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Iriq Songo - AI-generated fantasy NPC

Iriq Songo

Half-elf · Commoner, custom carpenter and woodland guide · Level 0

Iriq Songo

Carpenter, scout, and forest guide
“held together by hope.”
AC12
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A low, dry voice with a woodworker's rasp and the outward carry of someone accustomed to calling across a clearing. Before speaking, he takes a brief nasal breath; when startled or ashamed, that breath snags and is followed by two distinct throat-clears.

His voice starts with a small intake of breath, then comes out low and dry, carrying the rasp of sawdust and cold mornings. Years of calling directions through trees have given him a clear, sturdy projection. When rattled, his breath catches and he clears his throat twice; when angry, he speaks faster and more directly rather than softening his tone.

Speech patterns

Uses practical comparisons to carpentry: a plan may be 'square,' 'warped,' or 'held together by hope.'
Names directions by landmarks rather than compass points.
Asks one plain question, then waits through the silence for a real answer.
When uncomfortable, clears his throat twice and restarts the sentence with fewer words.

How to play them

Iriq is guarded with strangers until they show care for the forest or the people who live near it. Practical requests earn his attention faster than grand claims. He offers help readily, but earns trust by asking what the other person needs instead of assuming. Mentioning the old timber slide makes him go still; give him time to answer rather than pressing immediately.

Goal

Find who is cutting a new trail toward the spring-fed hollow, learn why, and prevent damage without driving the responsible people into hiding.

Motivation

To keep Candosville's people connected to the forest without letting anyone treat the forest as an endless supply of timber.

Secret · GM only

Appearance

Iriq is tall and long-limbed, with a chipped front tooth that flashes whenever his guarded expression breaks into a grin. His skin is sun-browned and faintly roughened by sawdust; his dark hair is tied back with a strip of bark, and a green cord circles one wrist. He walks with a careful, rolling step, as if feeling the firmness of every patch of earth before trusting it. When unsettled, he draws a small breath through his nose, pauses, then clears his throat twice before speaking. The sound is so distinctive that regulars at the settlement can recognize him around a corner. For a forest guide, his unexpected signature is that he carries a pocketful of tiny carved animals and gives them away to nervous children.

Clothing

A patched brown work coat with broad pockets, a green cord around one wrist, sturdy trousers, and boots packed with dry moss after long walks. A leather apron hangs from his belt when he is working wood.

Body language

He plants his feet as if bracing a beam, keeps one hand near his belt tools, and angles his shoulders so he can watch both the person speaking and the nearest path out. When relaxed, he rolls a wood shaving between thumb and forefinger. When rattled, his breath catches, he clears his throat twice, and his shoulders rise before he can answer.

Height
6 feet 3 inches
Build
Tall, rangy, and strong through the shoulders from years of lifting timber; more endurance than bulk.
Eyes
Moss-brown with a pale gold ring near the pupils
Hair
Dark brown, threaded with a few silver strands and usually tied back with bark cord
Skin
Warm brown, weathered by sun and wind
Age
Forty-three years, though the long-lived half-elf heritage shows more in the set of the eyes than in his weathered hands.
Gender
Man
Size
Medium

Distinguishing features

A chipped front tooth, visible when he smiles.
A green cord tied around one wrist, faded where it rubs against his tools.
A brief inhalation and two dry throat-clears before he speaks when rattled.
Small wooden animals and birds tucked into the pockets of his work coat.

Personality

12 traits and drives

Iriq is generous with practical help but wary of promises, and he can be both patient with frightened people and impatient with those who ignore a clear warning. Around children he becomes inventive and warm; around officials he grows terse, fearing that polished words will bury a real danger. He wants others to trust their own judgment, yet his guilt makes him interfere when someone he cares about takes a risk.

Alignment
Neutral good

Quirks

Carves a tiny animal whenever he waits, then gives it away if someone nearby seems nervous.
Taps a plank twice with one knuckle and listens before accepting it as sound.
Leaves a smooth wood shaving on the windowsill of every place where he sleeps.
Refers to rain by what it will do to a roof, a road, or a tree rather than by how hard it is falling.

Habits

Checks the grain of a plank with his thumb before agreeing to use it.
Offers a carved toy to a nervous child without making a fuss or demanding thanks.
Stops speaking mid-sentence when he hears an unfamiliar bird call, then tries to locate it.
When worried, repairs whatever small object is nearest, even if it is not broken.

Traits · 3

Gives useful help before offering advice, but becomes blunt when people endanger others.
Patient with uncertainty in children and newcomers, impatient with carelessness disguised as confidence.
Values independence yet quietly tries to steer loved ones away from danger.

Flaws · 3

His guilt makes him overprotective, especially toward younger workers and apprentices.
He sometimes delays difficult truths in the hope that he can quietly fix the problem first.
He mistakes practical usefulness for proof that he is welcome, and can struggle to rest.

