**Race:** Human **Age:** 38 **Occupation:** Proprietor of Wendy's General Store **Alignment:** Neutral Good **Location:** Oakrest Village, Wendy's General Store --- ## Appearance Wendy is a practical woman of average height with strong, capable hands marked by years of manual labor. Her dark brown hair is usually pulled back in a no-nonsense braid, though loose curls escape to frame a face that's more handsome than pretty. Her eyes are a sharp gray-green, constantly assessing inventory, customers, and situations with equal efficiency. She dresses in sturdy, functional clothing—canvas trousers (scandalous to some), wool shirts with rolled sleeves, and a leather vest with multiple pockets for tools and small items. Her leather apron bears countless stains from everything she's handled over the years. She wears practical boots and keeps a small knife on her belt, ostensibly for opening crates but serviceable as a weapon if needed. A notable feature is the accounting ledger she keeps tucked in her vest pocket, along with a pencil stub she's constantly sharpening. She has a habit of tapping the pencil against her teeth when calculating prices. --- ## Personality **Shrewd Businesswoman:** Wendy knows the value of everything in her store and can calculate profit margins in her head faster than most can with an abacus. She drives hard bargains but fair ones. **Pragmatic to the Core:** No nonsense, no superstition, no drama. Wendy deals in facts, inventory, and coin. She's skeptical of Mira's bell ritual and Sister [[Sister Malwen|Malwen]]'s visions, though she'd never say so publicly. **Surprisingly Generous:** Despite her hard-bargaining reputation, Wendy extends credit to families in genuine need and has been known to "miscalculate" prices in favor of struggling customers. **Fiercely Independent:** Wendy built her business from nothing and takes pride in being self-sufficient. She resents Duskwatch's economic pressure and refuses to be intimidated by larger trading houses. **Sharp Wit:** She has a dry sense of humor and isn't afraid to deploy sarcasm, especially toward those who try to cheat her or waste her time. **Cautiously Protective:** Though she presents as purely mercantile, Wendy watches out for Oakrest's people in her own way—tracking who's struggling, who needs work, who might be in trouble. --- ## Background ### Early Life Wendy was born in Duskwatch to a poor family. Her father was a failed merchant who died in debt when she was twelve. Her mother took in washing to survive. Wendy learned early that poverty was a trap and economic independence was the only real security. ### Learning the Trade At fourteen, Wendy apprenticed to a general store owner in Duskwatch, working grueling hours for minimal pay. She learned inventory management, haggling, supply chains, and—most importantly—how merchants cheated customers and how to spot when she was being cheated herself. ### Coming to Oakrest At twenty-three, Wendy had saved enough to buy a failing general store in Oakrest. The previous owner, Old Marcus Henley, had let the business decline into near-bankruptcy. Wendy bought it for a fraction of its value, worked sixteen-hour days for three years, and transformed it into Oakrest's economic hub. ### The Duskwatch Incident Five years ago, [[Guildmaster Thalia Crenn]] from Duskwatch attempted to force Wendy into an exclusive supply contract that would have made her dependent on Duskwatch merchants. Wendy not only refused but publicly exposed the unfavorable terms, embarrassing Crenn. The two have been enemies since, though Wendy won respect from Oakrest's residents. ### Building Her Network Over fifteen years, Wendy has cultivated relationships with merchants, traders, and suppliers across the region. She can get items others can't, often through favors owed or personal connections. This makes her invaluable to Oakrest's economy. --- ## Role in Oakrest ### General Store Operations Wendy's General Store is the commercial heart of Oakrest, providing: **Regular Stock:** - Foodstuffs (flour, salt, sugar, preserved goods) - Household items (rope, nails, tools, lanterns) - Basic clothing and fabric - Farming supplies - Writing materials - Minor alchemical supplies (common herbs, basic potions) **Services:** - Mail collection/distribution point for the village - Message board for job postings and notices - Informal banking (holding coin for safekeeping, though Wendy charges for this) - Trading post for trappers and hunters - Special order service (she can acquire most non-magical items given time) ### Economic Intelligence Wendy's position makes her aware of Oakrest's economic health better than anyone. She knows: - Which families are struggling financially - Trade flow patterns along the Armsworth Road - Price fluctuations in Duskwatch markets - Scarcity of specific goods (which indicates supply chain problems) - Economic pressure tactics Duskwatch employs ### Information Broker While not as