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Jarek of the Tanners' Quarter - AI-generated fantasy NPC

Jarek of the Tanners' Quarter

Human · Fighter, Battle Master · Level 14

Jarek of the Tanners' Quarter

Quartermaster of Company Three
“Let us be exact.”
AC19
HP152/152
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“A fine coat, though it is wearing you two sizes too proudly.”
From how they speak

Voice

A resonant baritone with a quick, almost musical cadence. His laughter arrives in short bursts, while his anger is marked by a sudden drop into careful, polished diction.

Fast, bright, and precise, with a salesman’s warmth and a sergeant’s timing. He rarely raises his voice because his pauses do the work of a shout. Before speaking seriously, he draws a controlled breath through his nose, as if preparing to lift something heavy.

Speech patterns

He begins important statements with a soft intake of breath and the phrase, 'Let us be exact.'
He gives compliments that contain logistical criticism, such as, 'A fine coat, though it is wearing you two sizes too proudly.'
He uses supply language for emotional matters, calling trust 'a reserve stock' and betrayal 'an unrecorded requisition.'
When angry, his voice becomes quieter and his grammar becomes more formal.
He refers to officers by their titles in public and by their purchasing errors in private.

How to play them

Jarek is charming, practical, and immediately useful. He offers food, repairs, maps, or introductions before asking for anything. He tests whether visitors respect workers and supplies by giving them a small logistical inconvenience. Those who pass earn warmth and discreet assistance. Those who belittle servants, soldiers, or craftsmen find their requests delayed by perfectly legal paperwork.

Goal

Expose the requisition conspiracy within The Gate Companies, secure formal command of Company Three, and make the quartermaster's office impossible for ambitious officers to ignore.

Motivation

Jarek wants dignity more than rank, though he often mistakes the two for one another. He is driven by loyalty to ordinary soldiers, anger at stolen credit, and a desperate need to prove that care, preparation, and practical intelligence are forms of courage.

Secret · GM only

Appearance

Jarek is a broad, compact man who seems to occupy more space than his body physically allows. He leans forward when listening, then expands suddenly when speaking, turning every conversation into a small parade ground. His skin has the warm brown tone of oiled walnut, and his hands are permanently darkened at the creases by tannin, lampblack, and old metal polish. His hair is cut short but refuses to lie flat, forming a bristling crown that makes him look permanently windblown. He moves with startling speed for someone so heavily built, using sharp half-steps and abrupt pivots learned from years of navigating crowded supply wagons. His most unexpected feature is his immaculate mouth: his teeth are bright, even, and almost absurdly well cared for, making his broad grin look more suited to a courtier than a soldier. People usually notice his presence before they notice his face because he smells faintly of leather, cloves, hot iron, and rain-soaked canvas.

Clothing

A dark green reinforced quartermaster's coat with brass toggles, a sleeveless leather overvest, heavy gray trousers, and red wool gaiters stained at the ankles. His belt carries measuring cords, chalk, keys, a folding awl, and six tiny labeled pouches. A blue Company Three sash is worn beneath his coat so it shows only when he moves.

Body language

Jarek stands with his feet planted wide and his torso angled toward the nearest problem. He gestures with whole forearms rather than hands, taps objects into alignment, and leans close enough during private conversations that people feel recruited into a conspiracy. When an officer enters, Jarek's posture becomes perfectly formal while his thumbs continue rubbing the edge of his ledger.

Height
5 feet 8 inches
Build
Dense, barrel-chested, and powerfully compact, with the physique of a laborer who became a soldier rather than a soldier trained for parade.
Eyes
Dark amber, brightened by constant alertness and quick amusement.
Hair
Black with a narrow band of iron-gray above the right temple.
Skin
Warm walnut brown with tannin-darkened creases across his palms and knuckles.
Age
47
Gender
Male
Size
Medium

Distinguishing features

A bright brass inventory ring hangs from his left ear, engraved with the tally mark of Company Three.
His beard is trimmed into two short squared points, like the ends of a neatly folded strap.
He carries a red leather ledger chained to his belt and writes in it with a silver-tipped stylus.
His grin appears almost courtly until he begins listing what someone has failed to return.
He smells faintly of cloves, wet leather, and hot iron.

Personality

18 traits and drives

Jarek is energetic, warm, and socially fearless, but his charm is sharpened by years of being useful without being honored. He is generous with exhausted soldiers and suspicious of decorated officers. In public he performs confidence, jokes easily, and makes strangers feel as if they have been expected. In private he becomes quieter and more sentimental, especially around damaged equipment or old comrades. When praised for logistics, he deflects with humor. When praised for bravery, he becomes visibly uncomfortable, because bravery is the one kind of recognition he thinks officers can understand.

