People of Eamon

Whether you're exploring the Main Hall, wandering the streets and alleys of Evenhold, or riding out to the hinterlands in search of adventure, it's crucial to learn about the people you're likely to encounter. The tips, trades, and directions they offer might one day prove vital to your quest and your survival.


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At the Main Hall

The following individuals can usually be found in or around the Main Hall of the Guild of Free Adventurers in Evenhold.


Hokas Tokas

Hokas
Hokas enjoying an ale
(Art by Huw Williams)

Hoakindor "Hokas" Tokas is the senior resident wizard at the Main Hall of the Guild of Free Adventurers in the city of Evenhold, a position he's held for so long that scarcely any members can remember the guild without him. He shares insights and wisdom with the guild council, helps protect the guild from threats, and (for a fee) offers spellcraft lessons to members. He also operates a small shop in the central chamber where he sells magic-related supplies and material components.

Born in 1111 YA to a healer mother and nobleman father, Hoakindor and his twin brother Poldrick both showed aptitude for magic at a very early age and were accepted into the prestigious Dark Spire school of sorcery in Lindomshire. There the brothers received the nicknames "Hokas and Pokas" for the tricks they'd perform together to amuse their friends. The tricks tended to be familiar ones that anyone could achieve through simple sleight-of-hand, but the brothers — Hokas in particular — delighted in accomplishing them instead with highly sophisticated sorcery. An anecdote told in the Main Hall is that the young Hokas once produced a rabbit from a seemingly empty hat by magically recorporealizing it from a bone hidden in the lining.

Though a remarkably powerful and experienced wizard, Hokas is more down-to-earth than most other senior practitioners of magic, whom he often considers stuffy and arrogant. He mingles freely with the adventurers in the hall and can often be found drinking with them at the bar.

Hokas has a full, white beard and piercing violet eyes. He usually wears a pointed cap and is clad in a blue gown over which he wears his baldric and sword, which he prefers to the more usual wizard's staff. When necessary he can act with a speed and vigor that belies his seemingly advanced years.


The Irishman

The Irishman
The Irishman at his desk
(Art by Huw Williams)

Anyone visiting the Main Hall of the Guild of Free Adventurers in Evenhold is likely to be confronted by the guild's beadle, a gruff, burly man known to most members simply as "The Irishman". Squeezed into a small office overlooking the hall's outer chamber, the Irishman acts as the guild's gatekeeper, registrar, and bouncer, vetting applicants, accosting interlopers, and ejecting anyone who's enjoyed a bit too much ale at the bar.

Born around 1152 YA (1936 CE) in a village in Cork, the Irishman was a bright and venturesome youth, and at the age of 16 made his way through a rift to Eamon where he joined the guild as a daring young adventurer. By 20 his exploits had already earned him the respect and praise of his guild-mates, as well as a modest cache of gold for his dotage, so he switched from dungeon-crawling to training and spent several years instructing new members in combat, survival, and the many other rough-and-tumble skills needed to excel as a free adventurer. Laid up by an injury in 1177, he moved on from training to become the amanuensis for the guild's elderly senior clerk, and soon succeeded him in that role. He later added the office of beadle to his curriculum vitae, a position he gained in part due to his imposing physical presence. The Irishman has since become an indispensable and colorful institution within the guild.

Broad shouldered, barrel-chested, and with a beard as thick as a hedge, the Irishman is an intimidating figure and can often keep junior members in line just by furrowing his bushy brows. He's known to have a soft spot for the hall's barmaid, who affectionately calls him Podge.


Marcos Cavielli

You'd be hard pressed to find a single member of the Guild of Free Adventurers who'd never wielded a weapon from the shop of Marcos Cavielli or carried one of his shields. The affable human armorer has long supplied adventurers (particularly beginners) with the basic, affordable arms and protection needed for their journeys, selling them from his shop in the guild's Main Hall in Evenhold.

