**Race:** Half-Orc **Age:** 36 **Occupation:** Blacksmith, Proprietor of Ironheart Forge **Alignment:** Neutral Good **Location:** Oakrest Village, Ironheart Forge --- ## Appearance Tom is an imposing figure, standing 6'4" with the powerful build of someone who works metal for a living. His orcish heritage shows in his pronounced lower canines, broad shoulders, and greenish-gray skin tone. His human heritage softens his features slightly, giving him a less brutish appearance than a full-blooded orc. His arms and chest bear the scars of his trade—burns from forge accidents, cuts from sharp metal, the calluses of a lifetime gripping hammers and tongs. His hands are massive, capable of crushing strength, yet demonstrate surprising precision when shaping delicate metalwork. Tom keeps his black hair short and practical, often tied back when working. His eyes are a warm amber color, unusual and striking. He typically wears a heavy leather apron over simple work clothes, both scorched and stained from forge work. When not working, he favors plain but well-made clothing in earth tones. A notable feature is the intricate ironwork bracelet on his left wrist—his journeyman piece, a reminder of where he came from. --- ## Personality **Quiet and Contemplative:** Tom speaks rarely and carefully. He's comfortable with silence and believes actions speak louder than words. When he does speak, people listen. **Patient and Methodical:** Both his craft and his temperament are characterized by patience. He never rushes work, never loses his temper, and approaches problems with calm analysis. **Deeply Kind:** Despite his intimidating appearance, Tom has a gentle soul. He's the first to help those in need and the last to judge others harshly. **Haunted by Prejudice:** Tom has faced discrimination his entire life due to his orc heritage. While he's found acceptance in Oakrest, old wounds remain. He overcompensates by being unfailingly polite and controlled. **Artistic Soul:** Tom sees smithing as art, not just craft. He finds beauty in well-forged metal and meditation in the rhythm of hammer on anvil. **Protective of Oakrest:** Having finally found a place that accepts him, Tom is fiercely loyal to the village and its people. He'd defend Oakrest against any threat. --- ## Background ### Difficult Childhood Tom was born in a rough district of Duskwatch to a human mother and an orc father who left before Tom was born. His mother, Mira Ironheart (no relation to Oakrest's Mira), struggled to provide for him while facing social stigma for her relationship. Tom grew up enduring slurs, fights, and constant suspicion. His size and orcish features made people assume he was dangerous, violent, and stupid. He learned to move carefully, speak softly, and never give anyone a reason to confirm their prejudices. ### Discovering Smithing At twelve, Tom began apprenticing to an old dwarf blacksmith named Thorgrim Steelheart. Thorgrim was gruff, demanding, and completely indifferent to Tom's heritage—he cared only about the quality of work. For the first time, Tom found acceptance through competence. Smithing became Tom's sanctuary. The forge didn't care about his blood; it responded only to skill, patience, and respect. Tom poured himself into the craft, finding peace in the rhythm of creation. ### Journeyman Years Tom completed his apprenticeship at nineteen and spent five years as a journeyman smith, traveling between settlements and taking work where he could. He faced constant discrimination—towns that hired him reluctantly, customers who questioned his work, innkeepers who refused him service. ### Coming to Oakrest At twenty-four, Tom arrived in Oakrest as a traveling smith offering services. The previous blacksmith, Old Gareth, had died six months earlier, and the village desperately needed someone to maintain tools, repair equipment, and shoe horses. Initially, villagers were wary. A half-orc smith? But Mayor Deyne, pragmatic as always, hired Tom for a trial period. Tom's skill and gentle demeanor quickly won people over. When he offered to stay permanently, the village accepted gratefully. ### Building the Forge Tom used his savings to purchase Old Gareth's forge and home. He spent two years rebuilding and improving the workspace, creating one of the finest small forges in the region. The Ironheart Forge became a point of pride for Oakrest. ### Finding Home For the first time in his life, Tom has a place where people judge him by his work and character, not his blood. Children wave to him on the street. Neighbors bring him meals. He's invited to village gatherings. This acceptance means everything to him. --- ## Role in Oakrest ### Essential Crafstman Tom provides services vital to frontier survival: **Standard Services:** - Tool repair and maintenance (farming equipment, axes, saws) - Horseshoeing - Nails, hinges, and hardware - Weapon repair and