Main
Diego
"You're a greenblood, and I'm the guy who takes care of your lot, let's leave it at that."
Diego introduces himself to the Hero the moment he arrives, refusing to even hear his name and making clear that as far as he's concerned the Hero is just another greenblood and Diego is the one who looks after his kind. He offers to show the Hero the ropes on the spot, warning that running off alone is a good way to end up dead. He explains the setting is called the Colony, where prisoners mine ore for King Rhobar behind an inescapable Barrier; trying to walk out gets a person hit with "a lightning bolt so nasty even the Scavengers won't touch what's left of you." The Colony holds three camps: the Old Camp, the biggest and the first to be established, the New Camp, and the Swamp Camp. He describes the New Campers as working with Water Mages who claim they can blow the Barrier open by channeling the magic of ore, and dismisses the Swamp Camp as the Loons, who spend all day smoking swampweed and praying to a god who has so far stayed rather quiet. His verdict on both camps is blunt: they aren't worth the Hero's time.
When the Hero mentions carrying a letter for the highest Fire Mage, Diego tells him to keep it quiet until he actually meets a mage, since he isn't on good terms with them and most people in the camp are dirt poor while the mages pay well for such letters. He notes only Gomez's men are allowed into the Old Camp castle where the mages live.
Diego lays out what it takes to join the Old Camp: build a reputation with the key figures of the Outer Ring, most of them Shadows, pass Diego's own test, and learn some useful skills to become more of an asset. He names himself and Thorus as two of those key figures, and says the Hero has to identify the rest on his own, since he'll have no business there if he can't manage that much. He recommends Fingers as the best teacher of thievery, offers to personally train dexterity or strength, and directs the Hero to Graham the cartographer for a map to the Old Mine.
His own test is fetching a supply list from a man named Ian in the Old Mine, using the password "the crawlers look mighty hungry"; when the Hero returns with it, Diego confirms it will earn him some points with the camp. He explains he stepped in against Bullit's men because there was a real chance Bullit and his lads would have killed the Hero, calling Bullit a damn good fighter, and uses the encounter to pitch the Old Camp as the safest path to survival, since the Colony is no place for lone wolves. He sends the Hero toward the Old Camp down the canyon, telling him to find a weapon first at the abandoned mine, since the trading post is off-limits Old Camp property. He describes Gomez plainly as the biggest ore baron, the boss of the Old Camp, and the most powerful man of the Colony, and advises the Hero to be upfront with him, since Gomez puts a lot of stock in his gut.
As the Hero works through the Outer Ring's other figures, Diego relays what each one reports back, Scatty on fights with Kirgo and Kharim, Whistler on the sword job, Sly on finding Nek, Fingers on his usefulness, Dexter on the stolen recipe, Thorus on the Mordrag affair, and Fisk with a final judgment, before weighing it all together. In the best case he tells the Hero, "all in all, good job, you left a lasting impression," and sends him back to Thorus for his audience with Gomez.
Thorus
"The only one who can take you in as a Shadow or a warder is Gomez."
Thorus is the warder who guards the Old Camp castle gate and decides who gets to pass through it. When the Hero offers a bribe, he sets the price at a thousand nuggets, enough to keep him and his guys busy counting, though he mentions that joining Gomez's people gets a person in for free instead. When Diego sends the Hero to him, Thorus lays out the rule of the camp plainly: only Gomez can take someone in as a Shadow or a warder, and the only way to get an audience with him is if someone trusted, like Diego, vouches for the newcomer first. He refuses to test the Hero himself until that happens, telling him he'll first have to prove himself to Gomez, since he's the one who takes the blame if a freshie messes up.
Thorus also gates several errands through the same door. He lets messengers wearing the Water Mages' amulet through, wanting nothing to do with spellslingers, waves through deliveries of swampweed for Gomez when the amount is right, sending the courier to see Bartholo at the ore barons' house, and turns away short deliveries. He refuses to even glance at a letter the Hero claims is meant for the highest Fire Mage once the Hero declines to show it, brushing it off with indifference.
The bulk of Thorus's dealings with the Hero center on a man named Mordrag, a New Camp courier who has been stealing from the ore barons and fencing the stolen goods back to the Old Camp's own men. Thorus wants him gone but insists it stay quiet, since Mordrag works as a courier passing letters between the Old Camp's Fire Mages and the New Camp's Water Mages, and the mages protect him. He recalls that years ago a Shadow tried to kill the highest Fire Mage in his sleep, and "the next morning, they found his body in the outer ring. Scattered across it, that is," which is why he won't move against Mordrag directly. He sends the Hero to find Mordrag at the south gate, on the other side of the castle, and says he doesn't care how it's handled, only that he never wants to see his face again. If the Hero botches it by mentioning Thorus's name, he explodes, "You fucking idiot!" and tells him to get out of his sight. If the Hero kills Mordrag outright, Thorus is impressed by the show of nerve; if Mordrag is merely driven off, he says he'd have preferred him dead but accepts it anyway.
Once the Hero has built a reputation and Diego vouches for him, Thorus gives the final word on whether he's earned an audience with Gomez, warning him not to act all tough just because the Shadows back him, and reminding him he's on his own now. When the Hero later returns as a full Shadow, Thorus welcomes him aboard with a simple "don't mess this up, will you?" Asked about the state of the camp, he says it's quiet, and that he's more worried about the cultists than the New Campers these days.
Gomez
"That's exactly what it means. You're one of us now, freshie."
When the Hero seeks him out early in the story to join the Old Camp, Gomez is openly skeptical of another newcomer, asking "what makes YOU special?" and threatening to call the guards if he thinks the Hero simply snuck in uninvited. He presses the Hero to justify himself, dismissing the claim that other camp members are lazy as mostly true but no proof of anything, and only warms up once the Hero cites contacts across the Colony, agreeing that knowing the right people is actually a good reason. He accepts name drops of Lares, fences from the New Camp, and baals from the Brotherhood, and notes approvingly that hearing Diego trusts the Hero and Thorus vouches for him already speaks well of him, since he wouldn't be talking to Gomez otherwise. When the Hero falsely claims a connection to Y'Berion, though, Gomez sees through it immediately, snapping that Y'Berion wouldn't waste his time with a freshie like him, and calling the lie disappointing, adding coldly, "I hate being disappointed."
Once satisfied, Gomez tells the Hero plainly that he's one of them now, and sends him to Raven for his first assignment. Afterward he keeps his distance from routine matters, telling the Hero that Raven handles the moles and that he should not speak to Gomez again unless asked to.
After the Chapter 3 massacre of the Fire Mages, Gomez sends his men to raid the Free Mine. When the Hero helps the New Camp retake the mine and claims credit for foiling the raid, Gomez confronts him as an enemy and warns that he'll personally make sure the Hero never gets in his way again.
Raven
"I'm Raven, Gomez's right hand. Anyone who wants an audience with Gomez, has to get past me first."
Raven serves as gatekeeper to Gomez, introducing himself in the same terms as his right hand and warning that anyone wanting an audience with Gomez has to get past him first. When the Hero arrives claiming Diego vouches for him as worthy of becoming a Shadow, Raven is cautiously approving, saying "if you got all the way here, you can't be all that bad. And we're always looking for good men," before leading him in with a warning not to touch anything.
Once the Hero is formally accepted, Raven has armor and a first job waiting for him. He also handles practical matters: when the Hero brings a delivery of swampweed from Cor Kalom meant for Gomez, Raven redirects him to Bartholo the provisioner, explaining Gomez doesn't deal with delivery boys and that Bartholo can be found near the entrance or in the kitchen, though not at night. Asked about the ore business, Raven reports it is good, and that as long as the Old Mine keeps running, that won't change.
Milten
"I've never seen so much magic gathered in a single weapon."
Milten is an apprentice of the Fire Mages serving under Master Corristo, the highest Fire Mage, and handles messengers on Corristo's behalf. He notes he is the only apprentice they have taken in since the barrier went up, and that he only earned the position because he did something for Corristo; he adds that a newcomer hoping for the same chance would also have to be a member of the Old Camp and do something to draw Corristo's attention.
When the Hero arrives with a letter from outside, Milten is immediately intrigued, asking if he's a messenger. He presses to see the letter, and when the Hero insists on delivering it straight to Torrez instead, Milten relents with a resigned "gods, you're stubborn," fetching Torrez himself. When he does get to read a letter, he keeps its contents to himself, telling the Hero it's nothing he has to concern himself with. He also handles a separate letter from the Water Mages, promising Corristo will get it and that the Water Mages will compensate the Hero. For routine matters he directs the Hero to Torrez, who is usually just outside the temple during the day and inside at night.
Later, Milten becomes entangled in a far larger plot involving Xardas the demon summoner, the Sleeper, and an orc temple the Hero has found a way into. He reacts with alarm to the news but ultimately helps: when the Hero shows him a weapon charged with power, Milten is stunned, exclaiming "Innos save us... that power," and calls it more magic gathered in a single weapon than he has ever seen. He arranges to teleport the Hero out afterward, worrying aloud about whether the mages will notice.
Lee
"I only want the best of the best."
Lee is blunt and to the point about his role, confirming he is the boss of the mercs when asked. He describes the mercenaries' mission simply as protecting the nuggets and the mages, with the occasional special assignment beyond that. When the Hero asks to join, Lee is dismissive of his readiness, scoffing that he doesn't hire every fool who walks in, and suggests he prove himself with Lares' gang first, adding that he'll hear about it if he does. Asked directly whether he is ready to become a mercenary, Lee tells him plainly he is "still way too green."
Later, when the Free Mine is raided, Lee is grim but resolute, saying it was bound to happen someday and vowing they'll make sure the Free Miners pay for it.
Gorn
"Gorn. Mercenary of the mages."
Gorn greets the Hero as a new face and introduces himself as a mercenary working for the mages, explaining that his company protects the diggers in the New Mine and the ore pile belonging to the Water Mages. He credits their commander, a former general named Lee, with pulling together the Colony's best fighters to start a mercenary crew. He tells the Hero that joining the mercs takes real skill with steel and a working knowledge of the Colony, bluntly saying there's no chance Lee would sign him up as of now, and suggests trying Lares' gang first. He also points the Hero toward Cronos, the Keeper of Ore, warning the man is a bit arrogant and needs convincing, and toward Saturas, who is more or less the leader of the Water Mages, whose guards will not let outsiders through without help.
As a favor, Gorn tells the Hero about the huts: all the mercs' quarters are taken, but a bandit named Shrike has squatted in one that belongs to them near the edge of the cavern. He asks the Hero to teach Shrike a lesson to reclaim it, and afterward credits the Hero with beating Torlof to the punch, since Torlof had planned to give Shrike a beating himself.
Gorn also accompanies the Hero into a ruined monastery, clearing out snappers denning in the ravine and pushing through a heavily barred gate he doubts they can force open without a battering ram. Inside, the pair are caught off guard by an unexpectedly dangerous creature, with Gorn remarking they were lucky it was just a cub, and he has the Hero search the old supply room for a focus stone. He also hands the Hero a key that opens the gatehouse in front of the mine, brushing off questions about the Hero's own business there involving a demon summoner with, "I don't even wanna know. I'm just glad we're doing this together."
