Not sure if it's needed. However, some players may think knowing the existing lineup of NPCs is important for their character building. Optimizing the party they said. So here they are, three essential NPCs that, if circumstances allow, will help you throughout this campaign.

Introduction
An archeologist from the elusive Luminar Society. After centuries of researching, cataloging, and digging histories from many parts of the world, He finally dedicates all of his expertise to discovering the mystery not many people of his kind even talk about. He will be the main quest-giver in this campaign, and thus the de-facto leader of the party.
Skillset
Being a scholar, Vesemir's combat prowess might seem limited, but his supportive spells could tremendously help his allies to deal with arrays of threats Land of Twilight has to offer
1. Scroll of Protection
Covers up to five allies with a protective enchantment, shielding them from one instance of attack that can absorb up to 20% of HP. Has 3 turns of cooldown and costs 5% of Vesemir's total mana.
2. Sanctuary
By placing his lantern on the ground, Vesmir creates a dome-like barrier that protects him and anyone inside it from external assault. The barrier lasts 3 turns, with 10% manacost.
3. Reveal.
By raising his lantern, Vesemir's spell reveals and damages any supernatural entity within a radius of 7 meters. The spell also dispels illusions.
Impotant equipment
-Walking cane.
Made of solid wood, maybe the strongest kind of wood ever considering it can be used to bludgeon people to submission.
-Old Lantern.
An old lamp. Perfectly functional as the source of illumination, as well as a magic catalyst for Versemir's spells.
-Large Antique case.
-Mysterious access card
-All other items that might help in this journey.
Introduction
A young woman accompanying Vesemir on this journey. Not much is known about her besides her claims that she was born and grew up in Glenfalas and had been working with Vesemir as his secretary for decades. Department of Homeland Affairs could not confirm any of her claims but granted her the clearance anyway at Vesemir's insistence.
Skillset
Although never received any formal training, Eblana is a talented healer. A much-needed set of skills essential to the party's survival in this hazardous territory.
1. Heal
Gathers magic around her palm to heal wounds she touches. Rapidly recover 10% HP per 3% of Eblana's total mana. The spell has no cooldowns but Eblana must not be interrupted during the casting.
2. Radiance
Mark the target and cast spectral light unto them. Inflicts moderate blinding and stun them for one turn. The spell has two turns of cooldown and costs 10% of Eblana's total mana.
3. Dispell
Remove low to moderate levels of affliction from nearby allies, and heals 20% of their HP. Eblana may use this skill in tandem with Heal toward a single target, or combine it with defensive spells cast by other party members. The spell has 3 turns of cooldown and cost 10% of her total mana
Important Equipment
-Crystal pendant
An amber crystal capable of storing mana. can be recharged and refill 30% of Eblana's mana
-Eyeglasses
A simple glasses Eblana bought with her own "salary" to mimic (and mocking) Vesemir's vintage appearance. Rarely used.
-Long knife.
A specialized dagger purchased at the start of this journey. While Eblana is not a swordfighter, she has to be able to try to defend herself, and a blade would do just fine. Swing and stab, pretty self-explanatory.
A young woman who coincidentally(?) had her permission issued on the same day as Vesemir's. A seasoned ranger rumored to have entered and returned from The Land of Twilight multiple times. She's sticking with Vesemir's group until they reach Ostianor. No one could have guessed why she embarked on this journey, but it was definitely not for monetary gains.
Traits and Skillsets
Jazdia is a heavy damage dealer specializing in bombarding the enemy from a safe distance.
-Blood Phobia (passive)
Taking damage would result in lower combat efficiency. Jazdia will start sweating, having a shaky aim and blurred vision. At a certain threshold, her Ultravision cannot be activated.
-Blessings of the Crimson Flame(passive)
Grants limited mastery of fire magic, and moderate resistance to fire. Resting near any fire or under the sun would gradually regenerate her power and heal her wounds. However, any healing magic cast on her would instead deal damage.