maintenance - Armor repair - Basic metalwork for construction **Advanced Work:** - Custom weapons (with sufficient time and payment) - Quality tools built to specification - Decorative metalwork - Lock and key crafting - Specialized equipment **Emergency Services:** Tom prioritizes urgent repairs—broken plow shares during harvest, militia weapons before patrols, essential tools for survival. He's been known to work through the night for true emergencies. ### Militia Armorer Tom maintains the militia's weapons and armor at reduced rates, seeing it as his contribution to village defense. Mayor Deyne relies on him to keep the militia properly equipped. ### Community Support Tom performs free work for those who truly cannot pay—repairing a poor widow's cooking pot, fixing a farmer's broken tools, creating simple toys for children from scrap metal. He does this quietly, without expectation of recognition. ### Quiet Counselor Tom's forge has become an unexpected gathering place. Men (and some women) come to watch him work, enjoying the meditative quality of his craft. In this space, people talk—about troubles, fears, hopes. Tom listens, occasionally offering brief but wise counsel. --- ## Ironheart Forge The forge is a sturdy stone building at Oakrest's eastern edge, positioned to minimize fire risk to other structures. It consists of a large workshop and modest attached living quarters. **Workshop:** - Central forge with excellent ventilation - Anvil (Tom's most prized possession—a masterwork from his mentor) - Extensive tool racks - Bellows system (maintained meticulously) - Quenching troughs - Work tables for assembly and detail work - Storage for raw materials (iron stock, coal, various metals) - Display area showing example work **Living Quarters:** - Simple bedroom - Small kitchen (rarely used—Tom often eats at the Gallows Rest) - Study/design space where Tom sketches designs - Workshop library (technical manuals, design references) **The Forge Fire:** Tom maintains the forge fire carefully, banking it each night but never letting it die completely. There's something almost sacred about keeping the flame alive—it represents continuity, purpose, home. **Atmosphere:** The forge is hot, loud when working, and smells of coal smoke, hot metal, and oil. But there's a rhythm to it—the ring of hammer on anvil, the hiss of quenching, the roar of bellows. Many find it meditative. --- ## Relationships **Mayor [[Mayer Harlon Deyne|Harlon Deyne]]:** Mutual respect. Harlon gave Tom a chance when others wouldn't, and Tom repays that trust with excellent work and loyalty. Tom maintains militia equipment at cost and has taught several militia members basic weapon maintenance. **Sister [[Sister Malwen|Malwen]]:** Quiet friendship. [[Sister Malwen|Malwen]] was one of the first to welcome Tom without reservation, seeing his soul rather than his heritage. She commissioned a iron willow tree for the shrine (Tom's finest decorative work). They share appreciation for meditation and craft. **[[Garrick Thresh]]:** Strong friendship. Garrick was gruff and suspicious initially, but Tom's quality work and straightforward manner won him over. They're both craftsmen who appreciate skill and endurance. Tom maintains Garrick's logging equipment and occasionally drinks with him. **Mira "Bellringer":** Friendly. Tom takes most meals at the Gallows Rest, and Mira treats him like family. She knows he's often lonely and makes sure he feels welcome. Tom has repaired the bell tower mechanism twice for free. **[[Wendy Blackwood]]:** Professional alliance. Wendy respects Tom's skill and refers customers needing metalwork. Tom appreciates her no-nonsense business approach. They cooperate on bulk orders and special projects. **[[Hal Porter]]:** Growing friendship. Both are craftsmen who find peace in their work, and both carry private grief (Hal's lost family, Tom's difficult past). They've begun sharing quiet evenings, teaching each other their crafts as therapy. Tom is learning to bake; Hal is learning basic metalwork. **The Children:** Tom is beloved by Oakrest's children despite (or because of) his imposing appearance. He makes small metal toys from scrap, teaches interested kids about smithing, and is endlessly patient with their questions. Watching children play with toys he made brings him more joy than any payment. --- ## Current Concerns ### Metal Quality Issues Recently, iron and steel stock from Duskwatch suppliers has been inconsistent—brittle in places, containing impurities, not holding an edge properly. Tom suspects either poor sourcing or deliberate sabotage by Duskwatch merchants trying to undermine Oakrest's independence. ### Increasing Weapon Requests More villagers are requesting weapons or weapon repairs than usual—not militia members, but common folk. Tom senses rising fear in the community. People are arming themselves, expecting