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Hark - AI-generated fantasy NPC

Hark

Half-orc · Barbarian · Level 2

Hark

Adventurer and mercenary
“the blue stone”
AC14
HP25/25
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

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

Uses short, concrete sentences and speaks of promises as debts.
Asks practical questions about exits, pay, and who carries the cargo.
Calls Aelior mineral 'the blue stone' unless speaking to Refon.
When cornered, stops pretending to negotiate and states plainly what he intends to take.

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.

Secret · GM only

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

His mustache is trimmed into unusually precise squared points, kept neat even under mine dust.
Dull copper sleeves cap his lower tusks and click faintly when he chews.
His hands are thickly callused and packed with pale stone dust that never quite scrubs out.

Personality

13 traits and drives

Hark 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

He taps the ceiling twice with a knuckle before entering any new passage.
He trims his mustache points with a tiny folding knife before a dangerous job.
He sorts loose stones by sound, flicking them against his copper tusk caps.
He never sits with both feet off the ground, even at a tavern table.

Habits

He scans ceilings and support beams before he looks at faces.
He keeps his back near stone and his weapon within easy reach, even during a friendly meal.
When considering a promise, he tests its weight by asking who pays if it fails.
He favors decisive violence over negotiation once he believes a deal has turned against him.

Traits · 3

He honors a clearly stated deal until he decides the other party has changed its terms.
He is impatient with abstract arguments but remembers small practical kindnesses.
He can show real tenderness toward injured workers, then turn cold the moment a valuable objective is threatened.

Flaws · 3

Treats hesitation as weakness, even when patience would protect him.
His loyalty is conditional on payment and perceived usefulness.
Once he decides a person is an obstacle, he has difficulty seeing any reason to stop.

Fears · 3

Being trapped underground with no way to reach the surface.
Discovering that Edda's debts are worse than he has been told.
Having survived the collapse only to become the kind of man who leaves others buried.

Wants and needs · 4

The promised payment from Refon
A way to clear Edda's debts
A reliable route out of Sendur's mines
Proof that his survival has not made him irredeemable

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

Medium humanoid (half-orc), chaotic evil
Armor Class14
Hit Points25
Speed30 ft.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsIntimidationSurvival
SensesDarkvision 60 ft., passive Perception 10
Languages
Common,
Orc
Darkvision. Hark can see in darkness within 60 feet as if it were dim light, and in dim light as if it were bright light.
Relentless Endurance. Once per long rest, when Hark is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead.
Savage Attacks. When Hark scores a critical hit with a melee weapon attack, he rolls one additional weapon damage die.
Rage. Twice per long rest, Hark can enter a rage as a bonus action for up to 1 minute. While raging, he has advantage on Strength checks and Strength saving throws, gains a bonus to melee weapon damage using Strength, and has resistance to bludgeoning, piercing, and slashing damage. Rage ends early if he is knocked unconscious or ends his turn without attacking a hostile creature or taking damage since his last turn.
Reckless Attack. On his first attack on his turn, Hark can attack recklessly, gaining advantage on Strength-based melee weapon attacks that turn, while attacks against him have advantage until his next turn.
Danger Sense. Hark has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He cannot use this while blinded, deafened, or incapacitated.

Actions

Greataxe. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () slashing damage, or 11 () while raging.
Handaxe. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 () piercing damage, or 8 () while raging in melee.
Double Fist Feint (Custom). Hark makes two unarmed attacks against a creature within 5 feet, one with each fist. Each hit deals 4 bludgeoning damage. He cannot add his Rage damage to these attacks unless the DM rules the attack is made with a suitable weapon.

Reactions

Mine-Hand Deflection (Custom). When an attacker Hark can see hits him with a melee attack, Hark can use his reaction to add 2 to his AC against that attack, potentially causing it to miss. He must be holding a melee weapon. This is a custom defensive technique, not a standard barbarian class feature.

Services they sell

Can guide travelers through familiar sections of Sendur's mines.
Can serve as a mine guard or mercenary if given clear terms and reliable pay.

Rewards they can give

A small share of Refon's promised payment, if Hark is persuaded to surrender or cooperate.
The letter from Edda, which may give the party leverage or reveal where his wages are going.
Information about unsafe mine supports and the approach to the final chamber.

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

A greataxe with tally cuts in its haft
Two handaxes
A letter from Edda folded inside his coat
A small pouch of copper coins
A miner's scarf and work kit

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.”
From their background
Faction
Hired by Refon alone; no lasting allegiance to a mercenary company.

Known connections

Edda, his mother, still sorts stone above the mines and believes Hark is doing honest guard work.
Refon, the employer who promised Hark enough money to settle Edda's debt, has withheld the final payment until the Aelior is delivered.
Toma, his dead crewmate, is the reason Hark refuses to stand still beneath a cracking ceiling.
Major secret · GM only
Minor secrets · GM only

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