Azrahari
Azrahari
At the table
“I would not...”
Voice
Her voice has a dry, papery rasp, with a faint click at the end of some words, as if her tongue has caught on a thread. Years of working outdoors have given her the habit of projecting clearly over wind and rain. When angry, she speaks faster and more specifically, piling up details instead of growing softer or more courteous.
She speaks in measured, workmanlike phrases shaped by years of giving instructions over rain, saws, and boiling pots. Her vocabulary is full of household repairs and woodland remedies. She rarely raises her voice; instead, she becomes more exact, naming a person's choices as if listing tools on a bench.
Speech patterns
How to play them
Begin with unsettling hospitality and offer a useful remedy or piece of local knowledge. She responds well to patience, practical questions, and people who speak honestly about grief. Treating her puppets as people unsettles her and may make her listen; threatening them turns her immediately hostile. Characters can bargain for help, but she will seek a personal keepsake or a promise in return.
Goal
Discover a way to separate the fragments of memory in her puppets from the people whose skin she used, especially whatever is speaking through Elric.
Motivation
She wants to prove that memory can survive death, but also wants to believe her work is an act of mercy rather than a way to avoid her own grief.
Appearance
Azrahari has the deceptively ordinary silhouette of a cottage-dwelling woman, but everything about her seems arranged a fraction too carefully. Her face is long and softly creased, with a mouth that stays gently pursed as if holding a thread between her teeth. Her skin has the waxy, faintly pebbled texture of old candle drippings, and dark fungal dust gathers in the creases of her knuckles. She moves with a measured, rocking step, as though testing each floorboard before trusting it. Within a minute of meeting her, most people notice her constant habit of tapping the flat of her amulet against her breastbone, counting under her breath each time. The sound of birds and small animals around her cottage is warm and busy, yet their calls repeat with a subtle, unnerving regularity.
Clothing
A dark-red wool dress under a patched, smoke-stained apron, both practical and carefully mended. She wears a high collar fastened with bone toggles, a belt of herb pouches, and boots wrapped in strips of weatherproof hide. Her sleeves are always rolled to the same height.
Body language
She taps her amulet against her breastbone in quiet, counted beats, and her fingers make tiny pinching motions as though pulling invisible thread. When listening, she tilts her head without blinking. At ease, she rocks heel to toe; when deciding whether to threaten someone, she becomes absolutely still.
- Height
- 5 feet 4 inches
- Build
- Compact and sinewy, with sturdy shoulders shaped by years of gathering wood and hauling water
- Eyes
- Dull amber-brown, with a fine black ring around each iris
- Hair
- Iron-gray, threaded with pale brown, usually tied back with a length of dark thread
- Skin
- Pale ochre with a waxy, faintly pebbled texture
- Age
- Adult, approximately 126 years old
- Gender
- Female
- Size
- Medium
Distinguishing features
Personality
12 traits and drivesAzrahari can be genuinely patient with the frightened and sharply practical with the proud. She is tender toward people who mourn, yet treats their memories as materials she has a right to handle. When relaxed, she can be almost neighborly and has a dry appreciation for ordinary chores. When anxious, she becomes controlling and speaks as if every problem can be repaired with the right tool.
- Alignment
- Neutral evil
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 16 · HP 168 · 30 ft.Azrahari avoids a fair fight. She uses control spells and obscuring spores to separate enemies, then lets her puppets harry anyone who approaches her. She saves counterspell for magic that threatens her amulet or the puppets. If reduced below half her hit points, she uses misty step or dimension door to flee toward prepared cover rather than fight to the death.
Azrahari
Spells
Actions
Reactions
Legendary Actions
Services they sell
Rewards they can give
Equipment
- Hollower's Amulet (wondrous item, custom)An old, flat pendant of tarnished bone and dark metal, set with a small black stone. It serves as Azrahari's spellcasting focus and is central to her custom Hollower's Amulet feature.
- Skinning knife (weapon)A curved skinning knife kept meticulously clean; it is also used in her macabre craft.
- Hollower's kit (adventuring gear)Herb pouches, waxed thread, needles, dried fungi, and small jars of poultices and reagents.
- Woodland cloak (adventuring gear)A weather-stained cloak with a hood that blends into the bark and shadow of the Savalirwood.
Possessions
Background
Azrahari was born among the scattered woodcutters and herb-gatherers of the Greying Wildlands. As a young woman, she learned to identify the Savalirwood's poisonous growths and to set broken bones with splints and careful stitching. Her turning point came during a winter fever that took her younger brother, Oru, while she was away seeking a cure. His grieving parents begged her to make something that would let them see their son again. Azrahari used stolen skin, a charm taken from a buried shrine, and a spell she did not understand to craft a lifelike puppet of the boy. It sat at their table and turned its head when they spoke. For a few days the family was comforted. Then it began answering questions with phrases Oru had never used, and the parents fled. Azrahari kept the puppet and decided that grief was a wound people would pay anything to have covered. Years of secret work and increasingly dangerous bargains changed her from healer to witch and Hollower. She now lives in a dark-red cottage deep in the Savalirwood, where black and red mushrooms pock the earth and the wildlife seems almost unnaturally unafraid. She sometimes kills travelers, then makes puppets from their skin; some are still, while others twitch or mimic familiar gestures. Her most famous work is a replica of Elric Tavelle, made for his bereaved parents. Azrahari told them it was only a doll, but she knows it occasionally whispers things Elric could not have known. She still exchanges remedies with a woodcutter named Eeva, who believes Azrahari is merely reclusive, and avoids Elric's parents, who have begun asking why their son remembers a locked room none of them told him about. Azrahari is currently searching for a way to quiet the voices inside her puppets without destroying them.
Role in the story
A dangerous woodland informant, morally compromised healer, or unsettling antagonist whose craft brings the party face to face with grief, consent, and the difference between remembering a person and possessing them.
“As a young woman, she learned to identify the Savalirwood's poisonous growths and to set broken bones with splints and careful stitching.”
- Faction
- No formal allegiance. Azrahari is known in scattered woodcutter folklore as a witch and Hollower, but she keeps no coven.
Known connections
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