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Parn Vard

Half-elf · Commoner, level 5 custom NPC

Parn Vard

Blacksmith
“That promise has a crack in it like cheap cast iron.”
AC13
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Parn's voice has the dry, slightly rasped texture of someone who has spent years speaking over bellows and hammer blows. His breath sometimes carries a faint whistle from an old workshop habit of measuring airflow through the forge. He projects without shouting, shaping instructions with crisp consonants; when tired, the words come out slower and more gravelly.

He speaks in workmanlike clauses, often describing a problem before naming its cause. He uses brief, dry humor when he feels safe, and gives direct instructions when someone is at risk. When recalling his father, his phrasing becomes more careful, as if he is checking each word for a flaw.

Speech patterns

Uses practical comparisons: 'That promise has a crack in it like cheap cast iron.'
Asks people what they need the tool to do before offering an opinion about it.
When uncomfortable, answers with a question about the condition of a hinge, shoe, or blade.
Calls people 'friend' only after they have done something worth trusting.

How to play them

Begin with practical questions and offer a small useful service before discussing personal matters. Parn trusts people who treat laborers fairly, keep promises, and do not mistake a quiet manner for weakness. If asked about Iwan, he gives measured answers until he believes the questioner intends to protect rather than punish him.

Goal

Keep the Tenth Nail open, protect the village from the militia's weapons trade, and settle the levy dispute before the tax collector seizes the forge.

Motivation

Parn wants his work to protect ordinary lives, not merely make a living. He is proud of being dependable, but fears that dependence has become a cage.

Secret · GM only

Appearance

Parn is a half-elf man with a square, soot-darkened face and a broad nose dusted permanently with fine charcoal. His skin is weathered copper-brown, roughened on the forearms by heat and winter wind, with pale crescents where his leather cuffs cover his wrists. His black hair is clipped short at the sides and tied in a stubby knot at the nape, usually escaping in bristly wisps. He moves with the measured economy of someone who has spent decades lifting hot iron: feet planted before hands move, shoulders rolling rather than jerking. His apron is patched in three different leathers, but he carefully oils a tiny green-glass button at its throat, an unexpectedly dainty keepsake that flashes when he leans over the forge. He leaves an impression of warmth, weight, and watchfulness, like a banked fire that has not decided whether to welcome you.

Clothing

A smoke-brown wool shirt, patched leather apron, soot-stiff trousers, and heavy boots with newly replaced soles. His left glove is carefully mended while the right is repeatedly scorched. A small green-glass button is polished bright at his collar.

Body language

He stands with his weight evenly planted and his hands loosely open, fingers flexing as though testing the balance of an invisible hammer. When listening, he angles one ear toward the speaker and keeps his eyes on their hands. He rarely points; he indicates things with a small tilt of his chin. A genuine laugh makes his shoulders bounce once, like a hammer striking an anvil.

Height
5 feet 10 inches
Build
Broad-backed and sturdy, with thick forearms, a compact waist, and the balanced stance of a lifelong worker.
Eyes
Dark hazel, with gold flecks that catch the forge light
Hair
Black, with a few iron-gray strands
Skin
Weathered copper-brown, darkened by soot and heat
Age
Forty-two, an adult by human reckoning
Gender
Male
Size
Medium

Distinguishing features

A small green-glass button, polished obsessively and plainly out of place on his soot-stained work clothes.
A thin pale band across each wrist where years of leather cuffs have shielded his skin from sun and ash.
His patched apron uses three distinct kinds of leather, each repair made carefully despite the rest of his rough appearance.

Personality

13 traits and drives

Parn is patient with a novice and impatient with a bully, but he is not as even-tempered as he first appears. In the shop he is methodical and quietly generous; when someone threatens his family or apprentices, he becomes blunt, confrontational, and difficult to redirect. He dislikes being praised, yet notices when his craft is overlooked. He wants people to be self-reliant and repeatedly steps in to make sure they are not left alone.

Alignment
Neutral Good

Quirks

Taps a piece of iron twice against the anvil before putting it down, even when the forge is cold.
Keeps a jar of honeyed plums hidden among the coal and acts baffled when children discover it.
Turns every bent nail he finds into a tiny hooked shape, then leaves the hooks on the shop windowsill.
Names no tools, but apologizes to a stubborn pair of tongs when they slip.
Polishes his green-glass button with the corner of his apron whenever a conversation turns to his father.

Habits

Before answering a difficult question, he turns the nearest piece of metal over in his palm as if weighing its truth.
When worried, he checks the forge damper twice, then pretends he meant to check it only once.
He gives children the safest task in the shop, then praises them as if they had done the hardest one.
If someone insults his work, he becomes brisk and factual; if someone insults a vulnerable person, his temper arrives immediately and plainly.

Traits · 3

He gives candid advice about a tool, then hesitates to give equally candid advice about a person.
He is welcoming to strangers who work alongside him, but guarded toward anyone who arrives with authority.
He can be wry and playful with children, then turn stern the moment they approach the hot end of the forge.

Flaws · 3

Takes responsibility for problems that are not his to solve.
Can be stubbornly suspicious of officials and wealthy patrons, even when they are acting in good faith.
Avoids asking for help until a problem has become urgent.

Fears · 3

That Iwan will be made to hurt someone with a weapon Parn helped teach him to shape.
That his mother will lose their home over the disputed levy.
That being useful is the only reason people keep him close.

