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Elder Veyanma, the Grey Lady

Elf · Shaman 20, custom Calling of the Last Hearth · Level 20

Elder Veyanma, the Grey Lady

Independent shaman, undead shepherd, healer, and researcher of mortuary practices
AC16
HP190/190
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Dry and steady, shaped by years of calling across open pasture and speaking through long nights of vigil. Her diction is deliberate but not ceremonious. When she is kind, she lets a pause make room for an answer; when danger is immediate, her voice takes on the firm, carrying cadence of someone directing a search party.

Her voice has the dry, even texture of someone accustomed to speaking outdoors over wind and flock bells. Years of identifying plants have made her pronunciation careful, while long mortuary vigils have taught her to wait through silence. She sounds warm without being soft-spoken; when a threat is real, her words become clipped and exact, as if giving instructions at a burial.

Speech patterns

Begins difficult conversations with a plain observation about the room, weather, or person's condition.
Uses short, concrete questions when danger is immediate, then gives people time to answer.
Explains spiritual matters through practical comparisons: a grave as a door, grief as a weather front, a haunting as a wound that will not close.
When angered, speaks more directly and names the consequence she sees coming rather than raising her voice.

How to play them

She offers tea, a place to sit, and a frank assessment of the danger. She does not demand belief in spirits, only honesty about what has happened. She will help people regardless of rank, but refuses requests to weaponize the dead or to conceal preventable harm. If the party shows care for the living and the dead alike, she shares useful knowledge and treats them as capable partners.

Goal

Find a way to quiet the sealed cairn without silencing its dead or allowing the voices to escape, then persuade Tovik's hunters to return to protective rather than punitive work.

Motivation

To preserve the boundary between life and death without turning that boundary into a weapon, and to teach people how to meet death without surrendering compassion.

Secret · GM only

Appearance

Elder Veyanma has a narrow, long-lived face with soft hollows at the temples and a patient, weather-reading gaze. Her silvery hair is partly tied back with plain linen, while the rest lies in fine, untidy wisps against her hood. She moves with an economical shepherd's pace, placing each foot as if testing frozen ground. A small bone charm hangs at her chest, its lower edge polished smooth and its upper edge still rough from the tool that shaped it. Her sleeves smell faintly of bitter herbs and clean smoke. In company she gives the impression of warmth without fuss; when the dead are near, the warmth leaves her expression so cleanly that people remember the change more than any ghost story.

Clothing

Simple ash-grey robes and a hooded cloak, cleanly mended rather than ornamental. The cuffs are darkened by herb oils, and a practical leather belt holds pouches, a healer's kit, and a small lantern. A plain bone charm hangs over the robe.

Body language

Her hands are almost always occupied: turning a herb stem, resting on her staff, or feeling the worn rim of her bone charm. She leans toward frightened people when they speak, but plants her feet squarely when someone proposes cruelty in the name of safety. At the first sign of undeath, her face stills and her chin lifts as if she has heard a distant bell.

Height
5 feet 5 inches
Build
Lean and wiry, with the sinewy balance of someone accustomed to long walks and carrying supplies.
Eyes
Clouded hazel with a green ring, clear and alert rather than milky.
Hair
Silvery grey
Skin
Pale, weathered olive with fine lines at the eyes and a trace of warmth across her cheeks.
Age
Elderly for an elf, with several centuries of lived experience; she does not give a precise number.
Gender
Female
Size
Medium

Distinguishing features

Silvery hair partly tied back with plain linen, with loose wisps escaping around her hood.
A small bone charm, worn smooth along its lower edge from years of thumb-rubbing.
Her expression can shift from welcoming to utterly attentive in a single breath when she senses the dead.
Her robes are carefully mended with small, nearly invisible stitches in slightly different shades of grey.

Personality

14 traits and drives

Veyanma is pleasant company when the danger is ordinary: curious, dryly humorous, and willing to let others take the lead. She can also become unsparing when someone endangers the living or treats the dead as tools. She comforts people without promising that everything will be well, and she can be tender toward a grieving stranger while being merciless toward a predatory spirit.

