Mara Voss

Level 16 Human Rogue (Thief)

Available with DM subscription
STR
8 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
10
WIS
13 (+1)
CHA
16 (+3)

Defense

Armor Class 18 (Studded leather armor (15) + DEX (3))
Hit Points 99 (8 + 15d8 + 16 +1)
Speed 30 ft.

Proficiencies & Skills

Saving Throws dexterity, intelligence
Skills Insight +6, Stealth +9, Deception +8, Perception +6, Intimidation +8

Features

Emberfall Cell Commander

Custom (Campaign) Level 1
At will

Mara commands a network of resistance safe houses, smugglers, and informants across Tidewatch and the ruins of Emberfall. Between adventures, she can shelter allies, forge travel papers, and provide maps of Emperor's Legion patrol routes. In combat, allies who start their turn within 30 feet of her and can see or hear her may treat one d20 roll of 9 or lower as a 10 once per day, a lesser echo of her Reliable Talent passed down through her cell.

Voice of the Ashes

Custom (Campaign) Level 1
At will

Mara has spent forty-three years surviving Vane's empire. She has advantage on Charisma (Deception) and Charisma (Intimidation) checks made against members of the Emperor's Legion or collaborators, born of a lifetime of lying to inquisitors and staring down their blades.

Skulker (Feat)

Ability Score Improvement (Level 8) Level 8

When Mara is hidden, missing her doesn't reveal her position; dim light doesn't impose disadvantage on Perception checks relying on sight she makes; and she can attempt to hide when lightly obscured.

Second-Story Work

Rogue (Thief) Level 3

Mara's climbing speed equals her walking speed, and climbing costs no extra movement. When she makes a running jump, the distance increases by a number of feet equal to her Dexterity modifier.

Sneak Attack (9d6)

Rogue Level 1

Once per turn, Mara deals an extra 9d6 damage when she hits with a finesse or ranged weapon and has advantage on the roll, or when a willing ally is within 5 feet of the target.

Evasion

Rogue Level 7

When Mara is subjected to an effect that allows a Dexterity saving throw to take only half damage, she takes no damage on a success and half damage on a failure.

Fast Hands

Rogue (Thief) Level 3
Bonus Action

With Cunning Action, Mara can make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Steady Aim (Optional)

Rogue Level 3
Bonus Action

As a Bonus Action, Mara gains advantage on her next attack roll this turn if she hasn't moved; her speed becomes 0 until the end of the turn.

Uncanny Dodge

Rogue Level 5
Reaction

When an attacker Mara can see hits her with an attack, she can use her reaction to halve the attack's damage against her.

Reliable Talent

Rogue Level 11

When Mara makes an ability check with a skill or tool she is proficient in, she treats a d20 roll of 9 or lower as a 10.

Alert (Feat)

Criminal Background Level 1

Mara adds her proficiency bonus to Initiative rolls and can swap Initiative with a willing ally in the same combat.

Supreme Sneak

Rogue (Thief) Level 9
Bonus Action

Mara gains advantage on Dexterity (Stealth) checks if she moves no more than half her speed on the same turn.

Cunning Action

Rogue Level 2
Bonus Action

Mara can take the Dash, Disengage, or Hide action as a Bonus Action on each of her turns.

Blindsense

Rogue Level 14

Mara can sense hidden or invisible creatures within 10 feet of her if she can hear them.

Use Magic Device

Rogue (Thief) Level 13

Mara ignores all class, race, and level requirements on the use of magic items.

Slippery Mind

Rogue Level 15

Mara gains proficiency in Wisdom and Charisma saving throws.

Behind the character

Character Information

Mara Voss is a weathered human woman in her late forties, silver streaking black hair tied back for war, with sharp ash-dusted eyes that have watched an empire devour her world for forty-three years. She was seven years old, hiding in a root cellar beneath Emberfall, when King Kaelthar Vane's banishment trap swallowed the kingdom's heroes and his soldiers burned her street. Her parents' fate is a wound she has never let close. She survived the purges that followed by becoming invisible: a child thief in the ruins, then a courier, then a smuggler, then—by her nineteenth year—the last living link to a resistance cell that predated the empire itself.

