Captain Nera Glasswake

Level 7 Human Fighter (Battle Master)

Available with DM subscription
STR
10
DEX
17 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
14 (+2)

Defense

Armor Class 15 (Studded Leather Armor)
Hit Points 60 (7d10 + 14 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Strength, Constitution
Skills Stealth +6, Athletics +3, Acrobatics +6, Sleight of hand +6

Features

Know Your Enemy

class Level 7
During 1 minute of observation

After observing a creature for 1 minute, Nera learns whether it is her equal, superior, or inferior in selected battle-relevant traits.

Criminal

background Level 1

Nera has underworld contacts, knows how to move illicit goods, and is comfortable in the gray spaces between law and survival.

Alert

background feat Level 1

Nera adds her Proficiency Bonus to Initiative rolls and can swap Initiative with a willing ally immediately after rolling.

Fighting Style: Dueling

class Level 1

While wielding a melee weapon in one hand and no other weapon, Nera gains a +2 bonus to damage rolls with that weapon.

Human

species Level 1

Nera is a human sailor adapted to the hard edges of port life, shipboard labor, and fast decisions under pressure.

Combat Superiority

class Level 3
3 superiority dice per Short or Long Rest

Nera has superiority dice (d8) she can expend to fuel maneuvers that improve attacks or battlefield control.

Maneuvers

class Level 3

Nera knows the following maneuvers: Disarming Attack, Precision Attack, Menacing Attack, and Trip Attack.

Martial Archetype: Battle Master

class Level 3

Nera favors battlefield control, feints, disarms, and precise punishment over reckless brawling.

Second Wind

class Level 1
1/Short Rest

As a Bonus Action, Nera can regain hit points equal to 1d10 + her Fighter level.

Fighter

class Level 1

Nera is trained for front-line survival, weapon use, and tactical adaptability.

Action Surge

class Level 2
1/Short Rest

On her turn, Nera can take one additional action, except the Magic action.

Extra Attack

class Level 5

When Nera takes the Attack action, she can attack twice instead of once.

Ability Score Improvement

class Level 6

Nera increased her Dexterity by 1 and her Charisma by 1.

Ability Score Improvement

class Level 4

Nera increased her Dexterity by 2.

Character Information

Captain Nera Glasswake is the sort of woman who never enters a room unnoticed, even when she tries. In Port Haven she carries the smell of wet rope, lamp oil, and dangerous opportunities. She is an accomplished privateer, a smuggler by reputation, and a negotiator by necessity, with a single eye that seems to measure everyone in terms of risk, profit, and betrayal. Her hands are marked by a silver lattice of old scars, the result of star-salt burns, rope cuts, and at least one incident she refuses to explain. She is not a hero in any simple sense, but neither is she a coward. Nera is practical, quick, and fiercely adaptable, preferring to win with leverage, timing, and a sharp smile rather than brute force. She can guide a party to hidden anchorages, provide illicit supplies, or sell a rival a false lead if the price is right. What makes her dangerous is not greed alone, but how carefully she has learned to survive disappointment. She believes every harbor has a hidden current and every promise has an expiration date. Yet beneath that cynicism is a captain who still respects competence, courage, and anyone willing to keep their word when it is inconvenient. If the party earns her trust, she can become one of the most valuable allies in the archipelago: fast ship, secret routes, and a talent for appearing where she should not be. If they betray her, she will not rage. She will calculate.

Character Background

Nera Glasswake was born where the tide flatters no one and the wind strips paint from the docks, in a narrow fishing quarter of Port Haven where every child learned early that the sea takes more than it gives. Her mother mended sails for a living and her father sorted fish by lantern light for a merchant who paid in food one week and excuses the next. Nera grew up listening to adults talk about routes, weather, debts, and the names of ships that never returned. Before she could read a full page, she could already tell the difference between a cargo vessel, a patrol cutter, and a desperate smuggler trying to look like neither. She learned that ports are honest only about the amount of salt on the boards.

Her first real apprenticeship came aboard a privateer’s sloop captained by a woman who claimed to be “technically lawful.” Nera entered that life as a deckhand, but what she absorbed was not only rigging and knots. She learned how to watch a horizon for lies, how to tell when a crew was one bad meal away from mutiny, and how to smile at officials while deciding which of them would be easiest to blackmail. The sea made her useful, but it also taught her a harsh arithmetic: the right rumor could save twenty sailors, while the wrong one could sink a ship without a single cannon fired. Nera learned to trade information as others traded coin.

