Dahks (the ‘Finder-Maker of Ten Stacks’)

Steel Realms

CHRONICLE > The North Revealed is a Living World campaign set in The Northern Hearthlands of the [Fantasy] Steel Realms. The Heartland Spark has re-shaped the realm and new opportunity beckons the brave and bold to the north. Brought together by circumstance, bound by camaraderie, finding fortune in the conflict of the northlands…

Historical Setups for The North Revealed

Northern Exposure – A North Revealed campaign story arc. Note: This may pre-empt the entire campaign if it runs for a while.


Dahks

Dahks is a older (age 100+), odd looking dwarf located in the town of Ten Stacks; There, he runs Ogne’s Glassworks. He is about 5′ and has pale grey skin. He has several molten glass scars, and a few patches of missing hair. He is strong and well coordinated from his years as an artisan, but his vigor is reduced from several accidents (which prompted him to get an apprentice). He has big feet, and a wide chest but normal proportions otherwise.

Rhyl Culture | Territories & Fiefs | Features | North Gate Garrison | Map

Defining Ideal: The Grand Duchy of Rhyl has been "The Shield of the North" in the wars of The Noble East vs. The Broken Lands for thousands of years as well as stradling the crossroads of many powers and maintaining a tense peace. The Chronicle of Rhyl shows it first as many fiefdoms of 'The Lands of Rhylan' (CY 5500's), then a united kingdom (CY 5980), then as a duchy of the High Kings' kingdom of Gladnor (CY 6514). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.

PERSONALITY:

Apparent Motive(s): Money – he is a merchant after all. He is carrying on the legacy and good name of his parent’s business. He does have a high regard for his reputation and does all he can to increase it while staying somewhat discreet.

Apparent Fear(s): That the business and family legacy should suffer harm to its reputation.

This NPC is only for the The North Revealed chronicle.

Beyond Common Knowledge

He is mixed blood dwarf and Greykin Hill People (nurth descendant – his mother Ogne).

Family: His father was a dwarven glass blower from Sun Stone Top (he left his family because he did not want to follow the path of stone mason) who met his mother in Nupath. They met in the town and fell in love. His father settled there, opening a small business of specialty goods. He is an only child, his father was 100 when he met his mother. She gave birth to him, and died about 20 years later. His father passed away 3 years ago, and he moved his operation to Ten Stacks, where he could expand his clientele. He pays the town of Nupath for access to the special materials his family used, and makes dozens of basic glass goods to send to them for free each year. He makes a twice a year sabbatical for 2-3 weeks each time to renew ties and keep up contacts.

Secret Ingredients: From the Quorthal Mineral Springs near Nupath is a small natural supply of a rare soda ash and nearby are the limestone caverns off Yillak Ravine to provide calcium carbonate for making special glass projects.

Secret Skill: Although others in the area also provide occult discernment services, Dahks does as well. This is not published or told to anyone but a few. His mother tried to have him apprenticed to a magus of Quizzman’s shoppes, but his aptitude was wanting and he did not show much interest. He came away with knowledge of the rituals of knowing, but little else. He employs this only for a select few folk that he insists keep this ability hidden to others. They pay for his discreetness.

Special Equipment

Ogne’s Aerator

Ogne’s Aerator is actually a enclosed glass ‘system’ that includes a piece of strange flesh that radiates UW light, radioactive glass that shines and amplifies it, and 3 distilling/aeration chambers. It is used to help produce some rather unique glass-based materials. The use of this requires respirators and a safely enclosed lab to prevent airborne toxins from being inhaled or getting into the eyes.


Prices Negotiated with PCs

  • Glass Bead Smoke Pellets (common) > Single small beads that trigger a large volume of colored smoke when exposed to air.
    > 20x20x20 – fades after 3 rnds then disperse/partial cover
    = 10sc
  • {Minor} Glass Bombs (rare) > 2 chamber explosives that trigger off the breaking of them and mingling of the components.
    > DC 11 Dexterity save; 2d6 in center 5′ sq; d6 in all directions 5′
    = 40sc
  • Salted Salve > Literally normal salve with fine salt and quartzite heated into a paste that increases the potency of salve by 1; Requires the salve to start.
    > For each 1 pt. of treated salve, it will heal 2; only keeps for 60 days
    = 2sc. per point treated (the original cost to buy base salve is 10sc for 10 points worth); Min = 2 batches
  • Improved Healing Potion > Adding the salted salve to a normal (2d4+2/7) healing potion to increase its effects by +3 total/10); Requires a Potion of Healing to start.
    = 25sc
  • Triggered Resistance > Can alter a Potion of Resistance so that it can be triggered on the first time the imbibers body takes the noted damage in 24 hours (for 1 hour) after drinking it.
    > Fomulaes Known: Fire, Acid
    = 100sc.

Point Buy = https://chicken-dinner.com/5e/5e-point-buy.html#dwarf&NA&14&14&10&13&12&13&0&0&27&15&8&19&15&12&9&7&5&4&3&2&1&0&1&2&4&6&9&4&4&4&4&4&4

Actual Motive(s): Knowledge of the happenings in the area – securing his position and business opportunity is a high priority. He will maintain his good relations with all parties in Ten Stacks above ANY others, and is willing to sacrifice the safety and secrets of anyone who jeopardizes that. He is also a connoisseur of fine whiskey; his special clients know that this appreciation can be used to bargain with him.

Actual Fear(s): Having his odd occult skills made known and being forced to be overseen by the occult institutions.


Gnaz Wobbleback

Gnaz is an 14 year old orphan of the Greykin Hill People and Dahk’s apprentice for 2 years. Gnaz is spindly, tall and thin, with a wide face and completely hairless. His eyes are inky black, and he can see well at night, more like a full blood nurth. His lower back has a bit of a curve to it – he is well suited to stooping at a glass blowing studio – hardly to any adventuring life.