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Fantasy Mentor NPCs for D&D Campaigns | 9 Archetypes You Can Actually Use

Fantasy Mentor NPCs for D&D Campaigns | 9 Archetypes You Can Actually Use

Stop Making Boring Mentors

Let’s face it: not every mentor needs to be a bearded wizard who talks in riddles and dies on cue. Your players have seen that guy. Twice. In the same session.


Mentors in D&D aren’t just exposition machines with a tragic backstory and a magical stick. Done right, they’re emotional anchors, narrative accelerants, and yes, sometimes glorified babysitters with god-tier advice. A well-placed mentor can set your players on the path, shove them down it, or gently remind them not to lick the cursed dagger again.


“The best mentors in D&D are the ones that teach your players something the rulebook never could.” — Matt Colville (MCDM Productions)

This blog gives you 9 mentor archetypes—some classic, some weird—that actually work in a fantasy campaign. We’ll break down what makes each one useful, how to adapt them to your story, and what kind of chaos they can unleash.


You’ll also get a GM-ready checklist to help you drop a mentor into your world without them stealing the spotlight or turning into yet another disposable quest-giver with a sad violin theme.


Whether you want a fire-eyed prophet, a drunk ex-hero, or a talking sword that’s way too invested in your party’s love lives—we’ve got you.


Let’s build mentors your players will remember, not ignore.


“If I have seen further, it is by standing on the shoulders of giants.” — Sir Isaac Newton

🧙‍♂️ The Wise Sage

(Think: Obi-Wan Kenobi, Gandalf, or that soft-spoken NPC who somehow knows everything but refuses to use email.)

This is the mentor archetype we all know—and when used right, it still slaps. The Wise Sage is calm, mysterious, and probably speaks in metaphors about shadows, balance, and “the old ways.” But they’re not here to join the fight. They’re here to prepare the heroes for what’s coming, even if that means lying, vanishing, or giving them just enough truth to hang themselves with.


The trick is to use the sage to shape story, not steal it. A good sage adds gravity, foreshadowing, and just enough magical help to make the party feel empowered—but never safe.


Fantasy Flavor:

  • The blind archivist in the ruined library.

  • The starlit druid who only appears during solstices.

  • The retired archmage who teaches through tea and sarcasm.


“Magic is a tricky thing, lad. It gives with one hand and takes with the other—learn which is which before you cast.” — Elminster, to a young apprentice

Use Them When:

  • You want to set the party on their path

  • You need to drop exposition with flair

  • The group needs moral direction (but won’t take orders)


✨ Three Unique Takes on the Wise Sage (That Aren’t Just "Old Wizard #17")


🧠 1. The Unreliable Archivist

The sage is confident, brilliant—and wrong. Or at least... not quite right. They reference ancient texts, prophetic dreams, and “things I saw in the Mirror of Glazareth,” but their memory is full of gaps. They might misquote a prophecy or confuse one great evil for another.


This version keeps players guessing and drives them to dig deeper for truth, not just take the sage’s word as gospel.

“The blade you seek is... wait, was it the Blade of Withering or the Blade of Wilting? Hmm. Either way, don’t touch it without gloves.”

🧹 2. The Sage-in-Hiding

They’re not sitting on a throne in a tower—they’re scrubbing floors in a ruined monastery, hiding out in a cave pretending to be mad, or imprisoned by those who fear what they know. The players don’t meet the sage—they find them.


This makes the mentor a reward, not an assumption, and creates story energy from the start.

“I said leave the offering and go. Wait… you stayed? You’re either brave or stupid. Maybe both. Good. I’ll teach you.”

🧊 3. The Emotionally Detached Observer

This sage doesn’t help because they care. They help because they’re curious. They study the party like living artifacts, watching how their choices ripple through fate. They might offer insights—but they never give advice. Their neutrality can be unsettling.


This is great for morally grey campaigns or players who like uncovering secrets without being told what’s “right.”

“Interesting. You spared him. I wonder how long he’ll live... and how many others won’t because of it.”


🥋 The Martial Master

(Think: Mr. Miyagi, Yoda, Brienne’s swordmaster, or that monk who knocks your party out with a broom handle.)

This isn’t the mentor who gently hands you a relic and a riddle. This is the one who makes you dodge it, block it, and then carry it up a mountain while reciting the five stances of the Iron Phoenix. The Martial Master believes growth comes from challenge—mental, physical, and emotional. They don’t praise; they push.