When the New Mine is raided, Gorn recounts arriving from the monastery to find everyone at Okyl's already dead and the attackers, known as the Reds, withdrawing into the mine after slipping in through the mountain pass. He calls the aftermath a mess. The mercs fall back to regroup since they lost a lot of men and need time to plan, setting up a defensive line further down the mountain path while Gorn sends the Hero to speak with Saturas. Once ready, Gorn leads a small strike force of just four fighters to retake the mine, explaining a frontal assault would fail because the defenders would hear it coming from a mile away. He credits the Hero's growing reputation for a spot on the team, noting that even a battle hardened Water Mage vouches for him as the best man for the job. Later, relaying word from Lester of the Swamp Camp that the Hero really left his mark there, Gorn admits "for a green blood, you've become quite the name already." After the mine is retaken, he warns the win is temporary, since without a steady supply of ore Gomez won't be running the Old Camp much longer, and reveals the next step is sealing off the mountain pass Gomez's men used to break in.
Saturas
"Don't die."
When the Hero reports that Lee made him one of the mercenaries, Saturas welcomes him formally into the community, telling him "that officially makes you a member of our community. Welcome to the winners, my friend."
Saturas explains that the Water Mages need focus stones to channel the magic of the ore, but warns that directing that power straight at the Barrier would release a maelstrom of magic too powerful even for them to contain, which is why they need the Fire Mages' help, mages he describes as having grown disillusioned. The Hero collects the focus stones for him one by one: from the canyon, the mountain fortress, the old monastery (with help from the mercenary Gorn), and finally the stonehenge.
When the Hero reports that Gomez murdered the Fire Mages, sparing only Milten, Saturas is stunned, invoking Adanos and calling Gomez "this bloody butcher," immediately connecting it to the ore armor and asking whether the Hero already knows what happened at the New Mine. He reacts with similar disbelief on hearing that Y'Berion is dead, asking simply, "So - Y'Berion is dead?"
Saturas also reveals that the common belief that eleven mages created the Barrier is wrong: there were actually twelve, six Fire Mages and six Water Mages. Milten was not one of the original six Fire Mages; the true sixth was their former leader, a man who turned away from the path of Innos and moved into the wilderness. Saturas explains this rift came from his extensive research into summoning undead and magical creatures after the Barrier's creation, research that unsettled both Gomez's men and the other mages.
That man is Xardas, who Saturas says lives in a secluded tower deep in orc territory, in the south of the Colony. He admits the Water Mages tried contacting Xardas several times before, but none of their couriers ever returned, which he assumes was the work of Xardas's creatures. He asks the Hero to find Xardas and secure his help with a ritual, worried Xardas is the only one left who can help and might simply refuse, and suggests the camp's library holds tomes on summoned creatures that could help the Hero prepare. Anxious for the Hero's safe return, he greets him warmly each time he comes back, asking for good news, and sends him off each time with the same short warning not to die.
Lester
"Good thing you didn't just talk to Baal Namib. You probably don't know this, but outsiders aren't allowed to talk to the gurus."
Lester introduces himself as the one who looks after newcomers, and immediately warns the Hero about camp etiquette: outsiders and novices may only speak to a guru if the guru speaks to them first, a rule he underscores sharply when the Hero forgets it, snapping that he shouldn't have addressed a guru like that.
He lays out the Brotherhood's structure in plain terms: the gurus are the minds of the Brotherhood, powerful in every sense; the templars are the muscle, hard trained warriors, some gifted with the Sleeper's magic; and novices like himself are the hands that keep the community running, some content to stay, others working toward becoming templars or gurus. He explains the Sleeper as the divine being they worship, who sent their master Y'Berion a vision promising freedom in exchange for help returning to the world. Lester is candid about his own doubts, admitting "two years in this hellhole of a Colony open your mind to certain possibilities," but insists the visions and magic are real, whatever the other camps think. He also explains the swampweed they smoke, grown locally to open their minds to the Sleeper, even if most outsiders only value it for taking the edge off, and notes it's traded to other camps to spread word of the Brotherhood.
On how to actually get noticed, Lester explains the gurus are watching closely what people do around the camp, especially newcomers, and that proving usefulness to the community is what eventually earns their attention. He tells the Hero that joining requires convincing Cor Kalom, Y'Berion's right hand who decides who gets in and who doesn't, and that Kalom relies on guru recommendations, like Lester's own master, Baal Namib.
To win Baal Namib's favor specifically, Lester coaches the Hero through a staged show of faith: since Baal Namib worries that newcomers still pray to Innos or Adanos, the Hero is to claim he had a glorious vision that made him renounce the Old Gods, with Lester prompting the performance and telling him to "make a show of it, and don't hold back," since "the man loves a good conversion story." Lester also offers to personally guide the Hero around the camp once his day's work is done.
Cor Kalom
"Temple Square, at nighttime. That's where we will gather, join our minds, and invoke our almighty Master."
When the Hero asks if the Great Awakening can begin, Corkalom confirms they have everything they need and says he will prepare the invocation right away. Asked where it will take place, he names Temple Square at nighttime, where the Brotherhood will gather, join their minds, and invoke their master.
Yberion
"You know what to do. Find Nyras, and find the focus."
When the Hero first appears without the proper introduction, Yberion reacts with alarm, demanding to know who he is and who let him in, and calling for guards. Once the Hero has gained access to him, Yberion sends him on an errand to find Nyras and retrieve something called the focus. When the Hero later reports that something else happened while getting it, Yberion simply asks to be told what occurred.
Cor Angar
"Speaking of - here, you have earned this. It's a teleport rune, and it'll take you back to our camp any time you want."
After the Hero apparently does his camp a service, Cor Angar rewards him with a teleport rune that will take him back to the camp whenever he wants, telling him plainly that they owe him that much.
Xardas
"Congratulations. You're the first to make it past my guardians."
Xardas greets the Hero's arrival at his tower with grudging respect, noting that he is the first to make it past his guardians alive; asked if others tried, he answers flatly that they did not survive. He mentions that his servant already gave the Hero a teleport rune allowing him to return at will, and offers to teach the Hero some basic Orcish before he sets out, calling it something that will be of great help.
When the Hero reports that Gomez had the Fire Mages killed, Xardas is unsurprised, blaming their misplaced trust: "those who sow wind must reap a storm. I always told Corristo not to trust Gomez."
Xardas is openly contemptuous of Saturas's separate plan to use focus stones and the ore pile to blow open the Barrier, insisting nobody can control all of the ore pile's energy, warning that all it would accomplish is getting everyone involved killed, and calling it a far bigger threat to take care of than anything else at hand. When the Hero later says Saturas sent him about the focus stones, Xardas shuts the idea down outright: "Forget about Saturas and his glittering pile of ore. That won't bring you the freedom you're after."
He directs the Hero toward a shaman who might vouch for him with the orcs, saying he was last seen at the old castle up on the mountain east of here. Asked why this shaman, named Ur-Shak, has been dishonored among his own people, Xardas admits he does not know the details, since he and the orcs have never exactly sat down for a cup of tea. Told that the Sleeper the Brotherhood worshipped is really a demon summoned by the orcs to end mankind, Xardas shows no surprise, remarking only that he appreciates the Hero risking his life just to play errand boy for those idiot cultists.
After the Hero returns from the Sleeper Temple with the weapon, Xardas identifies the sword inside the hidden sanctum as Uriziel, recalling from his research that an Avatar of Innos once used it to fight the orcs before falling in battle. He was never certain the story was true until seeing it firsthand, recognizing the shape, the insets, and the engravings as a match. He explains the blade's magic was drained by a thousand years spent maintaining a barrier spell, and that he has a scroll capable of channeling energy from blue ore into the sword. To use it, the Hero needs a second mage, specifically the young Fire Mage who survived the massacre, to help cast the spell while he plunges Uriziel into the ore pile.
Reminded that the Hero is himself a mage and asks how recharging Uriziel helps him personally, Xardas admits the thought had completely escaped his attention and promises a solution once the sword is dealt with. He later agrees to initiate the Hero into the Sixth Circle of magic, judging him capable enough, but warns of its grim reputation as the Circle of Death, explaining, in his words, "it's one thing for a god to breathe life into his creation," and something else entirely to end one. He insists the Hero train under Saturas first, promising to instruct him afterward. On the rune bound to Uriziel, he warns that removing it breaks the bond with the blade for good, with no way back, and admits he is unsure exactly what spell the freed rune will hold, though he expects it to be as powerful as the sword by itself. He later approves when the Hero brings back armor taken from Gomez's stores, calling him witty as usual and noting the armor will be a great help down there. Once the Hero and his mage ally recharge Uriziel using the ore pile's energy, the sword's power is restored.
All
Aaron
"You should tread lightly from now on, though. I got me eye on you."
Aaron asks the Hero for help recovering the lost key to his chest, offering twenty nuggets for its return and stopping himself from asking how the Hero found it, deciding it's probably better not to know. Once the Hero delivers the key, Aaron pays as promised. Afterward, he warns the Hero that if he pulls something like that again, he'll kick his arse so hard it comes right back out of his mouth, reminding him to tread lightly from now on since he's keeping an eye on him.
Aidan
"Take a guess."
When asked how he's doing, Aidan gives the Hero a terse reply: "Take a guess."
Arto
"I'm Gomez's bodyguard."
When asked if he's talkative, Arto admits he isn't. He introduces himself by name and states plainly that he serves as Gomez's bodyguard.
Baal Cadar
"Well, not everybody can theory into practice right away. You seem to have a natural affinity for magic."
Baalcadar reacts to the Hero with irritation when approached casually, responding to flattery and requests to become a novice with little more than an annoyed scoff or a tired sigh. He grows more engaged after catching the Hero using the Sleeper's magic during a meditation session, demanding to know who taught him. When the Hero explains he learned it simply by reading a scroll, with no teacher, Baalcadar is impressed despite himself, noting that not everyone can put theory into practice right away and telling the Hero he seems to have a natural affinity for magic.
Baal Isidro
"Got a pissload of swampweed to sell, and I'm way behind."
Baalisidro is a Brotherhood member tasked with selling swampweed who admits he's fallen behind and can't muster the energy to work, calling it all exhausting. He confirms he sells goods for the Brotherhood when the Hero notices his tattoos, joking that his subtle tattoos gave him away. Warned that Baal Kagan wants to replace him, he panics, insisting he really needs to sell that stuff.
When the Hero offers to sell the herbs for a cut, Baalisidro is suspicious at first, accusing the Hero of being a crook he can smell from a mile away, but relents under pressure, handing over the goods and estimating they should fetch around four hundred nuggets, to be split two hundred each. He admits he doesn't know who the buyers are, since if he did he'd have sold it long ago himself. Once the Hero returns with two hundred in payment, Baalisidro is delighted, gloating that "now Baal Kagan can piss right off."
Baal Kagan
"We call it the Brotherhood, but yes, I am."
Baalkagan introduces himself to the Hero as a member of the Brotherhood devoted to the Sleeper, giving his name as Kagan. He explains he was originally sent by Master Y'Berion to recruit new souls to the cause, but says most men in the Colony "would rather kiss an orc than open their eyes to the Sleeper's truth," so he mostly sells swampweed instead, adding he can barely keep up with the demand.