She leads the Emberfall resistance from the Free Port of Tidewatch and a chain of hidden safe houses stretching across the ruined capital. She is not a general in the traditional mold; she is a guerrilla commander, a forger of papers, a keeper of keys, and a woman who has stared down inquisitors' blades so many times that fear left her dialect. Her voice is quiet and level, which frightens people more than shouting would. She trusts slowly, tests constantly, and forgives almost never—but she has never once abandoned a person under her protection, and that covenant is the entire foundation of her authority.

Mara fights with a fine rapier bearing a wave-and-star pommel, a relic of Tidewatch's old free harbor, and she fights like water finding cracks: fast, patient, and utterly without honor in the tactical sense. She will poison a garrison's wells, burn her own safe houses to cover a retreat, and lie to a priest's face without a flicker. Yet she weeps privately for every name on the black obelisk in Emberfall's square, and she keeps a stolen soul coin hidden in her boot that she believes holds a fragment of her mother.

She grew up on stories of the vanished heroes—the party who vanished the night her world burned. She does not know whether to worship them or resent them, and her first meeting with the returned party is equal parts desperate hope and ruthless interrogation. She has spent her whole life finishing a war other people started. Now the people who began it are back, and Mara Voss intends to end it—whatever it costs her.

Before the adventure

Character Background

Mara Voss was born in Emberfall, the old capital, in the final year of King Kaelthar Vane's reign—a year her people would later mark as the last year of the world. Her father was a stonemason who worked the cathedral district; her mother sold dyed cloth in the square market. Mara remembers ordinary things: the smell of wet dye, her father's chalk-dusted hands, a brother lost to fever before she could form a memory of him.

On the night the heroes of the realm stormed the Obsidian Throne, seven-year-old Mara was asleep in a root cellar beneath her aunt's house while her parents attended a festival in the square. The banishment trap fired. The heroes vanished. And within hours, Vane's soldiers—now loyal to an emperor who claimed the heroes had betrayed the crown—swept the city, burning districts that had sheltered the old regime's friends. The Voss house burned. Her parents never came home.

Mara survived the purge years in the ruins of Emberfall, one of hundreds of feral children the new empire called 'ash rats.' She learned to read by deciphering proclamations nailed to the obelisk, learned to steal from Legion supply wagons, and learned the geography of survival: which sewers flooded, which patrol captains took bribes, which neighbors could be trusted with a hungry child and which would sell one. At eleven she was caught lifting bread from a Legion mess and was saved by Corvin Hale, a smuggler with three safe houses and one functioning conscience.

Corvin did not adopt her; he employed her. She ran messages through checkpoint lines no adult could pass, because no guard searched a dirty ash rat carrying scrap for resale.

By fifteen, Mara was Corvin's best courier, and by sixteen she had made the mistake that would define her conscience forever: to protect a safe house she believed was compromised, she informed on a neighbor sheltering Legion deserters, expecting a raid and a warning. The man was executed. His family was taken by soul collectors—black-robed agents of the Inquisition who harvested the condemned for something beneath the Obsidian Throne. Mara learned the word 'soul engine' years later, and when she did, she understood what she had fed. She has never confessed it to anyone. The resistance she would build was, in part, a penance.

At nineteen, Corvin Hale was betrayed, tortured, and killed, and Mara inherited the network: three safe houses, a ring of keys, and a list of names half of whom were already dead. She nearly died that winter, hiding in a flooded smuggler's tunnel while High Inquisitor Thorne's veterans searched the district above. She rebuilt anyway. Over the next two decades, she transformed a dying cell into the Emberfall resistance—a web of forgers, widow informants, disgruntled harbor clerks, and smugglers, anchored in the Free Port of Tidewatch, where Vane's reach was blunted by money and salt. She brokered the Tidewatch Accords that would become the seed of the Free Peoples Alliance, trading patrol maps to merchant princes and stolen arcane texts to rebel mages.

Her war with the empire's instruments has scarred her in ways she counts like a ledger. High Inquisitor Thorne destroyed her first cell twelve years ago and took her lieutenant Bren—she does not know what Bren told him before his soul was shipped to the engine. Lady Seraphine, the spymaster, has spent fifteen years dismantling Mara's networks with charm and patience, and the two women have fought a shadow war across two provinces. Four assassination attempts. Three burned safe houses. One betrayal—the Saltcellar—that killed nine of her people and was never solved. Mara carries all of it in a face that rarely shows anything at all.