But here’s the twist: they’re not just here to help the fighter hit harder. A good Martial Master pushes everyone—even the bard who thinks they don’t need discipline, or the warlock who can’t lift a sword but sure could use some boundaries.


“The delicate balance of mentoring someone is not creating them in your own image, but giving them the opportunity to create themselves.” — Steven Spielberg


🏞️ Fantasy Flavor

  • The retired duelist turned wandering goat herder

  • The battle-scarred orc drillmaster running a school for misfit squires

  • The blind sword-saint who teaches by sound and instinct

  • The paladin-turned-pacifist who only trains those who swear not to kill

🎯 Use Them When

  • The party needs to earn power, not just gain XP

  • You want to highlight flaws in teamwork or tactics

  • You’re building downtime into a campaign and want character growth to feel earned

  • A player wants to multiclass or pick up a feat—and you want to tie it into the story

  • You want a “cool NPC” who earns respect through action, not exposition


✨ Three Unique Takes on the Martial Master


🐢 1. The Passive-Aggressive Perfectionist

This mentor doesn’t yell. They sigh, correct your form mid-battle, and mutter, “Disgraceful” just loud enough for you to hear. Every success is “adequate.” Every failure is “predictable.” And weirdly, the players want to impress them even more for it.

“You cleaved the goblin. Congratulations. You also let your left side completely open. Try not to die tomorrow.”

🦴 2. The Broken Weapon

Once legendary, now fallen. Maybe their body is damaged, maybe their spirit is. They can’t fight like they used to—but they can still teach. Their sessions are laced with old grief, caution, and hard-won insight. The party becomes their second chance.

“The last hero I trained died screaming. You’ll do better—because I’ll make you better.”

🪓 3. The Monster Tamer

This master doesn’t train with swords or fists—they train with beasts. Their martial discipline comes from surviving the wilds, understanding predator instincts, and teaching control through primal connection. Players expecting classic drills are instead sent to bond with wolves, track basilisk spoor, or wrestle an owlbear cub without losing an arm.


This flips the trope: the party learns tactics through empathy, instinct, and reaction—not repetition.

“You’ll never beat the beast until you understand it. Now get in the pit. Yes, with the manticore.”

🍷 The Reluctant Veteran

(Think: Haymitch Abernathy, Geralt if you made him teach a class, or that grizzled merc who swears they’re “out of the game.”)

They’ve seen it. They’ve survived it. And they want nothing to do with it anymore. The Reluctant Veteran is the gruff ex-hero, retired mercenary, or former chosen one who now spends more time drinking than fighting. They didn’t ask to be a mentor—but the world (or your party) refuses to leave them alone.


They’ll insult the party before they train them, throw them into danger “to toughen them up,” and complain the whole way through. But beneath the sarcasm and scowls, they do care—and when it matters, they’ll be the one who takes the hit.

🏞️ Fantasy Flavor

  • The one-eyed ranger who lost their party in the cursed woods

  • The ex-paladin who broke their oath and drinks to forget

  • The washed-up gladiator now training kids in back alleys

  • The last surviving knight of a fallen order, living in exile

🎯 Use Them When

  • You want gritty realism or morally grey wisdom

  • A player needs a mentor who challenges their ideals

  • You want to turn a grumbling NPC into an emotional gut-punch

  • The party is too cocky and needs someone who’s already buried heroes just like them

  • You want to tie in world history or lost legends through a living witness


✨ Three Unique Takes on the Reluctant Veteran

🗡️ 1. The War Criminal with a Conscience

They weren’t just a hero—they were also a butcher, a blade-for-hire, or someone who made the wrong choice in the name of peace. Now they’re haunted and hiding. Training the party means dragging all that guilt back into the light.

“You want to save the world? I tried that. Ask the villagers who never came home how it went.”

🍂 2. The Survivor No One Believed

They tried to warn everyone. No one listened. When the lich rose, they fought. When the city burned, they escaped. Now they live in the woods muttering about signs and shadows. The party thinks they’re washed up—until the signs come true.

“That scar? Got it when I stabbed your ‘myth’ in the face. Now pass me that bottle.”