Alignment
Neutral Good

Quirks

She turns her bone charm exactly once before answering a question she considers important.
She asks recently bereaved people whether the deceased had a favorite smell, then adds that herb to the burial or memorial.
She labels jars by smell rather than appearance, claiming that color lies in bad light.
She leaves a cup of tea near an empty chair when traveling through a place with many unburied dead.
She counts doorways under her breath, but only when entering a building where someone has died.

Habits

In a crisis, she quietly assigns people practical tasks before discussing blame or fear.
She listens to the dead only after asking the living what they need.
When she suspects a haunting, she checks ordinary causes first: drafts, poison, fever, and grief.
She treats officials courteously but does not wait for their permission to act.
After cleansing an undead site, she stays to help bury the dead properly.

Traits · 4

She welcomes a stranger with tea and practical questions, but never confuses kindness with trust.
She is patient with fear and grief, yet intolerant of cruelty disguised as necessity.
She trusts careful observation more than doctrine, while respecting rituals that help people live well.
She rarely seeks credit for her work, though she is stubborn about correcting dangerous errors in her teachings.

Flaws · 3

She takes responsibility for deaths she could not have prevented, and sometimes mistakes self-punishment for vigilance.
Her refusal to submit to institutions can make useful cooperation slower than it needs to be.
She withholds distressing truths until she believes others are ready, which can leave them dangerously unprepared.

Fears · 3

That the sealed cairn will use the child's voice to make her break her own rules.
That hunters trained in her methods will mistake compassion for weakness and turn prevention into persecution.
That one day she will be too tired to distinguish a genuine spirit from the memory she wishes to hear.

Wants and needs · 4

A trustworthy party willing to investigate the sealed cairn without desecrating it.
Tovik to stop using her teachings to justify indiscriminate destruction.
Time and quiet to continue her research before the cairn's voices grow stronger.
A community that can care for its dead without depending on her presence.

Combat

AC 16 · HP 190 · 30 ft.

Veyanma first identifies the threat, protects vulnerable allies, and separates the living from the undead. She opens with control or protection such as Wall of Force, Circle of Power, or Mass Heal as circumstances demand, uses her Omen Dice to avert a decisive failure, and reserves high-level magic for threats that cannot be contained by ordinary rites. She does not raise the dead as servants. She uses her staff only when cornered and retreats rather than risk an ally's life for pride.

Elder Veyanma, the Grey Lady

Medium humanoid (elf), neutral good
Armor Class16
Hit Points190
Speed30 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomConstitution
SkillsInsightMedicinePerceptionNatureReligionSurvival
SensesDarkvision 60 ft.; passive Perception 20
Languages
Common,
Elvish,
Druidic,
Sylvan,
Celestial
Shaman spellcasting. Wisdom is her spellcasting ability; spell save , spell attack bonus +13. She uses a ritual focus as her focus and prepares spells after a Long Rest.
Spell slots. 4 first-level, 3 second-level, 3 third-level, 3 fourth-level, 3 fifth-level, 2 sixth-level, 2 seventh-level, 1 eighth-level, and 2 ninth-level. One ninth-level slot is her Shaman class slot; the additional slot is restricted to Shaman spells or her Borrowed Secret spell.
Omen Dice. After a Long Rest, she has two d12 Omen Dice. Before her next Long Rest, she can replace a d20 attack roll, saving throw, or ability check she can see with one die result. When she does, the creature gains advantage on its next attack roll before the end of its next turn. She can use Sudden Revelation at initiative, even if a die result was already used, then regains one expended Omen Die.
Herbal Rite. During a Short Rest, she can expend a healer's kit use to restore Hit Points to a creature. At level 20, she can do so without expending a use. Each creature can benefit once per Short Rest.
Cleansing Remedy. Whenever her spell or Herbal Rite restores Hit Points, the target can end one of these conditions on itself: Charmed, Frightened, or Poisoned.
Spirit Consultation. In a 10-minute ritual, she can ask up to three questions about a named creature, location, object, or event. Answers are truthful but may be symbolic.
Protective Medicine. After a Long Rest, she chooses one damage type. She and creatures she has affected with Herbal Rite have resistance to that damage type until her next Long Rest. She has chosen Necrotic today.
Many Voices. Once per Long Rest each, she can cast Augury, Detect Thoughts, Speak with Dead, and Speak with Plants without a spell slot or material components.
World-Soul Avatar. At the start of each of her turns, she chooses one benefit: regain Hit Points, gain advantage on her next attack roll or spell attack roll, or gain a 10-foot increase to her Speed until the end of the turn.
Custom Shaman Calling, Keeper of the Last Hearth: Her calling is a setting-specific tradition, not an official D&D subclass. It teaches her to shepherd the newly dead, unravel restless spirits, and protect the living from necromantic intrusion.

