**Race:** Human **Age:** 52 **Occupation:** Mayor of Oakrest **Alignment:** Lawful Neutral **Location:** Oakrest Village --- ## Appearance Harlon Deyne is a weathered man whose stern countenance reflects years of hard decisions and harder winters. His face is deeply lined, with crow's feet etched around sharp gray eyes that constantly scan for threats. His hair, once black, has turned iron-gray and is kept short and practical. He stands at average height but carries himself with military bearing, a remnant of his younger days in Duskwatch's militia. He typically wears sturdy leather and wool clothing in earth tones, with a heavy cloak clasped by a silver oak-leaf brooch—the symbol of his office. At his belt hangs a well-maintained shortsword that sees regular practice, not mere ceremony. --- ## Personality **Pragmatic to a Fault:** Harlon makes decisions based on cold logic and the survival of Oakrest. He has little patience for sentiment when lives are at stake. **Protective:** Despite his harsh exterior, everything Harlon does stems from a deep commitment to protecting Oakrest's people. He views each villager as his personal responsibility. **Distrustful of Outsiders:** Years of watching travelers disappear into the Glade have made Harlon suspicious of strangers, especially adventurers who might stir up trouble. **Burden of Leadership:** The weight of command shows in Harlon's eyes. He sleeps poorly, haunted by the names of those lost to the Glade's darkness. **Militaristic:** His background in Duskwatch's forces colors his approach—he thinks in terms of defense, patrols, and preparedness. --- ## Background ### Early Years Harlon was born in Duskwatch to a family of fishermen. At seventeen, he joined the Duskwatch militia, showing natural talent for tactics and leadership. He served for fifteen years, rising to the rank of sergeant. ### The Oakrest Posting At thirty-two, Harlon was assigned to train Oakrest's militia—a posting many considered punishment due to the village's isolation and danger. He arrived expecting a temporary assignment but found a community desperately in need of strong leadership. ### Rise to Mayor When the previous mayor, Old Thom Oakwright, died of fever eight years ago, the village council turned to Harlon. Despite initial reluctance, he accepted, seeing it as his duty. Under his leadership, Oakrest's defenses have strengthened considerably, though the Glade's threat only seems to grow. ### Personal Loss Harlon's younger brother, Willem, vanished into the Deadwood Glade twelve years ago while hunting. The body was never recovered. This loss drives much of Harlon's protective instincts and his deep hatred of the cursed forest. --- ## Role in Oakrest ### Military Readiness - Maintains a militia of 24 able-bodied fighters (impressive for a village of 180) - Conducts weekly drills and enforces a watch rotation - Personally inspects the village perimeter every morning - Stockpiles weapons and supplies against potential siege ### Governance - Chairs the village council meetings (held bi-weekly) - Manages trade agreements with Duskwatch - Arbitrates disputes, often with harsh but fair judgments - Controls access to the Armsworth Road during dangerous periods ### Relations with Duskwatch Harlon maintains cordial but tense relations with Duskwatch's leadership. He resents what he sees as the larger town's willingness to use Oakrest as a buffer against the Glade while providing minimal support. He attends quarterly meetings in Duskwatch to advocate for more militia funding and trade concessions. --- ## Relationships **Sister [[Sister Malwen|Malwen]]:** Respects her dedication but thinks her visions are dangerous distractions. He worries her talk of Alira will inspire foolish rescue attempts. **[[Garrick Thresh]]:** Shares Garrick's frustration with Duskwatch but finds the dwarf's outspoken criticism counterproductive. They maintain professional courtesy. **Mira "Bellringer":** Appreciates her bell-ringing ritual and sees value in maintaining morale through tradition, even if he's privately skeptical of its protective power. **Captain Brannic [[Captain Brannic Torrell|Torrell]] (Duskwatch):** Former comrade-in-arms. They maintain mutual respect, though Harlon believes Brannic has grown too comfortable in his Duskwatch posting. **Mayor [[Mayor Elira Vanneth|Elira Vanneth]] (Duskwatch):** Views her as a politician first, protector second. Their meetings are professionally cordial but lack warmth. --- ## Current Concerns ### The Silent Watchtower The watchtower's silence deeply troubles Harlon. He sent three scouts to investigate two weeks ago; only one returned, babbling about "shadows with voices" before dying of his wounds. He's considering requesting Duskwatch reinforcements but