-Curse of the Broken Covenant (passive)
Triples mana cost for all spells. Greatly suppress Jazdia's fourth skill. Natural recovery from her passive is halved. Effects persist until lifted
1. Crystal Enchantment (Active)
Channels magic into an arrowhead, and transmutes it into solid purplish crystal, radically changing its structure to contain compressed, fire-based arcane energy. Can only use one type of arrow in a single turn. Has several variants:
A.Explosive Crystal Arrow
Imbue an explosive command into the arrowhead that explodes upon impact. Can also be programmed for delayed, or remote detonation.
B. Crystal Arrow
Imbue an arcane command that allows the energy to be released gradually, causing the arrow to release an extremely intense exothermic reaction that enables it to pierce through armor.
The spell can be used once per turn. Once turned, the crystal arrow cannot be disenchanted or disarmed. The enchanted arrow cost 9% of Jazdia's total mana.
2. Counter (passive)
Any close-range attack will be answered with a swift counterattack.
3. Ultravision
Channeling magic to enhance her vision, Jazdia can see through solid objects and magical manipulation such as illusion and darkness. Imposes varying degrees of strain on her body depending on the area covered and elapsed duration. Prolonged abuse of this skill might result in myopia and gradual blindness. Activation costs 18% of her total mana and maintaining the ability drains 9% per turn.
4. Vengeance
---This skill is unavailable---
Equipment
-bow
An old recurve bow, tuned to have lighter draw weight, but still an effective weapon nonetheless.
-Maugrim
A long knife with an ivory handle and elven runes inscribed on its blade.
- A quiver
CSA-Issued back quiver. Made of canvas, very lightweight, and durable. It features additional pockets and compartments to store additional items... or long blades. Contains 25 arrows.
-Small satchel/messenger bag
A plain-looking bag designed with function in mind.
-Pocket watch
A memento from her father. Well maintained and functioning properly.
-Bronze compass
An antique compass pointing to the north(duh) has more buttons than the usual compass to activate its hidden features.
-Medikit
Generic first aid kit that is in the name only. Upon closer inspection, it looked nothing like the "first aid kit" commonly sold in the market. Consult with Jazdia before use.
Vesemir Barandir

Introduction
An archeologist from the elusive Luminar Society. After centuries of researching, cataloging, and digging histories from many parts of the world, He finally dedicates all of his expertise to discovering the mystery not many people of his kind even talk about. He will be the main quest-giver in this campaign, and thus the de-facto leader of the party.
Skillset
Being a scholar, Vesemir's combat prowess might seem limited, but his supportive spells could tremendously help his allies to deal with arrays of threats Land of Twilight has to offer
1. Scroll of Protection
Covers up to five allies with a protective enchantment, shielding them from one instance of attack that can absorb up to 20% of HP. Has 3 turns of cooldown and costs 5% of Vesemir's total mana.
2. Sanctuary
By placing his lantern on the ground, Vesmir creates a dome-like barrier that protects him and anyone inside it from external assault. The barrier lasts 3 turns, with 10% manacost.
3. Reveal.
By raising his lantern, Vesemir's spell reveals and damages any supernatural entity within a radius of 7 meters. The spell also dispels illusions.
Impotant equipment
-Walking cane.
Made of solid wood, maybe the strongest kind of wood ever considering it can be used to bludgeon people to submission.
-Old Lantern.
An old lamp. Perfectly functional as the source of illumination, as well as a magic catalyst for Versemir's spells.
-Large Antique case.
-Mysterious access card
-All other items that might help in this journey.
Eblana
Introduction
A young woman accompanying Vesemir on this journey. Not much is known about her besides her claims that she was born and grew up in Glenfalas and had been working with Vesemir as his secretary for decades. Department of Homeland Affairs could not confirm any of her claims but granted her the clearance anyway at Vesemir's insistence.
Skillset
Although never received any formal training, Eblana is a talented healer. A much-needed set of skills essential to the party's survival in this hazardous territory.
1. Heal
Gathers magic around her palm to heal wounds she touches. Rapidly recover 10% HP per 3% of Eblana's total mana. The spell has no cooldowns but Eblana must not be interrupted during the casting.
