Day 10-What's the first thing we should do?
When heading out on a trip through the campaign setting (even just the 'starting area'), where should you go first?
Elowen's Journal
"If you ask me where to start in West Haven, I will always say 'Omar’s.'
Other witches have their own answers. Some go to shrines or groves or straight to the coven halls. I understand that. But Omar’s shop was one of the first places where I felt… normal. He asks questions when you come in, real ones. Not 'what do you want' questions, but 'why do you need it' questions. He listens carefully to the answers, even when they are not very good.
Mostly, though, I love Omar because he wanders around his shop in a fez and bunny slippers, singing dwarven opera at the top of his lungs. I cannot understand a single word of it, but I am certain it is about old battles, lost gold, and making your family proud. He sings while polishing armor, while counting coins, while handing you a coil of rope and telling you not to do anything foolish with it. I think he likes pretending he is not paying attention, but he always knows exactly what you walked out with.
If you are going to leave West Haven, you should stop there first. Not just for supplies. For perspective. Omar reminds you that preparation is an act of care, and that going out into danger does not mean you have to be grim about it."
Designer's Notes
Omar is one of those NPCs who started as a convenience and became indispensable. He is a fourth-generation dwarven goods seller whose shop provides a reliable starting point for adventurers across editions and systems. Out front, he sells mundane gear. Packs, ropes, torches, weapons, armor. Among these is Omar’s Standard, a 50 gp backpack filled with everything a beginning adventurer needs. The contents shift depending on the system being used, but the price and intent never change. It is always useful, always fair, and always exactly what the party forgot they needed.
In the back, Omar deals in magical items. Nothing flashy, nothing careless. His inventory reflects the setting. Practical magic. Old things with stories. Items that have passed through many hands before reaching his shelves. Omar works because he reinforces a core theme of West Haven: preparation matters, context matters, and people matter more than stats. Players trust him quickly, and that trust pays dividends later when choices start to have consequences.
Why does Elowen like Omar? Why should you?
Omar is a bit of absurdity amid an overwhelming number of odd things. Witches, goblins, ghosts, and even devil-people (tieflings) walk the streets. Omar is a weird dwarf with a penchant for fezzes and opera. He is here to make the characters (and maybe the players, too) feel at ease. Because Omar knows happy adventurers spend more money.
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