🪓 3. The Merc Who Mentors for Coin (and Then Doesn’t Leave)

They took the job for gold: train the rookies, clear the goblin cave, get paid. But somewhere between “you idiots are going to die” and “nice form, kid,” they start to care again. And when the party leaves for the real fight? They follow.

“You lot couldn’t survive a bar fight without tripping on your own egos. Fine. I’ll come with you. Just this once.”

🍵 The Gentle Guardian

(Think: Uncle Iroh, Master Splinter, or that old cleric who feeds you soup and emotional wisdom.)

The Gentle Guardian isn’t here to train your body or test your will—they’re here to remind your characters they’re still human (or elf, or half-orc, or whatever’s currently crying into their rations). They lead with compassion, wisdom, and an uncanny ability to say just the right thing when a player’s arc is teetering on the edge.


They’re not soft. They’re strong enough to choose kindness when the world doesn't deserve it. And when the party finally succeeds? They're the ones waiting at the door with a warm drink, a proud smile, and maybe a minor magical item they “just happened to keep around.”

🏞️ Fantasy Flavor

  • A retired cleric who runs a halfway house for cursed adventurers

  • A kindly necromancer who believes even the dead deserve peace

  • A halfling grandmother who once tamed a demon and now bakes pies with protective wards

  • A silver dragon in human form who simply wants the party to stay for tea and talk about their feelings

🎯 Use Them When

  • The party’s moral compass is spinning wildly and needs realignment

  • You want to explore grief, doubt, or emotional healing through story

  • A player character is spiraling and needs an NPC to see them

  • You need a “safe haven” in the campaign—a moment of peace before the next storm

  • You want to create a beloved NPC that players will burn down kingdoms to protect

✨ Three Unique Takes on the Gentle Guardian

🕯️ 1. The Burned-Out Healer

They’ve spent decades healing others—physically, spiritually, magically—and it’s taken a toll. They’re tired, sarcastic, and over it… but they still show up. Their care comes through actions, not pep talks.

“Don’t thank me. Just stop bleeding on the rug next time.”

🧺 2. The Reluctant Parent

They never meant to take in adventurers. Maybe they run a boarding house, an apothecary, or a stable. But the party keeps coming back. Slowly, they become that one NPC the party always checks in on—until one day, they realize they’d risk their lives for them.

“Of course I left stew on. I had a feeling you idiots were coming back half-dead again.”

💭 3. The Dream Walker

This guardian doesn’t live in the waking world—they appear in dreams, visions, or moments between life and death. They guide with riddles, memories, or calming presence. Not a quest-giver. A soul-toucher.

“You’re not alone. You never were. Wake up—and remember who you are.”

🔮 The Mystical Oracle

(Think: Galadriel, The Oracle from The Matrix, or that NPC who shows up glowing, barefoot, and speaking in riddles.)

The Mystical Oracle is less of a mentor and more of a moment. They don’t teach with lessons or drills—they teach by revealing. They don’t give answers; they give visions, riddles, dreams, and inconvenient truths the party wasn’t ready to hear. They’re the embodiment of destiny poking the party in the ribs.


You don’t follow the oracle. You encounter them—often in sacred groves, lost temples, flickering fires, or the space between sleep and waking. They don't tell players what to do. They show them what might happen if they don’t.


“Power is power. Whether it comes with a smile, a curse, or a kiss, you’d best know how to wield it." — Tasha’s Cauldron of Everything

🏞️ Fantasy Flavor

  • A celestial being woven from starlight who only appears during eclipses

  • A withered seer trapped in a forest that grows only from memories

  • A mirror that speaks in the voice of the viewer’s future self

  • A blind child who draws prophetic images in chalk and doesn’t remember doing it


🎯 Use Them When

  • You want to foreshadow future events without info-dumping

  • A player needs a nudge in their personal arc (but not a shove)

  • Your campaign includes prophecy, fate, or moral choice as themes

  • You want to set up a big reveal 5 sessions early and make your players feel very clever later

  • You need a “pause and reflect” moment between action beats

✨ Three Unique Takes on the Mystical Oracle

🌘 1. The Reluctant Mouthpiece

They don’t want to be a prophet. The visions come whether they like it or not—often in inconvenient or painful ways. They don’t interpret the messages. They just pass them along and deal with the nosebleeds.

“I told you what I saw. Don’t ask me what it means—I was too busy screaming.”