2. Radiance
Mark the target and cast spectral light unto them. Inflicts moderate blinding and stun them for one turn. The spell has two turns of cooldown and costs 10% of Eblana's total mana.
3. Dispell
Remove low to moderate levels of affliction from nearby allies, and heals 20% of their HP. Eblana may use this skill in tandem with Heal toward a single target, or combine it with defensive spells cast by other party members. The spell has 3 turns of cooldown and cost 10% of her total mana
Important Equipment
-Crystal pendant
An amber crystal capable of storing mana. can be recharged and refill 30% of Eblana's mana
-Eyeglasses
A simple glasses Eblana bought with her own "salary" to mimic (and mocking) Vesemir's vintage appearance. Rarely used.
-Long knife.
A specialized dagger purchased at the start of this journey. While Eblana is not a swordfighter, she has to be able to try to defend herself, and a blade would do just fine. Swing and stab, pretty self-explanatory.
Jazdia Gilmariel
A young woman who coincidentally(?) had her permission issued on the same day as Vesemir's. A seasoned ranger rumored to have entered and returned from The Land of Twilight multiple times. She's sticking with Vesemir's group until they reach Ostianor. No one could have guessed why she embarked on this journey, but it was definitely not for monetary gains.
Traits and Skillsets
Jazdia is a heavy damage dealer specializing in bombarding the enemy from a safe distance.
-Blood Phobia (passive)
Taking damage would result in lower combat efficiency. Jazdia will start sweating, having a shaky aim and blurred vision. At a certain threshold, her Ultravision cannot be activated.
-Blessings of the Crimson Flame(passive)
Grants limited mastery of fire magic, and moderate resistance to fire. Resting near any fire or under the sun would gradually regenerate her power and heal her wounds. However, any healing magic cast on her would instead deal damage.
-Curse of the Broken Covenant (passive)
Triples mana cost for all spells. Greatly suppress Jazdia's fourth skill. Natural recovery from her passive is halved. Effects persist until lifted
1. Crystal Enchantment (Active)
Channels magic into an arrowhead, and transmutes it into solid purplish crystal, radically changing its structure to contain compressed, fire-based arcane energy. Can only use one type of arrow in a single turn. Has several variants:
A.Explosive Crystal Arrow
Imbue an explosive command into the arrowhead that explodes upon impact. Can also be programmed for delayed, or remote detonation.
B. Crystal Arrow
Imbue an arcane command that allows the energy to be released gradually, causing the arrow to release an extremely intense exothermic reaction that enables it to pierce through armor.
The spell can be used once per turn. Once turned, the crystal arrow cannot be disenchanted or disarmed. The enchanted arrow cost 9% of Jazdia's total mana.
2. Counter (passive)
Any close-range attack will be answered with a swift counterattack.
3. Ultravision
Channeling magic to enhance her vision, Jazdia can see through solid objects and magical manipulation such as illusion and darkness. Imposes varying degrees of strain on her body depending on the area covered and elapsed duration. Prolonged abuse of this skill might result in myopia and gradual blindness. Activation costs 18% of her total mana and maintaining the ability drains 9% per turn.
4. Vengeance
---This skill is unavailable---
Equipment
-bow
An old recurve bow, tuned to have lighter draw weight, but still an effective weapon nonetheless.
-Maugrim
A long knife with an ivory handle and elven runes inscribed on its blade.
- A quiver
CSA-Issued back quiver. Made of canvas, very lightweight, and durable. It features additional pockets and compartments to store additional items... or long blades. Contains 25 arrows.
-Small satchel/messenger bag
A plain-looking bag designed with function in mind.
-Pocket watch
A memento from her father. Well maintained and functioning properly.
-Bronze compass
An antique compass pointing to the north(duh) has more buttons than the usual compass to activate its hidden features.
-Medikit
Generic first aid kit that is in the name only. Upon closer inspection, it looked nothing like the "first aid kit" commonly sold in the market. Consult with Jazdia before use.