Alignment
Lawful Neutral

Quirks

He straightens crooked objects while continuing to speak, even during arguments.
Before giving bad news, he silently counts backward from seven on his fingers.
He labels personal gifts with inventory numbers, then insists the labels make them more meaningful.
He applauds once, sharply, whenever someone makes an unexpectedly competent decision.
He sleeps with one boot on because he claims dreams are less persuasive when he is partially prepared.

Habits

He counts doors, exits, wagons, and visible weapons whenever he enters a new location.
He tests the balance of unfamiliar chairs before sitting in them.
He becomes extravagantly polite when speaking to people he intends to investigate.
He personally checks the straps, buckles, and soles of anyone he considers part of his responsibility.
When exhausted, he stops smiling but becomes more helpful, not less.

Traits · 5

Charming enough to make an inventory inspection feel like a welcome feast.
Fiercely protective of workers whose names never appear in official reports.
Resentful of officers promoted over him, especially when they are incompetent.
Secretly sentimental about worn tools, damaged wagons, and people who keep showing up.
Treats preparedness as both a moral duty and a personal religion.

Flaws · 5

He cannot resist correcting an officer in public when the correction is deserved.
He confuses being indispensable with being loved.
He hoards favors, information, and emergency supplies until his caution becomes distrust.
He can be vindictive toward people who receive authority effortlessly.
He will risk his safety to protect equipment that can be replaced, because replacing it would endanger someone else.

Fears · 4

Dying with his contributions officially unrecorded.
Being forced to choose between protecting Company Three and exposing the corruption that endangers it.
Becoming like the officers he resents, using other people's competence as a ladder.
Seeing Mara harmed because of his feud with the military hierarchy.

Wants and needs · 4

He wants formal authority, public recognition, and a secure future for Company Three.
He needs to accept that his worth is not determined by whether an officer finally promotes him.
He needs allies willing to value his judgment before a crisis proves him right.
He wants Mara to believe he is building something rather than merely fighting old humiliations.

Combat

AC 19 · HP 152 · 30 feet

Jarek fights as if the battlefield were a warehouse he alone has inventoried. He identifies the enemy's most useful position, disrupts movement with his hooked war pick, and directs allies toward openings. He prefers to remain near cover, wagons, doors, or stacked supplies. He spends Action Surge when an enemy threatens an ally he considers part of his stores, and he uses improvised objects freely to create distractions, trip hazards, and sudden advantages.

Jarek of the Tanners' Quarter

Medium humanoid (human), lawful neutral
Armor Class19
Hit Points152
Speed30 feet
Level14
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsSTRCONWISCHA
SkillsAthleticsInsightIntimidationInvestigationPersuasionPerceptionSmith's ToolsTanner's Tools
SensesPassive Perception 17
Languages
Common,
Dwarvish,
Thieves' Cant
Second Wind. As a bonus action, Jarek regains hit points once per short or long rest.
Action Surge. Jarek takes one additional action on his turn once per short or long rest.
Extra Attack. Jarek makes three attacks when he takes the Attack action.
Indomitable. Jarek can reroll a failed saving throw three times per long rest.
Battlefield Quartermaster. Allies within 30 feet who can hear Jarek may add to one weapon damage roll or ability check per round, provided Jarek has access to appropriate supplies.
Measured Reserves. Jarek can produce a mundane weapon, tool, ration, or piece of ammunition from his stores as an action, even when the item should be difficult to find. The item lasts until the end of the encounter.
Company Three Drill. Once per round when an ally within 30 feet misses with a weapon attack, Jarek can use his reaction to let that ally move up to half their speed without provoking opportunity attacks.

Actions

Multiattack. Jarek makes three attacks with his brass-bound war pick or hurling cleaver.
Brass-Bound War Pick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage plus bludgeoning damage. If the target is wearing armor, Jarek may attempt to hook it, reducing the target's speed by 10 feet until the end of its next turn.
Tanner's Cleaver. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage. If Jarek has advantage on the attack, the target must succeed on a Strength saving throw or be knocked prone.
Improvised Logistics. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: piercing damage. The thrown object is usually a weighted inventory tag, belt buckle, or sharpened tent peg.
Company Three, Advance the Stores. Jarek chooses up to three allies within 30 feet who can hear him. Each ally may immediately move up to 10 feet and gains advantage on their next weapon attack before the end of Jarek's next turn.
No Missing Pieces. Jarek slams his inventory ledger against his shield and shouts a correction to the battlefield. Up to three allies within 30 feet may each end one frightened, charmed, or restrained condition affecting them, provided the condition was not caused by a magical effect of 6th level or higher.