something terrible. As a smith, he has an ethical dilemma: refuse and leave people defenseless, or arm them and potentially contribute to panic? ### Strange Metal Properties A farmer brought in a plow share that broke against "something in the ground near the Glade edge." The metal shows unusual stress patterns—twisted and warped as if exposed to extreme heat, but the farmer swears it never got hot. Tom has saved the piece, disturbed by its properties. ### His Mother Tom hasn't seen his mother in eight years. He sends money monthly but rarely visits Duskwatch, fearing the prejudice he escaped. Recent letters from her indicate declining health. Tom is torn between duty to his mother and reluctance to return to a place that never accepted him. ### The Apprentice Question Tom should take an apprentice to pass on his skills, but he's reluctant. His own apprenticeship with Thorgrim was special—finding someone with both aptitude and character is rare. More deeply, Tom fears an apprentice might leave Oakrest for better opportunities, just as he left Duskwatch. --- ## Motivations & Goals **Primary Goal:** Maintain his forge and serve Oakrest with excellent craftsmanship. **Secondary Goals:** - Prove that heritage doesn't define worth—skill and character do - Protect Oakrest, the first place to truly accept him - Pass on his skills to a worthy apprentice - Reconcile with his mother before she dies - Create at least one masterwork that will outlast him **Personal Goal:** Earn acceptance not because people overlook his orc blood, but because they genuinely see him as Tom—individual, craftsman, friend. **Secret Wish:** Find romantic companionship, though he's convinced no one could see past his appearance to love him. --- ## Adventure Hooks ### "The Broken Blade" An adventurer brings Tom a sword broken in the Glade—not shattered by force but corroded impossibly fast, as if aged centuries in moments. Tom is fascinated and disturbed. He offers to research the corrosion and attempt repairs if the party can bring him: - Samples from the area where it broke - Information about what caused the damage - Any unusual metal found in the Glade This could reveal corruption affecting metal/equipment and lead to protective treatments. ### "The Special Commission" Tom receives a request for custom weapons suitable for fighting Glade creatures. He needs unusual materials: - Silver (for silvering weapons) - Cold iron (for fey) - Blessed water for quenching - Specific rare ores He asks the party to acquire these while he prepares designs. Completing this opens access to enhanced weapons: - Silvered weapons (at cost + labor) - Cold iron weapons (advantage vs. fey) - Blessed arms (minor bonus vs. undead) ### "The Mentor's Legacy" Tom receives word that Thorgrim Steelheart, his old mentor, has died. His will leaves Tom a mysterious package: a chunk of unknown metal and a cryptic note about "forging what cannot break." Tom asks the party to: - Help him investigate the metal's properties - Protect him on a trip to retrieve Thorgrim's tools - Locate Thorgrim's research notes This could introduce a quest for a legendary forging technique or masterwork item. ### "The Mother's Plea" Tom's mother sends an urgent message: she's dying and wants to see him one last time. But she's in Duskwatch, and Tom fears the prejudice he'll face. He asks a trusted party member to escort him there and back, or to check on her if he cannot bring himself to go. This creates roleplay opportunities: - Witnessing Tom face discrimination - Defending him from prejudiced townsfolk - Meeting his mother and understanding his past - Possible reconciliation or tragic farewell ### "The Forge Fire Fails" Something extinguishes Tom's forge fire completely—despite his careful banking, despite having burned continuously for twelve years. When he tries to relight it, the fire won't take properly. Investigation reveals: - Possible magical interference from the Glade - Sabotage by Duskwatch agents - A curse affecting heat and light in Oakrest - Natural/supernatural convergence weakening normal fires The party must help restore the forge fire, possibly requiring: - Blessed coal from Sister [[Sister Malwen|Malwen]] - Fire from an untainted source - Breaking a curse - Cleansing corrupted fuel Without his forge, Tom cannot work, and Oakrest loses essential services. ### "The Apprentice Decision" A young person in Oakrest (or a party member's background NPC) shows interest in smithing. Tom is hesitant but asks the party's opinion. This creates roleplay and potentially: - Skill challenges teaching basic smithing - Investigating the potential apprentice's character - Helping Tom overcome his reluctance - Witnessing the passing of knowledge to a new generation --- ## Sample Prices & Services **Standard Repairs:** - Tool repair (small): 1 sp - Tool repair (large): 5 sp - Weapon repair: 1-5 gp depending