story-focused as Mira, Wendy gathers different intelligence: - Who's buying unusual supplies (could indicate planning for something) - Travelers passing through (she sells to almost everyone) - Trade gossip from visiting merchants - Economic trends that might predict larger problems She shares information selectively and sometimes for a price. --- ## Wendy's General Store The store is a sturdy two-story building on Oakrest's main street, directly across from the Gallows Rest Inn. **Ground Floor:** - Main shop floor: Organized chaos with shelves, barrels, crates - Counter with cash box (triple-locked, trapped) - Small office/counting room (where real business happens) - Storage room - Loading dock for deliveries **Second Floor:** - Wendy's private quarters (spartanly furnished) - Additional storage for valuable or seasonal goods - Small guest room (rarely used) **Organization:** Wendy's organization system appears random to outsiders but is precisely catalogued in her mind. She can locate any item in inventory within seconds. The store is meticulously clean despite appearing cluttered—dirt and pests are bad for merchandise. **Security:** - Heavy locks on all doors - Reinforced shutters on windows - Hidden compartment for valuables - Wendy sleeps with a crossbow under her bed - The cash box has a needle trap (she's stuck careless thieves before) --- ## Relationships **Mayor [[Mayer Harlon Deyne|Harlon Deyne]]:** Professional respect. Wendy appreciates his leadership but wishes he'd push harder against Duskwatch's economic pressure. She provides him intelligence about trade issues and sometimes extends credit to the militia for supplies. **[[Sister Malwen]]:** Cordial but distant. Wendy doesn't understand faith-based worldviews but respects [[Sister Malwen|Malwen]]'s dedication. She donates to the shrine periodically, though she frames it as "community investment" rather than piety. **[[Garrick Thresh]]:** Friendly business relationship. Garrick's timber operation is good for Oakrest's economy, which is good for Wendy's business. She sells to his workers and occasionally drinks with him at the Gallows Rest, where they complain about Duskwatch together. **Mira "Bellringer":** Complicated friendship. Wendy thinks the bell ritual is superstitious nonsense but admires Mira's consistency and dedication. They're both business owners who understand the weight of responsibility. Wendy sometimes takes meals at the Gallows Rest to ensure Mira eats properly. **[[Guildmaster Thalia Crenn]] (Duskwatch):** Open hostility. Thalia sees Wendy as an upstart who embarrassed her. Wendy sees Thalia as a bully trying to monopolize trade. Their conflict affects Oakrest-Duskwatch economic relations. **[[Tom Ironheart]] (Blacksmith):** Professional alliance. Tom's forge and Wendy's store complement each other. She refers customers needing metalwork to him; he sends people needing supplies to her. They occasionally negotiate bulk deals on iron and coal. **[[Hal Porter]] (Baker):** Casual friendship. Wendy buys flour from suppliers and sells it to Hal at reasonable markup. They're both small business owners trying to survive, creating mutual sympathy. **Traveling Merchants:** Wendy has contacts across the region. She trades favors, information, and goods, maintaining a network that keeps her store stocked when others face shortages. --- ## Current Concerns ### Supply Chain Disruptions With increased disappearances on the Armsworth Road, fewer merchants are making the trip from Duskwatch. Wendy's inventory is running low on certain items, and prices are rising. She's had to refuse special orders she'd normally fulfill. ### Economic Warfare Duskwatch has quietly increased tariffs on goods traveling to Oakrest while reducing them for goods going to other villages. Wendy believes this is Thalia Crenn's retaliation and an attempt to force Oakrest into economic dependence. ### The Blight Affecting Goods Recently, some preserved foods in her storage have spoiled impossibly fast—weeks before they should. She's also noticed tools developing rust overnight and fabric showing unexplained rot. She suspects but can't prove that Glade corruption is somehow affecting her inventory. ### Competition from Duskwatch Thalia has started sending "direct sellers" to Oakrest, undercutting Wendy's prices. It's clearly a loss-leader strategy to drive her out of business. Wendy is considering a trip to Duskwatch to confront this directly or find new suppliers. ### Personal Safety Two merchants she regularly dealt with have disappeared on the Armsworth Road in the past month. Wendy is practical enough to recognize she might be next if she makes supply runs herself, but if no one will come to Oakrest, she may have no choice. --- ## Motivations & Goals **Primary Goal:** Maintain economic independence and keep her store profitable. **Secondary Goals:** - Ensure Oakrest has reliable access to necessary supplies - Resist Duskwatch's economic pressure - Build enough wealth to feel permanently secure - Prove that a woman from poverty can succeed through skill and determination **Personal Goal:** Eventually expand her business—perhaps open a second store in a safer location, though leaving Oakrest would feel like abandoning her life's work. **Secret Fear:** Ending up poor like her parents, dying in debt and desperation. --- ## Adventure Hooks ### "The Supply Run" Wendy needs someone to escort a supply caravan from Duskwatch. She's negotiated a good deal with a supplier, but the merchant refuses to travel to Oakrest without protection. She offers: - 150 gp for escort services - 20% discount on any store purchases for the next month - Information about Duskwatch politics and trade routes - First pick of any unusual items the caravan brings ### "The Spoiled Goods Mystery" Wendy asks the party to investigate why her inventory is spoiling prematurely. She suspects: - Sabotage by Duskwatch agents - Magical interference from the Glade - A pest problem she hasn't identified - Something to do with the building itself She'll pay 75 gp and provide supplies at cost if they solve the problem. ### "The Special Order" A customer has requested an unusual item (perhaps something adventurers need). Wendy can acquire it but needs someone to retrieve it from a contact in Duskwatch or another location. This could involve: - Navigating Duskwatch politics - Dealing with Thalia Crenn's interference - Protecting valuable cargo - Discretion about what the item is ### "The Account Books" Wendy discovers discrepancies in her books—someone has been stealing small amounts of inventory regularly. She needs discrete investigators to catch the thief without alerting them. Suspects include: - One of her rare employees (if she has any) - A regular customer - Someone breaking in at night - Possibly Duskwatch agents gathering evidence to frame her ### "The Business Alliance" Wendy approaches the party with a proposal: help her establish a direct trade route that bypasses Duskwatch entirely, possibly through: - Dangerous wilderness routes - Negotiations with isolated settlements - Dealing with bandits controlling alternate paths - Establishing relationships with new suppliers Success would hurt Duskwatch's economic control and make Oakrest more independent. ### "Thalia's Retaliation" Thalia Crenn sends enforcers to "ensure Wendy is complying with trade regulations." This is clearly harassment. Wendy asks the party to be present as witnesses, or to find evidence of Thalia's illegal trade practices she can use as leverage. --- ## Sample Inventory & Prices **Basic Supplies:** - Rations (1 day): 5 sp - Rope (50 ft): 1 gp - Torches (10): 1 sp - Oil (flask): 1 sp - Tinderbox: 5 sp - Waterskin: 2 sp - Backpack: 2 gp - Bedroll: 1 gp **Tools & Equipment:** - Shovel: 2 gp - Crowbar: 2 gp - Hammer: 1 gp - Pitons (10): 5 sp - Steel mirror: 5 gp - Spyglass: 1,000 gp (special order only) **Alchemical Items:** - Healer's Kit: 5 gp - Antitoxin: 50 gp (limited stock) - Acid (vial): 25 gp (special order) - Alchemist's Fire: 50 gp (special order) **Special Services:** - Special order (common items): 10% fee + 1-2 weeks - Special order (rare items): 20% fee + 2-4 weeks - Secure storage: 1 gp per month - Message delivery to Duskwatch: 1 gp **Notes on Pricing:** Wendy charges standard PHB prices for most items but: - Adds 10-20% for items in short supply - Reduces prices 10% for bulk purchases - Offers credit to trusted locals (with interest) - Negotiates prices for adventurers who've helped Oakrest - Refuses to price-gouge during emergencies (though she marks it in her mental ledger—owe favors later) --- ## Combat Statistics (If Needed) **Wendy Blackwood** – Merchant & Survivor _Medium humanoid (human), neutral good_ **Armor Class:** 13 (leather armor) **Hit Points:** 27 (6d8) **Speed:** 30 ft. **STR** 12 (+1) | **DEX** 14 (+2) | **CON** 11 (+0) **INT** 16 (+3) | **WIS** 14 (+2) | **CHA** 13 (+1) **Saving Throws:** Int +5, Wis +4 **Skills:** Deception +3, Insight +6, Investigation +5, Perception +4, Persuasion +3 **Senses:** Passive Perception 14 **Languages:** Common, Dwarvish (learned for trade) **Special Abilities:** _Appraiser's Eye:_ Wendy can accurately assess the value of any non-magical item with a glance. She has advantage on Intelligence checks to determine if an item is genuine or counterfeit. _Business Network:_ Wendy can attempt to acquire any non-magical item given sufficient time and resources. Increase the time needed for rare items. _Sharp Negotiator:_ Wendy has advantage on Charisma (Persuasion) checks related to buying, selling, or negotiating prices. **Actions:** - **Light Crossbow:** +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage - **Dagger:** +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage **Reactions:** - **Merchants' Instinct:** When a creature attempts to deceive Wendy, she can add +2 to her Insight check to detect the lie. --- ## Quotes _"I deal in goods and coin, not dreams and shadows. You want something, I'll get it—if you can pay. You want miracles, talk to Sister [[Sister Malwen|Malwen]]."