillet used for cooking and, if needed, as a blunt weapon
  • Brackenford Ledger (tool)A ledger wrapped in oilcloth containing debts, favors, names, and coded observations
  • Ring of Keys (tool)A ring of inn keys, one of which opens the cooper's shop's hidden latch
  • Marsh Cordial (consumable)A small flask of bitter cordial for steadying nerves and loosening tongues

Possessions

Private ledger of favors and debts
Bent silver spoon from her mother's inn
A dried reed from the marsh where her brother vanished
Three spare candles hidden behind the spice shelf
A lockbox of emergency coin for hungry families

Background

Myrra Reed was born in the reed-houses beyond Brackenford's eastern marsh, where her family ferried milk, eel, and gossip into the city before dawn. She learned early that a full cup could open more doors than a shouted question, and by sixteen she was keeping receipts for a cooper's shop that later failed after a dockside fire. The shop owner vanished in the confusion, owing her family a debt that was never paid, so Myrra took the ruined business's ledger, the charred keys, and enough stubbornness to build her own place from the ashes. Years later she bought the old inn at the river crossing and turned it into a sanctuary for bargemen, night clerks, ward captains, and nervous thieves who preferred a kindly face to a blade. The formative wound of her life came when her younger brother, Ewan, disappeared after speaking too loudly about a flooded causeway and lights under the water. Since then she has listened harder than she speaks, cataloging rivalries, black-market deals, and frightened confessions in a memory sharper than any written record. She recently noticed rotten grain in two shipments meant for the poor quarter, and she suspects someone is poisoning more than stomachs. Her current problem is that too many people in Brackenford trust her with truths that can get them killed, while someone important has begun searching for her old notes.

Role in the story

Central rumor broker, safe haven keeper, and reluctant guide into Brackenford's civic corruption and riverward mysteries

“She recently noticed rotten grain in two shipments meant for the poor quarter, and she suspects someone is poisoning more than stomachs.”
From their background
Faction
Independent, with quiet ties to dockworkers, the city watch, and a loose network of street informants

Known connections

The cooper's shop on Low Quay still owes her family for repairs and hides her old records in a false wall
A city constable drinks free in exchange for warnings about smugglers
Her late brother Ewan's old fishing partner still delivers messages from the marsh
She quietly feeds one church scribe who copies her notes into safer hands
Major secret · GM only
Minor secrets · GM only

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