on damage - Armor repair: 10% of armor cost - Horseshoeing: 1 gp per horse **New Items:** - Nails (100): 1 gp - Horseshoes (set of 4): 2 gp - Simple tools: 2 gp - Complex tools: 5-10 gp - Iron pot: 2 gp - Locks: 10 gp (good quality) **Custom Weapons:** - Simple weapon: Standard PHB cost + 50% - Martial weapon: Standard PHB cost + 100% - Masterwork: Double cost, +1 to hit (non-magical) - Special materials: Cost varies significantly **Special Services:** - Silvering weapon: 100 gp - Cold iron weapon: +50 gp over base cost - Custom design work: 20 gp consultation fee - Emergency overnight work: Triple normal cost **Notes:** - Tom charges fair prices, never gouging - He offers discounts to militia (25% off) - Free repairs for those in genuine hardship - Payment plans available for expensive work - He values barter (quality materials, useful information, services) --- ## Combat Statistics (If Needed) **Tom Ironheart** – Master Blacksmith _Medium humanoid (half-orc), neutral good_ **Armor Class:** 14 (leather armor) **Hit Points:** 68 (8d10 + 24) **Speed:** 30 ft. **STR** 18 (+4) | **DEX** 12 (+1) | **CON** 16 (+3) **INT** 13 (+1) | **WIS** 14 (+2) | **CHA** 10 (+0) **Saving Throws:** Str +7, Con +6 **Skills:** Athletics +7, Insight +5, Intimidation +3, Perception +5 **Damage Resistances:** Fire (from years of forge work) **Senses:** Darkvision 60 ft., Passive Perception 15 **Languages:** Common, Orc **Relentless Endurance (1/Long Rest):** When reduced to 0 hit points but not killed outright, Tom can drop to 1 hit point instead. **Master Craftsman:** Tom has advantage on all checks related to smithing, metalwork, and assessing the quality of metal items or armor. **Actions:** - **Multiattack:** Two warhammer attacks - **Warhammer:** +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) if used two-handed - **Smith's Hammer:** +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage - **Forge Tongs:** +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and if Large or smaller, target is grappled (escape DC 15) **Bonus Actions:** - **Savage Attacks:** When Tom scores a critical hit with a melee weapon, he can roll one of the weapon's damage dice one additional time. **Special Abilities:** - **Defensive Smith:** Tom can use his reaction to grant an adjacent ally +2 to AC against one attack he can see, positioning himself protectively. --- ## Quotes _"Metal doesn't lie. You heat it right, work it right, treat it with respect—it becomes what it's meant to be. Same as people, I think."_ _"They called me 'orc' like it was a curse. Took me years to understand—my blood doesn't define me. My work does. My choices do."_ _"The forge is meditation. Hammer fall, breath, hammer fall, breath. Everything else falls away. There's peace in the rhythm."_ _"You want a weapon? I'll make you a good one. But I'll ask why you need it. I put my skill into every piece—I have a right to know what it's for."_ _"Oakrest gave me something I never had before—a home. Not just a place, but acceptance. I'll forge every blade, mend every tool, work until my hands give out to protect that."_ _"That metal you found... it's wrong. Twisted. Something in the Glade is changing the fundamental nature of iron itself. If it can corrupt metal, what else can it corrupt?"_ _"My mother loved an orc knowing what people would say, knowing how hard my life would be. That takes courage I'm still trying to match."_ (rare moment of emotional vulnerability) --- ## Special Knowledge ### Information Tom Can Provide **About Metalworking:** - How to assess weapon and armor quality - Signs of poor craftsmanship or sabotage - What different metals are good for - How to maintain equipment in harsh conditions - Basic metallurgy and material properties **About the Corrupted Metal:** The plow share and other strangely affected metal samples suggest: - Corruption emanating from the Glade affects physical materials - Metal near the Glade border shows unusual stress patterns - Tools and weapons may fail when used against Glade creatures/in Glade itself - Protective treatments might be possible (silvering, cold iron, blessed quenching) **About Combat Equipment:** - What weapons/armor suit different fighting styles - Modifications for specific threats - Weakness in enemy equipment (if described to him) - Maintenance schedules for adventuring gear - Cost-effective alternatives to expensive equipment **About Duskwatch:** - Layout of the craftsmen's district (where he trained) - Which merchants are reputable vs. exploitative - Social dynamics and prejudices in Duskwatch - Where to find specialized supplies or craftsmen - His mentor Thorgrim's techniques and innovations **About Orc Culture:** Tom knows little—his father left before he was born, and he was raised entirely human. But he can share: - What it's like being caught between two heritages - How to handle prejudice with dignity - Observations about orc behavioral tendencies (from his own instincts) - Common misconceptions about half-orcs --- ## Masterwork Creation Rules If Tom creates a masterwork item for the party (requires significant time, rare materials, and possibly a quest), use these guidelines: **Masterwork Non-Magical Weapon:** - Requires: 2-4 weeks of work, exceptional materials, Tom working at full capacity - Cost: Double normal weapon cost + special materials - Effect: +1 to attack rolls (non-magical, stacks with enchantments if later enchanted) - Description: Perfect balance, edge that holds longer, beautiful craftsmanship **Masterwork Armor:** - Requires: 4-8 weeks of work, exceptional materials, precise measurements - Cost: Double normal armor cost + special materials - Effect: +1 to AC (non-magical, stacks with enchantments) - Description: Perfect fit, reinforced at stress points, superior protection **Specialized Weapons:** - **Glade-Forged Blade:** Quenched in blessed water, made from cold iron. Advantage against fey creatures, +1d4 radiant damage to undead. Requires holy water from Sister [[Sister Malwen|Malwen]], cold iron ore (rare), 3 weeks of work. - **Shadow-Breaker:** Specially treated to harm incorporeal creatures. Can hit creatures with resistance to non-magical weapons. Requires rare components, 2 weeks of work. **Limitations:** - Tom can only work on one masterwork at a time - He won't mass-produce—each is unique - He must believe in the purpose the item will serve - Interrupting his work (forge fire going out, shortage of materials, emergencies) extends completion time --- ## DM Notes Tom represents the outsider who found acceptance, the artisan who sees craft as sacred, and the gentle soul in an intimidating body. He provides both mechanical services (equipment, repairs) and emotional depth (prejudice, belonging, redemption through craft). **Roleplay Tips:** - Speak slowly and deliberately; Tom measures words as carefully as metal - Show his strength through gentle actions (careful handling of delicate work, controlled movements) - Demonstrate his intelligence through his craft rather than exposition - Let silence be comfortable—Tom doesn't fill empty air - Show vulnerability only with trusted individuals - Use technical language when discussing smithing (make it authentic) **The Forge as a Scene:** When players visit the forge: - Describe the sensory experience (heat, sound, smell, light) - Show Tom's absolute focus while working - Create opportunities for quiet conversation during repetitive tasks - Let the rhythm of smithing be meditative for players - Use the forge as a safe space for difficult conversations **Prejudice Mechanics:** If the party accompanies Tom to Duskwatch or other locations: - Show casual prejudice (suspicious glances, crossed streets, higher prices) - Demonstrate how Tom has learned to navigate it (calm demeanor, preemptive politeness, proof of skill) - Allow party intervention (defending Tom creates bonding opportunities) - Show both good people who overcome prejudice and bad people who confirm it - Never make Tom's entire identity about being half-orc—it's one aspect of a complex person **Corrupted Metal Plot Thread:** The strange metal properties offer a campaign hook: - Physical evidence of Glade corruption spreading - Need for specialized equipment to fight Glade threats - Research opportunities (what causes it? How to prevent it?) - Ticking clock (is all metal in Oakrest becoming compromised?) - Tom's expertise makes him essential to understanding this threat **Mother Subplot:** Tom's relationship with his mother offers emotional depth: - Duty vs. self-preservation conflict - Confronting painful past - Forgiveness and understanding - Exploring prejudice's long-term effects - Potential for healing or tragic farewell **Apprentice Subplot:** Teaching an apprentice provides: - Passing knowledge to next generation - Tom confronting his fears about abandonment - Watching a mentorship develop - Securing Oakrest's future (ensuring smith services continue) - Character growth for Tom **Mechanical Integration:** Tom provides: - Equipment maintenance and repair (keep party functional) - Custom item creation (rewards for investment) - Information about metal, weapons, armor - Crafting training for interested PCs - Safe NPC who won't betray party trust **Balancing Kindness and Strength:** Tom should never be a doormat. His gentleness comes from strength, not weakness. He chooses peace because he's confident in his ability to handle violence if necessary. Let him demonstrate protective fury if those he cares about are threatened—showing that gentle souls can be fierce defenders. Tom's story is about finding home, proving worth through craft, and building a life despite prejudice. Honor that narrative by making Oakrest's acceptance of him meaningful and showing how much he values what he's found.