🪞 2. The Memory Oracle

They can’t see the future—but they see the truth of the past. They reveal forgotten traumas, buried secrets, and suppressed choices that shape who the characters have become. In a story-driven campaign, this is dynamite.

“Your father didn’t fall. He jumped. And you were never meant to see it.”

💫 3. The Shattered Seer

They speak in riddles because they have to. Their mind was fractured by the sheer weight of what they’ve seen—millennia of timelines, all collapsing into one. Their words sound like nonsense… until they don’t.

“The iron fox will weep at dawn, and the river will burn. Or was it the moon? Never mind, you’ll know it when it bites.”

🪞 The Mirror Mentor

(Think: Gollum, Dark Link, or that weird NPC who knows your secrets a little too well.)

The Mirror Mentor doesn’t teach by guiding. They teach by reflecting. They’re a distorted version of what a character could become—or already has. Sometimes they’re a shadow of the player’s worst instincts. Sometimes they’re a future self, an echo, a rival, or an “enemy” who challenges a player’s beliefs so precisely it feels personal.

They don’t give comfort. They give friction. And that’s where the growth happens.

🏞️ Fantasy Flavor

  • A cursed twin who lives in the Shadow Realm, mirroring every move

  • A changeling who shifts into the party member during conversations

  • A warlock who made the exact same pact—but broke in ways the PC hasn’t yet

  • A sentient magical item that slowly adopts the PC’s personality, fears, and guilt

🎯 Use Them When

  • A character is facing a moral choice or temptation arc

  • You want to explore dark reflections, corrupted futures, or paths not taken

  • You want to make a PC question their motivations without railroading them

  • You’re building toward a moment of self-realization or personal sacrifice

  • You want to blur the line between enemy, ally, and self

✨ Three Unique Takes on the Mirror Mentor

🪞 1. The Future Self

Appears through prophecy, magic, or time disruption. They're older, broken, and bitter—and everything the PC is about to become if they don’t change.

“You think you’re doing the right thing. So did I. Look where it led.”

💀 2. The Villain Who Understands

Not a teacher—but a challenge. This antagonist gets the PC better than anyone. Their philosophies clash, but they respect each other—and their confrontations are more debate than duel.

“You and I want the same thing. You just hate how I’m willing to get it.”

🪙 3. The Living Guilt

Maybe it’s a ghost. Maybe it’s a hallucination. Maybe it’s that one NPC they let die in Session 3. But it keeps coming back, always just when the PC is about to make the same mistake.

“I trusted you once. How many others will?”

🐉 The Monster Ally

(Think: the talking sword that wants to adopt the party, the dragon that offers guidance instead of death, or the undead guardian with a code.)

Not all mentors are humanoid, and not all monsters are enemies. The Monster Ally is a powerful, unusual creature who takes a specific interest in the party—or one of its members. They may not understand mortal customs or morality, but they offer knowledge, protection, and terrifying perspective.

They don’t teach with words. They teach by existing—by being other, ancient, true. Their mentorship comes through tests, bargains, or cryptic wisdom snarled in claws and teeth.

🏞️ Fantasy Flavor

  • A reclusive sphinx who only speaks to those who solve her riddle—but never stops watching

  • A sentient ooze who remembers every adventurer it’s ever absorbed

  • A silver dragon who believes one party member is the reincarnation of its former rider

  • A deathless treant who treats the party as saplings in need of shaping

🎯 Use Them When

  • You want a mentor that challenges the party’s perspective, not just their skills

  • A player connects to the wild, alien, or monstrous side of your world

  • You want to introduce ancient knowledge that no mortal could know

  • The party needs power—but it comes wrapped in danger, respect, or awe

  • You want your players to say, “Wait… are we friends with that thing?”

✨ Three Unique Takes on the Monster Ally

🗿 1. The Bound Guardian

They’re tied to a place, item, or person. Maybe they protect a tomb, a god’s memory, or the last dragon egg. They’ll help—but only if the party proves they’re worthy.

“I have waited seven hundred years. One more test will not kill you. Unless, of course, it does.”

🔥 2. The Predator with Principles

This creature could destroy the party… but it chooses to teach instead. Why? Maybe it respects their courage. Maybe it’s bored. Maybe it’s lonely. But it’s watching, and guiding, and testing—always testing.

