Tag Archives: NPCs

City Creation: Kael Pathfinder Stoutpoppy, Swordsmith

Since the PCs aren’t likely to interact with Meadowbrook’s blacksmiths other than to have items repaired or commission new ones, I’m not going to spend much time detailing them.

Most Meadowbrook’s blacksmiths focus on creating practical items — horseshoes, plows and farming implements, iron nails and building tools, etc. Kael Pathfinder Stoutpoppy is the exception to the rule: he’s only swordsmith in Meadowbrook. While he can and does do other types of blacksmithing to pay the bills, his primary love is creating strong, beautiful blades.

Kael Pathfinder Stoutpoppy

Kael is a former ranger who settled down in Meadowbrook. While his home and shop are actually outside of the city proper, he and his wife, Janna, are frequent faces in town, especially at The Butter Churn tavern. While adventuring, Kael met and fell in love with Janna Stoutpoppy, a skilled fighter in the group he traveled with. When the two of them decided to retire and settle down, they chose Meadowbrook — Janna’s home town.

While Kael and Janna aren’t the only human-halfling couple Meadowbrook’s history, the match is unusual enough to raise eyebrows and start gossip tongues wagging. The Stoutpoppys had some difficulty accepting an human son-in-law, but Kael’s friendly, outgoing personality finally won over Janna’s parents. The rest of the Stoutpoppy clan, including Janna’s two sisters and her brother aren’t so generous of spirit and the divide has split appart the clan. Janna’s siblings have not spoken to her for the last three years. The couple are very much in love, but the situation has put a strain on their marriage; currently, the two of them are discussing plans to move to a larger city where they won’t stand out so much.

A skilled storyteller, Kael can frequently be found at The Butter Churn when not working. He’s frequently pressed to tell stories of his and Janna’s younger, wilder days.

Janna Stoutpoppy

Janna herself is much quieter than her husband. She’s friendly enough, but much more reserved and usually content to let her more outgoing half speak for both of them.

Her split with her family weighs heavily on her, though she does her best not to show it. She’s glad her parents have come around about Kael, but the fact that her siblings and most of her clan refuse to speak to her saddens her greatly. She also experiences some discrimination in the town; a few of the merchants, both human and halfling, refuse to serve her or Kael. She loves Kael deeply, but the situation is putting a lot of strain on her. She and Kael have begun to talk about moving to an area where there are more couples like them, something she’s not sure she wants to do. She feels torn by her love for Kael and her love for her family.

For her own part, Janna is an excellent fighter, extremely skilled at taking down opponents several times her size. She’s agile and intelligent, though very shy without a sword in her hand. Her shyness can come off as cold or haughty to those meeting her for the first time.

  • Kael Pathfinder Stoutpoppy, human ranger (AD&D terms: 10th level ranger).
  • Janna Stoutpoppy, halfling fighter/warrior (AD&D terms: 11th level fighter)

Note about halfling names in Meadowbrook’s world: Among halflings, property is passed down matriliniarly, from mother to daughter. Consequently, most husbands take their wife’s surname after marriage, adding it after their own. Kael and Janna followed this tradition, hoping that would help them gain more acceptence in Janna’s home town. Unfortunately, this hasn’t had the effect they’d desired.

City Creation: Thieves Guild

What would a fantasy game town be without a thieves guild? Whether the PCs work with it or oppose it, the local thieves guild frequently provides many opportunities for adventure.

Meadowbrook’s thieves guild is extremely small: 10 members. Until the recent trade boom, Meadowbrook had no thieves guild — there simply weren’t enough thieves in town. The rise in commerce, however, brought with it a commensurate rise in crime. Larceny has become lucrative in Meadowbrook and Tammi Ravenswing and her group of rogues are reaping the lion’s share.

Tammi Ravenswing — Guildmistress

Tammi came to Meadowbrook from Sundown, a city two weeks ride to the west. Having engineered an unsuccessful attempt to overthrow the guildmaster of Sundown’s major thieves guild, Ravenswing decided discretion was the better part of valor and made her way east for parts unknown. Arriving in Meadowbrook about the same time the new trade did, she saw wide open opportunity. She hand-picked a small group of accomplished rogues to form the town’s first actual thieves guild.

Having been the right-hand assistant to the guildmaster in Sundown, Tammi has clear ideas and experience running a guild. She’s an experienced sneak-thief and cut-purse, having learned her skills as an abandoned child of a prostitute. Sundown’s guild frequently took in orphaned or abandoned children as a means of replenishing their numbers and reducing “freelance” competition. Tammi proved to be extremely talented in matters of stealth and manual dexterity and rose quickly in the guild’s ranks. Had she waited another couple of years, she attempted coup might have been successful; as it was, it nearly cost her life.

