## Basic Information - **Race:** Human - **Role:** Wealthy cloth and spice trader - **Location:** Duskwatch, Deadwood Glade region, South Angoria - **Alignment:** [Likely Neutral, possibly Lawful Neutral] - **Occupation:** Merchant, Trade Baron ## Personality Arrogant, opportunistic ## Background Veynar Korr built his fortune importing cloth and spices from South Angoria, establishing himself as one of Duskwatch's wealthiest merchants. His success comes from recognizing early that South Angoria's Human Union represented the future of trade in the region, while Coalveil's traditional dominance was fading. This insight made him rich but also isolated him socially from Duskwatch's traditional power structure. His wealth has given him confidence that borders on arrogance, and he views those who cling to old Coalveil loyalties as backward and foolish. ## Economic Role As a major importer of luxury goods, Korr: - Controls significant cloth and spice trade routes - Employs numerous workers and guards - Influences market prices through his inventory - Maintains relationships with South Angoria suppliers - Competes with traditional merchants for market share His success has inspired other merchants to follow his model, strengthening the progressive trade faction in Duskwatch. ## Political Position Korr is an aggressive advocate for closer ties to the Human Union, believing that Duskwatch's future prosperity depends on breaking free from Coalveil's restrictive trade policies and excessive taxation. He views Coalveil as a declining power trying to maintain relevance through outdated agreements and religious appeals to tradition. His public advocacy for South Angoria alienates traditionalists, who view him as: - Disloyal to Duskwatch's historical ties - Recklessly destabilizing the region - Possibly a foreign agent or sympathizer - A threat to the Concord of Laurel's influence He doesn't care about their opinions, viewing opposition as proof of their obsolescence. ## Allies & Enemies **Potential Allies:** - [[Guildmaster Thalia Crenn]] (shared vision for trade) - South Angoria merchants and officials - Progressive merchants in Duskwatch - Possibly Mayor [[Mayor Elira Vanneth|Elira Vanneth]] (though she must balance his support with traditionalist concerns) **Potential Enemies:** - [[High Priest Daren Hollis]] (views him as corrupting influence) - Eldress [[Eldress Sybil Drowen|Sybil Drowen]] (opposes foreign influence) - Traditional families - Coalveil merchants and authorities - [[Captain Brannic Torrell]] (security concerns about foreign ties) ## Adventure Hooks - Hires adventurers to escort valuable shipments along the Emberwind River - May need protection from "bandits" (possibly Coalveil agents) - Could request investigation into who's sabotaging his caravans - Might offer lucrative contracts for rare goods from dangerous locations - Could be targeted for investigation by traditionalist faction - May need rescue if kidnapped by opposition ## Connections - Works closely with [[Guildmaster Thalia Crenn]] - Antagonizes High Priest [[High Priest Daren Hollis|Daren Hollis]] - In conflict with Eldress [[Eldress Sybil Drowen|Sybil Drowen]] - Uses Mayor Elira's policies to expand business - Probably employs guards who interact with militia ## Notes for DMs Veynar represents capitalism unrestrained by sentiment or tradition. He's not evil—he genuinely believes Duskwatch will prosper through South Angoria trade—but his arrogance and single-minded focus on profit make him unsympathetic to concerns about tradition, stability, or community bonds. **Character Dynamics:** - **Wealth = Righteousness:** Believes his success proves he's right - **Arrogant Visionary:** Correct about trade future, insufferable about it - **No Loyalty:** Only commitment is to profit and progress - **Social Blindness:** Can't understand why people care about tradition **Campaign Uses:** 1. **Quest Giver:** Offers well-paying escort missions 2. **Economic Villain:** His success harms traditional merchants 3. **Political Catalyst:** His advocacy accelerates factional conflicts 4. **Investigation Target:** Is he a foreign agent or just an opportunist? 5. **Moral Complexity:** Right about economics, wrong about everything else? **Plot Possibilities:** **Escort Missions with Complications:** Korr's shipments are valuable targets: - "Bandits" might actually be Coalveil agents - Traditional merchants might sabotage him - His arrogance might create unnecessary dangers - Protecting him might mean opposing sympathetic traditionalists **Is He a Spy?** Multiple factions suspect Korr of being a South Angoria agent: - His rapid rise seems too convenient - His advocacy perfectly aligns with Human Union interests - He has resources beyond what his trade should generate - He knows too much about regional politics Players might investigate and discover: - He's genuinely just a successful merchant - He's an unwitting asset (manipulated by South Angoria) - He's an active agent working for the Human Union - He's playing both sides against each other for profit **Economic Warfare:** Korr's success destroys traditional merchants: - Players hired by victims to expose him - Discover he's using legal but ruthless tactics - Must decide if destroying him is justified - Face consequences of choosing sides in economic conflict **Kidnapping Plot:** Someone kidnaps Korr to: - Punish him for foreign sympathies - Extract trade secrets - Force him to redirect trade routes - Start a war between factions Players must rescue him despite his unlikeable personality, possibly preventing larger conflict. **The Arrogance Problem:** Korr's personality creates complications: - He insults potential allies - He underestimates dangers - He treats guards/adventurers as expendable - He refuses advice from "backwards" people This makes protecting him frustrating. Do players: - Let him face consequences of his arrogance? - Protect him despite his attitude? - Try to educate him (probably futile)? - Take his money and do bare minimum? **What If He's Right?** The uncomfortable possibility: Korr might be correct about everything: - Coalveil IS declining - Traditional trade IS inefficient - South Angoria DOES offer better opportunities - Duskwatch WOULD prosper under his vision But being right doesn't make him likeable or mean his methods are ethical. Players must grapple with separating truth from personality, economic analysis from loyalty, and progress from stability. **Moral Questions:** - Does economic success justify social disruption? - Should tradition limit trade freedom? - Can Duskwatch maintain identity while embracing change? - Is loyalty to history more important than prosperity? - Should unlikeable people receive less protection? **Using Korr Effectively:** Make him genuinely difficult to like—arrogant, dismissive, self-centered. This forces players to decide whether they're helping him personally (no) or supporting what he represents (maybe). Avoid making him cartoonishly evil; he should be annoying but not irredeemable. His wealth makes him useful to players, but his attitude tests their professionalism. Can they take his money while disliking him personally? Should they? **Redemption Arc Possibility:** If players save his life despite his arrogance, he might develop grudging respect. Not friendship—Korr doesn't do friendship—but acknowledgment that not all "backwards tradition-lovers" are useless. Small character growth from "completely arrogant" to "mostly arrogant but occasionally grateful." Or he learns nothing and continues being insufferable. Both are valid.