| Race | Imperial |
|---|---|
| Faction | Local |
| Roles | Tavern runner, Message carrier |
| First appearance | Act II — Great City (inns / back alleys) |
Pip
Quick facts
Summary
A quick-footed runner who delivers notes, rumors, and sometimes lies. Pip knows which doors open for coin and which doors open for trouble.
Appearance
Too-big coat, scuffed boots, quick grin, eyes always checking exits.
Personality
- Fast-talking
- Wary
- Ambitious
Goals
- Make coin
- Stay out of jail
- Become ‘useful’ to the right people
Secrets
- Pip has been paid to watch newcomers before.
- Pip knows which back room is rented for ‘private meetings.’
Use in play
- A safe-ish way to pass messages through the city.
- A complication if bribed by rivals.
Hooks
- Pip offers a shortcut to the contact—for a fee.
- Pip can warn the PCs if guards start asking about them.
Connections
- gate-clerk-oren-hale — heard of (Knows the clerk’s ‘fees’ by rumor.)
- bookseller-nahla-bint-sahir — runs errands for (Delivers notes without reading them.)
Tags
Act II, City, Social, Messenger