Marcos (b. 1159) and his younger brother Pedro joined the Cavielli family's modest armory business at a very early age, learning the craft as children and working throughout their youth with the elder artisans in their family. Upon the death of their father Umberto in 1184 they inherited joint control of the venture and immediately took steps to grow it. A savvy and persuasive merchant, Marcos in 1187 convinced the Guild of Free Adventurers to grant him a three-year franchise for a shop-board in the undercroft of the guildhall, and the Cavielli brothers quickly made this the heart of their growing business.

The brothers crafted and sold simple but dependable items at prices that even novice members could afford, while also purchasing more exotic items from adventurers which they resold either at the shop or through other channels. The shop soon became very popular among the guild’s members, so much so that their franchise was easily renewed in 1190 for a five year term, and renewed again in 1195 for ten more. The operation now employs several skilled specialists in armoring and smithing, and has been quite lucrative for the family. Though they do business as the Cavielli Brothers, Marcos is the smiling face that most visitors see in the shop, while Pedro handles the books.

Marcos lives with his wife and children in a comfortable town home on the northern edge of the Temple District.


Aelwyn

The Good Witch

Known to most simply as the Good Witch, the friendly Aelwyn is a master herbalist and cunning practitioner of magic. She blends these skills to create potent magical draughts that she sells from a small shop that she calls her "emporium", located just south of the Main Hall.

Aelwyn's past is a matter of pure speculation, with some suggesting she's from nearby Elmendor and others than she hails from another land or even another world. She's known to be a half-elf and though she appears to be no more than 30 is likely much older. She can most often be found at her shop or mingling with friends at the Main Hall, and usually dresses in a flowing blue kirtle and maroon girdle.



Trishna

At 280 years old, master-at-arms Trishna is still young for an elf, but the combat skills she's honed over two centuries of practice are a match for even the most experienced and capable humans. Trishna's specialty is with spears and other pole-weapons, and for the past thirty years she's trained members of the Guild of Free Adventurers in the arts of polearm fencing, jousting, and lance-combat.

Trishna can usually be found at the Practice Yard south of the Main Hall.


Sam Slicker

A shrewd trader, pawnbroker, and entrepreneur, Sam Slicker is best known to members of the Guild of Free Adventurers as the friendly face behind the counter at the pawn shop he runs just east of the Main Hall. Here he purchases the many strange and valuable artifacts that adventurers collect on their journeys.



Rulers and leaders

From kings and queens to warlords and chieftains, these individuals wield tremendous influence over the culture and history of the continent of Addar and even the future of the entire world of Eamon.


Skeleus

The Darklord

Few individuals in the modern world of Eamon are more dreaded and reviled than the Darklord Skeleus (🔊), a sorcerer whose profound aptitude for corrupted magic is matched only by his profound desire for dominance.

Untold centuries ago Skeleus began his ascent through the ranks of the Ilvithri, an ancient cabal of dark sorcerers in southwestern Addar, and by the third century BA had become one of the group's most feared commanders. He fought against the alliance of Anharos in the Great Battle of Darkness but in defeat was forced to flee back into the west. As the council of the Ilvithri sought to secretly rebuild their broken forces, Skeleus pushed for more extreme and immediate aggression, and after failing to move the council attacked them in order to seize solitary control of the Ilvithri. The coup failed and his fellow Darklords bound and imprisoned him beneath a mountain on a tiny, far-away island in the Silver Seas.

There he languished for hundreds of years, brooding and bitter, but around the ninth century he escaped his imprisonment and returned to Addar, secretly establishing himself in the ancient haunts of the Great Old Ones. Here he began to raise fearsome new fighting forces of his own, and to craft subtle ways of seducing weaker beings to fall under his sway. By the twelfth century he was successfully using both against the surrounding lands.

Today, Skeleus — widely known as the Darklord — controls a great swath of territory stretching from the Gulf of Hedrin to the borderlands of Nexdor, and threatens the survival of all the free nations of central Addar.

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