Backstory
Mira Stonehelm grew up in a mountain port where the ships never touched water. The docks jutted over a cloud sea, and the vessels that anchored there were rigged for stranger currents than tide or wind. Her clan built engines, plated hulls, and carved oath-runes into keels meant to survive transitions between planes. Other children learned mining songs. Mira learned how to read storms that formed in empty air, how to listen for stress in a hull before a seam split, and how to judge a crew by the silence that followed bad news.
Her first command should have been the end of her. She was a junior officer aboard the Ledger of Embers during a convoy run through the border between the Material Plane and the City of Brass. A navigator sold their route to pirates, and the ship drifted into a furnace squall that peeled half the rigging away. Mira took command only after her captain died pinned under a collapsed beam, then brought three surviving ships out by steering through the wake of a fire elemental migration. The merchants called it luck. The crew who lived called it command.
That survival earned her a reputation, but not a comfortable one. Mira was too useful for dangerous jobs and too blunt for politics. She spent the next decade escorting refugees through unstable portals, moving sealed cargo that honest captains would not touch, and recovering crews from routes that maps still insisted were safe. Her ship, the Stubborn Grace, changed with every disaster. Replacement planks from one world sat beside hull plates forged on another.
The job that made her infamous involved the loss of her brother Hadrik, the ship's original quartermaster. During a crossing through the Ethereal, the Stubborn Grace answered a distress lantern from a passenger craft half-phased into dead reef matter. The rescue was a trap. A gang of void smugglers boarded under truce colors, and Hadrik cut the anchor free to keep the pirates from locking both ships together. Mira escaped with most of her crew and all of her passengers. Hadrik vanished into silver fog with the severed chain wrapped around his arms.
She never found a body. She found signs instead: old port rumors, debts settled in his handwriting, manifests signed with his private code. Mira does not know whether Hadrik is alive, dead, or something in between. She only knows that every profitable route still bends around one private mission. Somewhere between the planes, her brother keeps leaving a trail, and she intends to follow it.
Stat Block
Captain Mira Stonehelm
Medium humanoid (dwarf), lawful neutral
Dwarven Resilience. Mira has advantage on saving throws against poison, and she has resistance against poison damage.
Planar Helm Master. Mira ignores difficult terrain caused by magical storms, unstable portals, or shipboard hazards. Allies within 20 feet have advantage on checks to keep balance, secure rigging, or avoid being shoved overboard.
Void-Tide Orders. As a bonus action, Mira chooses one ally within 30 feet who can hear her. That ally can move up to half its speed without provoking opportunity attacks.
Actions
Multiattack. Mira makes two Anchor Mace attacks, or one Anchor Mace attack and one Planar Harpoon attack.
Anchor Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) force damage.
Planar Harpoon. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and a Large or smaller target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet toward Mira.
Command Broadside (Recharge 5-6). Mira bellows a firing order. Up to two allies who can hear her may each use their reactions to make one weapon attack or move up to half their speed.
Reactions
Hard to Port. When a creature Mira can see targets an ally within 10 feet of her, Mira imposes disadvantage on the attack roll by barking a correction or physically hauling the ally aside.
Plot Hooks
Refugees From the Wrong Sky
Mira needs discreet muscle to escort survivors from a collapsing planar route before customs agents, pirates, or cultists claim them first.
The Quartermaster's Code
A manifest written in Hadrik's private shorthand surfaces in a black-market auction, and Mira hires the party to steal it before rival captains do.
The Ship That Should Not Return
A wreck Mira logged as lost years ago reappears with a living crew who insist only three days have passed.
Roleplaying Tips
Speaks like every sentence should help someone survive the next ten minutes.
Respects competence immediately and boasts almost never.
Uses shipboard language even on land: port, starboard, ballast, keel, trim the line.
Keeps emotional control in public, but mention missing crew and the armor cracks fast.
Her trust is expensive and durable. Once earned, she shows it through logistics, protection, and ruthless follow-through.
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