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Cevra

Wolfkin, a custom wolf-people ancestry · Rogue (custom Wolfkin Thief) · Level 10

Cevra

Burglar, courier, and quiet rescuer of people being squeezed out of the river ward
“Which door sticks, and who has the key?”
AC16
HP78/78
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has a dry, grainy rasp from years calling across docks, with a breathy catch at the end of long sentences. Her words come out brisk and well placed, like someone accustomed to being heard over chains and river wind.

She speaks in clipped, concrete phrases shaped by years of giving directions over dock machinery and rain. She often describes people through scents or sounds before naming them. When angry, she gets more direct and uses sharper consonants, not a softer voice.

Speech patterns

Asks practical questions before discussing feelings: 'Which door sticks, and who has the key?'
Uses short, blunt jokes to deflect praise or sympathy.
When she trusts someone, gives them a vivid sensory detail instead of a direct confession.
Calls a dangerous plan 'interesting' when she means it is reckless.

How to play them

She tests strangers with small, harmless questions about their plans and watches whether their actions match their answers. Offer useful information, protect someone vulnerable without demanding credit, or admit a mistake plainly, and she will consider working with you. Threaten her family or corner her in a way that recalls the flood, and she becomes evasive or vanishes.

Goal

Expose Magistrate Odo's plan to seize the lower docks and get the threatened families out before the arrests begin.

Motivation

Cevra wants to make sure no one else is left trapped by a powerful person's calculation. Beneath that purpose, she hopes that some useful deed will make the night of the flood feel less like the defining fact of her life.

Secret · GM only

Appearance

Cevra is a lean wolf-woman with ash-brown fur, a cream muzzle, and black guard hairs that stand up along her shoulders when she is alert. Her coat carries the sharp, unmistakable smell of crushed juniper and wet wool; she knows it, and rubs juniper oil into her cuffs to make it seem intentional. Her long muzzle is dusted pale at the whisker roots, and her amber eyes track hands before faces. She moves with a rolling, near-silent stride, then stops so suddenly that her coat seems to arrive a moment after her. A small tin wind-up beetle is always clipped inside her collar; its brass shell is worn bare at one corner from years of her thumb worrying it. The odd, tenderly maintained toy is a surprising constant on a professional burglar.

Clothing

A charcoal travel coat cut short to clear her legs, patched at the elbows with sailcloth; a high collar hides her lockpicks and the tin beetle. Soft-soled boots, a faded green sash, and a narrow belt keep her kit close without jangling.

Body language

Her ears pivot independently toward sounds, and her gaze rarely stays on a face for more than a breath. When unsettled, she presses her thumb against the abraded corner of her tin beetle. In a fight she lowers her center of gravity and circles rather than squaring up.

Height
5 feet 8 inches, not counting her ears
Build
Lean, springy, and long-limbed, with a runner's powerful calves and a habit of balancing on the balls of her feet.
Eyes
Amber, with dark brown rims
Hair
Ash-brown fur with black guard hairs; the longer fur at her nape is usually tied back with a faded green thread.
Skin
Visible skin on her nose and paw pads is charcoal gray; most of her body is covered in fur.
Age
Twenty-six, a young adult by human reckoning.
Gender
Female
Size
Medium

Distinguishing features

Her fur smells strongly of crushed juniper and rain-damp wool, noticeable even in a crowded room.
A tin wind-up beetle rides inside her collar, its shell rubbed bare at one corner.
Her tail curls close to her legs when she listens and extends stiffly behind her when she has made up her mind.

Personality

12 traits and drives

Cevra is generous with effort but guarded with trust. She can be playful and almost reckless when a plan is unfolding, yet turns coldly practical the moment someone is hurt. Praise makes her deflect; a sincere request for help makes her pause, then commit more deeply than she intended. She hates being managed, but is quick to organize everyone else when danger appears.

Alignment
Chaotic good

Quirks

She taps twice on wooden doors, once on stone, and three times on metal, even when she knows nobody is inside.
She leaves a saucer of water outside her room for any stray dog or wolf that passes.
She keeps tiny objects found on jobs, such as a button or bent nail, in separate labeled paper packets.
When thinking, she mouths the names of nearby streets without making a sound.
She winds the key of her broken tin beetle before sleeping, then sets it facing the door.

Habits

Counts exits, windows, and loose floorboards whenever she enters a room.
Sniffs the air before trusting a claim about fire, blood, or who has recently passed.
When she has decided to help, she acts first and explains the risk afterward.
After a successful theft, she leaves a tiny carved notch in an inconspicuous wooden surface as a private tally.

Traits · 3

She treats every promise as a practical agreement, yet keeps small sentimental objects she cannot explain away.
She enjoys a clever deception, but hates watching someone be humiliated by it.
She is quick to volunteer for danger and slow to accept comfort afterward.

Flaws · 3

She takes needless personal risks when a situation resembles the night Tovan disappeared.
She assumes powerful people will exploit any kindness shown to them.
She withholds important details until she has already acted, making allies feel used.

Fears · 3

Being forced to choose between saving one person in front of her and helping many people elsewhere.
Finding out that Tovan survived the flood but grew up believing she abandoned him.
Becoming so practiced at betrayal that she can no longer tell it from prudence.

Wants and needs · 3

Wants the river-ward families to keep their homes.
Needs to accept that making amends is not the same as controlling every outcome.
Wants her mother to know the truth, but fears what the truth would do to her.

