Bartholomew Strongheart, the most darn tootinest friendliest human bartender, who knows everyone who's everyone @rush99999 Dreeda Brom, the aspiring Verdan tinkerer with an ambitious and adventurous spirit @Cao the Exiled Thel'dek, the Kobold Merchant with dreams of running a great Emporium @Dark Cloud Einkil Torunn, the friendly hill dwarf who makes ~moonshine~ from local wild swamp produce @Necroes
Homes & Buisnesses
@rush99999The Adamant Tankard has been owned by the family for generations since the founding of Swampmuck and owes it's name to a precious family heirloom. It can be found off the Town Square. The Tavern is a bigger then average in Swampmuck, standing at 3 storeys, with a large firepit, regular hogroasts, wood floor beer garden, kitchen, pantry, cellar and several bedrooms for paying guests. It has a selection of meals, Home Brew drinks and Local Brew drinks, most of the latter provided by Einkil. @Cao the ExiledDreeda's hut can be found on the outskirts of Swampmuck to the south, near the swamp. It is crude in nature, comprised of one big room. The most interesting item is a good quality shelf, on which a small doll sized tinker goblin sits with a letter. Dreeda lives and works on their projects here. @NecroesEinkil's burrow is a abysmal mudfloor hut outside of town near the swamp. It has nothing of interest to it. There is no brewing stand or secret tunnel to a willow glade here. @Dark CloudOver the last few years Thel'dek had wandered picking up trinkets and baubles to add to his collection of various curios that he sold from his wagon near busy highways and as a member of the Merchant Guild he was very much the lowest member of it's society, often the joke of the guild and ridiculed for his business as in the opinion of his superiors the very idea of a shop selling what they viewed as garbage was laughable at best.
The Adamant Tankard has been owned by the Strongheart family ever since it was built back during the founding of Swampmuck. It is above averagely sized by inn standards, standing a good 3 stories high. Entering through the front door will take you to the beating heart of the Tankard. Here you'll find the tavern area, and you will also possibly be loudly welcomed by a certain friendly barkeep if he's present at the time and sees you come in. In the center of the room is a large fire pit that provides warmth and also aids in the cooking of a hog roast that is served every other night. If you walk through the tavern area and head out the back door, you'll find yourself in a beer garden with a wooden floor so people don't have to walk on the muck for which the town was named. There is also a door behind the bar, which leads to the kitchen, where the food is taken from the pantry and prepared for customers in the tavern and the drink kegs are brought up from the cellar and taken out to the bar. Opposite the bar is a flight of stairs that leads to the upper levels. Ascend the first flight and you'll find the bedrooms where those who have paid for room and board at the Tankard may rest for the night. Ascend the second flight and you'll find the attic room, the Tankard's largest bedroom that is reserved for the innkeeper.
The Adamant Tankard has something in its kitchen and cellar for everyone, from hog roast to sweet rolls and dwarven stout to bog standard ale. The Tankard also has a list of 'House Brews' made by the innkeeper himself, as well as a list of 'Local Brews' made by other local brew masters. The inn is named after an heirloom of the Strongheart family, a large tankard made of pure adamantine. It is reserved for the innkeeper and is kept in a strongbox in a hidden compartment under the bar when not in use. Bartholomew Strongheart is the Adamant Tankard's current innkeeper, inheriting ownership of the inn from his father after he was killed in a bar fight 5 years prior. Though he's almost always manning the bar, when matters call him elsewhere, Bartholomew's siblings keep the Tankard running smoothly while he's away.
The Late Horatio Strongheart (May He Rest In Peace) Bartholomew's father and the previous innkeeper of the Adamant Tankard. He died 5 years ago while trying to break up a bar fight. The entire town attended his funeral.
Angela Strongheart (née Greenwood) Bartholomew's mother and the widowed wife of Horatio. She has never truly been happy since the death of her husband.
William Strongheart Horatio's younger brother and Gabriel's adoptive older brother. He was there the night Horatio died. He saw it happen and he blames himself for not being able to do more.
Jezebel Strongheart (née Goodberry) William's halfling wife. Whenever she's at the Tankard, she is allowed nowhere near the pantry or cellar, lest she eat and drink all the inn's stock.
Gabriel Strongheart The adopted protector aasimar younger brother of Horatio and William. He was born in the Adamant Tankard and was taken in by the Stronghearts when his mother died shortly after giving birth to him. He left Swampmuck upon reaching adulthood to become an adventurer. He returns every year for the harvest festival if he is able to.
