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Hazimir Redborn - AI-generated fantasy NPC

Hazimir Redborn

Dwarf · Blacksmith, custom martial artisan · Level 7

Hazimir Redborn

Shopkeeper and master smith at Kelm’s Lasting Iron
“That plan has a crack running through it.”
AC18
HP65/65
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, grainy voice with a faint rasp from years of forge smoke and shouting over metalwork. His breath is steady during ordinary conversation, but after a hard shift or a sudden fright it catches audibly before he regains his measured cadence.

His words come in short, practical units, with technical comparisons slipping into ordinary conversation. He speaks with the clipped rhythm of someone used to making himself heard over hammering. When rattled, his breath catches in a dry rasp and his next few sentences arrive too fast.

Speech patterns

Uses workshop measurements as metaphors: 'That plan has a crack running through it.'
Asks practical follow-up questions before answering a request.
Calls reliable customers 'sound stock' and apologizes for the phrase only when they object.
When embarrassed, changes the subject to the condition of someone's boots or equipment.

How to play them

Treat Hazimir as a cautious but fair professional. Bring damaged equipment, specific questions, or proof of the counterfeit mark to earn his trust. He responds poorly to bluster and will not sell unsafe goods, but respects a sincere apology followed by practical action.

Goal

Identify who is counterfeiting his maker's mark, stop the brittle iron from reaching customers, and find a way to confront Phrast without driving him away.

Motivation

To make dependable craft available to ordinary people and prove that one mistake need not define an entire life.

Secret · GM only

Appearance

A broad, compact dwarf whose soot-darkened skin has the polished look of stone repeatedly touched by oily hands. He keeps his iron-gray beard divided into three exact braids, each wrapped in a different gauge of copper wire, and his scalp shaved smooth except for a narrow crest brushed forward with alarming precision. His movements are economical and grounded; even turning around seems to involve measuring the floor first. The unexpected detail is his fastidious vanity: every braid is combed, and he carries a tiny silver grooming comb in the same pocket as his tongs. People remember the clean geometry of his beard against the grime of the forge.

Clothing

A dark wool shirt under a heavy leather apron patched with different shades of brown. His sleeves are rolled to identical heights, and his beard braids are wrapped in copper wire. He wears soot-marked trousers and broad-toed boots, plus a small silver comb tucked into an apron pocket.

Body language

He plants both boots before disagreeing and turns objects in his hands rather than meeting a stranger's gaze for long. When relaxed, he taps a thumb against his belt in the rhythm of a hammer stroke. Under pressure his shoulders rise, his breathing becomes audible, and he aligns whatever is within reach.

Height
4 feet 5 inches
Build
Short, dense, and powerfully built, with thick forearms and a smith's steady wrists.
Eyes
Dark amber, with fine gold flecks visible in bright light.
Hair
Iron gray, kept in three carefully combed beard braids; scalp shaved except for a narrow brushed crest.
Skin
Warm brown, usually dulled by a permanent film of soot and forge oil.
Age
184 years
Gender
Male
Size
Medium

Distinguishing features

Three precise beard braids, each wrapped in copper wire of a different gauge.
A carefully maintained shaved scalp and a tiny silver comb he carries among his tools.
The faint, rhythmic rasp of his breathing after a long shift, most noticeable when he is trying to hide unease.

Personality

14 traits and drives

Exacting and generous in the same breath: he will refuse a profitable order if it is unsafe, then stay after closing to repair a stranger's broken buckle for free. In a calm mood he is dryly funny and patient with learners; under pressure he becomes controlling and brisk, especially when people rush a decision. He dislikes being praised but remembers every honest compliment.

Alignment
Lawful neutral

Quirks

Combs each beard braid before opening the shop, even after a night spent sleeping beside the forge.
Taps a hammer handle twice against his boot before beginning a difficult repair.
Keeps failed metal samples in labeled rows and occasionally argues with them under his breath.
Offers customers a stool, then uses the stool himself to reach the highest shelves.
Sniffs a piece of iron once before testing it, claiming the smell tells him whether it was cooled honestly.

Habits

Inspects a customer's damaged gear before asking what happened, then asks who else might rely on it.
When pleased, polishes an already clean tool while listening.
When rattled, his breath catches in a brief dry rasp; he resumes speaking too quickly and starts rearranging nearby objects into straight lines.
Will stop a sale if he thinks a weapon or fitting is unsafe, even when the refusal costs him money.

Traits · 4

Measures twice because he believes haste is a form of disrespect.
Protects apprentices fiercely but expects them to own their mistakes.
Shows affection through repairs, useful advice, and food left within reach.
Can be stubbornly private about grief while being unusually candid about practical failures.

Flaws · 3

Takes responsibility for failures that were not his alone.
Can mistake careful preparation for moral certainty.
His pride in his craft makes him slow to admit when a younger smith has a better method.

Fears · 3

That another flawed piece bearing his mark will cause someone to die.
Returning home to find that his family has stopped expecting him.
Becoming so suspicious of others that he can no longer teach anyone.

