NPCs in The Ashen Reach
Gruma Ashfang
A broad, grey-tusked orc woman in a road-worn iron coat, one ear notched by an old arrow. She speaks slowly and writes everything down. Her hall smells of woodsmoke and wet leather, and she keeps a burned wagon wheel propped against the wall as a reminder.
Role: Warden of Ironjaw Hold; opening quest giver
Other Details: Gruma has held the Ashen Road for eleven years and has lost nine wardens this season. She suspects the Moonharbor Council is buying the raiders' silence but has no proof and no ships. She will pay the party in iron and road-tokens, and she will remember every promise they make.
Thokk Brightsteel
A young, soot-blackened orc with a shaved head and a leather apron burned through in a dozen places. He talks constantly while he works and prices everything by weight. His forge is the hottest in the Reach and he is very proud of it.
Role: Smith and armorer
Other Details: Thokk will repair and upgrade the party's weapons at a fair price and can identify blackfire-forged steel on sight — a skill that becomes important in Act III. He is Gruma's nephew and will not say so unless asked directly.
Sister Vale
A small, white-haired human woman in a sun-bleached robe, hands stained with salve. She runs a shrine with no walls in the middle of the hillfort and treats orc, human and goblin alike. She has a dry laugh and no patience for self-pity.
Role: Priest of the Dawn; healer
Other Details: Sister Vale has been quietly recording every caravan that has failed to arrive for two years, and her ledger is the best record of the Redband's raids in existence. She will give it to the party if they promise to bring the dead home.
Razzik Cogwhistle
A wiry goblin with brass goggles pushed up on his forehead and a cart that is more patch than cart. He sells rope, lamp oil, caltrops and things he insists are magical. He is honest about roughly half of it.
Role: Goblin tinker and general merchant
Other Details: Razzik knows every back gate and drainage tunnel in Ironjaw Hold and will guide the party down into the Skullgate Bazaar for a small fee. He is terrified of the Redband because they took his brother's hands.
Madri Voss
A tall, sharp-featured woman in a coat of salvaged locks, standing behind a stall of keys, hinges and stolen door-fittings. She never touches a customer and never forgets a face. Her voice is quiet enough that people lean in to hear it.
Role: Fence and information broker
Other Details: Madri sold the stolen iron to a Redband recruiter called Corvin Sash and has regretted it since. She is not Brotherhood and will not become Brotherhood. She wants out of the bazaar alive and will trade information for protection or passage.
Tessa Quill
A thin, ink-stained young woman with spectacles mended at the bridge and a satchel of half-finished letters. She writes contracts for the bazaar's merchants and reads anything left unattended. She is nervous, quick and much braver than she looks.
Role: Scribe and cipher-breaker
Other Details: Tessa has been quietly copying Redband manifests for a month and has the cipher half-broken. She is terrified of being found out and will attach herself to the party as a client if they offer her an exit from the bazaar.
Old Marn
A bent, sun-blackened old man with a beard like dry grass, living in a stone shrine to a forgotten road god. He talks to travelers whether or not they answer. He has not left the Draw in thirty years.
Role: Hermit and keeper of a roadside shrine
Other Details: Marn has watched every Redband column pass his shrine and can describe their numbers, their loads and their officers. He hides a cache of stolen Redband orders under his altar and will trade them for news of the outside world.
Pell
A scrawny, quick child of about twelve in a coat three sizes too big, with a whistle on a string and a talent for being where nobody looks. Pell talks fast and lies faster.
Role: Dock urchin and lookout
Other Details: Pell's older brother was taken by the Redband press-gang and is being held at the raider camp in the Redstone Draw. Pell will do anything for news of him and knows every loose board on the Saltmarch quay.
Father Cadoc
A round, red-faced old man in a robe stiff with salt, who blesses boats and buries sailors and has done both for forty years. He keeps a book of every ship that has left Saltmarch and every one that has not come back.
Role: Priest of the harbor shrine
Other Details: Father Cadoc's book records the Salt Ledger's shipments under three different names and is the proof Ilsa Ren needs. He will give it up only if the party promises to bury whatever they find at Wrecker's Cay.