Adam Greenwood Angela's older brother. Ever since Horatio's death, Adam has spent every free moment he has trying to make his sister happy again.
Lily Greenwood (née Vanovar) Adam's half-elven wife. She isn't particularly happy about her husband paying more attention to his sister than to her or their children.
Bethany White (née Strongheart) Bartholomew's younger sister and the second child of Horatio and Angela. She is married and has two children. She is somewhat concerned by her older brother's lack of a wife and occasionally attempts to set him up with anyone she thinks would make a good wife for Bartholomew.
Matthew Strongheart Bartholomew's younger brother and the third child of Horatio and Angela. He is married and has one child, with a second expected to arrive in a few months. He is an avid dragon chess player.
Matilda Strongheart Bartholomew's younger sister and the fourth and youngest child of Horatio and Angela. She is unmarried and childless. She dreams of one day becoming an adventurer.
Percy Greenwood The son of Adam and Lily Greenwood. He has ambitions to become mayor of Swampmuck.
Sophie Greenwood The daughter of Adam and Lily Greenwood. She shares Matilda's desire to become an adventurer.
Marcus White Bethany's husband and Bartholomew's brother in-law. Is considered to be the biggest grump in town, but has a brighter side that can occasionally be brought out by those he loves.
Lerissa Strongheart (née Creed) Matthew's tiefling wife. Currently pregnant with their second child. Has six horns rather than the usual two.
Richard and Rachel White The twin children of Bethany and Marcus White. They have both recently learned to speak their first words.
Amnon Strongheart The first child of Matthew and Lerissa Strongheart. Was born with nine tails rather than the usual one.
Unborn Nephew/Niece The second and unborn child of Matthew and Lerissa Strongheart. Lerissa believes it is going to be a girl.
Name: Dreeda Brom Campaign: Peasants of Mass Destruction Class: Commoner 1 Race: Verdan Deity: That-Which-Endures Alignment: CG Experience: 0 Next Level: Background: Artisan Guild
Other Proficiencies Dagger Spear Tinker Tools
Hp: 7 Armor Class: 10 Initiative: +0
Weapons / Attack Dagger/ +0/ 1d4
Equipment Tinker tool kit Letter of introduction
Personality I'm full of witty aphorisms and have a proverb for every occasion.
Ideals Freedom. Everyone should be free to pursue his or her own livelihood.
Bonds The workshop where I learned my trade is the most important place in the world to me.
Flaws I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
Features & Traits Racial~ Black Blood Healing: The black blood that is a sign of your people’s connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
Racial~ Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: ~Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. ~Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. ~Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. ~At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
Racial~ Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
Racial~ Telepathic Insight: Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
~Home sweet home~
Dreeda's hut is crude and run down. The hut in all is roughly 107 square inches, all one open room. To the west lays a rickety old cot that's lined with deer pelt and a patchwork blanket. A pillow of papers both blank and drawn blue prints. A cobble stone fireplace rests cold to the north with ashes of the pervious nights fire. To the east is a counter, meant for the prepping of food but used mostly to hold half finished trinkets, more paper and tools. In the middle of the hut is a worn out table covered with papers and more trinkets. A small space is cleared off for eating. To the south east isn't he only door leading in and out. Lastly, next to the bed is a shelf which looks to be the only thing of good quality. A small doll sized tinker goblin stands in the middle with two candles on either side. The letter of introduction sits underneath it and a small place that reads "May he craft with the artificer's of old, guiding those down below with the wisdom above. Rest in Piece Master Liam Evertinker. Pinned to the front is the prints used to craft the semi-autonomous goblin that she has yet to replicate.
Verdan Race Details The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Created by Chaos When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy — but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.
When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world.
THAT-WHICH-ENDURES
That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy — the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it.
Ongoing Mutations Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days.
At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan’s hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan’s ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about.
Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan’s mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender.
Cultural Chameleons The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn.
Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.
Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress — especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not.
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes — or, indeed, whenever the mood strikes them.
Verdan make no differentiation between male, female, and family names, and often eschew family names altogether.
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead.
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Languages You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
Ability Score Increase Your Constitution score increases by 1, and your Charisma score increases by 2.
Age Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation, their upper age limits remain subject to speculation.
Alignment Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.
Size Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.
Speed Your base walking speed is 30 feet.