He complains that the reinforcement sent to help him, Isidro, does nothing but loaf around the lake tavern all day, selling swampweed for rice schnapps, dismissing him as "a drunkard. Good for nothing." Baalkagan asks the Hero to hand out free single herb rolls, appetizers meant to build new customers, warning that losing the herbs or smoking them personally will end their deal. When the Hero succeeds, Baalkagan confirms new clients have already approached him and offers payment in nuggets, Sleeper-imbued scrolls, or help getting the Hero accepted into the Brotherhood.
On joining the Brotherhood, Baalkagan says the Hero will need to win over the higher baals, the gurus, one of whom, Baal Tyon, is a touch arrogant after being consulted by Y'Berion and now refuses to speak to anyone but his own students. Baalkagan offers a smoke roll as a way to make Baal Tyon more talkative. If the Hero wants scrolls instead, Baalkagan offers a choice of three from Windfist, Charm, Telekinesis, Pyrokinesis, and Slumber.
Baal Lukor
"You don't belong here, you never did, and that's why the Sleeper isn't revealing himself to me."
Baallukor is an orc devoted to a deity called the Sleeper, working with the Hero to search ancient tunnels for a way to reach him. When a summoning ritual involving Y'Berion goes wrong, Baallukor panics, calling out "Master? Master, please answer me!" before turning on the Hero and blaming him for the failure, insisting the Hero doesn't belong there. After learning that Y'Berion died and didn't survive the ritual, Baallukor is unmoved, saying only that Y'Berion served the Sleeper well but that "his mind just wasn't strong enough to bear all His glory," and declares that the Sleeper is now present and must be found.
Baallukor leads the search through the tunnels for a two part Orcish keystone, examining fragments the Hero finds and confirming when a lead is wrong or a passage is a dead end. He insists a second half of the key must exist and that they simply have to keep looking. Reaching a door he's sure hides the Sleeper, he explains the Hero can't sense anything because it is he who has been chosen to discover the truth, then manages to open a weaker door than the one before. Asked why he abandoned the summoning ritual, Baallukor says simply that the Sleeper told him to, calling the moment proof the Sleeper is within his grasp.
Baal Namib
"Very well - then go find Cor Kalom, and tell him Baal Namib says he found a true believer."
Before earning his trust, Baalnamib refuses to engage with the Hero. Casual greetings, invocations of the Sleeper's name, and questions about how he's doing all earn a disappointed, disgruntled sigh, making clear that outsiders have not yet earned the right to his conversation.
Once the Hero has proved himself, Baalnamib tests his sincerity, noting that the Sleeper sent him a vision and reminding him what a great privilege has been bestowed upon him before asking outright, "is it truly your wish to join the Brotherhood?" When the Hero commits to following the Sleeper's path, Baalnamib sends him off with an endorsement, telling him to find Cor Kalom and pass on that Baal Namib found a true believer.
Baal Orun
"You not only proved that you are on our side, but also that you are able to defend our cause with a blade if need be."
Baalorun is a guru of the Brotherhood who first approaches the Hero after hearing that he stood up for Ghorim, telling him he was right to stand up for a brother in need. Taking this as proof the Hero wants to join, he sets a task: Cor Kalom needs fresh swampweed for his experiments, and someone has to collect a delivery from the harvesters out in the bog and bring it to his laboratory. When the Hero presses for directions, Baalorun bristles at being addressed without permission, then relents, "May the Sleeper forgive you for this blunder," and tells him that if joining is truly his purpose, he'll find the harvesters on his own.
After the Hero protects the harvesters, Baalorun credits him with proving himself both loyal and capable with a blade, and promises that if Cor Kalom asks about him, he will give his recommendation. He also speaks about the camp's production, describing it as demanding since the novices are pushing themselves to the limit to meet both the Brotherhood's own needs and its trade with the other camps, work he says they do gladly because "their sweat honors the Sleeper."
Once the Hero delivers the swampweed to Cor Kalom, Baalorun rewards him with a scroll that can put someone to sleep, usable only once, telling him he hopes it will serve him well. At other times, he brushes off casual greetings from the Hero with nothing more than a disappointed sigh.
Baal Parvez
"He alone holds the power to free us from this wicked place."
Baalparvez is a recruiter for the Brotherhood of the Sleeper who greets the Hero with "May the Sleeper be with you, stranger!" and offers to guide him to the Brotherhood's camp in the swamps. He explains that the Sleeper first visited Master Y'Berion in a dream five years ago and has guided the Brotherhood ever since, and that joining means renouncing the three gods, Adanos, Innos, and Beliar, in favor of the Sleeper, who alone holds the power to free them from this wicked place.
He describes what the Brotherhood offers: freedom from working the ore barons' mines, plentiful food in the swamp, swampweed as both a mind-opening herb and a trade good sold to the other camps for supplies, and for a chosen few, the gift of magic, an ancient kind unlike anything the mages of Myrtana practice. He says the gurus are preparing a grand ritual so the Sleeper can finally speak in his true voice and reveal how to free them. He tells the Hero that if he wants to join, he should ask for Cor Kalom, who supervises the novices.
Baal Taran
"Everyone who doubts or opposes him will be destroyed."
Baaltaran, who introduces himself simply as Taran, is another member of the Brotherhood of the Sleeper, stationed near the market on the far side of the castle to spread the faith to strangers. He describes the Sleeper as a being "possibly even more powerful than Innos," still limited to the realm of thought while he remains asleep but nearing his awakening; smoking the swampweed the Brotherhood gathers opens the mind and can bring visions of him. He says the coming great invocation will join the Brotherhood's minds and connect their souls to the Sleeper's, who will then show them the road to peace, while warning that everyone who doubts or opposes him will be destroyed.
He explains that only couriers working for Cor Kalom, who trade swampweed to Gomez for outside goods, are allowed into the castle, so the Hero would need to join the Brotherhood to get in that way. When the Hero admits to carrying a letter for the highest Fire Mage, Baaltaran correctly guesses the mages gave it to him before he was thrown into the Colony, and warns him to keep quiet about it, since "some people here would slit your throat for that" and messages from the outside are extremely valuable. He also steers the Hero away from buying mage runes or potions, claiming the Brotherhood sells the same things much cheaper, and points him toward his Brother Parvez, usually found near the market, for a trip to the Brotherhood's camp.
Baal Tondral
"The Sleeper WILL awaken, and he will grant you the freedom you've been longing for, just as he will sweep away all the unbelievers!"
Baaltondral is a fire and brimstone preacher among the gurus of the Brotherhood. He opens with an intense sermon aimed at the Hero, insisting he can sense the fire in his soul that is stealing his rest, and framing the ore barons' authority as nothing but lies meant to dominate the spirits of the weak willed. He calls on the Hero to surrender to his longing for freedom, promising that when the Sleeper awakens he will sweep away the unbelievers, who "will weep, they will beg, and they will repent, but by then, it will be too late."
He tells the Hero that proving loyalty to the Brotherhood means bringing in new souls, explaining that persuading a worthy man to join the camp would prove his will to contribute to their cause. He points the Hero toward the Old Camp as fertile recruiting ground, since the men there have tired of the ore baron's fearmongering and lies, while dismissing the New Camp outright, calling its men nothing but barbarians. When the Hero brings him a man named Dusty, Baaltondral is unimpressed, asking "who is it? This bag of bones?" and judging that he doesn't see much zeal in his eyes.
Baaltondral also explains why recruits matter so urgently: the Sleeper has an important message for their master but is not yet at full strength, so the Brotherhood must lend him their combined minds through a ritual he calls the Great Awakening, growing more glorious with every soul who takes part. He tells the Hero to visit the Temple Square to learn more. He admits he only spoke to the Hero in the first place because he sensed great spiritual potential within him, and once satisfied the Hero has proven himself, sends him to Cor Kalom with his blessing.
Baal Tyon
"I saw him do something. He was going down an ancient stone stairway, a sword in his hand. And that's where the vision ends."
Baaltyon is a guru of the Brotherhood who ignores the Hero's greetings and small gifts alike, responding to an offered humble present with only a wary grunt and to casual talk with a sigh. He opens up only after experiencing what he calls a vision by the Sleeper's grace, in which a new Brother unlike all those who came before him descends an ancient stone stairway with sword in hand. Realizing the Hero resembles the figure from the vision, he grows suspicious, demanding "who are you? What did you put in that roll? Is this some kind of trick?"
When the Hero insists he is simply a humble servant of the Sleeper, Baaltyon decides the vision felt too powerful to dismiss and sends him on to Cor Kalom with his recommendation, declaring that such signs must be heeded.
Balor
"You sure? 'Cause without a contact, no one's gonna buy this off you. You're a stranger, and no one here trusts strangers."
Balor is a novice harvester working the swamp on Baal Orun's orders. When the Hero comes to collect his harvest for Cor Kalom, Balor hands it over gladly, since it saves him the walk, and reminds him to also grab Viran's harvest on the other side of the swamp, warning that otherwise Kalom will think he pawned the rest. Asked how the work is going, he answers dryly, "what else am I gonna do out here? Fondle me balls?"
On repeat visits Balor grows suspicious that the Hero might be skimming the harvest to sell to the New Campers, charging fifty nuggets upfront, the usual rate, and warning him not to get any ideas. When the Hero asks who might buy stolen weed, Balor needles him for the interest, pointing out he's just put an idea in the Hero's head, and eventually admits he does know a possible buyer, but warns that if the gurus catch the Hero dealing, "they're gonna feed you to the swamp sharks."
After the Hero pushes further and pays fifty nuggets upfront, Balor names the buyer as Cipher, found at the tavern on the lake, and cautions the Hero to watch himself since Cipher is a cutthroat who might try to rip him off.
Baloro
"I have somethin' in me stock that even Innos would kneel before."
Baloro sizes up the Hero on approach, asking what's the matter with him. When the Hero mentions wanting a sword, sturdy armor, or mine access, he waves it off, telling him to think bigger and describing a weapon in his stock so fine even Innos would kneel before it, one that will make the Hero the meanest bastard of the Colony. In exchange he asks for what he calls a teeny, tiny favor: five apples, two bottles of rice brandy, five bottles of beer, three loafs of bread, two pieces of cheese, and two straws of grapes, supplies he says are for a banquet.
When the Hero actually delivers the goods, Baloro takes them and then flatly refuses to hand over the promised weapon. He mocks the Hero for trusting him, saying "whoever's dumb enough to agree to something like this deserves to be fucked over" and admitting he's surprised the Hero is still alive, warning that being that gullible means he won't last long in this place. He keeps the supplies for his own banquet anyway, laughing it off, and threatens violence if pushed further, telling the Hero to piss off and go whine to someone else or he'll mess him up. If confronted aggressively, he warns, "Careful, green blood. Thin ice." To anyone who declines the deal outright or comes back too late to reconsider, his answer is the same: it's their loss, they had their chance.
Bartholo
"Bartholo. You'd do well to remember that name."
Bartholo introduces himself with a warning that the Hero would do well to remember his name, and lays out his role managing trade with the other camps, camp provisions, and Gomez's women. He mentions currently keeping an eye on two incompetent chefs so they don't ruin Gomez's meals, noting Gomez is quite sensitive about that, since he had the previous chefs "fed to the snappers."
When the Hero delivers swamp herbs from Cor Kalom meant for Gomez, Bartholo inspects them and approves, remarking that the Hero came at the right time since Gomez was getting impatient, and pays out five hundred nuggets as agreed. If the delivery is incomplete, he refuses payment and sends the Hero back for the rest, warning him not to have sold any of it on the side.
