| Race | Nord |
|---|---|
| Faction | Local |
| Roles | Blacksmith, Quartermaster (informal) |
| First appearance | Act I — Border stop (refuge) |
Hadring
Quick facts
Summary
A local blacksmith who trades gear for coin, labor, or information. He has a personal grudge against Dominion 'justice' and reacts sharply to any mention of Justiciars.
Appearance
Soot-streaked arms, hammer calluses, a battered amulet tucked under his shirt.
Personality
- Blunt
- Protective of locals
- Angry at the right trigger
Goals
- Keep the village supplied
- Make sure Thalmor trouble does not stick
- Settle an old score if the chance comes
Secrets
- He once lost someone to a Thalmor 'inspection'.
- He hides a small stash of weapons for emergencies.
Use in play
- Re-equips the party after Act I with believable, grounded gear.
- Can point them toward roads, caravans, or discreet contacts.
Hooks
- He can offer a job: escort a shipment, retrieve stolen metal, deal with bandits posing as Dominion agents.
- He can recognize a Thalmor-made blade or sigil from past encounters.
Connections
- mara-lys — neighbor (Trades warnings and favors.)
Tags
Act I, Refuge, Equipment