Lira Northgate
first mate of The Mermaid's Lament
Buy a round and we’ll tell you what you’re in for
Appearance
A sharp-eyed woman with wind-tangled hair, a weathered cloak, and the lean build of someone who earns her meals by hauling rope and swinging blades. Her left hand is missing two fingers—she never mentions it. Her voice is clear, confident, and direct. Always has a dagger within reach. Always knows who’s watching.
Stat Block Summary
Armor Class: 15 (leather armor)
Hit Points: 16 (2d8+2)
Speed: 30 ft.
STR 12 (+1)
DEX 15 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 14 (+2)
Saving Throws: Con +3, Int +4
Skills: Athletics +3, Arcana +4, Perception +2, Survival +2
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common, Elvish, one other
Proficiency Bonus: +2
Abilities & Features
Second Wind (1/rest): Regain 1d10+1 HP as a bonus action.
Fey Ancestry: Advantage on saves vs being charmed, immune to magical sleep.
Spellcasting (Wizard 1):
Spell Save DC: 12 | Spell Attack Bonus: +4
Cantrips: Mage Hand, Ray of Frost, Prestidigitation
1st Level Spells (2 slots): Shield, Magic Missile, Detect Magic, Identify
Actions
Scimitar. +4 to hit, 1d6+2 slashing
Light Crossbow. +4 to hit, 1d8+2 piercing
Personality & Background
Lira trained as a wizard in Waterdeep but never felt at home in the lecture halls. She was competent, but magic alone couldn’t hold her attention. One day, she packed her bag, left the city, and joined a ship’s crew—and never looked back.
She found something in the sea that she couldn’t find in the arcane. Something wild. Something that made her heart race. She's since split her focus: sword in one hand, spellbook in the other.
Lira’s loyalty to Captain Tidevein borders on reverent. It’s not romantic—more like faith. She believes in his instincts, his odd wisdom, and his command. That said, she’s thrilled by the players and their mission. The only thing she loves more than the sea is getting into trouble with capable adventurers.
Role in the Story
- First meets the party at The Salted Knot, greeting them with a nod and a challenge:
“Buy a round and we’ll tell you what you’re in for.”
- Rows the party ashore during the Graytower Beacon expedition, helps ferry supplies, and participates in the six-hour restoration ritual.
- Holds her own in combat with a mix of magic and blade.
- Her familiarity with old stonework and runes proves valuable.
- Shows real promise as an adventurer—hopes to join the party on future missions.
Tactics & Support Role
- In combat, Lira uses Shield or Second Wind to stay upright.
- Fires Magic Missile from range or engages with scimitar when needed.
- Supports rituals with Detect Magic and Identify, keeping calm under pressure.
- Quick to notice strange phenomena—especially magical or architectural.
Potential Threads
- Might become a recurring party ally or backup NPC in rituals or ship travel.
- Could grow her magic further under Cassandra's guidance—or serve as a magical foil.
- If something happens to Captain Mirun, her loyalty will be deeply tested.
- May be drawn into sea cult tensions (willingly or not) due to her closeness to the captain.
- Would jump at the chance to "go adventuring" with the party again.
Race: Half-Elf
Class: Fighter 1 / Wizard 1
Alignment: Neutral Good
Affiliation: The Mermaid’s Lament
Age: Late 20s
Pronouns: She/Her
Role: First Mate, Ritualist, Reliable Sword Arm

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