The scarweb on her hands came later, during a cargo run into the Near Shoals that was supposed to be routine. The crate she was handling split under the pressure of rough water and revealed something star-touched inside, a strange relic or shard-adjacent object that burned her palms with silver pain. The burns healed into a shimmering network of scars. She lost an eye in a separate betrayal, one arranged at a negotiation where she believed she had safe passage. Since then, she has treated every treaty as a weapon and every alliance as a temporary condition. That does not mean she is incapable of loyalty; it means loyalty must be earned in ways she can verify.

By the time the star shards began drawing attention across the archipelago, Nera was already operating as a broker of routes, cargo, and secrets. She knows which captains are bluffing, which harbors are compromised, and which charts have been altered by someone who wants the sea to lie. Her role in the campaign is never static. She can be a contact, a ferryman, a supplier, or a problem that must be managed. If the party handles her with respect, she can become a reliable ally who opens hidden channels through Port Haven, Thornscale Anchorage, and the darker coves beyond. If they humiliate her or try to use her like a disposable tool, she will respond in kind, because in Nera’s world every favor is a reef: useful, hidden, and capable of tearing open a hull at the wrong angle.

Despite her hard edges, Nera is not empty inside. She is deeply alert to the way power works in a small port, where one bad decision by a noble, admiral, or smuggler can wreck half a district. She has seen children go hungry because a legal convoy was delayed, and she has seen corrupt officials profit while calling it order. That history left her with an unromantic ideal: keep the sea open, keep the weak fed when possible, and never trust a monopoly on truth. Her flaw is that she often mistakes control for wisdom. If she can arrange the board correctly, she assumes the game will reward her. The campaign will challenge that belief. The hundred isles do not care how clever she is, only what she chooses when the cost of cleverness rises. In the end, Nera’s greatest story may be whether she remains a seller of secrets, or becomes someone willing to stand behind a single truth long enough to matter.

Unresolved Plots

  • Nera keeps a sealed chart tube that points to a wreck she refuses to revisit, and the contents may reveal who truly paid for her first ship.
  • Someone in Port Haven is using Nera’s old smuggling sigils to move false orders between rival factions.
  • A rival captain claims to have found Nera’s missing eye ornament, but the story behind the claim changes every time it is repeated.
  • Her fast sloop is still listed in one navy’s ledgers as a confiscated vessel, which means an arrest warrant may become active at the worst possible moment.
  • Nera suspects one of her favorite black-market suppliers is actually feeding information back to Aurex’s agents.

Secrets

  • Nera has already sold one shard rumor twice and used the second buyer’s money to buy silence from the first.
  • She once spared a rival navigator who now owes her a life-debt and may be hiding in the Outer Ring.
  • The silver scars on her hands are not just burns; they are the result of handling star-salt cargo while something inside the crate was still alive.

Fears

  • Being trapped on land where her value drops to gossip and debt.
  • Discovering that every ally she has ever had was only buying the same lie in a different form.
  • Reaching the wish forge too late and becoming a footnote in someone else’s history.

Aspirations

  • Own a ship that cannot be seized by any crown.
  • Learn the true route through the archipelago’s center before her rivals do.
  • Decide, once in her life, whether she wants to be remembered as a betrayer or a necessary ally.

QUEST -- The Ledger That Bought Her Name

Nera once survived by selling routes, names, and cargo manifests that were never meant to leave a captain’s cabin. One of those ledgers later vanished from her hands during a violent storm in the Near Shoals, and now rumors say it contains proof that several “random” shipwrecks in Port Haven were actually arranged betrayals. Nera wants it back, not out of sentiment, but because whoever holds the ledger can decide whether she is remembered as a useful rogue or the architect of a massacre. The quest forces her to confront how much of her career was built on letting other people take the fall. If the party helps her recover the book, they can gain hard leverage over both rival kingdoms and smugglers. If they destroy it, Nera must decide whether to become cleaner or more desperate. Either way, the ledger forces her to choose between the safety of old habits and the cost of telling the truth about where her wealth and reputation came from.

Current Stage

Track the ledger through dockside rumors, bribe chains, and a reef-side hiding place where the paper was last seen.

Choice

Return the ledger to Nera untouched.

Nera regains control of her own history, but she also regains the ability to blackmail several powerful figures in Port Haven. She becomes a stronger ally, yet every faction now knows she has the tools to burn their secrets.
Alternative

Hand the ledger to Harbor-Master Elian Voss.

Port Haven gains a scandal that weakens several smugglers and may expose a false-flag scheme, but Nera feels publicly betrayed. She will not forget the choice, even if she remains useful in the short term.
Mechanical Rewards
  • If completed honorably, Nera gains a permanent discount on black-market supplies.
  • If completed through ruthless leverage, Nera gains an extra superiority die for one major naval encounter.
  • If the ledger is destroyed, Nera gains a new bond with the party for choosing to protect her from her past.
Narrative Rewards
  • Access to a hidden dockside contact network.
  • A route into Port Haven’s smuggler circles.
  • Potential evidence tying a rival commander to false-flag attacks.