Spells

Detect Magic (level 1, divination). She senses the presence of magic within 30 feet. As an action, she can see a faint aura around a visible creature or object bearing magic and learn its school, if any.
Cure Wounds (level 1, evocation). A willing creature she touches regains Hit Points. It also can end Charmed, Frightened, or Poisoned on itself through Cleansing Remedy.
Hunter's Mark (level 1, divination). She marks a creature as a quarry, gaining enhanced ability to track and recognize it. The spell's exact duration and damage depend on the slot used.
Protection from Evil and Good (level 1, abjuration). She wards a creature against aberrations, celestials, elementals, fey, fiends, and undead, imposing disadvantage on their attacks against it and preventing possession or charm as described by the spell.
Augury (level 2, divination). She asks an otherworldly entity a question about a specific plan, event, or activity occurring within seven days. The answer is a truthful omen that may be brief or symbolic.
Spirit Guardians (level 3, conjuration). She invokes a warding aura against undead and other specified creature types. Affected creatures have disadvantage on attack rolls against those protected and cannot possess, charm, or frighten them, as described by the spell.
Circle of Power (level 5, abjuration). She creates a sanctuary that protects creatures within it against specified supernatural threats, including advantage on saving throws against spells and other magical effects.
Wall of Force (level 5, evocation). She forms an invisible barrier in a shape she chooses. The barrier can divide a battlefield or protect allies from pursuit.
Resurrection (level 7, necromancy). She restores a creature to life if it has been dead no longer than a century, did not die of old age, and its soul is willing. The spell's costly material component is required.
Mass Heal (level 9, evocation). She restores a large amount of Hit Points to a creature and ends conditions and effects specified by the spell, including many debilitating magical effects.
Foresight (level 9, divination). She creates a protective ward around a creature against specified creature types, including undead. It prevents the warded creature from being charmed, frightened, or possessed by them and imposes disadvantage on their attacks.
Speak with Dead (level 3, necromancy). Borrowed Secret, always prepared: she can cast this Divination spell without material components once per Long Rest. She asks a corpse a limited number of questions, receiving answers in languages it knew in life. The corpse cannot learn new information and need not be truthful.
Speak with Animals (cantrip, divination). At will, she can speak to and understand beasts, and beasts can convey simple information about nearby locations and monsters.
Produce Flame (cantrip, conjuration). She creates a small flame in her palm, which can illuminate, ignite flammable objects, or be hurled as a ranged spell attack for fire damage.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage, or 6 () if wielded with both hands. The staff is a mundane quarterstaff.
Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 6 () piercing damage.
Spellcasting. Veyanma casts a prepared spell of 1st through 9th level, expending an appropriate spell slot. Her spell save DC is 21 and her spell attack bonus is +13. Her prepared spells are listed in spells.
Many Voices. Once per Long Rest, she casts one of Augury, Detect Thoughts, Speak with Dead, or Speak with Plants without a spell slot or material components. Each spell can be cast this way only once before her next Long Rest.
Herbal Rite. She uses a healer's kit during a Short Rest, or simply her herbal practice at level 20, to restore Hit Points to one creature. The target can also end Charmed, Frightened, or Poisoned on itself. A creature can benefit once per Short Rest.