Wants and needs · 4

Reliable information about the counterfeit iron.
A chance to speak honestly with Phrast before their relationship breaks beyond repair.
A supplier willing to disclose the source and quality of their ore.
Reassurance from his family that he can return without pretending his years away were a success.

Combat

AC 18 · HP 65 · 25 ft.

Hazimir prefers to fight defensively, using his high AC and sturdy build to hold a narrow entrance while allies reposition. He targets weapons, armor, and footing with measured hammer strikes, and uses the shop's fixtures to disrupt groups. He avoids pursuing fleeing opponents and offers a chance to stop if they are not threatening anyone.

Hazimir Redborn

Medium humanoid (dwarf), lawful neutral
Armor Class18
Hit Points65
Speed25 ft.
Level7
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionStrength
SkillsSmith's toolsAthleticsPerceptionInsight
SensesDarkvision 60 ft.; passive Perception 12
Languages
Common,
Dwarvish
Dwarven Resilience. Hazimir has advantage on saving throws against poison and resistance to poison damage.
Dwarven Combat Training. Hazimir is proficient with battleaxes, handaxes, light hammers, and warhammers.
Tool Expertise. Hazimir doubles his proficiency bonus on checks made with smith's tools.
Custom feature, Shop-Floor Fighter. While within 10 feet of a forge, anvil, or heavy workbench, Hazimir can use nearby equipment as cover without spending movement.

Actions

Warhammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage, or 9 () if wielded with two hands.
Tongs-and-Hammer Feint. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () bludgeoning damage. If the target is wearing metal armor or carrying a metal shield, it must succeed on a Strength saving throw or have its speed reduced by 10 feet until the start of Hazimir's next turn.
Multiattack. Hazimir makes two warhammer attacks.
Shop-Floor Improvisation (Recharge 5-6). Custom feature: Hazimir strikes a suspended chain, bellows lever, or rack of tools. Each creature of his choice within 10 feet must succeed on a Dexterity saving throw or take 7 () bludgeoning damage and fall prone. Hazimir can use this action only if the room has suitable workshop fixtures.

Reactions

Brace and Turn. Hazimir adds 2 to his AC against one melee attack that would hit him. He must be wielding a warhammer or have a sturdy object in hand.
Pull Clear (Custom). When a creature Hazimir can see within 5 feet of him is hit by an attack, Hazimir can use his reaction to move the creature 5 feet to an unoccupied space he can see. This movement does not provoke opportunity attacks.

Services they sell

Repairs mundane weapons, armor, tools, and metal fittings.
Assesses workmanship and identifies likely points of failure.
Creates custom metal goods, subject to time and materials.

Rewards they can give

A carefully repaired weapon or suit of armor, with a lifetime of basic maintenance from Hazimir.
A sturdy custom-made tool suited to the party's needs.
A lead pointing toward the source of the counterfeit iron.

Equipment

  • Workshop warhammer (weapon)A well-balanced, plain-headed warhammer with a leather-wrapped grip, made for repeated use rather than display.
  • Scale mail (armor)A fitted suit of scale mail worn beneath his apron when he expects trouble.
  • Smith's tools (tool)A full set of smith's tools, including tongs, punches, files, and a measuring caliper.
  • Beard comb (personal item)A silver comb engraved with a tiny image of a hammer, kept polished despite the soot.

Possessions

The keys to Kelm’s Lasting Iron
A small collection of failed test pieces, each labeled with its flaw
Letters from his sister Drezka
A folded rubbing of the counterfeit maker's mark

Background

Hazimir learned smithing from his mother, whose rule was that a tool should outlast the person who made it. As a young smith he forged a set of bridge pins for a mountain pass. During a winter collapse, one pin sheared and a rescue team was lost in the gorge. The failure was not his work alone, but Hazimir had ignored a hairline flaw in the ore to meet the deadline. He left his home valley and opened Kelm’s Lasting Iron, determined to make repairs and honest assessments available to anyone who needed them. The shop's name preserves the name of its first owner, whose workshop Hazimir inherited. He now supports his former apprentice, Phrast, who has begun selling quick, cheap fittings to the local caravan crews, and trades letters with his older sister, Drezka, who still believes he should come home. His current trouble is a shipment of brittle iron that has entered the market under his shop's maker's mark. He suspects someone is copying it, but fears the metal may have come from a supplier he once trusted.

Role in the story

A skilled craftsperson, grounded local ally, and potential source of clues about counterfeit equipment. His judgment can help the party distinguish a genuine threat from a mere rumor, while his concealed link to the bad iron gives the investigation personal stakes.

“As a young smith he forged a set of bridge pins for a mountain pass.”
From their background
Faction
Independent proprietor of Kelm’s Lasting Iron; respected among local tradespeople but sworn to no formal faction.

Known connections

Phrast, his former apprentice, is talented, impatient, and currently selling questionable fittings.
Drezka, his older sister, sends letters urging him to return to their home valley.
Tzqari, a caravan captain, is a loyal customer and the first person to report the counterfeit maker's mark.
The late Kelm, the previous keeper of the shop, taught Hazimir that a repair is a promise, not a transaction.
Major secret · GM only
Minor secrets · GM only

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