Combat

AC 16 · HP 78 · 40 feet

Cevra avoids a fair stand-up fight. She uses cover, height, and Cunning Action to separate a dangerous enemy from its allies, then lands Sneak Attack when an opening appears. She favors Trip to disrupt a pursuer, Withdraw when surrounded, and Poison against a target whose escape would endanger others. She retreats if civilians are at risk or if the fight turns into a slaughter.

Cevra

Medium humanoid (wolfkin, a custom wolf-people ancestry), chaotic good
Armor Class16
Hit Points78
Speed40 feet
Level10
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsStealthSleight of HandAcrobaticsPerceptionInvestigationThieves' ToolsInsight
SensesPassive Perception 17; keen scent grants Advantage on Wisdom (Perception) checks relying on smell. No special darkvision.
Languages
Common,
Wolfkin cant, a custom language of posture, scent cues, and short vocalizations
Custom ancestry. Keen Scent. Cevra has Advantage on Wisdom (Perception) checks that rely on smell.
Custom ancestry. Wolfkin. Cevra has a walking Speed of 40 feet and can communicate simple ideas with wolves through posture, scent, and vocalization.
Sneak Attack (). Once per turn, Cevra deals an extra damage when she hits with a Finesse or ranged weapon and has Advantage on the attack roll, or when an ally is within 5 feet of the target and Cevra doesn't have Disadvantage.
Cunning Action. Cevra can take the Dash, Disengage, or Hide action as a Bonus Action.
Cunning Strike. When she deals Sneak Attack damage, Cevra can forgo of that damage to impose one effect: Trip, Poison ( Constitution save), or Withdraw.
Uncanny Dodge. When a visible attacker hits Cevra with an attack, she can use her Reaction to halve the attack's damage.
Evasion. When subjected to an effect that allows a Dexterity saving throw for half damage, Cevra takes no damage on a success and half damage on a failure.
Reliable Talent. When Cevra makes an ability check using a skill or tool with proficiency, a d20 roll of 9 or lower counts as a 10.

Actions

Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage. Once per turn, Cevra can add Sneak Attack damage if its requirements are met.
Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 8 () piercing damage. Once per turn, Cevra can add Sneak Attack damage if its requirements are met.
Quick Cut. Cevra makes one Shortsword or Light Crossbow attack. If the attack qualifies, she can apply Sneak Attack and use Cunning Strike.
Cunning Action. Cevra takes the Dash, Disengage, or Hide action as a Bonus Action.

Reactions

Uncanny Dodge. When a creature Cevra can see hits her with an attack, she halves the attack's damage.
Skittering Pursuit. When a visible creature moves away from her within 5 feet, Cevra can move up to half her Speed without provoking Opportunity Attacks from that creature. This is a custom reaction representing her wolfkin footwork.

Services they sell

Can scout a guarded location and report likely entrances and exits.
Can open ordinary locks and disable mundane traps.
Can guide travelers through the river ward's hidden paths.
Can help move threatened families discreetly, if the plan does not endanger them further.

Rewards they can give

A map of concealed routes through the river ward
A safe place to hide above the dockside bakery
A share of recovered supplies or evidence
A trustworthy guide through the marsh paths outside town

Equipment

  • Shortsword (weapon)A balanced, plain-hilted blade with a nick near the guard from a hurried escape.
  • Light crossbow (weapon)A compact crossbow with a waxed string and a leather-wrapped stock.
  • Studded leather armor (armor)A fitted leather harness reinforced with hidden plates; it grants the statistics of studded leather armor.
  • Thieves' tools (tool)A small set of picks, tensioners, and narrow shims, carried in a sleeve sewn inside her coat.
  • Tin beetle (keepsake)A brass toy beetle with a stiff wind-up key; its shell is worn smooth at one corner.

Possessions

A tin wind-up beetle with a worn brass corner
A folded river map marked with hidden routes
A bundle of juniper sprigs
A ribbon from Tovan's childhood scarf

Background

Cevra grew up running messages between the river docks and the hill markets of Duskford, a town whose name is a worn corruption of an older word no one remembers. Her mother, Brena, repaired nets and taught her to read people by what they tried to hide. At seventeen, Cevra took a job lifting a key from a tax collector, only to discover the key opened the flood sluice during a night of hard rain. She could have escaped with the stolen wages, but instead she opened the sluice herself and guided trapped dockworkers onto a barge. Her younger brother, Tovan, was swept away before she could reach him. That failure ended her career as a carefree thief; she began choosing targets whose wealth was built on someone else's desperation. Now she steals evidence and supplies for people threatened with eviction, while the town's magistrate, Odo, tightens his grip on the docks. Her old crew believes she betrayed them by refusing a lucrative job, and her mother fears Cevra will mistake every risk for a chance to make up for Tovan.

Role in the story

A wary ally who can get the party into locked places and connect them to the lives threatened by their choices. Her personal history complicates a seemingly straightforward investigation of the magistrate.

“Her mother, Brena, repaired nets and taught her to read people by what they tried to hide.”
From their background
Faction
Works independently with the dockside mutual-aid network known locally as the Ninth Reach, a name left over from an old survey map. She has no formal place in the network and refuses its requests to become a permanent organizer.

Known connections

Brena, her mother, repairs nets near the lower docks and still keeps Tovan's childhood scarf in a drawer.
Odo, the town magistrate, has begun arresting dockworkers to flush Cevra out of hiding.
Pell, a former crewmate, considers her refusal of the sluice-house job a betrayal and wants her to return.
The family of a rescued dockworker lets Cevra sleep above their bakery when the watch searches the river ward.
Major secret · GM only
Minor secrets · GM only

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