Introducing the NPCs!

Alright, gather in.

Before ya all head off into whatever mission da Adventurer’s Guild has cooked up for ya, there’s a few folks I ought to point out. Da Guild’s gone and assigned a handful o’ “specialists” to help with yer efforts—people with certain skills, connections, or knowledge dey think might keep yer bones unbroken and yer maps pointed in da right direction.

Now, I don’t know most of ‘em well. Dey ain’t my staff, and I didn’t ask for ‘em. But dey’ve been vouched for, and I’ve seen ‘em prove useful now and den. Each one’s got their own quirks, but if ya know what yer doin’, you’ll find ‘em handy.

That said... I got my eye on da goblin. Everyone else seems to trust him, but he’s real comfortable in this inn, and dat always makes me wonder why.

Anyway—here’s who you’ll find workin’ outta the Forest Inn while you’re here.

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Gnerk Vurda Taradak

(Alex Ford): “Name’s Gnerk. I show up at the Forest Inn when the Adventurer’s Guild says they need an extra pair of sharp eyes and sharper business sense. Busy times mean coin is moving, and that means I’m here. I run Once a Pawn a Time—or The Goblin Trader if I’m feeling less fancy. If it’s magical, rare, dangerous, or just shiny, chances are I’ve handled it, priced it, and found a buyer. And no, I don’t guess. I know what things are worth.

You might find a Prismatic Javelin that flares with elemental light, a Sundersludge Net still sizzling with acid, a Singing Stein that betrays a poisoned drink, or a bag of sugarbomb confections with unpredictable effects. My stock changes often, so what’s here one week might be gone the next, replaced by something stranger, stronger, or riskier.

I’ll buy, sell, or loan on just about anything, so long as the terms are right. My interest rates are what I call ‘healthy,’ but I’m upfront about them, and you’ll get the terms in plain writing. Pay on time and we’ll get along fine. Miss a payment and you’ll find I know people who know people—Guild connections keep my business secure.

Ask me the right question and I might tell you about an unclaimed job, a lost relic, or where a certain treasure might be lying about, waiting for someone clever enough to claim it. Ask the wrong way and you’ll leave with nothing but your own impatience.

And no, there’s no secret gambling ring at the Inn where gold and secrets trade hands. But if there was, you’d have to earn an invite. Bring coin, brains, or both, and maybe we’ll talk.”

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Professor Paige Turner

(Kate Morosky): "My name is Professor Paige Turner. I lecture in divination at the Colos Royal Academy and serve, when circumstances require, as Prime Archivist for the Adventurer’s Guild here at the Forest Inn. My duties include the cataloging of Guild records, the authentication of arcane texts, and the preservation of manuscripts so fragile they might crumble under an untrained hand.

From time to time, I make select items available to those who will use them wisely. A slip of vellum that folds into a bird and delivers your words in perfect secrecy. A small vial that will whisper an omen regarding the choice you are about to make. A shield drawn on parchment that will spring into being when called. These are but examples—my collection contains more, each chosen with precision and purpose.

My explanations are exact, my prices equitable, and I do not waste either my time or yours on those unwilling to listen. Knowledge, like magic, must be placed in capable hands. If you believe yourself one of them, then tell me—are you here for insight, for protection, or for something more elusive?"

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Isaac

(Adam Jacoby): "Name’s Isaac. Weapons are my trade—enchanted, cursed, bound in blood, or pulled from the ruins of some forgotten god’s temple. The Adventurer’s Guild brought me to the Forest Inn for a reason. I deal in power, not decoration. You’ll find swords that burn, bows that don’t miss, spears that whisper to you in the dark. Some are clean and simple. Most aren’t. I tell you the risks before you buy, but I don’t soften the truth. You want safe? There’s a blacksmith in Hinkle. You came to me for an edge.

I keep my case locked, right there by the bar. You ask with intent, I’ll show you what I’ve got. My prices don’t change, my terms are clear, and once we shake on a deal, it’s final. Payment’s coin. I’m not here for small talk or stories. I’m here to put the right weapon in the right hands—and to make sure you walk away knowing exactly what you just bought.