And through it all, she grew up on the legend of the vanished heroes: the party who went to kill Vane and never came back, whose names were carved on the obelisk among the dead, whose graves—she discovered quietly—were empty. When the returned party walks into Emberfall's square, unaged after forty-three years, Mara Voss meets the myth of her childhood wearing familiar faces. She tests them before she trusts them, because hope is the most dangerous thing a resistance leader can spend.

But if they prove true, she will give them everything: her safe houses, her maps, her network, and the full weight of a life spent learning exactly how to burn an empire down.

Threads to follow

Unresolved Plots

  • The Saltcellar Betrayal: Twelve years ago, one of Mara's own sold out the Saltcellar safe house, and nine people died. She never identified the traitor; the survivor's accounts contradict each other. Whoever it was may still be inside her network—and may have been the one who taught Seraphine how the cells are structured.
  • Bren's Interrogation: Mara's captured lieutenant Bren told High Inquisitor Thorne something during six days of questioning before his soul was taken. Thorne has used that knowledge three times to anticipate her moves. What Bren knew—and whether he broke or protected the network—remains unknown, and the answer may live only in Thorne's ledger or in the soul engine itself.
  • The Empty Graves: When Mara investigated the obelisk's list of the party's dead allies, she found the graves empty—bodies taken by soul collectors before burial. She has told no one, fearing what it means: either the empire harvested them for the engine, or someone else wanted them for something worse. She keeps a copy of the exhumation notes hidden in her boot.
  • The Fourth Key: A Tidewatch forger once sold Mara a rubbing of an inscription mentioning a fourth bronze coin, 'the coin of the pactmaker,' said to open not the Gate of Ash but a door inside the Obsidian Throne itself. She has never found it, and the forger died mysteriously a week after the sale.
  • Vorgath's Price: Mara knows the resistance cannot win without infernal help, and that Duke Vorgath's aid will come with a price written in infernal script. She has begun quietly asking what the alliance will owe the Rusted Citadel after Vane falls—and whether she is willing to let a devil collect.

Beneath the surface

Secrets

  • Mara carries a soul coin hidden in her boot heel—taken from a Legion collector she killed. She believes it holds a fragment of her mother's soul, and she has never told anyone, because using it might mean bargaining with the same engine she has sworn to destroy.
  • She was not purely a victim of Vane's early purges: at sixteen, she informed on a neighbor who was sheltering Legion deserters, believing his house would be raided and nothing more. The man was executed, and his family taken by collectors. She built the resistance partly as penance, and she has never confessed it to anyone.
  • Mara has already drafted a letter of succession naming her replacement and hidden it in the Saltcellar's ruins. She wrote it the night before she met the returned party, believing her death was imminent—and she has not told the network that the resistance can continue without her.

What haunts them

Fears

  • Being the last one alive: Mara's deepest terror is surviving everyone she leads, standing alone among the ashes of every promise she made. She has buried more people than she has saved, and each death whispers that her way of war spends lives unwisely.
  • Becoming Vane: She has seen what forty years of absolute war does to a soul. On her worst nights, she recognizes her own ruthlessness in the stories of the tyrant's rise, and she fears that victory will not make her a liberator but a successor.
  • The soul engine's whisper: She has heard, through a captured collector's scrying glass, the voices of souls inside the sphere—including, she is almost certain, her mother's. She fears that if she ever hears it clearly, she will do anything, betray anyone, to free them.

What drives them

Aspirations

  • To see the obelisk in Emberfall's square melted down and recast into a bell that rings freely—a city that remembers its dead without drowning in them.
  • To hand her ring of keys to a successor and walk away alive, something no resistance leader in the empire's history has ever done.
  • To stand in a free Emberfall and learn, finally, who she is when she is not at war—the question she has avoided for forty-three years.

