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The BackHalls (Campaign)/NPCs

Commander Sophia[edit | edit source]

Commander Sophia spared the team's life on this first day in return for the meat of a wolf that they helped kill. She was a little charmed by Corra.

Rom[edit | edit source]

The Mustard Cowboy

Thol Dru[edit | edit source]

A Halfling

Sands[edit | edit source]

An entertainer

Mr. Glumpfen, Borckle, Svish, and Sparkmack[edit | edit source]

A group of Glumpfens which the team encountered as they made their first approach towards The City.

Ailbhe, Caoimhe, Siofra, Ide, Laoise, Medb, and Croia[edit | edit source]

A hoard of gnomish glassbreakers who cursed the team, but then brought them under their wing, promising them answers and cures if they would go out of their way to do a job for the Glassbreakers. The job was easy, they were going to teleport the group somewhere random in the halls, and they just needed to find their way back, with a map of what they saw on the voyage.

Tanya[edit | edit source]

The self proclaimed "Leader of the Map Gabbers", Tanya had a way with words, and could convince lots of bards and rogues to follow her lead through the hall as a merry gang of fighters.

Little Timmy[edit | edit source]

A child who had been down in the halls for so long that he had forgotten his own name. Teleporting around at random, eventually Timmy got trapped in a corner of the halls that were completely sealed off from other rooms. The necromancer took Timmy's spellbook, and kept the kid around to lull him out of his stupor, eventually getting Timmy in quite a good mood that when Vadim's brain got wiped, Timmy tried to teach him back each lesson.

Moses, Louis, & Jerome[edit | edit source]

A ragtag group of penniless and powerless jerks, these three stooges only had one claim to fame: They had found a futuristic tablet which allowed them to take notes on a notetaking app. Moses and Jerome were desperate to stay warm, having arrived from The Arctic Autumn, while Louis appears to have been banished sometime during The War of Many Names, and had a cursory idea of how the tablet could be used.

The three of them had been in the backhalls for a whole week, long enough to learn a few things, and pass on that knowledge to the PCs. Unfortunately, they weren't great fighters, and wound up dying at the hands of a random encounter with one of the Vestiges of the BackHalls

Sophia, Lanka, and Sigwald[edit | edit source]

A group of three druidic healers, these 3 members of the Sisters of the Mystic Eye briefly joined up with the party during their expedition north towards room 1. They protected the child known as Little Timmy, but eventually were forced to part ways after an attack from the City.

The Galeb Duhr[edit | edit source]

Literally a rock man. Fan favorite of Gail's.

Zilay[edit | edit source]

A demonic gorgon of some kind, Zilay loved Hot Topic-style accessories and clothing.

Ipos[edit | edit source]

A mysterious trickster god trapped in the halls, Ipos lives at the Kingdom alongside the Royal Court.

Queen Krylov[edit | edit source]

A generous woman said to be in charge of The Royal Court, one of her many clones encountered the team in the wild, telling them to head for the highest numbers to find the Kingdom. Ultimately she would continue to rule over the Kingdom's sanctuary up until 1295 PR, where it was discovered the Kingdom (and the BackHalls in full) would be dispelled and all creatures returned to Quelmar as part of the Fracturing of the Weave.

Mr. Sparrow[edit | edit source]

I’m sorry if you ventured to Room 1 to find escape.

It harbors none.


This chamber belongs only to Sparrow.

Do not attempt to seize it from me.

Do not attempt to live here with me.


Turn around and look for another way home, perhaps the city will accept you and unlike me, you will find your way home again. If the city doesn’t want you either, then gods have mercy on you.


I am sorry I have nothing else to offer you.

Goodbye.

Room #1

The lone occupant of Chamber #001, Mr. Sparrow was the husband of Corra Sparrow and father to Quinn Sparrow. In a twist of events, it was revealed that it was Corra's husband who had paid off and had the (poorly trained) mages ambush their family and imprison them. Unable to recover his family, and unable to pay off the debts he procured and was hoping to cash in with the false-kidnapping, Mr. Sparrow himself was also banished. At one point it is believed he joined The City but could not bring himself to escape the halls, viewing them as his punishment for his unforgiveable crimes. He kept his ultimate power, the power of a Guidance Counselor, but used it to only create his ultimate prison.

When his own son Quinn finally came across him, he expected Quinn to attack out of vengeance, only to learn that Quinn pitied his dad, instead choosing to leave him to suffer in his isolation. Mr. Sparrow begged Quinn to find a way into the city, to find the exit that he was never brave enough to use. Quinn was able to make his Dad's request come true, but opted out at the last moment, instead choosing (like his father) to stay in the halls. Instead of out of punishment, Quinn did so out of hope...hope he could find his mom one day, and together they would leave.

He keeps a room of clones of himself in a nearby locked chamber (Room 5 or so) so that if he is killed he can come back to quickly reclaim his room without losing time, power, or memories.

He has his own pack of Dire Bears. Over time he's killed and skinned them to amass a large collection of bearskins that cover the walls and floors.

He has a piece of Cryptid Machinery that breaks the backhalls rules, allowing him to age, as part of his suffering to "life full lifetimes in isolation".

He spent some time trying to reverse engineer why the Yugoloths can seemingly teleport in the halls without suffering the teleportation curses or penalties, but to no avail.

For fun, he also tried to break through the City's impenetrable walls using his own Sphere of Annihilation, but even with years of pushing it into their walls, it's only made a small bowl-shaped divet.

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