fears appearing weak. ### Increased Disappearances Seven people have vanished in the past three months—more than the previous two years combined. Harlon suspects something has changed in the Glade, and it terrifies him. ### Militia Morale His constant drills and strict curfews are wearing on the militia. Several members have quietly suggested he's becoming paranoid. Harlon knows he's pushing hard but believes preparation is their only hope. ### The Youth's Dreams Reports of strange dreams among Oakrest's children alarm him. He's ordered parents to report any unusual behavior, suspecting some form of Glade influence reaching into the village itself. --- ## Motivations & Goals **Primary Goal:** Keep Oakrest and its people safe at any cost. **Secondary Goals:** - Uncover the truth about the watchtower's silence - Secure more support from Duskwatch - Find a way to push back the Glade's growing influence - Ensure Oakrest survives if Duskwatch ever falls **Personal Goal:** Find closure regarding his brother's fate, though he'd never admit this drives some of his decisions. --- ## Adventure Hooks ### "The Mayor's Request" Harlon reluctantly hires the party to investigate the Silent Watchtower after his scouts failed. He offers 200 gp upfront with promise of the full 2,000 gp reward, but his distrust of outsiders is evident. He demands regular reports and threatens to send his militia after them if they cause trouble. ### "Militia Matters" One of Harlon's militia members has been acting strangely after a patrol near the Glade. The mayor asks the party to discreetly investigate whether the soldier is compromised, ill, or simply suffering from stress. ### "The Brother's Blade" Harlon privately approaches a party member he deems trustworthy, asking them to search for his brother's sword—a family heirloom—if they venture into the Glade. He offers his own enchanted shortsword in trade, plus a favor owed. ### "Political Leverage" Harlon needs evidence of Duskwatch's negligence regarding Oakrest's defense to use in upcoming council negotiations. He asks the party to gather documentation or witness statements during their travels. --- ## Combat Statistics (If Needed) **Harlon Deyne** – Veteran Fighter _Medium humanoid (human), lawful neutral_ **Armor Class:** 17 (chain shirt, shield) **Hit Points:** 68 (8d10 + 24) **Speed:** 30 ft. **STR** 16 (+3) | **DEX** 14 (+2) | **CON** 16 (+3) **INT** 12 (+1) | **WIS** 15 (+2) | **CHA** 10 (+0) **Saving Throws:** Str +5, Con +5 **Skills:** Athletics +5, Insight +4, Intimidation +2, Perception +4 **Senses:** Passive Perception 14 **Languages:** Common, Dwarvish **Actions:** - **Multiattack:** Two shortsword attacks - **Shortsword:** +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage - **Leadership (1/Day):** For 1 minute, Harlon can utter a special command or warning when a nonhostile creature within 30 feet makes an attack roll or saving throw. That creature can add a d4 to its roll. --- ## Quotes _"The Glade doesn't care about your courage or your faith. It takes what it wants. My job is to make sure that's not my people."_ _"You want to go into the Deadwood? Fine. But when you come running back with shadows on your heels, don't expect me to open these gates after dark."_ _"Duskwatch sends us their sympathy and their prayers. What we need are soldiers and steel."_ _"Every person in this village is MY responsibility. I don't need heroes. I need survivors."_ _"I've seen what the Glade does to the brave. Better to be a living coward than a dead hero."_ --- ## DM Notes Harlon serves as the primary authority figure the party will interact with in Oakrest. He represents the harsh reality of frontier survival—every decision is life or death, and sentiment is a luxury he can't afford. **Roleplay Tips:** - Speak curtly and directly; Harlon doesn't waste words - Show his protective nature through actions (checking perimeter, asking about villagers) rather than speeches - Let his exhaustion show in quiet moments - Have him second-guess adventurers' plans while grudgingly admitting Oakrest needs their help **Development Opportunities:** - If the party succeeds at the watchtower, Harlon's trust slowly grows - Discovering information about his brother could create a powerful emotional moment - His relationship with Duskwatch could complicate party politics - A crisis where his by-the-book approach fails could force character growth **Integration with Campaign:** Harlon's military background makes him useful for tactical information about the region. His contacts in Duskwatch can open doors, but his strained relationships there could also create complications. As the Deadwood's corruption spreads, Harlon may need to choose between abandoning Oakrest or making a desperate last stand.