Black Blood Healing The black blood that is a sign of your people’s connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
Limited Telepathy You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
Persuasive Your people’s lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
Telepathic Insight Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
Allignment: Neutral Good || Commoner 1: Unexceptional || Hill Dwarf Age: 84, 4th of the 3rd Month || Male || Medium || Movement 25 ft
STR: 10 [+0] || DEX: 10 [+0] || CON: 14 [+2] INT: 8 [-1] || WIS: 11 [+0] || CHA: 10 [+0] Height:4'1" || Weight:135 lbs. || Build: Average Language 1: Dwarvish || Language 2: Common ||
Einkel is average height for a dwarf, and average weight for his height. His brown hair is long and unkempt, but his beard is braided. He usually wears a ragged set of old leather britches and top, along with furs on his wrists and legs. He carries a number of 'bobbles' he found in the woods over the years, generally teeth or leaves he thought looked neat. His cloak comes with a hood made from the head of a bear.
Racials:
► Dwarven Resilience: Advantage against poison; Resistance to poison damage ► Stone Cunning: Add double proficiency to Intelligence(History) checks related to stonework ► Dwarven Toughness: Hit point maxium increased by 1, plus 1 per level. ► Tool Proficiency: Proficient with brewer's supplies. ► Dwarven Combat Training: Proficient with battle axe, hand axe, light hammer, and warhammer
Personality Traits: I would rather make a new friend than a new enemy.
Ideal:Redemption There's a spark of good in everyone. Bond: I'm trying to pay off an old debt I owe to a generous benefactor Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Home:Hidden burrow in the hills
Location: Mudfloor hut outside town, Lifestyle type: Squalid
Quoth the DM: "Einkil Torunn, a friendly hill dwarf who makes ~moonshine~ from local wild swamp produce" "Einkil's burrow is a abysmal mudfloor hut outside of town near the swamp. It has nothing of interest to it. There is no brewing stand or secret tunnel to a willow glade here."
His house would be a hut built into the side of a hill, located deep in the southern swamp/marsh. If you go into his hut, and go all the way through a very long tunnel-the entrance is hidden behind a liquor cabinet-you'll be lead to where the river opens up into the marsh.
Clean, fresh, running water is essential for making good grain alcohol. His rig is hidden there, in a shady grove hidden under a big willow tree. I imagine the river running into one side of the tree, and out through and between its roots flows the water that enters the marsh and makes it wet.
He probably gets most of his supplies for making the brew from around the marsh. You can find all kinds of wild grains in a marsh! Mix in the right herbs for aromatics and flavor, and you've got everything you need for some high-ABV moonshine liquor! Just don't ask where anyone in a shit-hole town like Swampmuck got ten year aged whiskey. They can probably guess where the everclear is coming from.
He's probably fairly well liked around the town. Spending his free time roaming the town with a big ceramic jar with four X's on the side. Taking long pulls (I made int. his low stat because I figure he's at least a little drunk 24/7 XD), offering it to others. Passing out samples of his newest concoctions to see how people like it, then goes home and plans a full shipment of whatever's most popular to sell through the taverns. Probably keeps a few barrels hidden in his secret tunnel where he lets the good stuff age. Slip a few bottles of that stuff to whatever passes for law enforcement in Swampmuck and that probably keeps him in the clear legally.
Strictly speaking, he doesn't make moonshine. Moonshine is produced using corn mash, and Einkel's recipes all use wild grains. In terms of quality; It varies. Since what he's able to produce depends on what he finds in the marsh, his recipes are constantly changing. However, he does know what he's doing, so he can consistently produce specific things of a certain type.
As for why he's a criminal; Prohibition isn't a thing, but guilds are. Some of them are more strongly tied to the government than others. Since alcohol is one of those things that can kill people if it's made wrong, the guilds that oversee its production would have a lot of power to enforce their monopoly. Einkel is not an active member of the guild, and the ingredients he uses are not approved by laws governing such things. Not because you can't/shouldn't make alcohol from them, but because there's no way to regulate production using them; Basically, his primary crime is that he doesn't pay the Very steep taxes imposed on non-guild craftsmen, and he isn't in the guild either.
To clarify what he makes: This is a dice game, so the product of his crafting is subject to variables. As such, I'll provide a list based on dice-roll outcome;
Fumble: When he fumbles, he burns the batch. This is the result that wastes ingredients in a way he can't fix. Nothing is actually produced.
4-6: Everclear; Anything he makes that's below a ten will be added to a large vat, which in turn will be used as raw materials later on. Alcohol happens to have the advantage that you can always burn out impurities to get a high ABV. He uses these to take a 10, and creates stuff that's 90%+ alcohol by volume. Doesn't taste very good, but you can add it to mixed drinks. This is also the stuff he caries in his XXXX ceramic jug.