“You drew your blade before you spoke. That tells me everything I need to know. Begin again.”

🧠 3. The Inhuman Philosopher

It doesn’t see good or evil—only balance, flow, instinct. It mentors through metaphor, behavior, or magical resonance. The party must interpret its lessons, like spiritual scavenger hunters.

“When the moon is full, I sleep beneath the tide. Learn from this.”

📚 The Bookish Archivist

(Think: Giles from Buffy, the Lorekeeper who knows too much, or the wizard who can’t stop correcting your pronunciation of “lich.”)

The Bookish Archivist is the mentor who knows things. All the things. Possibly too many things. They live in the corner of your world full of scrolls, tomes, magical lexicons, and inconvenient footnotes. But what makes them a mentor isn’t just what they know—it’s what they choose to share.

They may not be powerful in battle, but their words change the course of your game. They’re the ones who hand over the missing piece of lore, the map nobody else could read, or the backstory connection that flips everything on its head.


“A good NPC doesn’t just give the players a quest—they challenge the way they think about the world.”  — Chris Perkins (Lead Designer, D&D)


🏞️ Fantasy Flavor

  • An owl-headed sage who rewrites forgotten memories into living parchment

  • A skeleton librarian who shushes the dead into silence

  • A sentient book bound in shadowglass that insists on being addressed by title

  • A former god of knowledge now living as a cursed candlekeeper in exile

🎯 Use Them When

  • The players need information—but you want to make it memorable

  • You’re dropping lore breadcrumbs for a major arc

  • A player’s backstory ties to a forgotten war, place, or prophecy

  • You want to introduce magical items, spells, or knowledge with flavor

  • The party is getting cocky and needs to be gently corrected by a pedantic NPC

✨ Three Unique Takes on the Bookish Archivist

📜 1. The Living Archive

They don’t just remember—they store knowledge. Literally. Maybe it’s in runes on their skin, voices in their head, or dreams that replay past events. They’re a mentor, yes—but also a mystery.

“The moment I met you, I remembered your death. Don’t make me be right.”

🔐 2. The Gatekeeper of Truth

They could tell the party everything… but they won’t. Not until they earn it, unlock it, or understand the weight of it. Their lessons come with conditions.

“Knowledge without context is a blade in the hands of a child.”

🕯️ 3. The Burned-Out Scholar

They’ve seen too much. They know too much. And they’ve given up. It’s up to the party to reignite their curiosity—or learn from the ashes of their regret.

“There was a time I would’ve helped you. That time died in a fire fueled by heroes.”


🎭 The Trickster Guide

(Think: Q from Star Trek, Puck from A Midsummer Night’s Dream, or that one NPC who keeps stealing your boots but leaves clues behind.)

This mentor teaches through chaos. They don’t lecture or spar—they provoke, confuse, and trick. They’re clever, mischievous, and often infuriating. But behind the jokes, illusions, and shapeshifting, they’re nudging the party toward growth—just not in any way that makes sense until it’s too late.

They may appear as a fool, a prankster, or a shifting mask of identities, but their lessons are real. They test adaptability, cleverness, and intent. Every riddle, every setback, every weird dream with a dancing goat—there’s meaning in the madness.

🏞️ Fantasy Flavor

  • A fox-headed fae who only speaks in rhyme and steals names to remember them

  • A dream spirit who appears as different NPCs the party has met before—but wrong

  • A mischievous god exiled from their pantheon for “irreverence”

  • A masked traveler who swaps items in the party’s bags and leaves riddles in return

🎯 Use Them When

  • You want to inject whimsy and unpredictability into the campaign

  • A player is too rigid in their thinking or needs a gentle unbalancing

  • The party is getting comfortable, and you want to poke the narrative

  • A prophecy or major twist is approaching, but you want to deliver it sideways

  • You want to introduce a wildcard NPC who can grow into ally, rival, or something stranger

✨ Three Unique Takes on the Trickster Guide

🎲 1. The Forgotten Jester

Once part of a royal court, now cursed to roam the world teaching “lessons” until they’re remembered. Their humor is sharp, and their sadness sharper.

“I made kings laugh and queens weep. Now I make adventurers doubt their inventory.”

🌪️ 2. The Chaos Muse

Appears in different forms to each character. Gives wildly contradictory advice—and yet, somehow, they all work out. Maybe it’s fate. Maybe it’s magic. Maybe it’s just improv.