Personal quest · 1

The Keys to Emberfall

Mara's ring of safe house keys is missing three: the houses were burned by High Inquisitor Thorne's inquisitors a decade ago, and the people inside—her first cell—were taken as soul fuel. She asks the party to help her breach the Inquisition's archive in Emberfall's cathedral district, recover the cell's ledger, and learn whether any of her people still live as prisoners. The quest forces Mara to confront the cost of every bargain she has made to survive.

Current Stage

Infiltrate the Inquisition archive and recover the Emberfall cell ledger.

Mechanical Rewards
  • Mara gains a permanent +1 bonus to her Wisdom saving throws (rising her Wisdom-based resilience) after confronting her past, and unlocks a new safe house network node granting the party a hidden rest location in Emberfall.
Narrative Rewards
  • The rescued prisoners join the Emberfall resistance, and Mara's trust in the party deepens, unlocking her personal history and the location of her hidden armory.

Personal quest · 2

The Debt of Captain Rolf

Mara owes Sea Captain Rolf a life-debt: he smuggled her out of Emberfall when she was nineteen, losing his ship and two crew to the Emperor's Legion. Now Rolf's crew rots in Vane's prison barges, and Mara cannot ask him to risk more without paying the debt. She recruits the party for a night raid on the prison barge anchored in Tidewatch bay, but the mission forces her to choose between striking while the barges are weak or waiting for the alliance to form and risking Rolf's crew being shipped to the soul engine.

Current Stage

Gather intelligence on the prison barge from dock workers and smugglers.

Mechanical Rewards
  • Rolf commits his remaining ships to the Free Peoples Alliance, granting the party naval transport and a one-time cannon barrage support during the Siege of Emberhold.
Narrative Rewards
  • Mara's life-debt is paid, freeing her to lead without obligation, and Rolf becomes a devoted ally who will shelter the party at sea.

Personal quest · 3

The Child in the Ash

Mara was seven years old, hiding in a root cellar, when the party vanished and Vane's soldiers burned her street. She has spent her life telling herself her parents died in that fire. But a refugee from Emberfall carries a story: a woman matching her mother's description survived, was taken by soul collectors, and may be among the souls funneled toward the Emperor's engine. Mara asks the party to help her trace the soul collector route from Emberfall to the Obsidian Throne—not to rescue a ghost, but to know. The journey takes her through the ruins of her childhood home.

Current Stage

Interview the refugee and cross-check soul collector records.

Mechanical Rewards
  • Mara permanently gains the Voice of the Ashes enhancement: her advantage on Deception and Intimidation against Legion members extends to advantage on Insight checks against them as well, honed by understanding her enemy's soul.
Narrative Rewards
  • A soul coin bearing a fragment of her mother's memory, and the party's unbreakable bond with Mara as she finally grieves.

Personal quest · 4

The Seraphine Gambit

Lady Seraphine has identified Mara's network and is systematically buying out her informants with charm magic and threats. Three of Mara's best spies have already turned. Mara must root out the traitors before Seraphine's web closes around her, but every interrogation risks destroying a loyal friendship. She asks the party to help her run counterintelligence in Tidewatch: set a false meeting, feed each suspect different information, and see which version Seraphine's hunters act on.

Current Stage

Design the false-information trap with Mara.

Mechanical Rewards
  • Mara gains permanent resistance to charm effects and a +2 bonus to her passive Insight, hardened by Seraphine's manipulations.
Narrative Rewards
  • The Emberfall cell is cleansed of Seraphine's influence, and Mara acquires one of Seraphine's own charmed nobles as a double agent inside the Emperor's court.

Major Decision

Context

When the party is tested at the obelisk in Emberfall, Mara must decide whether to stake the entire resistance on the returning heroes' word—or on the evidence they carry.

Choice Made
Trust the party immediately, or demand proof of their identity through a trial of her own design.
Impact

If she trusts them, the Emberfall cell commits fully, granting the party her network from the start and the Emberfall Cell Commander feature at full strength. If she demands proof, the party loses two days while Legion patrols close in, but Mara's caution grants her a permanent +2 to Initiative and the Alert feat synergy, having drilled her cell against deception. Either path changes how quickly Act 2's alliance scenes can begin.

