After growing up in the Might n’ Mead in Everfest, a tavern is the only place that feels like home to Valda. So when Braumeister Balen suggested a new venture up north, Valda didn’t hesitate. After all, where else would she go?
Inside their Larinkmorth tavern, she and Balen provide warm shelter, hot food, and palate-inspiring brews for visitors and locals alike.
While the inn has been met with an avalanche of praise and patronage, Valda has been caught off-guard by the mountains themselves. Still steeped in the ancient power that raised them from the earth, the ranges remain a potent causeway for the Flow. And Valda, more sensitive to the Flow than many, has had some ground-breaking revelations: literally. In the pugilism of the pub, Valda has to pull her punches. For if she really lets fly, the impact is seismic in proportion. She could bring the mountain down on their heads if she’s not careful.
With great power comes great expectation, but Valda isn’t having a bar of that. Ancient prophecies and epic adventurers can take a long jump off a short ledge, as far as she’s concerned. She’s happy to use her newfound strength to mind the tavern and the town it belongs to, and will do what she’s always done: stop trouble at the door.
And if it insists on disturbing the peace, Valda will kick it out of town.

Read the Room
Valda watches for trouble and then turns her opponent’s advantage into mounting pressure. The more cards they draw, the harder the boards will tremble when they hit the floor.

Closing Time
Valda punishes over-indulgence with seismic dominance. She’s fair, though. Every punter gets three warnings. Then they’re out the door with a crushing hangover.