QUEST -- Sloop at the Edge of the Shoals

Nera keeps a fast sloop hidden in a half-sunk cove beyond the Near Shoals, but the vessel needs repairs, replacement rigging, and a crew willing to sail under a captain who may vanish for three nights in a row. This quest is about more than getting a ship. It is about whether Nera can still command loyalty instead of merely renting it. The sloop is her best tool for helping the party outrun patrols, stage smuggling runs, or intercept rival expeditions, but it has become the target of loan sharks, sabotage, and one very determined privateer hunter. To secure the ship, the party must protect the cove, recover spare sailcloth, and decide whether the sloop remains Nera’s personal escape route or becomes a shared asset in the shard race. The outcome changes how easily the party can travel, what cargo they can move, and whether Nera can be trusted with a ship if the campaign turns ugly.

Current Stage

Survey the hidden cove and identify who has already learned the sloop exists.

Choice

Reveal the sloop’s location to an ally faction for protection.

The sloop becomes safer, but no longer private. Nera hates being managed, yet the extra security may keep the ship from being burned before it matters.
Alternative

Keep the sloop secret and defend it alone.

The ship remains Nera’s symbol of independence, but the party must absorb the full danger of protecting it. Nera respects this choice more than she admits.
Mechanical Rewards
  • Access to a fast sloop for travel scenes.
  • One upgrade to ship speed or concealment, if the players secure materials.
  • A one-time smuggler’s shortcut that bypasses a naval checkpoint.
Narrative Rewards
  • A hidden cove safehouse.
  • Crew loyalty from one local sailor gang.
  • A reputation for moving faster than official patrols.

QUEST -- The Sea Owes Her an Eye

Nera’s missing eye was not lost to random violence. It was taken in a negotiation that turned into an ambush when she believed a treaty signaled safe passage. She has never spoken publicly about who arranged it, but the truth sits deep in her grudges and colors every bargain she makes. In this quest, the party uncovers the identity of the traitor, the faction that backed them, and the reason Nera has never again trusted a single signed promise. She can choose revenge, exposure, or grim restraint, and each path changes her behavior in future diplomacy scenes. If she kills her enemy, she may gain closure but lose leverage. If she exposes them, she can sabotage a broader conspiracy. If she forgives them, the story becomes stranger: the sea has not made her softer, but it may have made her more dangerous because she no longer needs bitterness to function. The eye is a symbol, but the wound behind it determines how far she is willing to go when the party asks her to choose between profit and principle.

Current Stage

Follow an old chart mark to the place where the betrayal happened and determine who benefited.

Choice

Pursue revenge against the traitor.

Nera becomes more loyal to those who helped her, but more ruthless toward anyone connected to the betrayal. She gains emotional clarity at the cost of widening the circle of enemies.
Alternative

Use the truth as leverage instead of bloodshed.

Nera stays politically useful and gains more doors to open, but the injustice remains unresolved. She becomes the kind of captain who keeps a knife in the table instead of drawing it immediately.
Mechanical Rewards
  • Improved initiative or advantage in one planned boarding action.
  • A once-per-arc reroute through a dangerous sea lane.
  • Potential permanent advantage on checks to detect a staged ambush.
Narrative Rewards
  • A named enemy or rival tied directly to Nera’s past.
  • A better understanding of why she distrusts treaties.
  • The possibility of turning a former enemy into a reluctant informant.

Major Decision

Context

The party needs fast passage into the Inner Starfall Sea, but a rival faction offers Nera a separate deal that would betray the party’s route in exchange for future immunity.

Choice Made

Does Nera stay with the party and burn a profitable bridge, or does she sell the route and preserve her independence?

Impact

If she stays, she gains a long-term alliance and stronger moral attachment to the party. If she betrays them, she gains immediate money and leverage but may permanently lose their trust, changing both social scenes and ship access.

Major Decision

Context

A captured false-flag courier proves that one rival kingdom used her old smuggling lanes to provoke coastal conflict.

Choice Made

Does Nera expose the scheme publicly, use it for private blackmail, or quietly erase the evidence?

Impact

Public exposure makes her a political target but improves her standing with honest sailors. Blackmail makes her richer and more dangerous. Erasing it preserves her utility but deepens her reputation as someone who profits from everyone’s shame.

Major Decision

Context

Nera discovers a route into the final region that only works if she sacrifices her hidden reserve of black-market contacts to keep the sea lanes quiet.