“You’re all right, even when you’re wrong. It’s the fun of being chosen.”

🐐 3. The Laughing Curse

They’re cursed to help others… through chaos. The more confused or annoyed the party is, the stronger their magic becomes. They want to help. They just can’t do it straight.

“Would it be helpful if I told you the truth? Oh good, then I won’t.”

✅ Mentor Design Checklist for GMs

Before you drop that mysterious robed figure or sassy ghost-mentor into your next session, run through this list to make sure your NPC mentor is more than just exposition with a beard.


🧠 Role in the Story

  •  Are they tied to a major arc, theme, or twist?

  •  Do they challenge the players’ beliefs or goals?

  •  Can they be removed or replaced without breaking the story?

🧲 Connection to the Party

  •  Does at least one player have a personal hook or history with them?

  •  Do they treat each character differently, based on class, choices, or flaws?

  •  Can they grow with the party—or become something else (rival, villain, ally)?

🎭 Style and Flavor

  •  Do they have a unique voice or quirk?

  •  Is their setting, appearance, or manner tied to their lesson type?

  •  Could your players describe them in 5 words after one scene?

🧪 Mentorship in Action

  •  Do they teach through actions, puzzles, or interaction—not just info dumps?

  •  Is their help limited, conditional, or complicated in some way?

  •  Do they make the party better without stealing the spotlight?

✨ Optional Magic Sprinkle

  •  Can they create cool encounters, boons, or dilemmas?

  •  Do they offer mystery, temptation, or inspiration?

  •  Do they leave your players talking after the session ends?



# 🧙‍♀️ Mentor NPC Template


## Name:

[Insert name – something flavorful that fits their role and tone.]


## Archetype:

[Wise Sage, Martial Master, Bookish Archivist, Trickster Guide, etc.]


## Description:

A short paragraph covering appearance, demeanor, and presence.

*“An elderly tiefling with ember-orange eyes and a voice like smoldering coals, she speaks in half-finished sentences and always seems to know what’s behind you before you do.”*


## Fantasy Flavor:

- [ ] Unique feature or quirk (e.g., cursed quill that records their thoughts)

- [ ] Setting or habitat (e.g., lives in a half-sunken tower filled with clocks)

- [ ] Companion, odd item, or signature phrase


## Role in Story:

- [ ] Why are they here?

- [ ] What do they know or control?

- [ ] How do they affect the party’s quest?


## Connection to Players:

- [ ] Which PC has history with them (if any)?

- [ ] What personal lessons or challenges do they present?


## Teaching Style:

- [ ] Passive guidance (riddles, visions, lore)

- [ ] Active pressure (training, manipulation, direct challenge)

- [ ] Trickery or testing (puzzles, pranks, withheld truth)


## Encounter Ideas:

- [ ] Introduction encounter

- [ ] Trial or lesson event

- [ ] Major twist, reveal, or sacrifice


## Quirks and Details:

- Favorite phrase or verbal tic:

- Odd habit or custom:

- Secret no one knows (yet):


## Stat Block (Optional for CR 5):

- Race/Class:

- HP / AC:

- Abilities: [2–3 signature moves, spells, or effects]

- Special Feature: [e.g., “Once per day, can show a player a vision from the future.”]


---


🧭 Final Thoughts: Mentors Worth Following

Mentors are more than just NPCs with quest scrolls—they're the heartbeat of growth in a story-first campaign. Whether you're sending your players on a soul-searching journey with a cryptic sage, knocking sense into them with a broom-wielding monk, or confusing them into enlightenment with a shapeshifting trickster, these characters shape the game.


Use the archetypes. Twist the tropes. Let your mentors push, pull, annoy, or inspire your players into becoming the heroes (or glorious disasters) they’re meant to be.

And remember: the best mentors leave something behind—even if it’s just a cryptic warning, a ruined dojo, or a cat that’s definitely watching your players when they sleep.


🧰 Ready to Build Your Own?

Use the Mentor Template to craft a custom NPC, then plug them into your world with flair.


Want to take it further? Train them with AI in Game Master Platform, where your mentors can be more than static characters—they can respond, evolve, and remember.


🧙‍♂️✨ Mentor better, story harder, GM smarter.

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