Later, he seems ready for trouble from an unwanted arrival, remarking that he had a hunch someone would try a teleport before demanding, coldly, "any last words?"
Bloodwyn
"Gomez wants law and order in his camp, and that's what us warders are for."
Bloodwyn approaches the Hero on arrival, warning him that "there's some real bastards in this camp who think they can treat freshies like meatbugs," and offers protection in exchange for ore, framing it as a gentlemen's agreement where each side watches the other's back. He asks for ten nuggets, and if the Hero doesn't have enough on hand, he'll take whatever's available and let him settle up next time. Handing over the ore earns praise and a promise to watch his back from here on out, along with a warning not to get any funny ideas.
When the Hero offers to pay off Jesse's debt on his behalf, Bloodwyn insists the Hero settle his own dues first and dismisses Jesse as a weakling who won't last much longer, though he'll still take the ore if the Hero insists on covering it.
The arrangement then continues: Bloodwyn returns periodically to collect the same ten nuggets, and if the Hero refuses to keep paying, he drops the friendly act, calling it a shame and the end of their friendship, warning the Hero shouldn't expect help next time "those mean bastards come round to knock your lights out and rob you blind." If the Hero insists he can take care of himself, Bloodwyn simply agrees, dryly, that of course he can.
Bullit
"Fuckin' meatbug. Trust me, I ain't holdin' back this time."
Bullit recognizes the Hero as someone he has beaten before, greeting him as the freshie he baptized and asking if he wants another beating. When challenged directly, he happily agrees to fight, telling the Hero to bring it on. In a later encounter he regrets not finishing the job the first time, muttering "Beliar's arse, I shoulda just drowned you that day," and vows not to hold back this time around.
Buster
"Ever heard of acrobatics? The art of controlling your body?"
Buster approaches the Hero unprompted, sizing him up as a bit clumsy and offering to help. He teaches the basics of acrobatics, centered on the landing roll, which he calls the most important technique to learn: master it and the Hero can jump from greater heights without breaking his ankles, as well as jump farther. He warns that the Hero is not immortal even with the skill, and notes the same roll is useful in a fight, to close distance or escape danger faster.
Butch
"None of your fuckin' business. Get outta me face."
When the Hero asks who he is, Butch refuses to answer and tells him to get out of his face.
Caine
"He's a great alchemist, well, maybe the best in the Colony. And he's a man of faith, a true believer."
Caine is Cor Kalom's apprentice, introducing himself to the Hero as such and describing his master as important, "veeery important," since he is the master of novices. Asked about his own job, Caine says he helps Kalom with his concoctions, naming potions, swampweed, and dreamjuice, which they make from crawler mandibles.
Pressed on the dreamjuice, Caine confirms Kalom pays well for the ichor it requires, but warns the Hero away from hunting minecrawlers himself, calling them dangerous and hard to kill. He suggests speaking to the templars for more information, specifically a man named Gor Na Drak, who goes to the Old Mine every morning and returns at night.
Cavalorn
"Hunt. Scavengers, mostly."
Cavalorn is a hunter the Hero meets out in the wilds. Asked what he is doing there, he answers simply that he hunts, mostly scavengers. He offers to teach the Hero about hunting, willing to share what he knows depending on what the Hero wants to learn, including becoming better with a bow.
Cipher
"You ain't even one of us."
Cipher is a fence-type dealer in the Colony, guarded around outsiders. Asked for the latest gossip, he rebuffs the Hero, dismissing him as no gossip queen and not one of their own. When the Hero brings up Fisk from the Old Camp looking for a new fence, Cipher isn't interested but suggests trying Sharky instead, describing him as a man "whose morals are as loose as a harbor whore." He is willing to trade for the right goods, saying he's only interested in bigger shipments, and warms up when offered fresh swamp herbs, agreeing to the trade.
Cronos
"We plan to channel the ore's magical energy and release it in a giant burst that will 'detonate' the barrier."
Cronos is one of the Water Mages who oversees camp business tied to the ore reserves. He explains the mages' plan to destroy the Barrier by channeling the ore's magical energy into a burst aimed at it, and admits that amassing so much ore attracts all sorts of blackguards and bandits, which is why they rely on mercenaries to protect the vault and keep order.
When the Hero mentions carrying a letter for the highest Fire Mage, Cronos says the camp does sometimes send messengers to their brothers in the Old Camp and had been looking for a new one, though normally that duty falls to Lares' men, whom he calls "crooks, but reliable when it comes to this." He hands the Hero an amulet identifying him as one of their messengers, telling him to show it to Thorus to gain entry, along with a letter for Corristo, the Highest Fire Mage. When the Hero later confirms the letter was delivered, Cronos rewards him, saying he knew he would.
Cronos also rewards the Hero for finding the camp's focus stones, giving him nuggets straight from their reserves and telling him he earned them. Asked about joining the camp, he directs the Hero to Lares or Lee; asked about becoming a mage, he says many want that but the camp doesn't share its knowledge lightly, requiring the Hero to prove his loyalty first.
Cutter
"He just commands respect, I guess."
Cutter meets the Hero as a new face around the castle and explains its history: the fortress originally belonged to the king, but after "the mages fucked up their spell," Gomez and his men took it over. Cutter wasn't present for the actual storming of the castle, but says it was clear Gomez was the one to stick with, noting that even back when all the prisoners were crammed together in dungeons before the Barrier went up, Gomez was already the one calling the shots. He adds that the castle's dungeons are now empty, since Gomez isn't the type who takes prisoners.
Asked about life as a warder, Cutter calls it quiet, crediting the Old Camp's status as the biggest and most powerful camp in the Colony, one that no one messes with.
Darrion
"Ever since the templars been huntin' crawlers like mad, we're forgin' till our hands are bloody."
Darrion is a novice smith with little patience for conversation. When the Hero introduces himself as new and wanting to get to know the camp, Darrion brushes him off, explaining the templars' crawler hunts have kept him forging nonstop until his hands are bloody, and telling the Hero plainly, "I got no time to chat. Don't bother me unless you're buyin'."
Dexter
"Kalom checks all the novices sooner or later."
Dexter is a fence and Old Camp figure whose backing carries weight with Diego. He offers the Hero a way to earn it: retrieve a potent brew recipe from Cor Kalom, a Swamp Camp alchemist and one of the cult's top dogs, who won't talk to anyone outside the cult. His plan is for the Hero to pose as someone looking to join the Brotherhood, since Kalom checks all the novices sooner or later, and get the recipe once Kalom talks to him. He is upfront that his recommendation to Diego depends entirely on how the job goes, and haggles over expenses, at first refusing an advance of fifty nuggets before grudgingly handing some over rather than lose the Hero's help.
When the Hero delivers the recipe, Dexter reads off its contents, seraphis, swampweed, and crawler ichor, unimpressed by the secret itself but noting the Fire Mages will know what to do with it, "probably get hammered on it, 'cause that's all they're doing these days." He pays the Hero and promises to tell Diego about the results. Separately, he sells goods and maps, and points the Hero to the Swamp Camp by way of the south gate, confirming it's the one by the fallen tower.
Dusty
"We're really doin' this, are we?"
Dusty is a miner worn down by two weeks of hard labor for a handful of lousy nuggets, most of which goes to food. He's been listening to Parvez, a Swamp Camp recruiter, describe how much better things are there, and is weighing whether to leave. When the Hero offers to help him go, Dusty agrees but says they'll need to bribe the guards, at least a hundred nuggets, and that the south gate is the way to go since the guards at the north gate won't take bribes.
He mentions a friend, Melvin, who left for the Swamp Camp the week before and hasn't been heard from since, which is part of why Dusty hasn't left on his own. Later, he reveals the warders have caught on that he's been talking about leaving, admitting with a shrug, "guess I talked too much," and that it will now take another bribe of about a hundred nuggets just to get them to look the other way. When the Hero offers to cover that bribe, Dusty is caught off guard, unsure why a stranger would want to help him reach the Swamp Camp.
Fingers
"Ah, why didn't you lead with that."
Fingers is the Old Camp's best thief, and Diego names him as the person to see about lockpicking and pickpocketing. When the Hero asks him to put in a good word for joining the Shadows, Fingers is initially dismissive, but warms up once he learns Diego sent him. He agrees to vouch for the Hero on the condition he proves himself capable, asking if he knows his way around a lock.
As a teacher, Fingers offers real tradecraft. He warns against forcing lockpicks like "randy sailors trying to crack open a harbor brothel," advising a gentler touch so fewer picks break, and says a pick makes a distinct sound just before it snaps that a skilled thief learns to listen for. For pickpocketing, he explains the method is distraction, bumping or tapping a mark so the other hand can slip into their pocket unnoticed, always making sure there are no witnesses and picking isolated targets over crowded ones.
Fletcher
"This bit of the camp is my patch. That means it's on me to keep clear of trouble."
Fletcher warns the Hero off causing trouble on his patch of the camp, grumbling that freshies love to make trouble, especially when they're sneaking around at night, and threatening consequences if he's caught in a digger's hut. When approached about protection money, he brushes it off strangely, claiming "I'm not really here," explaining that he's actually filling in for Thorus, who has gone missing, until his return.
He also gets drawn into the search for a man named Nek, admitting he knew him more or less since they were thrown into the Colony together, though Nek had been doing his own thing for a while. When the Hero reports finding Nek dead, killed by molerats, Fletcher is genuinely saddened, saying "he was a good man," before noting he will now be taking over Nek's patch for good.
Fortuno
"You get a ration of three every day, if you want more, you'll have to pay."
Fortuno greets the Hero as a newcomer with a welcome gift and hands over three rolls of fresh swampweed, describing it as good quality black sage. He explains that every newcomer gets a daily ration of three, and if the Hero comes back asking again the same day he'll be turned away, "nice try, friend, you've already had it," told to return tomorrow or pay for more. He also offers to buy any other herbs or berries the Hero finds out in the wild, promising a good price.
Ghorim
"I'm hangin' by a thread here, been mashin' those fuckin' herbs for two days straight."
Ghorim is a novice worn out from mashing herbs without relief. He complains to the Hero that Harlok should have taken over ages ago, grumbling that it's always the same with that wanker, and guesses he's still snoring away in his hut. Unable to leave his post while Baal Orun is watching, he asks the Hero to go remind Harlok to take his shift, threatening that if he doesn't show up, "I'm gonna give him the beatin' of a lifetime." He directs the Hero to Harlok's hut, located under Kalom's lab next to Fortuno's shop.
Once Harlok finally shows up, Ghorim is relieved and grateful, thanking the Hero for finally letting him get some rest.
Gilbert
"I just couldn't stand Gomez and his bootlickers anymore ... I also ran into some trouble with them."
Gilbert is a hermit the Hero finds living alone in a hideout, surprised to have a visitor and complimenting him for tracking him down. Asked why he lives out here, he explains he left because he could no longer stand Gomez and his followers and had run into trouble with them, though it's been a while since then. He doubts anyone in the valley would remember him now, but says he prefers his isolation, since there are too many idiots in that valley.
Gor Boba
"The Sleeper granted Master Kalom and us a fraction of his powers, so you might as well grovel and beg for a swift death."
