Hark
Hark
At the table
Voice
Hark's voice is a dry, chest-forward rasp shaped by mine dust and years of speaking over picks and carts. He clips the ends of words and gives instructions the same cadence whether he is asking for a rope or threatening someone. When angry, his consonants sharpen and his breath grows louder, like a tool biting into stone.
He speaks in clipped, workmanlike phrases, favoring numbers, terms, and practical consequences. His years in mines make him use pauses to listen for settling stone, not for dramatic effect. He calls people by their job until they have earned a name in his mouth.
Speech patterns
How to play them
Hark presents himself as a practical hired blade and will cooperate while the party's interests align with his contract. He offers useful warnings about mine hazards, but withholds his true objective. At the final chamber, he tries to seize the Aelior mineral and kill the party if they resist. A clear offer that protects Edda or guarantees his pay can make him pause, but he needs concrete terms rather than appeals to honor.
Goal
Take the Aelior mineral from the last room of Sendur's mines and deliver it to Refon in exchange for the promised payment.
Motivation
Hark wants enough money to free his mother from her debts, but he has convinced himself that any violence required to secure it is simply another kind of labor.
Appearance
Hark is broad through the shoulders and moves with a miner's compact, economical stride, as if every step must be paid for in effort. His green-gray skin is roughened by years of grit, with pale dust worked into the creases of his knuckles. He keeps his black hair cropped close, but combs his thick mustache into two squared points with almost fussy care, an unexpectedly vain habit for a tunnel mercenary. His lower tusks are capped with dull copper sleeves that click together when he chews. He leaves the impression of a man who has learned to make himself small in a narrow passage and dangerous the instant it opens.
Clothing
A patched charcoal work coat over a sleeveless leather jack, wrapped trousers, hobnailed boots, and a broad belt with loops for picks and handaxes. He wears a miner's scarf over his mouth in dusty passages, then ties it around his wrist when he wants his words heard clearly.
Body language
Hark plants his feet wide on loose ground, rolls his shoulders before a threat, and often tests a surface with the toe of his boot. He avoids fidgeting, but his thumb repeatedly rubs the copper cap on one tusk when he is weighing whether to betray someone.
- Height
- 6 feet 5 inches
- Build
- Dense, muscular, and heavy through the shoulders, with the thick forearms of someone who has swung tools for years.
- Eyes
- Dark amber
- Hair
- Black, cropped close
- Skin
- Green-gray with pale mineral dust settled into the creases of his hands
- Age
- Thirty-two
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
13 traits and drivesHark is decisive and dependable when a job has clear terms, yet suspicious of anyone offering kindness without a price. In a calm moment he is unexpectedly meticulous, especially about his mustache and equipment. Under pressure he becomes blunt and forceful, while a collapse or sudden cracking sound can make him freeze for half a heartbeat before anger takes over.
- Alignment
- Chaotic evil
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 4
Combat
AC 14 · HP 25 · 30 ft.Hark prefers to approach as a hired ally, then strike when the party is distracted by the Aelior mineral or the hazards of the final chamber. He rages when seriously threatened, uses Reckless Attack when he needs to end a fight quickly, and targets whoever carries the mineral. He uses the mine's supports and narrow passages for cover, but avoids reckless blows against unstable beams unless cornered. If reduced to 1 hit point by Relentless Endurance, he tries to break contact long enough to retreat with the mineral or bargain for his life.
Hark
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Greataxe (martial melee weapon)A heavy, well-used greataxe with a leather-wrapped haft and small tally cuts marking paid jobs.
- Handaxes (simple melee weapon)Two balanced handaxes carried at his belt; one has a nicked edge from a mining accident.
- Leather armor (armor)A fitted leather jack and reinforced work coat; his listed AC assumes this armor.
- Work kit (adventuring gear)A miner's scarf, whetstone, tin cup, flint and steel, and a coil of thin rope.
Possessions
Background
Hark was born among the quarry camps above Sendur's mines, where his human mother, Edda, sorted stone and his half-orc father vanished into a string of mercenary jobs. At seventeen, Hark worked a timber crew that ignored his warning about a wet ceiling. A collapse killed his friend Toma and trapped him for two days with the man's body. Hark came out convinced that hesitation kills and that surviving is a kind of permission. He took up mercenary work, first guarding ore carts, then selling his strength to anyone who paid promptly. Refon hired him to recover Aelior mineral from the last room of Sendur's mines, promising enough money to buy Edda out of her debt and leave the camps behind. Hark has lately been exchanging brief messages with Edda and still sends her most of his pay, though he claims to have no family. His current problem is that the party may reach the mineral before he does, and Refon's request gives him the excuse he needs to treat them as obstacles rather than people.
Role in the story
A seemingly useful mercenary companion who becomes the party's final obstacle in Sendur's mines when he tries to take the Aelior mineral for Refon.
“At seventeen, Hark worked a timber crew that ignored his warning about a wet ceiling.”
- Faction
- Hired by Refon alone; no lasting allegiance to a mercenary company.
Known connections
Media
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