Reactions

Read the Omen. When a creature she can see within 60 feet makes an attack roll, saving throw, or ability check, Veyanma can expend one Omen Die and replace the d20 result with the die's value. The creature gains advantage on its next attack roll before the end of its next turn. She can use this only while she has an unexpended Omen Die, except when Sudden Revelation permits an initiative use.
Spirit's Answer. When Veyanma or an ally she can see within 30 feet takes damage, she casts a prepared spell as a reaction if its casting time is a reaction. This is a reminder of her spellcasting capability, not an additional class feature.

Services they sell

Diagnoses hauntings and distinguishes undead activity from illness, poison, or ordinary crime.
Performs cleansing rites and helps arrange safe burial or memorial practices.
Treats wounds and can use Herbal Rite to restore 1d8 + 5 Hit Points during a Short Rest.
Offers spiritual consultation and practical instruction to communities facing the restless dead.

Rewards they can give

Instruction in safe burial, spirit recognition, and practical methods for detecting undead.
A cleansing salve that grants advantage on one saving throw against disease or poison, prepared with her guidance.
A letter of introduction to Sella, the mortuary midwife, or to the Waymarkers of Survey 8 if she judges them trustworthy.
Access to Veyanma's field notes, provided the party agrees not to use them to exploit spirits.

Equipment

  • Quarterstaff (weapon)A plain ashwood quarterstaff with a leather-wrapped grip and a notch for measuring walking distance.
  • Light crossbow and bolts (weapon)A light crossbow and a case containing 20 bolts, carried for emergencies rather than preference.
  • Leather armor and shield (armor)Worn leather armor under her robes, together with a plain shield painted with no heraldry.
  • Ritual focus (focus)Her bone charm and a living sprig bound with thread serve as her ritual focus.
  • Field and healing kit (tools)A healer's kit, herbalism kit, explorer's pack, bitter cleansing salves, and carefully labeled packets of dried plants.

Possessions

Ashwood quarterstaff
Light crossbow and 20 bolts
Leather armor and plain shield
Bone charm ritual focus
Healer's kit and herbalism kit
Explorer's pack
Dried cleansing herbs and mortuary notes

Background

Veyanma began as a keeper of winter flocks in a remote valley where the dead were laid beneath cairns above the spring flood line. During a famine, a local lord's desperate resurrection rite returned the valley's dead as hungry, half-remembering wanderers. Veyanma's family survived by guiding the living from house to house and burning the infected burial ground. She remembers one child she could not save, and the experience turned her from customary rites toward years of study: old burial records, spirit testimony, herbal medicine, and careful observation of what makes a corpse rise. She refused patronage from temples and courts, but her practical methods spread regardless. The first organized hunters of the restless dead borrowed her field protocols; mortuary healers adapted her cleansing rites; some death clerics still teach from her notes. She respects the Matron of Ravens as guardian of what follows death, but believes her own duty is to keep the living world from being devoured by what should have ended. Today she is called rarely, usually when an outbreak threatens a city or a miracle risks tearing the boundary between life and death. Her former apprentice, Tovik, now leads a growing hunter order and wants her to endorse its increasingly ruthless methods. Meanwhile, the sealed cairn from her childhood valley has begun answering questions in the voices of the dead.

Role in the story

A respected but elusive expert who can guide the party through an undead crisis, offer ethical counsel, and reveal the long history behind current mortuary customs. Her own unresolved connection to the sealed cairn can become a personal quest, while Tovik's order offers a conflict between her teachings and their harsher interpretation.

“During a famine, a local lord's desperate resurrection rite returned the valley's dead as hungry, half-remembering wanderers.”
From their background
Faction
Independent. Her practices influenced the Waymarkers of Survey 8, several death-cleric traditions, and mortuary workers, but she holds no office in any of them.

Known connections

Tovik, her former apprentice, leads the Waymarkers of Survey 8, an undead-hunting order founded on her teachings. He wants her approval and fears she will expose the order's excesses.
Sella, a human mortuary midwife, maintains Veyanma's old field notes and sends word when unusual deaths occur.
The dead child from Veyanma's childhood valley is not named in her public accounts. Its voice is among those now answering from the sealed cairn.
The Matron of Ravens is an object of respect, not worship. Veyanma has declined several invitations to join her temples.
Major secret · GM only
Minor secrets · GM only

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