And if you’re wondering about the silver eyes, go ahead and keep wondering. Some say blessing, some say curse. All they really do is let me see the difference between junk and something worth killing for."

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Sola

(Sara Petras): "Hello there. I am Sola, a cleric of Pelor. I have walked the road with a sword at my side, and I have walked it without those I wished could still follow. Loss taught me the value of preparation. Now I offer what I can so others may avoid the same lessons.

I keep at my table the things that turn the tide when it matters most. Potions to mend wounds, to steady the heart, or to strip poison from the blood. Oils that free you from bonds. Holy water for when light must strike true. I have tools for the cautious traveler, like kits to bind the fallen, charms to guard your health, and even small comforts that carry a bit of magic to lift the spirit. And yes, there is more, should your needs be particular.

My prices are fair, my terms are clear, and I honor my word. If you wish, you may take out an Adventure Insurance policy. It will see you tended without delay and returned to the fight if you fall. The premium rises if you make a habit of dying, but it will always cost less than being left behind.

All I ask is that you take what you need and pay the agreed price. Everything I earn goes toward causes that matter to me, though those causes change as new needs rise. If your name is in my ledger, I will see you through whatever comes. If it is not… well, that choice is yours to make."

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Shambles Mordwyn

(Chris Bartko): "Hello. I am Shambles Mordwyn. I work with stone, shaping it into something you can carry, trust, and use. Some of my work will keep you warm on a cold night. Some will light your path or hold a spell until the moment you need it. A few are stranger. One stone sings when you hum to it. Another will drink in water until it cannot hold a drop more. I make each piece myself, and I stand by the work.

Every stone is marked so you know exactly what it does and what it costs. There is no trick to it. If I add eyes, it is only because I like the way they look. I will tell you how it works, then you may decide if it belongs in your pocket. The stone will speak for itself after that.

I do not raise my voice to sell. Those who take a stone from me often come back to tell me how it made the difference on the road. That is worth more than coin.

If you are setting out, take something that will not fail you when the light fades, the air turns cold, or you lose your way. A good stone will see you through more than you think."

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Scarlet Hemlock

Hi, I’m Scarlet. Most days you can find me at the small table near the window by the bar. I like that spot. It’s good view of the room, good light when I want it, and just enough distance for people to come to me when they’re curious. I’m a friendly sort, though I’ve been told I can be a bit hard to read. I keep my voice calm, my smile soft, and I suppose my eyes give less away than most expect.

Once upon a time, I was a druidic ranger, I was all about forests, arrows, and keeping the wild places safe. Then there was an expedition I never should have taken. Something happened out there, something I didn’t choose, and it changed me in ways no magic, prayer, or resurrection can undo. I’m what some call a Dampyr now. I feed on emotion and energy, and yes, blood has its appeal when it’s freely given. I can walk in daylight, eat and drink like anyone else, but I won’t lie, I prefer the stillness of moonlight. I avoid battlefields when I can; too much blood in the air makes control harder than I care to admit.

I’m still with the Adventurer’s Guild, but these days they send me where I’m needed most like outposts where morale is fraying, or where adventurers keep coming back cursed, drained, or simply worn down. I’m good with curses and blood magic. I can unravel enchantments others won’t touch, sense the lingering stain of foul magic, or make a hex unravel thread by thread. For a fee, I’ll lift curses or sell relics, some from my days in the wild, others from crypts and ruins that I’ve personally walked through.

You might come to me for fletchings that add poison, restraining vines, or necrotic bite to your arrows. Maybe you want a pouch of rare mushrooms that heal and grant strange gifts or persuasion sharpened, poison resisted, or nature’s own magic clinging to your skin. I’ve got gems for charm or protection, each holding their own history, and I sometimes part with keepsakes from old hunts if the price… or the person, is right. And yes, there’s more in my keeping than I show at once.

I’m here for trade, yes, but also for those who just need a moment. Sometimes I give advice no one asked for. Sometimes I just listen. I’ve learned that people speak more freely when they don’t feel pushed. And when I do speak, I’ve found it’s usually worth listening.

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LORE DROP! Concerning the Triangle of the Storm Sea