Choice Made

Does she spend her network to help the party, or keep it intact for her own survival after the campaign’s climax?

Impact

If she spends it, she gains a heroic reputation and a major temporary travel boon. If she keeps it, she remains a potent underworld broker, but the party loses one major support option in the final act.

Transformative Moment

Trigger

The party chooses to trust Nera with a crucial shard route instead of watching her every move.

Transformation

For the first time in years, Nera is treated as more than a liability with a ship. She begins making choices for the crew, not just for herself, and her loyalty becomes a real force rather than a transactional one.

Mechanical Changes

Relationships

Loyalty to the party increases and she can become a recurring ally rather than a shifting contact.

Trust creates long-term investment.
Ship Support

She can offer her fast sloop for a reduced cost or as a favored resource.

Shared confidence turns the vessel into an ally asset.

Transformative Moment

Trigger

The truth of her old betrayal is revealed and she must decide what part of her anger is still useful.

Transformation

Nera stops pretending her caution is purely practical. She realizes that if she keeps living as a reaction to the past, every bargain will be a reenactment of that same wound.

Mechanical Changes

Social Play

Once per session, Nera can either grant advantage on a lie-detection or ambush-read check, or refuse to be manipulated in a parley scene.

She learns to channel experience instead of trauma.
Superiority Dice

One maneuver may be re-themed as a reaction born from her new perspective, such as using Menacing Attack as a warning rather than a threat.

Her tactics become more intentional.

Transformative Moment

Trigger

Nera witnesses the first real consequence of the wish race on ordinary sailors rather than nobles or captains.

Transformation

She is forced to see that her information trades are not neutral. Every route sold or withheld changes who survives a storm, who gets stranded, and who gets forgotten. This does not turn her saintly; it makes her accountable.

Mechanical Changes

Alignment Pressure

Her future decisions lean less toward pure profit and more toward controlled pragmatism.

The scale of the conflict makes purely selfish choices harder to justify.
Faction Standing

She may gain permanent standing with one maritime faction or lose access to another, depending on her choice.

Her actions finally create visible political consequences.

Ally:
Harbor-Master Elian Voss

Relationship uneasy civic ally
Influence 7/10
Loyalty 54/10

Shared History

Elian Voss has spent years pretending not to notice exactly how often Nera’s cargo manifests arrive a day before some “unfortunate” inspection disappears from his desk. Nera, for her part, has quietly supplied him with useful information whenever a riot, smuggling ring, or forged warrant threatened to break Port Haven open. They trust each other only in the narrowest legal sense, but that narrowness matters. Elian sees Nera as a necessary storm he can occasionally steer, while Nera sees him as one of the few officials who understands that a port survives by tolerating people who do not fit the statute book.

Potential Breaking Points

  • If Elian tries to arrest her crew, she will sell his documents to his rivals.
  • If Nera endangers the harbor for profit, Elian may revoke all quiet protections.

Ally:
Captain Jorren Slate

Relationship shipping ally and crew broker
Influence 5/10
Loyalty 61/10

Shared History

Jorren Slate is not a named faction leader, but he is the kind of dock captain who matters more than titles in a crisis. He has helped Nera move cargo through storms, and she has once, under pressure and without comment, used her route knowledge to save his entire crew from a reef line that would have gutted their hull. They speak in practical terms, never sentimental ones, because both know affection can be bought but survival cannot. Jorren is one of the few people who can call Nera out without immediately losing his teeth.

Potential Breaking Points

  • If Nera abandons a crew in danger, Jorren will stop vouching for her.
  • If Jorren sells her location to a rival, she will cut him off from every safe berth she controls.

Enemy:
Bosun Rell Harker

Threat Level 7/10
Conflict Type naval rivalry and boarding violence

Personal Stakes

Rell believes Nera’s habit of selling secrets makes her responsible for every delayed convoy and every ambush at sea. Nera believes Rell hides greed behind blunt honesty and would burn half the archipelago if it secured him a better contract. Their conflict is personal because each has ruined the other’s supply lines at least once, and both are too useful to kill quietly without consequence.

Possible Resolutions

  • Beat him in a ship-to-ship chase and force a public retreat.
  • Expose the false-flag orders that he has been following.
  • Turn his own crew against him by proving he has been selling out sailors.

Faction: The Iron Wake League

Standing 14/10
Influence Smugglers, privateers, and opportunistic captains across the archipelago.

Obligations

  • Move discreet cargo when asked.
  • Share rumors of naval patrols and rival routes.
  • Avoid directly exposing league safe houses.

Benefits

  • Access to black-market supplies.
  • Possible fast sloop passage.
  • Support from privateer-friendly dockside crews.

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