Gorboba, a templar of Cor Kalom, confronts the Hero with open hostility, telling him he is not welcome and to leave. When the Hero moves as if to leave, Gorboba mocks him as ever the jester and vows the Hero will not stop them, boasting that the Sleeper has granted him and his fellow templars a share of his power and telling the Hero to grovel and beg for a swift death rather than fight. When the Hero refuses to back down, Gorboba simply tells him to prepare to meet his maker.
Gor Hanis
"My supreme discipline paired with my impeccable swordplay and my iron mind will inspire many a lost soul."
Gorhanis is a templar of the Brotherhood who fights in the arena, explaining that the gurus sent him here to show the cesspool how strong his faith has made him. When the Hero challenges him to a duel outright, he refuses, unwilling to see "glory in butchering some green-blood in front of an audience," and tells him to prove himself elsewhere first, suggesting he ask the others since the mercenary and the Shadow don't care about the moral high ground. He agrees only to fight the Hero once he's proven himself worthy.
Asked about the Sleeper, Gorhanis defers detailed theology to the gurus but states his own belief plainly: "the Sleeper is our salvation," who wanted the Brotherhood to find this place and will free them in time. When the Hero suggests he's simply waiting on his god to spring him from the Colony, Gorhanis doesn't deny it, adding that the wait is almost over because the gurus are preparing what he calls a Hearing, which their prophet Y'Berion calls the first step toward liberation. For more detail he tells the Hero to visit the Brotherhood's camp directly, and mentions that novices stationed in the Old Camp can guide curious visitors there.
Got na Drak
"We're bringin' the crawler ichor we got at the mine back to Cor Kalom."
Gornadrak is a templar who spends his days hunting minecrawlers to harvest ichor for Cor Kalom. He explains that the ichor oozes from the minecrawlers' mandibles and can be gathered if extracted properly. The substance goes into brewing dreamjuice for the Great Awakening ritual, which steels their minds so they can withstand the Sleeper's power during the ceremony. A lot more is still needed, he says, since his group hunts day and night to keep up the supply.
Got na Ran
"I'd give those beasts a wide berth if I were you. They'll swallow you whole, and I mean it when I say that."
Gornaran is a templar posted on watch duty, guarding against swampsharks. Asked what he is doing, he says he is keeping the swampsharks at bay and warns the Hero to steer clear of the creatures before returning to his post, saying duty calls.
Got na Toth
"His wish shell be me command! Onwards, Gor Na Toth! A holy quist awaits you!"
Gornatoth is an aspiring templar eager for approval from Cor Angar. When the Hero jokingly claims Cor Angar called him unworthy of a templar's armor, Gornatoth reacts with alarm, insisting "he would never say that, not about ME!" Told instead that Cor Angar hates swampsharks, Gornatoth takes it as a direct order and rushes off to hunt them. When the Hero later reports that Cor Angar simply wants him to return once he becomes a templar, Gornatoth is amazed his mentor noticed him at all, remarking that Cor Angar must think highly of him since he hardly speaks to anybody, and noting that the last time Cor Angar spoke to him personally was two months ago.
Asked separately about better armor, Gornatoth says he cannot help with that himself, but points the Hero to Darrion at the forge.
Graham
"That'll be twenty nuggs."
Graham is the Old Camp's mapmaker. When the Hero says Diego sent him for a map to the Old Mine, Graham acknowledges the connection and offers to sell one for twenty nuggets, calling it a good price. When the Hero protests that Diego said the map would be given for free, Graham brushes it off, pointing out how long a map like his takes to make and noting it would normally cost fifty. Faced with a threat instead of payment, he backs down fast, "whoa! Calm down, will you?" and hands the map over rather than fight for it.
Gravo
"I'm helpin' folks solve their problems."
Gravo is a former miner who says he finally got out of the mines and now makes his living helping folks solve their problems. He offers to smooth things over if the Hero falls out of favor with someone important, using Thorus as an example: Thorus is "stubborn as a mule," and once someone's out of his good graces he won't talk to them anymore. Gravo says his network reaches the people whose word carries weight with Thorus, letting him talk the Hero up secondhand until word gets back and repairs the relationship, for a price.
Asked to name the camp's key figures, Gravo lays out the hierarchy: Diego is the top dog, backed by his most trusted men, Fingers, Whistler, and Sly; Dexter and Fisk work as the camp's fences at the marketplace, giving them sway since everyone buys from them, even the warders; and Scatty runs the arena, deciding who can fight, with lots of folk owing him ore.
Grim
"It's the only way they'll ever take me in."
Grim introduces himself to the Hero as a recent arrival, having only just gotten there himself after coming in with the haul the week before. Asked how to get accepted into the Old Camp, he explains that anyone uninterested in digging is better off joining the Shadows, and that doing so means finding someone to vouch for you and show you the ropes; he recommends sticking with Diego, adding that he did the same and found him decent. He lays out the process: score points with the other Shadows first, then your mentor gives you a test of his own, and once you pass you get to see Gomez, and it's up to him from there. Asked about his own progress, Grim says he has already won over Dexter, Sly, and Fingers, calling them important people to have on his side.
Grim pitches the Hero on a job, having spotted a man outside camp bragging about stealing an amulet off the last convoy from the ore barons. He wants help taking the man and his partner down, admitting he can't do it alone. Depending on how the Hero responds, he offers to return the amulet himself and put in a good word with Gomez, or to split it evenly, and once the Hero commits he's eager to move, saying only "Music to my ears."
When challenged over his loyalty to the warders, Grim is blunt about his survival strategy: he does whatever they tell him because it's the only way they'll ever take him in, and calls never crossing a warder "the first and most important lesson everyone learns in here." If the Hero chooses to make peace with him after a scuffle, Grim commits to the friendship, promising backup whenever needed and admitting he owes him one. He refuses to describe his own test when asked, calling the details confidential.
Elsewhere, Grim is seen leading the Hero out to a spot where Diego can't hear them, only to reveal, "Bloodwyn sends his regards," hinting he has also been running errands for Bloodwyn. In a lighter moment he excitedly notes that the band In Extremo has turned up in the camp.
Guy
"Well, if you don't mind getting your throat slit for a bloody breadcrumb, it's the place to be."
Guy greets the Hero on arrival in the Colony, introducing himself and welcoming him. Since the Hero hasn't chosen a camp yet, Guy offers a place to stay in the meantime, pointing him toward a free hut by the arena, easy to spot by its red awning.
Asked about the Old Camp, Guy says that as long as you pay the warders their protection money, life is decent; anyone who starts trouble with someone who has already paid gets stomped, and if two paid-up men fight each other, the warders "just sit back and watch" as long as no one dies. He adds that the Old Camp is the only place to get outside goods like bread, cheese, ham, beer, and wine, all fetching high prices since New Campers only have cheap rice swill. Weapons always find a buyer, and proper armor is scarce and expensive, looted by the warders off dead prison guards after the revolt and worn as a kind of banner.
On the New Camp, Guy is far less complimentary, warning it's the kind of place where you can get your throat slit over a breadcrumb. Without Gomez's warders keeping order there, he says only the Water Mages and their mercenaries have the strength to run things, and they care about nothing but their escape plan.
He knows little firsthand about the Swamp Camp, having never gone himself, but has heard the Loons are generous and, lately, recruiting like there's no tomorrow; he suggests asking one of the novices who pass through the Old Camp for details.
Harlok
"Aw, how nice of him. Remind me again when I've gotten some more kip, yeah?"
Harlok is a novice avoiding his shift at the herb mashers, telling the Hero to leave him alone when first approached. When the Hero relays Ghorim's message that he's supposed to relieve him, Harlok brushes it off with sarcasm, and even when pushed harder with a threat, he snaps back angrily rather than budge. Eventually, worn down by the Hero's needling, he gives in, grumbling "all right, all right, I'm going ... asshole," and heads off to take his shift.
Herek
"You know why I'm here? Cause I killed twelve men in a single night. Just like that ... hehehe..."
Herek is openly hostile toward the Hero, telling him to get lost simply because he doesn't like his face, and boasting that he ended up in the Colony for killing twelve men in a single night. When the Hero challenges him directly, he's happy to fight, saying "You want me to fuck you up? Sure thing!" He also confronts the Hero for refusing to pay protection money to Bloodwyn, noting that the warders now have to cover the missing share themselves, and promises the Hero won't forget it next time Bloodwyn comes asking.
Homer
"Strong as a fortress."
Homer is a former engineer from Khorinis, now in the Colony, where he says he led the construction of the camp's dam, though he's quick to note everyone helped. He tells the Hero he suspects a lurker has been gnawing at the base of the dam, since the beasts "love to sharpen their teeth and claws on underwater rocks," and worries the dam could cave in if it continues. He points the Hero toward the far side of the lake, reasoning people rarely go there so it's likely the creature has a lair somewhere around, and asks for help clearing the threat.
Once the Hero kills the lurker, Homer is relieved, saying he'll ask the Rice Lord to lend some of his men so they can start repairs, and that he'll "sleep a lot easier tonight." Checked on again later, he reports the dam is now strong as a fortress.
Horatio
"The best self defense is runnin' away. Crackin' skulls won't make you any happier."
Horatio confronts the Hero on first meeting, demanding to know what he's doing there and whether he's looking for trouble. If the Hero stays calm and says he's new, Horatio softens, noting he seems alright, since every day some new fool shows up looking for trouble. If instead the Hero needles him about being a rice farmer, Horatio warns that working the fields doesn't make him helpless and offers a beating.
Asked why a man like him works with the farmers, Horatio explains he is done fighting pointless fights, since fighting is what landed him in the Colony to begin with. He recounts a drunken brawl back home, accidentally killing a man by knocking his head against cobblestone, and shouting at the body to get up before realizing it wasn't happening anymore. He implies he swore to himself never to attack anyone again, though he will still teach.
On why he joined the New Camp specifically, Horatio lays out his view of the Colony's factions: Gomez and his Old Camp warders are "bloodhounds fleecin' the diggers out of every last nugget they have," the Loons of the Swamp Camp are decent enough but he doesn't buy their talk of the Sleeper, calling them poor souls looking for hope where there isn't any. He's unsure if the New Camp's Water Mage plan will actually work, but says it's all the same to him since he's found his peace, and suggests the Hero try the same.
If the Hero asks Horatio to teach strength, he only agrees once the Hero states the reason is to take on the Rice Lord and his goons, refusing outright if the goal is self-defense or general respect, warning, "before you know it, you have another bastard on your hands. No... I won't teach you." Afterward, he tells the Hero to use the strength for a just cause, and only for that. He also thanks the Hero for bringing him water sent by Lefty, saying he was just about to drink the mud.
Huno
"Every arsehole in here needs a bloody sword, I'm the guy who makes 'em."
Huno is the camp's swordsmith, confident in his craft and short on patience for small talk, telling the Hero to quit bothering him unless there's an actual order to place. He says a basic sword can be made quickly if the customer has the ore for it, while more elaborate commissions take much longer; he recalls one client who paid a hundred and fifty nuggets for an ornate sword and wouldn't stop talking about the ornaments and flourishes he wanted, saying it "felt like I was talkin' to a princess orderin' her wedding gown." Asked if he's good at his trade, he simply notes no one's complained yet.
Jackal
"Why, protection, of course! As long as you're in my district, I'll make sure you're safe."