Brakka Thorn
Open Character Sheet
A lean, weathered orc in a cloak of red-dust cloth, carrying a short bow and a knife for skinning. She speaks in short sentences and looks at the ground more than at faces. She has been tracking the raiders alone for two months.
Role: Scout and tracker; guide through the Draw
Other Details: Brakka's brother was taken by the Redband and she believes he is still alive in the deep works. She will follow the party to the Deadvein Deep if they promise to look for him, and she fights well in open country.
Captain Ilsa Ren
Open Character Sheet
A tall, grey-eyed woman in a salt-stained coat with a brass telescope on her belt. She has the flat, patient voice of someone who has argued with the sea and won. Her harbor watch is nine people and two boats.
Role: Harbor captain of Saltmarch Landing
Other Details: Ilsa Ren has been watching the Salt Ledger's midnight loadings for a season and cannot act without proof. She hates the Redband because they sank her brother's boat. She will lend the party a harbor boat and two guards if they bring her something she can take to the Council.
Hurgan Coalhand
Open Character Sheet
A heavy, sun-scarred human with coal dust permanently worked into his knuckles and a laugh that carries across a market. He wears a chain shirt under a merchant's coat and carries a boar spear he calls Negotiation.
Role: Caravan master; occasional ally in a fight
Other Details: Hurgan has lost two caravans to the Redband and will take the party east as guards for free if they help him keep the third. He knows the Redstone Draw better than anyone alive and can be persuaded to fight beside the party at the raider camp.
NPCs in The Verdigris Coast
Magistra Selene Dorn
A composed woman in a deep blue gown with silver at her throat, standing in the arcaded hall as though she owns the light. She is precise, courteous and completely aware that three of her colleagues are lying to her.
Role: Magistrate of Moonharbor; Act II quest giver
Other Details: Selene Dorn is the only honest magistrate on the Council and knows it makes her a target. She will back the party openly once they bring her proof, and she can put the city's Guard and the harbor chain at their disposal.
Orrin Tace
A heavy, well-dressed man with ink on his cuffs and a permanent tremor in his left hand. He is loud in public and silent in private. He has not slept properly in a month.
Role: Guildmaster of the shipwrights
Other Details: Orrin Tace has been forging manifests for the Redband because Mother Sallow holds his son in the deep works. He is not a believer and will break under pressure — but he is also the only man who knows every crate that has left Moonharbor in two years.
Lira Fen
A brisk young woman with her sleeves pinned back and a shop that smells of camphor and burnt sugar. She is cheerful, overworked and deeply nosy about her customers' wounds.
Role: Apothecary
Other Details: Lira Fen treated a Redband courier's blackfire burn last month and has been frightened ever since. She can identify blackfire residue and will tell the party what she knows if they promise to keep her name out of it.
Bram Holt
A squat, bald man with a ledger chained to his belt and a whistle around his neck. He knows every crate, every crane and every man on the mole, and he is proud of all three.
Role: Dockmaster of the north mole
Other Details: Bram Holt leased the north mole warehouse to a company that paid in advance and never gave a name. He is embarrassed about it and will help the party break in to clear his own record.
Neddy Lamp
A thin, hunched old man with a lantern burn across one cheek and hands that shake when he is not holding something. He keeps the light because nobody else will. He has not slept a full night in a year.
Role: Lighthouse keeper of Wrecker's Cay
Other Details: Neddy Lamp has been forced to darken his light so the Redband can wreck ships on the cay. He is sick with guilt and will help the party in any way he can, including leading them to the sea-cave's second mouth at low tide.
Mira Shoal
A weathered woman with wet hair and a coat of sealskin who lives in a beached hull on the cay and speaks to the tide as though it answers. She knows every rock and current for a mile.
Role: Tide-hermit and cave guide
Other Details: Mira Shoal has been watching the Redband load prisoners into the sea-cave for months and has counted them. She will guide the party through the cave's flooded lower passage if they bring her lamp oil and news of her sister, who was taken.