Reactions

Protective Requisition. When an ally within 30 feet is hit by an attack, Jarek reduces the damage by by interposing his shield, throwing a packed bundle into the attack, or barking a perfectly timed command.
Hold That Position. When a creature within 5 feet attempts to move away, Jarek makes one war pick attack against it. On a hit, the creature's speed becomes 0 for the rest of the turn.

Services they sell

Procures mundane weapons, armor, rations, tools, wagons, and field supplies.
Repairs straps, harnesses, shields, and practical military equipment.
Provides reliable information about The Gate Companies and their supply routes.
Arranges guarded transport through controlled gates.
Can train recruits in marching discipline, camp organization, and defensive formations.

Rewards they can give

Access to Company Three's quartermaster stores.
A repaired weapon, armor fitting, or set of travel supplies.
A military pass bearing Jarek's personal seal.
Information about faction movements, supply routes, and officer rivalries.
Jarek's committed assistance in exposing corruption within The Gate Companies.

Equipment

  • Brass-Bound War Pick (weapon)A well-balanced military war pick with brass fittings and a hooked back designed to catch shields, straps, and armor joints.
  • Tanner's Cleaver (weapon)A broad field cleaver made from dark steel, marked with the stamped initials of three generations of the Tanners' Quarter.
  • Quartermaster's Half-Plate (armor)A reinforced half-plate coat concealed beneath his quartermaster's coat, with layered leather panels and brass rivets.
  • The Red Ledger (tool)A red leather ledger containing stock records, coded accusations, personal debts, and private notes about every officer in Company Three.
  • Company Three Shield (shield)A heavy shield painted green and brown like stacked crates, fitted with a small folding hook for dragging packs or catching weapons.
  • Field Stores (adventuring gear)Keys, chalk, twine, sealing wax, measuring cords, awl, whetstone, lamp oil, rations, spare buckles, and emergency medicine.

Possessions

A family signet stamped into a strip of cured leather.
A small tin of clove salve for his hands.
A sealed military document hidden inside the false back of his ledger.
Three officer buttons representing stolen promotions.
A miniature wooden wagon carved by his late father.

Background

Jarek was born in the Tanners' Quarter to a family that supplied treated hides, harness straps, and waterproof covers to The Gate Companies. He learned numbers before letters, memorizing stock counts by the weight of bundled leather and the sound of full crates being dragged across stone. At nineteen, he enlisted in Company Three as a wagon guard. He proved unusually gifted at keeping exhausted soldiers fed, armed, shod, and alive, and he became the company's unofficial problem solver long before anyone granted him a formal rank. His formative experience came during the Ash Gate Retreat, when an officer ordered Company Three to abandon its reserve wagons. Jarek disobeyed, reorganized the drivers, and turned the wagons into a moving barricade. The company survived, but two officers later claimed credit for the maneuver and received promotions. Jarek was praised as indispensable and passed over as unsuitable for command. Since then, he has served as quartermaster with fierce competence and a smile that grows sharper whenever an officer calls logistics a lesser duty. He maintains an affectionate but strained relationship with his younger sister Mara, who runs the family tannery and believes Jarek is wasting his life trying to be recognized by people who already depend on him. His oldest friend, Sergeant Pell Vey, now commands a rival company and quietly sends Jarek information about corrupt requisition orders. Jarek's current problem is a widening shortage of treated leather and lamp oil caused by a smuggling ring inside The Gate Companies. He suspects the ring is protected by someone high enough to destroy Company Three if exposed.

Role in the story

Jarek can serve as a hard-edged ally, a source of military intelligence, or the reluctant center of a factional scandal. He gives the players practical support while drawing them into the conflict between competent lower-ranking personnel and officers protected by tradition. If the party earns his trust, he may ask them to recover stolen supply manifests, protect Mara's tannery, or help reveal the conspiracy without triggering a civil split within The Gate Companies.

“He learned numbers before letters, memorizing stock counts by the weight of bundled leather and the sound of full crates being dragged across stone.”
From their background
Faction
The Gate Companies, Company Three, the Tanners' Quarter, and the covert Lantern Ledger investigation.

Known connections

Mara of the Tanners' Quarter, his younger sister and the owner of the family tannery.
Sergeant Pell Vey, his oldest friend and an officer who knows Jarek deserved a commission.
Captain Orlan Dask, the polished commander who accepted credit for Jarek's greatest battlefield decision.
The drivers, cooks, armorers, and camp followers of Company Three, whom Jarek regards as his true command.
The Lantern Ledger, a clandestine group of clerks investigating theft within The Gate Companies.
Major secret · GM only
Minor secrets · GM only

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