Jackal introduces himself with a sales pitch, offering to run a little charity to help poor souls like the Hero for a fee of ten nuggets. He explains that membership gets the Hero protection: if a New Camper or an angry Loon causes trouble, or if he winds up fighting another digger, Jackal will always help the charity member first, though if two members fight each other, he'll simply "pop open a beer and cheer you on." His turf, he says, covers everything from the market to the south gate, with the rest of the Outer Ring split between Fletcher and Bloodwyn.
He isn't pushy about payment, telling the Hero there's no ultimatum if he can't pay yet, just that his protection stays limited to paying members. Once the Hero pays up, Jackal confirms membership and promises to keep him out of trouble, though he also expects tribute in ore at some point, turning the Hero away empty handed if he shows up without any: "is this a joke? I don't see any ore. Come back when you've got it."
Later, if the Hero ends up siding against the Old Camp, Jackal confronts him with open contempt, saying he isn't surprised the Hero turned coat since he "was never cut out to be one of us," and mocking rumors that the Loons went crazy after their ritual didn't turn out how it was supposed to. When the Hero admits raiding the mine was a mistake, Jackal disagrees, saying it looks like it worked out fine from where he's standing, before rallying his men to fight.
Jarvis
"This place ain't like the Old Camp, and it sure ain't the Swamp Camp neither. We do things our own way down here."
Jarvis stands watch at the New Camp gate and is the first to greet the Hero on arrival, warning him this place runs differently from the Old Camp or the Swamp Camp, noting there are no templars or warders looking after anyone and that the mercs are the only ones who stick together.
He explains the mages mostly study the blue ore, working toward a plan to blow up the whole pile the miners have dug so its magic will shatter the barrier, insisting "they say it's safe." That pile sits under a grated hole in the middle of the cave, and Jarvis warns the Hero against getting any ideas about stealing from it, since they keep their eyes on it day and night.
Asked about the mercenaries' purpose, Jarvis says they work for General Lee protecting the mages and the ore, but frames it as more than a job. Unlike Gomez and his lot in the Old Camp, who he says have given up, the New Camp mercs refuse to accept their situation, declaring, "we WILL get outta here. And that's what we're fightin' for." He lists the camp's population as farmers, diggers, mages, and Lares's gang, and notes the ore pile is steadily growing as the scrapers work day and night.
Jeremiah
"He's a bastard, that's what."
Jeremiah introduces himself as the camp's rice schnapps brewer, giving the Hero a free drink on the house but asking him to keep quiet about it and not breathe a word to Silas. Asked about business, he says he can barely keep up with how much the men drink, but he doesn't mind, since it keeps the Rice Lord's goons off his back.
Asked about the Rice Lord, Jeremiah is blunt, calling him "the gang lord of a band of ruffians who force the weaker to work the fields for them" behind a friendly face. He says the only man who could stand up to the Rice Lord is Horatio, but claims Horatio has gone soft since arriving, adding that Horatio once admitted he's "THIS close to knocking that bastard's lights out" but holds back because of an oath he swore to himself.
Jesse
"Well, you see, I'm clean out of nuggets, and Bloodwyn's really been breathing down my neck lately."
Jesse greets the Hero as a fellow newcomer and warns him about Colony life: if the warders demand donations, refusing isn't really an option, and doing so will make life hell from then on. He later reveals this warning was itself a favor, telling the Hero he owes him one now since one hand washes the other.
When the Hero asks what he wants in return, Jesse admits he is broke and being pressured by Bloodwyn, and asks the Hero to cover his ten nuggets of protection money, telling him to "just say Jesse sent you." Once the debt is paid, he calls the Hero his savior and later confirms the two are square.
Jesse also warns the Hero that Bloodwyn has been paying other camp members to make life difficult for him, specifically naming Herek as someone Bloodwyn spoke to, and admits the warning came too late for that encounter. He adds that Herek likely wasn't the only one Bloodwyn approached, telling the Hero to "look out for yourself."
Joru
"You scratch my back, I scratch yours."
Joru introduces himself as an accomplished novice, proud that his standing lets him teach the Sleeper's wisdom rather than mashing herbs or cleaning huts. He mentions that Master Y'Berion once said he might become a proper baal one day, though he admits he's been slacking lately and is content to wait his turn, calling the work of spreading the Sleeper's word a great honor.
Asked how to win over the gurus, Joru says he can share useful advice, but wants payment first, asking the Hero to bring him smoke rolls from Fortuno's daily ration. He also reveals that novices like him are used to test new swampweed strains that Cor Kalom grows in his lab, delivered every other day by Caine, describing the effect as something that "opens your mind" though it can be as exhilarating as it is taxing. He notes that only the gurus get enough swampweed to truly reach the spiritual realm and witness their master, something he hopes to experience himself someday.
Once the Hero brings the smoke rolls, Joru gives his advice: Baal Cadar, who teaches the novices magic, can be impressed by using a scroll near him, ideally putting one of his students to sleep rather than casting something aggressive like a Windfist. Baal Namib, the one stationed by the entrance, he calls "a tough nut," suggesting the Hero ask Lester for help when the old man isn't around. The rest of the gurus, he says, just need to see the Hero make himself useful and be noticed doing it.
Kharim
"I'm the best godsdamned fighter this pisspot of a camp has ever seen."
Kharim is a New Camp fighter who introduces himself to the Hero by boasting that he's the best fighter the camp has ever seen. When challenged or provoked, he trades insults freely and shrugs off the Hero's taunts. Accused of only fighting to curry favor with Gomez, he bristles, insisting he's a New Camper who doesn't suck up to anyone, and says he's really there to smack the brains out of wise guys like the Hero.
Kirgo
"If you manage to beat me, he'll notice."
Kirgo fights in the arena and introduces himself plainly, noting the Hero probably already guessed as much. Eager for outside news since it has been over a month since the last newcomer arrived, he's willing to trade a beer for stories, chatting about the Hero's two months locked in a dungeon before being thrown into the Colony.
When the Hero explains he wants to fight to make a name for himself, Kirgo reads between the lines, guessing he's really trying to impress Scatty, one of the old hands around here, and confirms that beating him would get noticed. He adds that truly impressing Scatty would mean besting Kharim or Gor Hanis instead, though he doubts the Hero is ready, warning they're probably too strong for him. Asked if he's any good himself, Kirgo says he hasn't fought long but has already won a couple of fights, and he's willing to spar whenever the Hero is ready, opening the match with "may the better fighter win!"
Kyle
"All I wanted was a hut for meself."
Kyle is furious at the Hero, and at everyone else, for constantly cutting through his hut, demanding to know how many times he has to tell people to stop running through his home. He explains he was warned not to build there since every other spot in camp was taken, but had no other choice; on the first day back from the mine after finishing construction, he found his home had been given a second door, cut straight through it by people treating his hut as a thoroughfare. He says he hates them for it and complains that everyone just walks through like they own the place.
Lefty
"Oy, freshie! You got a second? The farmers are thirsty, and we need someone to fetch 'em some water."
Lefty greets the Hero as a freshie and asks him to fetch water for thirsty farmers, calling it a great way to make friends around camp. If the Hero agrees, Lefty sends him to find Ulmar, who hands out the water and instructions. If the Hero refuses or brushes him off instead, Lefty gets threatening, warning "I think you need a reminder who's boss."
Once the Hero completes the water run, Lefty praises the work, saying he's a natural and looked genuinely happy doing it, then pushes him to make deliveries a daily chore starting immediately. If the Hero later abandons the job, Lefty accuses him of going back on his word and says it disappointed him, though he offers a second chance if asked politely, warning him not to blow it this time. When the Hero simply checks in without doing anything useful, Lefty responds irritably, "Oh, fuck's sake! What d'you want?"
Melvin
"Is it that obvious?"
Melvin admits to the Hero that he is not from around here, answering the question with a wry deflection. When the Hero mentions knowing a man named Dusty, Melvin asks him to pass along a message telling Dusty to get over himself.
Mordrag
"Big words from a small man."
In a hostile confrontation, Mordrag sneers dismissively when told to leave. Confronted over stealing from the ore barons, he immediately understands why the Hero has come, and when the Hero says Thorus sent him, Mordrag reacts with recognition, muttering that he could have guessed as much.
Mud
"You know, you're me best mate in here! Everyone else only ever wants to get rid of me. I'm really grateful to you."
Mud approaches the Hero as soon as he spots someone new, cheerfully asking to tag along since he figures the Hero could use a friend. If rebuffed he takes it in stride, assuming it's just a bad day, and if welcomed he chats eagerly as they walk together. If the Hero turns violent toward him, he first assumes the Hero just wants space, but eventually gives up on the friendship entirely, calling him a "freak."
As he trails the Hero, Mud shares pieces of his own backstory: he is from Khorinis, was abandoned by his parents as a small child, and suspects he ended up in the Colony because he loves animals and people found that strange enough to lock him up over. He says other Colony residents think he's a bit odd, and mentions that mean New Campers have bullied him for years, something he hopes will stop now that the Hero is around to back him up, since they won't have a clue he's got someone looking out for him now.
Mud grows increasingly attached over their time together, calling the Hero "like a big brother to me" and offering to put in a good word for his acceptance into the Old Camp. He even fantasizes about the two of them taking over the Old Camp together despite the ore barons. He also asks the Hero for food, since as a guest it would only be proper to share, and wonders idly whether the Colony will ever get proper visitors.
Nefarius
"I believe you would be a worthy addition to our ranks. The Water Mages, I mean."
Nefarius introduces himself as a mage of the Circle of Water. He tells the Hero the path to joining the Water Mages runs through Lee's mercenaries first, explaining that membership requires the Hero to achieve something great for their cause and to have served with the mercenaries for a while. Once the Hero has joined Lee's men, Nefarius approves.
When the Hero returns from the Old Camp, Nefarius is anxious for news of the Fire Mages, having heard rumors. Told that Gomez murdered them, he is horrified, calling Gomez "that rotten butcher" and insisting the Hero report it to Saturas immediately. He credits the Hero's risk-taking on the Water Mages' behalf and says he now believes the Hero would be a worthy addition to their ranks, encouraging him to raise it with Saturas. He also directs the Hero to Saturas's cave, identifiable by its big, circular gate.
Nyras
"That is why he and the gurus have been preparing the Great Awakening, a grand ritual where the best of us will join our minds so the Sleeper may truly speak to us for the first time."
Nyras greets the Hero warmly as a lost soul saved by the Sleeper's wisdom and introduces himself by name. Asked about the camp, he stresses respect for the gurus, calling them the most important people around since they spread the Sleeper's teachings and relay Master Y'Berion's holy visions to the novices, a privilege made necessary because Y'Berion is too weary from his close bond to the Sleeper to speak to everyone himself, though he sometimes gives sermons at Temple Square.
Pressed further, Nyras explains that the Sleeper's visions to Y'Berion are deliberately abstract, "pictures, memories, word fragments," because a full connection would cause a human mind, even Y'Berion's, to crumble under his power. This is why the gurus are preparing the Great Awakening, a ritual meant to let the Sleeper finally speak clearly and show them the path to freedom. He credits Cor Kalom, the chief alchemist, with preparing the dreamjuice elixir used for the ritual, which puts drinkers into a heightened state, since that state and dreams are the only way to receive the Sleeper's signals. Asked what the Sleeper has told him personally, Nyras is more reserved, saying only that it's "hard to grasp unless you've experienced it, too."
Okyl
"No one enters this mine without my permission."