Fears · 3

Repeating the mistake that cost Dargan and the other workers their lives.
The spring-fed hollow being damaged before the families who rely on it understand the danger.
Bruk leaving on a dangerous expedition because Iriq was too controlling to speak honestly.

Wants and needs · 3

Needs a trustworthy account of who is cutting toward the spring-fed hollow.
Wants Bruk to make his own choices without inheriting Iriq's fear.
Needs to accept that responsibility is not the same as being able to prevent every loss.

Combat

AC 12 · HP 9 · 30 ft.

Iriq is not a trained soldier. He keeps distance when possible, uses trees, carts, and uneven ground for cover, and tries to shepherd bystanders toward safety. If cornered, he uses his hatchet to make space and retreats rather than pursuing. He avoids lethal force unless someone is in immediate danger.

Iriq Songo

Medium humanoid (half-elf), neutral good
Armor Class12
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsPerceptionSurvivalAthleticsNatureCarpenter's tools
SensesPassive Perception 12
Languages
Common,
Elvish
Custom feature, Timber Sense. Iriq can identify whether a tree is healthy, hollow, storm-damaged, or recently disturbed by examining its bark and listening to a gentle tap.
Custom feature, Child-Calming Carvings. During a short rest, Iriq can carve a small toy from scrap wood and give it to a frightened child, easing their immediate distress if they are willing to accept it.

Actions

Hatchet. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage.
Handaxe. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () piercing damage.
Mark the Way. Iriq points out a safe route through nearby natural terrain. One willing companion who can see or hear Iriq gains advantage on their next ability check made to avoid becoming lost or to cross that terrain safely, provided the check occurs within the next hour. Custom feature.

Reactions

Between the Child and Danger. When a creature Iriq can see moves within 5 feet of a frightened civilian, Iriq can use his reaction to move up to 5 feet toward that creature or civilian without provoking opportunity attacks. He must end closer to the civilian.

Services they sell

Guides travelers through familiar woodland paths.
Repairs ordinary wooden tools, doors, carts, and small structures.
Scouts nearby trails for storm damage, unsafe ground, and signs of recent travel.

Rewards they can give

A hand-carved wooden animal, sometimes shaped to resemble something the recipient has mentioned.
A safe route through the surrounding woodland and a warning about current trail hazards.
A small repair to a cart, door, bridge rail, or similar wooden structure.

Equipment

  • Carpenter's hatchet (weapon)A well-used hatchet, sharpened carefully but intended mainly for woodwork.
  • Carpenter's tools (tools)A compact kit of awl, folding saw, mallet, wedges, chalk, and small chisels.
  • Hemp rope (gear)A stout coil of hemp rope, useful for hauling lumber or securing a slippery crossing.
  • Woodland route sketch (map)A folded sketch of local trails and landmarks, annotated with water sources and storm-damaged ground.

Possessions

A pocketful of small wooden animals carved from offcuts
A folded woodland route sketch
A green wrist cord
A hidden fox carved from Dargan's old tool handle

Background

Iriq learned carpentry from his human mother, who repaired carts and roof frames in Candosville, and forest paths from his elven father, a seasonal hunter who rarely stayed through winter. At twenty, he guided a timber crew into a ravine after a storm. The crew's foreman ignored Iriq's warning about a saturated slope; the slide killed two workers, including Iriq's closest friend, Dargan. Iriq had marked a safer trail, but fear of seeming timid kept him from insisting the crew use it. Since then, he has been stubborn about listening to the land and gentle with anyone frightened enough to need reassurance. He now builds bridges, sheds, and sturdy toys, and guides travelers through the woodland surrounding Candosville. His partner, Sava, runs a small bakehouse and thinks he takes too many risks on other people's behalf. His apprentice, Bruk, wants to leave town and join a survey expedition, while Iriq keeps finding reasons to delay that departure. Recently, fresh cut marks have appeared on trees along an old animal path, and Iriq suspects someone is opening a route toward a spring-fed hollow the settlement depends on.

Role in the story

A capable local guide and artisan who can introduce the party to Candosville's woodland, connect them with residents who depend on the spring, and reveal the consequences of a past tragedy. His suspicions about the new trail can lead to a mystery, a negotiation, or a rescue.

“At twenty, he guided a timber crew into a ravine after a storm.”
From their background
Faction
No formal faction. He is a trusted working resident of Candosville and sometimes helps the settlement's road wardens.

Known connections

Sava, his partner, owns the bakehouse near Candosville's north well and challenges his habit of taking every problem onto his own shoulders.
Bruk, his eager apprentice, is preparing to join an old-road survey and resents Iriq's repeated attempts to talk him out of it.
Dargan, his deceased friend and former timber worker, remains the person Iriq measures his worst decisions against.
The families who live near the spring-fed hollow rely on Iriq to keep the woodland approaches passable.
Major secret · GM only
Minor secrets · GM only

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