Major Decision

Context

During the Siege of Emberhold, Lord Malrec offers Mara a parley: he will open the gates and surrender the key if she publicly executes the captured collaborators from her network—people she once commanded.

Choice Made
Accept Malrec's bloody bargain, refuse and fight the full siege, or attempt a third path of deception.
Impact

Accepting saves hundreds of alliance lives but costs Mara her humanity: she gains a permanent +1 to Intimidation checks but loses the ability to inspire—her Persuasion checks against allies take a permanent -2 penalty, and the rebel mages' trust wavers. Refusing preserves her soul and the mages' loyalty (granting them the ritual support in Act 3) but the battle costs more lives and resources. Deception, if the check succeeds, gains both the key and her integrity; if it fails, Malrec executes the prisoners himself and hardens the garrison.

Major Decision

Context

Before the final march, the Oracle reveals that the soul engine holds the souls of the party's old allies—and that freeing them requires overloading the engine, which will alert Vane hours early and cost the element of surprise.

Choice Made
Free the souls and lose surprise, or preserve surprise and let the old allies remain trapped until after Vane falls.
Impact

Freeing the souls grants the party spectral reinforcements in the final battle and Mara the inspiration to fight alongside legends she worshipped as a child—but Vane prepares his full defenses, adding two Horned Devils and activating the throne room's lava traps. Preserving surprise grants advantage on the party's initial infiltration rounds, but if the battle turns against them, the old allies' souls are consumed by the dying engine, and Mara loses faith, taking a permanent -1 to all saving throws for the campaign's remainder as her hope breaks.

Transformative Moment

Trigger

Completing The Child in the Ash.

Transformation

Mara stops fighting for the dead and starts fighting for the living; her command style shifts from paranoia to inspiration, unlocking the full potential of her cell network.

Mechanical Changes

Transformative Moment

Trigger

Exposing Seraphine's web in Tidewatch.

Transformation

Mara becomes a spymaster in her own right, no longer merely a guerrilla commander.

Mechanical Changes

Transformative Moment

Trigger

Standing with the party at the March on the Obsidian Throne.

Transformation

The child of Emberfall's ashes becomes the Marshal of the Free Peoples, her name carved beside the heroes on a new obelisk.

Mechanical Changes

Ally

Sea Captain Rolf

Relationship Life-debt ally
Influence 4/10
Loyalty 9/10

Shared History

Forty years ago, a nineteen-year-old Mara Voss crawled out of Emberfall's burning streets with nothing but a stolen map and a dead man's name. Rolf, then a young first mate on a smuggler's brig, found her stowed away in his cargo hold. Instead of turning her over to the Legion patrols searching the docks, he hid her through three inspections and carried her to Tidewatch, losing his ship and two crewmates to a Legion cutter in the process.

He never asked for payment; Mara insisted on the debt. Over the following decades, she repaid him a hundred times over—forging his papers, warning him of port seizures, and hiding his crew when Vane's press-gangs swept the waterfront. When the Legion finally imprisoned his crew on the soul barges, Rolf blamed himself for trusting a harbor contact who was Harrow's man. He and Mara argue constantly—she is all fire and calculation, he is salt-stained pragmatism—but neither has ever abandoned the other.

His warehouse is her council chamber; her network is his eyes on land. He was the first to believe the returned party's story, because Mara believed it, and he has followed her into worse than a war for forty years.

Ally

The Oracle of the Broken Star

Relationship Counsel and uneasy mentor
Influence 3/10
Loyalty 7/10

Shared History

Mara first climbed the mountain path to the shattered observatory at twenty-three, after a betrayal gutted her cell and she no longer knew whom to trust. The Oracle, ancient and blind behind her silver band, told her one truth for the price of a memory: the memory of her brother's face, taken so she could never again be blackmailed through her grief for him. Mara has returned eleven times over twenty years, paying in memories, promises, and one magic item—a ring that had belonged to her mother.

Each answer reshaped the resistance: the Oracle's warnings exposed two infiltrators, and her prophecy of 'ash walking home' is why Mara did not dismiss the returned party as impostors. The relationship is not warm. The Oracle speaks in riddles that have cost Mara sleep and sometimes blood, and Mara resents every price. But she trusts the Oracle's truthfulness absolutely, and the Oracle, in her cryptic way, has called Mara 'the ember that refuses the wind.'