Okyl introduces himself simply as the man in charge of the Cauldron when the Hero asks who he is. He challenges the Hero on sight, demanding to know what he's doing there since he's not one of his boys, and makes clear strangers need his approval for anything: when the Hero asks to look around, Okyl allows it only on condition of no trouble, since the Cauldron is his patch and he likes it quiet.
He is especially strict about the mine and gatehouse, warning that no one enters without his permission and that anyone who tries anyway is a dead man. When the Hero asks outright for permission to enter, Okyl refuses, pointing out he doesn't even know him, "why by Beliar would I let you in?", and dismisses him to go bother someone else.
Orc Shaman
"It is not 'gotten.' It is MADE, by a 'shar-ulu', a maker of Ulu-Mulus."
Orcshaman lives apart from the other orcs and greets the Hero warmly, telling him he will never rest easy as long as Krushak is alive, insisting the Hero must kill him. The Hero later explains that Xardas sent him here calling the shaman his best bet for killing the Sleeper before it awakens. Asked about the name Krushak, Orcshaman explains it means "Destroy-biggest," the greatest destroyer, which is what his kin believe Krushak does, adding only "if only they knew."
He speaks the Hero's language because he studied it, and notes that orcs and morra, humans, hate each other, a hatred he says goes back to when Balyar and Innos told them to hate one another.
To get into the orc temple safely, Orcshaman tells the Hero he needs an Ulu-Mulu, the banner of banners that shows the wielder is a true warrior. Whoever carries it, the orcs will not attack unless attacked first. He explains that such a banner cannot be bought or found, only made, by a craftsman called a shar-ulu. He names an old friend, Tarrok, who can make one and will help if the Hero repeats a phrase the two of them used to say while hunting together: "Kurg kuzuk yor mukh."
When the Hero later returns from the orc city having secured something, Orcshaman is pleased, telling him he is a true warrior and praising that he fights well for a morra, while urging him to go speak with Tarrok about the Ulu-Mulu quickly.
Orry
"Then here's some friendly advice for you: watch out for those bastards from the New Camp!"
Orry guards the Exchange Zone gate for the Old Camp, describing his job as keeping out unwanted guests from the exchange zone, namely the men from the New Camp. He recognizes the Hero as the freshie brought in that morning and checks whether Diego has already given him the rundown, insisting that if not, the Hero should seek him out, since Diego knows everyone and everything.
He paints the New Camp as lawless by comparison, saying it's every man for himself down there, "compared to them, the Old Camp's a bloody temple." He explains the Old Camp controls the Exchange Zone, so New Campers get no fresh goods from outside and rely instead on a gang of thieves. On the Old Camp's own hierarchy, he warns the Hero not to anger the ore barons or the warders, and to stay friendly with the Shadows too, since as a freshie he'll be seen as a digger by default until he proves otherwise.
Orry also recounts the Hero's rough welcome, the Cleansing, where newcomers get beaten by men in warder armor like his own, but reassures him that paying protection money keeps most Old Campers off his back. He directs the Hero to the abandoned mine down the canyon for a weapon, cautioning against settling for a pickaxe since they're heavy and slow. On the woman who arrived with the Hero, Orry confirms convict women are traded to the ore barons in exchange for the king's ore, admitting "it ain't as bad as it looks, though. The girls have an all right life in the castle. I hope."
Pacho
"They'll fucking tear you to shreds."
Pacho stops the Hero on sight and warns him away from a nearby area. Asked why, he explains it's orc territory, warning the orcs will tear an intruder to shreds, and mocks the Hero for even needing to ask if he could get any more green-blood than that. Once the Hero backs off, he signs off with a dry "My pleasure."
Pock
"The strong eat the weak."
Pock is an old rice picker in the Colony who welcomes the Hero as a fresh face but seems to forget prior conversations, insisting he has never seen him before even after they've already spoken. He says he was one of the first in the camp and has survived a long time by staying a lowly rice picker and keeping his head down.
Asked why he was thrown in the Colony, Pock explains it was over an unpaid tithe: after a bad harvest left him unable to feed his wife and kids, a bailiff doubled the tithe anyway. He sums up the Colony's law simply as "the strong eat the weak." When the Hero brings him water sent by Lefty, Pock is grateful, thanking Innos and saying he was parched.
Rice Lord
"Name's Hakon, though most folk here call me the Rice Lord."
The Rice Lord gives the Hero a brief introduction, giving his real name as Hakon before cutting the conversation short, saying he's in the middle of something.
Riordian
"Adanos be blessed... that's... that's incredible! We can finally destroy the Barrier!"
When Saturas sends the Hero to Riordian for a reward after the focus-stone work, Riordian reacts with disbelief and joy, exclaiming that the Barrier can finally be destroyed. He gives the Hero a small token, calling it the best he can do right now, thanks him sincerely as a stranger who has helped their cause, and offers to help with potions in the future.
Later, Riordian seeks the Hero out on Gorn's behalf, explaining that Gorn has a plan to free the occupied mine and wants to see him at the ravine.
Rodriguez
"Talk to Milten. He takes care of the messengers."
Rodriguez briefly redirects the Hero when asked about the highest Fire Mage. He simply tells him to see Milten, who takes care of the messengers.
Roscoe
"You, my man, got stones."
Roscoe guards access to Lares, refusing entry to the Hero unless he has a very good reason to bother him. When the Hero arrives with a supply list taken from the Old Mine, Roscoe is stunned, blurting "You ... what? Is that a joke?" He correctly guesses that Thorus sent him, noting Thorus would absolutely lose it if he knew the Hero were here, and reacts with amusement on learning it was actually Diego's idea, figuring Diego would be laughing his ass off. Satisfied, he lets the Hero through to see Lares.
When the Hero mentions that Mordrag sent him, Roscoe is surprised the man is still around, asking whether he didn't turn coat after all, and asks the Hero to pass along that Lares wants to see him. Learning the Hero also carries a ring from Mordrag meant for Lares, Roscoe waves him on in.
When the Hero asks outright to join the gang, Roscoe brushes him off: "You and a hundred others, mate. If you want in here, you're gonna have to give me more than that."
Rufus
"The Rice Lord and his boys are a bunch of thugs, the whole bloody lot."
Rufus works the fields and greets the Hero with dry humor, saying he has no idea what's new since all he does is work the fields, and joking about wanting to tell the Rice Lord to "shove his fuckin' rice where the sun don't shine." Asked who the Rice Lord is, he explains the man was one of the camp's founders who built the fields, but now just stands in his fortress sticking out his pot, a fat old pig.
Asked why he still works a job he hates, Rufus tells the story of Lefty, one of the Rice Lord's goons, who talked him into helping in the fields for just a bit on his first day, then kept dragging him back by force every day after, pressing him with "you ain't gonna let your mates down, are you?" Rufus explains he had no real choice since the man was too strong, and after the third day he started coming on his own. He warns the Hero to steer clear of the Rice Lord's crew. When the Hero later brings him water from Lefty, Rufus is thankful, saying he's bloody parched.
Scar
"He's the most powerful man in the Colony."
Scar introduces himself simply as Scar, and describes his job as keeping Gomez free of uninvited guests alongside Arto, as well as looking after Gomez's women, making sure they have what they need, and taking hands whenever some idiot digger or warder thinks he can touch them.
Asked about the woman who arrived with the Hero on the supply carts, Scar tells him to forget about her, since she's Gomez's now. On the subject of Gomez himself, Scar calls him the most powerful man in the Colony, able to take whatever he wants, adding that what Gomez is truly after "is and always has been, power."
Scatty
"I didn't see that one coming."
Scatty runs the Old Camp arena, rounding up the wagers and recruiting new fighters, and is the one Diego points the Hero toward to prove himself. She is blunt that the Hero will need to impress her by challenging one of the fighters who gather there, drawn from all three camps to trade blows for entertainment and betting. She explains that fighters from the New Camp show up despite the camps' mutual hatred because "after a week of scraping up ore, there ain't nothing a digger loves more than seeing a cocky New Camper get his teeth rearranged," and because the higher bets that draws are good for business.
After the Hero fights Kharim, one of the arena's best, and wins, Scatty is openly surprised, admitting she didn't see that one coming, and promises to tell Diego the Hero is the type of guy they need around here. A win against Kirgo earns a similar, if grudging, nod: "not bad for a freshie ... I'm impressed."
She also offers paid combat training, insisting on payment upfront, and lays out a full lesson in one-handed weapon fighting: keep proper posture rather than clinging to the weapon "like newborns to their mothers' tits," maintain momentum after landing a blow, use the crossguard to catch and parry an opponent's blade, pull back and sidestep if an attack is about to be dodged, and understand that critical hits exist but are rare for beginners and grow more common with skill.
Scorpio
"Who by Beliar let YOU in here?"
Scorpio guards a restricted area and challenges the Hero the moment he shows up, demanding to know who let him in and what he's after. He waves off the claim that the Hero is just looking around as a joke, and when the Hero says he's carrying a message for the mages, Scorpio makes clear he wants no part of that business. He directs anyone bringing swampweed for Gomez to take it to Bartholo, in the main tower with two guards out front. When the Hero says he wants to join up and cites good standing with the Shadows, Scorpio is unimpressed by outside reputation, telling him "we're callin' the shots in here, get that into your head," though he allows him to give it a try. He refuses to teach the Hero to fight, saying he only trains warders until they're one of them, and tells him to find someone else.
Senyan
"The Free Mine, yeah. Wonder what gave me away ..."
Senyan works in the Free Mine, confirming as much to the Hero with a dry remark about what gave him away. When the Hero tries to make conversation, he brushes it off bluntly, saying "I ain't getting paid to chat."
Shrat
"I'm gettin' some space between me and those bloody lunatics, that's what I'm doin' out here."
Shrat is a novice who has withdrawn from the rest of the Brotherhood to get away from them. Asked what he's doing out on his own, he first snaps that he hasn't given the Hero permission to speak to him, before admitting he's joking, then explains he needed distance from those bloody lunatics, mocking their constant refrains: "'Do not speak to me!' - 'Beg the Sleeper for forgiveness!' - 'This quest is of extraordinary importance!'" He introduces himself as Shrat, Novice of the First Rank, and says that's exactly where he intends to stay.
When the Hero mentions wanting to join the Brotherhood, Shrat scoffs, calling them those loons and admitting he'd have left the Colony entirely if the other camps were any better. He instead proposes the two of them travel together to "mug some fools, scrounge ruins for nuggets." If the Hero agrees to travel with him he's pleased, and if the Hero later chooses to part ways, he accepts it and heads back to his shack in the swamp, telling the Hero to "stay alive."
Shrike
"Piss off."
Shrike is curt with the Hero, brushing off a greeting bluntly. Pressed to talk anyway, he puts it off until morning instead, saying he needs to get some sleep and suggesting they talk when the sun's up.
Silas
"Good ... too good, actually, the lads drink so much schnapps we can barely keep up."
Silas runs the drink trade and reports business is thriving, joking that the men drink so much schnapps he can barely keep up. He shrugs off any concern about it, reasoning "what else should they use their nuggets for?" The Hero can also simply ask him for a drink.
Skip
"I'm in charge of the armory."
Skip runs the Old Camp armory and makes clear from the start that he only sells weapons to his own men, not to the Hero. When the Hero tries invoking Thorus's name to get a weapon, Skip is openly suspicious, doubting the claim and suggesting the Hero should clear off fast rather than push it; a threat of an ass kicking on Thorus's orders doesn't impress him either, since he figures he'd be the one doing the kicking. Even when the Hero tries invoking Gomez directly, Skip refuses to buy it and tells him to get lost.