Wants and needs · 4

Wants the tax collector to accept proof that the village paid its road levy.
Needs to find a safe way to confront Iwan about the militia weapons.
Wants his mother to stop taking on every village account as her personal burden.
Needs to admit that he cannot protect everyone by quietly fixing things himself.

Combat

AC 13 · HP 38 · 30 ft.

Parn tries to talk people down and places himself between danger and bystanders. If forced to fight, he uses his hammer to shove or disable, fights near the forge where he knows every obstacle, and retreats once an ally has a clear escape. He will not pursue a fleeing opponent unless someone is in immediate danger.

Parn Vard

Medium humanoid (half-elf), neutral good
Armor Class13
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsInvestigationPerceptionSmith's tools
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Elvish
Custom feature, Smith's Eye. After examining a manufactured metal object for 1 minute, Parn can identify its likely maker, major repairs, and whether it has been exposed to unusual heat, with a successful Intelligence (Investigation) check.
Custom feature, Shop-Floor Veteran. Parn has proficiency with smith's tools and can use them to repair a damaged nonmagical metal item during a short rest, provided he has suitable materials.
Half-elf ancestry. Parn has darkvision out to 60 feet and advantage on saving throws against being charmed. These are legacy-style traits used here as a custom ancestry package for this 2024 game.

Actions

Smith's Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage, or 7 () if wielded with two hands. Parn is a working blacksmith, not a trained warrior; this attack uses his custom proficiency bonus of +2.
Thrown Scrap. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 5 () bludgeoning damage. Parn hurls a fist-sized piece of scrap or a heavy tool.
Forge-Shove. Parn makes a Strength (Athletics) check against a creature within 5 feet. On a success, the target is pushed up to 5 feet or knocked prone. Parn avoids this unless he needs to make room for someone to escape.

Reactions

Hammer-Check. When a creature Parn can see hits an adjacent ally with a melee attack, Parn imposes disadvantage on the attack's damage roll by catching the weapon's shaft or striking its flat with his hammer. The attacker must be within 5 feet of Parn. Custom feature; this is not a canonical class feature.
Set Your Feet. When Parn or a creature within 5 feet is shoved, Parn can brace and prevent the movement if the creature succeeds on a Strength saving throw. He cannot use this reaction while restrained or incapacitated.

Services they sell

Repairs mundane metal tools, hinges, buckles, and farm implements.
Shoes horses and mends wagon fittings.
Can assess the quality and likely origin of a forged metal item.
Offers a warm corner and simple food to a traveler who helps with honest work.

Rewards they can give

A repaired nonmagical metal item, if the party supplies materials and gives him time.
A practical forged tool or a set of horseshoes at a fair price.
A signed note of introduction to his sister Nerys at Ketter Ford.
If the party protects Iwan without exposing him recklessly, Parn will make a durable custom tool as thanks.

Equipment

  • Smith's hammer (tool and improvised weapon)A well-balanced hammer with a dark wooden haft and a head polished bright by years of use. It is a tool first and a weapon only when necessary.
  • Work apron (clothing)A thick, smoke-brown leather apron with several repairs and a hidden inner pocket.
  • Smith's tools (tools)A set of tongs, punches, files, and small measuring gauges, kept in neat order.
  • Green-glass button (keepsake)A palm-sized green-glass button wrapped in a scrap of linen when he is not wearing it.

Possessions

Smith's hammer
Smith's tools
Patched leather apron
Green-glass button from his father
A small ledger of repairs and unpaid village favors
A jar of honeyed plums kept in the coal cupboard

Background

Parn grew up at the Tenth Nail, a smithy and roadside hamlet named for an old military survey marker. His human father, Orven, taught him to judge iron by its color; his elven mother, Sella, taught him to listen before deciding what a customer really needed. At nineteen, Parn was apprenticed to a master smith in the river town of Ketter Ford. During a spring flood, a cart carrying a family's household goods broke through a bridge rail. Parn and his fellow apprentices could not save the cart, but he watched the master smith abandon his expensive tools to pull two children from the current. That choice changed how Parn understood a trade: the work mattered, but people mattered more. He later returned home and took over the failing Tenth Nail. He has kept it alive by repairing farm tools, shoeing animals, and making reliable hinges rather than chasing commissions from the wealthy. His sister, Nerys, runs a ferry at Ketter Ford and sends him news; his former apprentice, Iwan, now works for the baron's armorer and has begun supplying weapons to a private militia. Parn is trying to stop that trade without publicly accusing the young man who once called him family. Meanwhile, a tax collector has demanded payment for a road levy that Parn believes was already paid by the village.

Role in the story

A grounded local ally whose workshop connects village life to a dangerous arms dispute. He can provide repairs, rumors, and a moral dilemma involving his former apprentice, while his hidden alteration of the militia's weapons gives the party leverage and risk.

“At nineteen, Parn was apprenticed to a master smith in the river town of Ketter Ford.”
From their background
Faction
Independent village smith at the Tenth Nail; owes no allegiance to the baron's armorer or the local militia.

Known connections

Sella, his elven mother, lives at the Tenth Nail and keeps the village's household accounts.
Nerys, his younger sister, operates a ferry at Ketter Ford and is his most trusted source of outside news.
Iwan, his former apprentice, now works for the baron's armorer and may be furnishing the local militia.
Orven, his late human father, taught him the craft and left him the green-glass button Parn wears.
Major secret · GM only
Minor secrets · GM only

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