Contents
  1. Overview (players)
  2. Established in play

Overview (players)

Older man who effectively runs Keystone's gate and speaks for the town's day-to-day concerns. First met at the watchtower in Session 2, where he personally came to check the party's vault suits before letting them in — matching numbers and cleanliness were enough to satisfy him.

Established in play

  • Pronounces "Keystone" as "Key-stun."
  • Explains the Coyote food-debt situation candidly, including the town's own blame in it (two months behind on payment).
  • Lets slip, seemingly against his own better judgment, that the mayor had been quietly courting the Dakota Confederation — reads to Geremy as signing away the town's independence.
  • Covers Bishop's clinic fee with Doctor Marin when the party can't pay.
  • Outfits the party with two pipe rifles, two pipe pistols, and some armor before they go deal with the Coyotes.
  • Sets the party up for the night in an abandoned house near the fence (Session 2 ending).
  • Crouched at the gate consoling a mother whose son is rumored taken by a Harpy, at the start of Session 4 — this thread was set aside by the party and has not been revisited on-screen.