Sly
"If Diego asks me, I'll tell him you're the best damn sleuth this place has ever seen."
Sly offers the Hero a job that can help him become a Shadow: track down a missing warder named Nek. Word around camp says Nek ran off to the New Camp, but Sly doesn't buy it, and suggests the Hero ask Fletcher, who took over Nek's corner of the arena district and was his friend. Sly is upfront that his good word depends on results: "first, you find Nek, then we talk favors."
When the Hero reports finding Nek dead, Sly reacts with shock, "bloody hell ... so I was right," and asks where the body was. He isn't satisfied without physical proof, hinting the Hero should look for an amulet, and once it's handed over he's moved, calling it a beauty and a tragedy, and thanking the Hero for being straight with him. He promises to tell Diego the Hero is the best sleuth the place has ever seen, and afterward warns the Hero not to get any ideas about the amulet.
Snaf
"I got a new recipe, meatbug ragout à la Snaf. With rice and mushrooms."
Snaf is the camp cook, greeting the Hero as a newcomer and offering advice on where to find ingredients: meatbugs turn up wherever there's rubbish, including some empty huts by the castle wall, and hellcap mushrooms grow on a hill past the broken tower, outside the south gate. He tells the Hero not to judge meatbugs by their looks, since they taste all right once cooked.
Snaf asks the Hero to gather three meatbugs and five hellcaps for his new recipe, admitting he sent someone else after the same ingredients a week earlier who never came back, joking that the man probably joined the New Camp. Once the Hero delivers the ingredients, he gets the stew ready and afterward offers seconds freely, "have another one. Or three!", though he warns he sometimes runs out for the day and the Hero should come back tomorrow.
He also mentions Nek, a warder he'd previously sent on the same errand, describing him as someone who turned coat and never looked too happy here.
Stone
"I only sell to warders, and you ain't one. You're gonna have to get some from elsewhere."
Stone is the Old Camp's armorer, confirming his role when the Hero asks. He explains that weapons and armor are handled separately in the castle; Skip sells the weapons while he handles the armor. But he sells only to warders, telling the Hero plainly that he isn't one and will have to get gear elsewhere.
Swiney
"Me? Just the best foreman this bloody Colony has ever seen."
Swiney introduces himself to the Hero as the foreman in charge of keeping the miners from getting killed by rockfalls, since they're too drunk or daft to mine the right spots. Asked how much ore has been mined so far, he stays cagey, saying only that the mages are getting close and inviting the Hero to check the ore pile in the camp himself.
When the Hero says he wants to become a digger, Swiney warns it's no honor, just three bowls of rice a day plus fifty nuggets a moon, done not for riches but so the mages one day have enough ore to spring them all out of there. If the Hero declines, Swiney still hands over protective clothing, explaining that bare feet under a rockfall will leave him limping for months or even years, and tells him to find a pickaxe himself. If the Hero agrees instead, Swiney is openly approving, saying "Color me impressed" before handing over pants and boots and wishing him luck finding a pickaxe.
Talas
"Thanks again, mate. You saved me arse here."
After being helped out of some trouble involving a tome, Talas tells the Hero it's best to turn the tome in himself, but asks him to make sure to mention that he helped, before thanking him again for saving him.
Tarrok
"Well done, morra. You found me."
Tarrok greets the Hero on arrival, apparently having been sought out and found. When the Hero addresses him with an orcish phrase and calls him by name, he corrects the greeting, identifying himself as Ur-Shak's blood bonded, surprised the Hero knows it and asking how he could have spoken with Ur-Shak. The Hero explains he needs Tarrok's help to make an Ulu-Mulu, saying the world is at stake, and Tarrok points out an Ulu-Mulu isn't easy to make, asking whether the Hero has actually gathered what Ur-Shak said was needed.
Asked what he is doing here, Tarrok says the answer should already be obvious: he was a slave for many, many winters before he ran. He refuses to return to the fight, telling the Hero, "I have no spirit to fight on. The blue morra broke me, and I was a coward when the red ones came." While the Hero gathers what's needed for the Ulu-Mulu, Tarrok says he will wait and warns him not to die. When the Hero returns with everything collected, Tarrok inspects it and admits the Hero spoke true, asking if he crushed all the beasts himself.
Torlof
"My name's Torlof, used to be a First Mate in the Royal Fleet."
Torlof explains his backstory when asked, telling the Hero he used to be a First Mate in the Royal Fleet before mutiny was involved, and, as he puts it, "it wasn't as successful as a mutiny should be," landing him in the Colony instead. He remarks that talking to someone new makes him realize how much he's forgotten what a normal conversation is like among all the bastards under the dome.
When the Hero says he wants to become a merc, Torlof tells him Lee only takes the best of the best and that until he measures up, he should go make himself known with Lares and his guys. His advice for proving loyalty is direct: steal something important from the Old Camp or the Old Mine, since that proves the Hero is against Gomez, which is half the deal. His suggested method is to win the Old Camp's trust first, then rip them off.
Torrez
"A letter from the outside? Then you did us a great service."
Torrez is the man Corristo's messengers see for their reward. When the Hero delivers a letter from outside, Torrez calls it a great service and offers a choice of rewards: a mana potion, a set of one-use scrolls, a Ring of Dexterity, or a Ring of Strength, commenting approvingly on whichever the Hero picks, at one point noting "speed often beats strength."
He can also be persuaded to hand over a reward before the letter itself, though he first tries to send the Hero to Milten. If the Hero insists on payment first, Torrez relents and gives a ring, calling it more than what he'd usually give a messenger and telling him to show some gratitude. If he then discovers the letter's seal has been broken, he punishes the Hero for it, downgrading the reward to a single potion and warning that "nosy messengers normally get nothing."
Varrag Arushat
"A morra? What has become of my people that they would let this happen!"
Varragarushat is one of the orc Highpriests encountered by the Hero. Startled that a human, a morra, has reached him and can speak the orc tongue, he reacts with dismay at what his people have allowed to happen. He demands to know why the Hero is there, asking if he has come to submit to Krushak.
Varrag Hashor
"Meet ... the ... end."
Varraghashor is another of the orc Highpriests, encountered in a trance-like vigil. Disturbed by the Hero's arrival, he speaks haltingly, demanding to know who has come to disturb his vigil before warning the Hero to meet his end. The Hero answers only that the question is whose end it will be.
Varrag Kasorg
"Who is this? I can't see. It's all ... darkness."
Varragkasorg is another of the orc Highpriests. Encountered by the Hero, he seems unable to perceive his surroundings clearly, asking who has come to him and saying everything is shrouded in darkness.
Varrag Ruuushk
"You die now."
Varragruuushk is another of the orc Highpriests. On seeing the Hero, he identifies him only as a morra and declares flatly that he will die now, to which the Hero calmly disagrees.
Varrag Unhilqt
"No, don't say anything. I can see it in your eyes. All that fear ..."
Varragunhilqt is another of the orc Highpriests. He looks over the Hero and remarks that he is not among Krushak's chosen, claiming he can read the fear in the Hero's eyes without needing him to say a word.
Viran
"That means the other camps can't get their paws on it. We're the only ones in the Colony who get to harvest that stuff. We take what we need for ourselves, and trade the rest, and WE pick the price."
Viran is a novice harvester who doesn't trust the Hero at first, assuming any claim of being sent by Baal Orun is a setup to steal the herbs and disappear with them. Rather than take his word for it, Viran tests him with a favor: clearing out the bloodflies making the harvest dangerous, since the work would go much faster without them. Once the Hero kills the bloodflies within the area Viran specifies, he's satisfied, conceding "not bad, mate, not bad" and reasoning that whoever would risk his life for this is either on their side or a complete fool, and fools make poor grifters. He hands over the harvest and tells the Hero to take it straight to Kalom, adding that if Kalom complains it isn't enough, he should "move his bony arse over here and cut some sheafs himself."
Viran also explains the swamp camp's monopoly on swampweed: it only grows in the swamp, which means the Brotherhood are the only ones in the Colony who get to harvest it, letting them set their own price when trading the surplus to other camps. On repeat visits for the harvest, he grumbles about being asked again so soon but hands it over each time.
Wedge
"You haven't been here long, have you? I can tell."
Wedge sizes the Hero up immediately as a newcomer, warning that he won't last long here without picking up some skills and offering to teach him, dispensing one free tip to start: "watch who you talk to."
He teaches two trades. On pickpocketing, he explains it comes down to distraction, warns that getting caught is still quite likely, and advises only attempting it when nobody but the victim is around, since only an expert can take things from people's pockets without them noticing. Once the Hero improves enough, he grants the final lesson, cautioning that even the best can get caught sometimes.
On lockpicking, Wedge says it isn't too hard to start with, the key being to keep the lockpick from breaking off, and that patience means needing fewer lockpicks over time. At the advanced stage, he teaches the Hero to recognize the sound a lockpick makes right before it snaps, "the gentle clicking of the lock," noting a true expert stands a good chance of opening a trunk without breaking his lockpick.
He also warns the Hero away from a man called Butch, who "has a habit of greeting freshies with a fist to the face."
Whistler
"One hand washes the other."
Whistler asks the Hero for a favor: buy a broadsword with fancy ornaments from a peddler named Fisk, who won't sell directly to Whistler over some argument he won't elaborate on. He hands over a hundred nuggets for the purchase, warns the Hero not to mention who sent him, and notes that running off with the ore instead would be unwise, since "the Colony is a small place, and I know mean bastards everywhere."
If the price turns out to be higher than expected, Whistler grudgingly covers the difference; if the deal falls through entirely, he angrily calls the Hero a bloody idiot and demands his nuggets back. When the Hero succeeds, Whistler is satisfied, echoing that one hand washes the other, and promises to speak well of him when Diego asks. If the Hero takes too long returning after taking the nuggets, Whistler instead greets him with open hostility, accusing him of trying to "take me nuggets and leg it."
Wolf
"Cause a week ago in the pub, I had an idea for a new sort o' armor. A bloody good one."
Wolf introduces himself simply as the camp's armorer: "Wolf. I make the armors round here." Before the Hero formally joins the mercenaries, Wolf refuses to sell him their gear, fearing "Lares is gonna rip me head off if he finds out I'm sellin' our gear to strangers." Once the Hero is formally one of them, Wolf is happy to sell him better armor outright.
He tells the Hero he had an idea in the pub for a new kind of armor made from the plates of a tougher breed of minecrawler than the common kind, and asks the Hero to gather some for him, promising that whoever brings back enough plates will be the first to wear a proper minecrawler armor.
He explains how to harvest the plates, calling it easy work since only a thin line of tissue joins them to the bodies, so a skinning knife run along the edges frees them cleanly. When the Hero brings back a partial haul, Wolf says it isn't enough yet and sends him back for more; once he has plenty, Wolf gets to work, admitting he has no idea how long it will take since this is a first for him.
Progress is slow, the plates being hard to work with while he figures out how to connect them, but he eventually succeeds, calling the finished armor "tougher than just about anythin' short of Gomez's armor." Asked what he personally gets out of the project, Wolf downplays it, framing the work as keeping alive the man Lee says is their best chance of getting out of there, plus the experience of trying something new.