_ _"The Glade doesn't scare me half as much as poverty. I've lived poor, and I'll fight anything—supernatural or not—before I go back to that."_ _"That Thalia Crenn thinks she can squeeze me out? I built this business from nothing while she inherited hers. We'll see who's still standing in ten years."_ _"I don't extend credit out of kindness—it's good business. A customer who owes you is a customer who keeps coming back. Besides, people remember when you helped them."_ _"You want a discount? Fine. Here's how this works: you help Oakrest, I help you. You cause trouble, you pay double and shop elsewhere."_ _"The bell ringing, the shrine prayers, the oakwood charms—if they make people feel better, fine. But the reason Oakrest survives is we work hard, stick together, and keep the coin flowing. That's real protection."_ _"Adventurers are good customers. You buy lots of supplies, usually pay in coin rather than credit, and when you die out there in the Glade, I'm not out any extended credit. Perfect business model."_ (said with dark humor) --- ## Special Knowledge ### Information Wendy Can Provide **About Trade & Economy:** - Current supply shortages and why they're happening - Which merchants are reliable for different goods - Trade route conditions and dangers - Price trends that might indicate larger problems - Duskwatch economic policies affecting Oakrest **About Travelers:** - Who's passed through recently buying unusual supplies - Merchants who've reported trouble on the roads - Patterns in traveler traffic (increasing/decreasing) - Reputation of various merchant caravans - Which travelers are worth trusting **About Oakrest Residents:** - Who's struggling financially (she tracks credit) - Changes in buying patterns (someone buying lots of rope? Why?) - Which families are preparing to leave - Local needs and shortages - Who has coin and who doesn't (useful for party negotiations) **About Duskwatch Politics:** - Thalia Crenn's schemes and reputation - Power dynamics in Duskwatch merchant guilds - Which officials can be bribed or negotiated with - Economic pressure tactics being used - Potential allies in Duskwatch who oppose Crenn **About Unusual Items:** If the party brings her strange items from the Glade: - She might recognize similar items from past adventurers - She can assess value and suggest buyers - She knows which scholars or collectors might want them - She can warn if items have caused problems before --- ## DM Notes Wendy represents pragmatic survival in a supernatural setting—she doesn't have faith or magic, just sharp business sense and determination. She provides a grounded perspective when other NPCs focus on visions and rituals. **Roleplay Tips:** - Speak efficiently; Wendy doesn't waste words - Show her calculating nature through quick mental math - Demonstrate her observation by noticing small details about characters - Let her skepticism of supernatural explanations show - Use dry humor and sarcasm, especially with time-wasters - Show her softer side only in unguarded moments **Business Mechanics:** Wendy can be a resource for: - Acquiring equipment between adventures - Converting treasure to useful supplies - Providing credit if the party has proven trustworthy - Special orders for unusual items - Information gathering through her merchant network **Economic Plot Hooks:** - Duskwatch's pressure on Oakrest creates political tension - Supply shortages drive adventure (need to clear roads, find new suppliers) - Wendy's rivalry with Thalia could involve the party - Economic intelligence might reveal larger plots - Her store's survival is tied to Oakrest's survival **Character Development:** - Success helping her business earns genuine gratitude and better prices - She might reveal her softer side to those who prove trustworthy - Her backstory of escaping poverty can create empathy - Protecting her from Duskwatch retaliation creates meaningful stakes - Her practical worldview might clash with idealistic characters, creating good roleplay **Integration with Campaign:** Wendy connects to: - Overall theme of Oakrest struggling against external pressures - Duskwatch politics (through Thalia Crenn) - Daily life consequences of supernatural threats (supply disruptions) - Party logistics (they need equipment, she provides it) - Economic aspects of the frontier settlement Use Wendy to remind players that supernatural horror exists alongside mundane concerns like paying bills and keeping businesses running. Her pragmatic approach provides contrast to more mystical NPCs. **Important Note:** While Wendy is skeptical of supernatural explanations, she's not stupid. If presented with undeniable evidence of magical influence, she'll adjust her worldview—pragmatically. "Fine, cursed goods. How do we uncurse them so I can sell them?"