7-9: Free samples; These result in new tastes or flavors that he's not really sure about. While they still end up in the everclear vat, he'll have taken them around town to let people try first. Some people might like it, but for the most part it's not worth writing down the recipe.
10-15: Fire Water; Gin, vodka, whiskey, and pretty well any other clear spirit. These come about from him using existing recipes to make stuff he knows people like, and that will sell. It's not great quality, but it tastes good to people who like it and they make a good base for mixed drinks.
16-20: Good stuff; This is where barrel aging comes in. Being a dwarf, Einkel has the advantage of time. These are batches he can only make at certain times of the year, but he knows what he's doing when the right conditions allow. He has to find specific plants, and enough of them, but the results are always good. After that, he stores them in barrels in his hidden tunnel until they're just right. The high end stuff sells for a lot of coin so no one needs to buy in bulk, but this is the stuff he sells to wealthy citizens and bribes government officials with.
21-22: Absinthe; These are the surprises. The interesting flavors that only Einkel can make, and only on his best days. He tries something new, mixing berries and herbs in with the grain, distilling it just enough, and making something amazing. They come in all colors of the rainbow, a cavalcade of smells, and they all have their own unique flavor. Very rarely can Einkel make these more than once, but when he can, it's a lot of effort that pays off. Einkel's stuff might not have a guild seal on it, but merchants are willing to take the risk for the chance at kegs of this stuff. Bottles of it can be found squirreled away with the highest quality stuff in the best collections, public and private use, all throughout the kingdom.
Einkel seems to me to be very much the kind of person without any real goals in life. He's happy with the way things are. His work is interesting and he enjoys it. Some dwarves might be obsessed with things like becoming better at their trade, or completing their life's work. For Einkel, he's content being pleasantly surprised when he makes something wonderful.
That said, I would like to see one of two things occur. Either the quest twists his body, rousing his dwarven instincts and that ancient pride, and he feels compelled to master the command of his form. (I.E. he becomes a powerful moon circle druid)
Or, the influence of the magic changes his spirit. It opens his mind to the greater world around him, and that contentment to be what he is grows and blossoms. Instead of being a simple moonshiner, he becomes a part of the marsh. He joins the circle of the land, and will eventually become the arch-druid of Dreadmorasse. (Basically, he turns into Radagast the Brown).
6 ft 2 || 160 lbs || Muscular Common || Orc || Dwarvern
Racials:
► Menacing: You gain proficiency in the Intimidation skill. ► Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest. ► Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Senses: 60 ft Darkvision, cannot see colour in darkness, Passive Perception 10 Tool Proficiencies: Smith's Tools Skills:
A type of smith who specializes in the craft of weapons. These metalworkers typically work in bronze, iron, or steel, though very early weaponsmiths worked in copper. Specialists include arrowsmiths, who craft arrowheads, and bladesmiths, who craft fine-edged tools.
You can start and keep a roaring fire with ease, and can arrange materials to concentrate the heat in a fire, as if it were a forge. You know and recognize all manner of metalworking tools, and can recognize when an area has been used as part of a metalworking operation. You can identify geological features created by mining, such as yellow boy, slag heaps, tailings, and spoil tips. You can also assess the quality of a metal object from its color, feel, weight, and (if you worked with steel or brass) sound, and you can use this knowledge to identify frauds and assess value. You know how to care for metals such as to protect them from corroding as easily from normal use. You have advantage on any skill checks relating to crafting a item that relates to the specialization you chose.
Current Wealth: 15 gp (in pouch) Current Weight: 25.5 lbs
• Smiths Tools (8 lb, 20 gp) • Sledge Hammer (10 lb, 2 gp) • Merchant's Scale (3 lb) • Eyepatch ( 1 sp) • Belt Pouch, contains all current wealth (0.5 lb, 1 gp) • Common Clothes, work apron, a pair of elbow length leather gloves (4 lb, 2 gp) • Template (# lb, # gp)
Personality Traits: I'm a perfectionist,it must be done correctly.
Ideal: I work my hardest, so that others will come back for more business. Bond: My father's workshop where he taught me, means more to me than life itself. Flaw: I'm quick to assume someone is trying to cheat me
Home:
Unnamed Workshop he inherited on the east side of Swampmuck. The workshop sells high quality goods but there is little trade in the village, and Krus'Morn sometimes must sharpen tools in exchange for pies or food at the worst time of the year. Lifestyle type: Squalid