When Mara needed someone to confirm the dead man's switch existed, it was the Oracle who answered—after extracting a promise from Mara that she would not trade her own soul to the engine to free the trapped ones.

Enemy

Lady Seraphine

Threat Level 5/10
Conflict Type Shadow war

Personal Stakes

Seraphine and Mara have been strangling each other's networks for fifteen years, though they have met face to face only twice. The first time was at a Tidewatch masquerade, where Mara, disguised as a merchant's wife, overheard Seraphine recruiting a charmed harbor official. Mara escaped with the name but lost her cover identity and nearly her life when Seraphine's guards swept the ballroom on a hunch. The second meeting was a negotiated prisoner exchange on a neutral barge, where Seraphine smiled and said, 'You burn so brightly, little ember.

The Emperor collects things that burn.' Since then, Seraphine has dismantled three of Mara's cells, turned her best informant with charm magic, and put a price on her head that has survived four assassination attempts by bounty hunters. Mara, in turn, burned Seraphine's Tidewatch safehouse, exposed two of her charmed nobles, and once sent her a soul coin taken from a Legion collector as a message: I know what you feed on.

For Mara, this is personal in a way the war rarely allows: Seraphine is the enemy who studies her, anticipates her, and enjoys the game. Mara fears that one day Seraphine will stop playing—and that on that day, one of them dies.

Enemy

High Inquisitor Thorne

Threat Level 4/10
Conflict Type Hunter and hunted

Personal Stakes

Thorne personally led the purge that destroyed Mara's first resistance cell twelve years ago. He interrogated her captured lieutenant, Bren, for six days, and Mara has never learned what Bren told him before Bren's soul was shipped to the engine. Thorne carries a ledger—Mara has seen it through a spyhole—of every rebel he has broken, and half its pages bear names she knows. He has hunted her across two provinces, once cornering her in a flooded smuggler's tunnel where she escaped only by holding a knife to a collaborator's throat and bluffing a squad of veterans into retreat.

Thorne is not cruel for pleasure; he is a fanatic who believes the engine is salvation, that souls in the sphere are 'preserved against entropy.' This certainty makes him more dangerous than any sadist. Mara wants him dead not merely for Bren, but because his ledger, if he ever reaches the throne, would unravel every safe house she has left.

Faction

Free Peoples Alliance

Standing 5/10

Influence

Mara is not merely a member of the Free Peoples Alliance—she is one of its three founding architects. Eight years ago, she spent a brutal winter building trust between factions that despised each other: the merchant princes who had profited under Vane's trade laws, the rebel mages whose academies he burned, and the smuggler-captains whose crews he pressed into labor. She brokered the Tidewatch Accords in a fish-smelling warehouse, trading patrol maps to the merchants, stolen arcane texts to the mages, and forged bills of lading to the captains.

The alliance has saved her life twice—once when mage wards broke a Legion ambush, once when Rolf's ships extracted her cell from a collapsing safe house. But the alliance also constrains her: the merchant princes vetoed three of her planned strikes as 'bad for trade,' and she swallowed each refusal because the coalition mattered more than her pride. She views the alliance as her life's second great work, after the resistance itself, and she will defend its unity with ruthless diplomacy—unless a member's betrayal, like Harrow's, threatens to kill it from within.

Faction

The Emberfall Resistance (The Ash Cell Network)

Standing 5/10

Influence

The resistance is Mara's family, army, and conscience. She inherited its bones at nineteen from a dying smuggler named Corvin Hale, who had kept three safe houses alive in the empire's first decade. Mara grew it into a network of dozens: smugglers, forgers, widow informants, and a chain of keys she wears at her hip like a rosary. Every key is a promise—no one left behind—and she has broken that promise only once, at a place called the Saltcellar, and she does not speak of it.

Her authority within the network is near-absolute, earned through forty-three years of survival, but it rests on a covenant: she leads from the front, shares the risk, and never spends a life she would not spend her own. The network's older members remember her as a girl; the younger ones know her only as the Voice of the Ashes. Both would die for her, which is precisely what terrifies her about the coming march on the throne.

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