Healer Om
A small, round old man with a bag of herbs and a permanently worried expression. He has stitched more wounds this year than in the previous ten and has run out of everything except patience.
Role: Militia healer
Other Details: Healer Om can keep a militia standing through a night assault and can brew a blackfire antidote if given the right reagents — which the party can find at Cinderfall Hamlet or in Sallow's laboratory.
Kessa Tide
Open Character Sheet
A brown-skinned woman with salt-crusted braids and a knife she uses to clean her nails. She wears a fisherman's coat over good boots and smiles like she has already won an argument.
Role: Smuggler and occasional ally
Other Details: Kessa Tide runs goods past the harbor chain for anyone who pays and has no love for the Redband, who undercut her. She knows the tide-gates under the north mole and will guide the party through them for a cut of whatever they find.
Sergeant Dara Vint
Open Character Sheet
A stocky, scarred woman in a mismatched militia coat with a sergeant's stripe sewn on twice. She has forty farmers and fishermen under her and has kept them alive for a season. She does not waste words.
Role: Militia sergeant of Thornwatch Camp
Other Details: Dara Vint will march on the Deadvein Gate if Thornwatch holds and the party brings her proof of the deep works. She is loyal to the Moonharbor Council in name only and to her people in fact.
NPCs in The Deadvein Highlands
Halden Grist
A wiry, sunburnt man with a pick over one shoulder and a map case he never opens in front of strangers. He has been prospecting the Deadvein for twenty years and has been running from the Redband for two.
Role: Prospector and mountain guide
Other Details: Halden Grist knows the goat track around the Deadvein Gate and the old survey tunnels under the mountain. He is convinced there is a second seam and will not shut up about it, which is how he learned about the blackfire in the first place.
Mayor Essa Crane
A tired, capable woman in a miner's coat with a mayor's sash pinned crookedly over it. She has been holding three hundred frightened people together with a bell and a ledger. Her hands are cracked from hauling water.
Role: Mayor of Cinderfall Hamlet
Other Details: Essa Crane's brother Kael was the deep works' foreman before the Redband took him, and she believes he is still alive. She will give the party anything the village has if they cleanse the well and bring her brother home.
Bim Sprocket
A small, grease-covered goblin with a tool belt longer than they are tall and a habit of answering questions with diagrams. Bim built the village's pump and is furious that someone has ruined it.
Role: Goblin tinker and water-engineer
Other Details: Bim Sprocket can build a blackfire filter out of a pump, charcoal and copper if the party brings the parts. Bim is also the only person in Cinderfall who has been inside the deep works' refining floor and come out.
Gran Odda
A tiny, white-haired woman with a pick handle for a walking stick and eyes that have not seen well in years but miss nothing. She worked the Deadvein when it was a working mine and remembers every tunnel.
Role: Old miner and keeper of the gallery maps
Other Details: Gran Odda knows the old gallery that comes out behind the deep works' refining floor and will draw it from memory for anyone who brings her a lamp and a cup of something warm. She has been waiting sixty years for someone to ask.
Kael Dross
A gaunt, grey-faced man in a prisoner's smock with a foreman's chalk still tied to his wrist. He has been down here long enough that he flinches at daylight. He speaks slowly and precisely, as though each word costs him.
Role: Enslaved foreman of the deep works; final quest giver
Other Details: Kael Dross was taken from Cinderfall two years ago and has kept the deep works running under Sallow's whip while quietly mapping every support beam in the seam. He knows the fourth support that will bring the whole refining floor down, and he will only tell the party if they get him out alive.
Warden Skarn
Open Character Sheet
A tall, scarred orc in a Warden's iron coat with a broken tusk and a voice like gravel sliding. He has twenty wardens and no illusions about what twenty wardens can do.
Role: Ironjaw Warden commanding the mountain column
Other Details: Skarn was Gorek Blacktusk's sworn brother before the exile and has never spoken of it. He will hold the gate for the party to the last man and will fight beside them if the Redband counterattacks.