Upon arriving in Meadowbrook, Tammi started a courier and body guarding business she named “Sworn Swords”. Sworn Swords acts as a front for the guild and employs three of her guildmembers; the rest of her employees are honest, hardworking private guards and messengers. She frequently employs children to deliver local messages and one of these is her adopted daughter, Gayna (now six). Like Tammi herself, Gayna had been abandoned to the streets at the age of three. Tammi took pity on the starving toddler who attempted to grab her lunch one afternoon.

Gayna is smart and dexterous, a quick learner who’s already showing an interest in swords and other bladed weapons. The warriors of the business have taken the girl under their wing as an unofficial “mascot”. In the last several months, Gayna has discovered her singing voice and Tammi has arranged lessons for her from Darius Sunrunner, in exchange for protecting his store, Doodles, from crime.

Tammi Ravenswing, human thief (AD&D 3.x terms: 8th level rogue). Main skills: appraisal, bluff, diplomacy (guile), pick pockets (slight of hand/legerdemain), escape artist, gather information, lockpicking (open locks), local knowledge [Sundown, Meadowbrook], search, sense motive, ride [horses], awareness (spot), short sword fighting, stealth, knife fighting, archery.

The Guild

Meadowbrook’s thieves guild has no name of its own; it’s refered to simply as “the Guild”. This is intentional, as Tammi doesn’t want the guild’s existence known to outsiders. She’s kept the guild small by design — membership is by invitation only and anyone asking about the guild, even in Meadowbrook’s criminal underground, will be met with blank stares. Tammi has handpicked each member of the guild after conducting extensive research on them. A credit to her people-reading skills: no one who’s been invited to join has turned her down. Tammi wouldn’t force membership; if anyone did decline, though, they would be “encouraged” to move on to another area or town.

Being so small, the guild can’t impose a monoploy on theft in Meadowbrook. Members tithe ½ of their takings to the guild, but in return, they gain a guaranteed (though not necessarily luxurious) income. When times are lean, the guild ensures its members and their immediate family enough to eat and roof over their heads; Tammi also makes certain they have access to any needed health-care. Members are expected to turn over the required portion of all illegal earnings, whether gathered on guild assignment or their own initiative.

Tammi has instituted two strict rules: 1) no guild member may target any customer of Sworn Swords for a minimum of three months after the customer’s last contract and 2) any goods stolen in Meadowbrook cannot be fenced within Meadowbrook lands. These measures make it more difficult for thefts to be tracked back to the guild. Also, Ravenswing has refused to take any assassination contracts, either personally or on behalf of the guild. This isn’t because of any moral leanings; Tammi simply believes that in a town the size of Meadowbrook, the risks outweigh any possible reward.

The guild’s management consists of the guildmistress and her two assistants:

  • Tammi Ravenswing, guildmistress, human rogue
  • Didio Sparrow Carawaddling, gnome rogue (AD&D: 5th level), “Right-Hand”
  • Darla Stoutbarrell, halfling rogue (AD&D: 5th level), “Left-Hand”

City Creation: The Town Guard

Town Guard are not employees of Meadowbrook. A guild in their own right, they’re employed by the town council. Each guild tithes a small percentage of their annual income directly to the Town Guard, in return the Guard protects the other guilds from dangers local and foreign. But how many town guard members are there? The 3.5 Dungeon Master’s Guide gives a figure of 1 full-time guard for every 100 people, meaning Meadowbrook would have 40 guards, which seems like a reasonable number.

Unlike most guilds, the town guard is actually two separate guilds of 20 members each: the Littletun Guard, who police the halfling areas and the Bigtun Guard, who police the human areas. As you might expect, it would be extremely unusual for the Littletun Guard to have a human member and vice-versa, thought it has occasionally happened. This arrangement has caused some racial tensions, since the dock areas and most stores are located in Bigtun; rumors abound that the best imported goods get diverted away from the docks before they can reach Littletun markets. I’ll leave each GM to determine the truth of these rumors on their own.

Each Tun Guild (as the two “subguilds” are known) has their own guild leader who reports to the Captain of the Guard, the head of the combined guild. These are:

  • Captain of the Guard: Bryan Hartman, human fighter [10th level]*
  • Littletun Captain: Piper Hillbottom, halfling fighter [8th level]
  • Bigtun Captain: Robert Roark, human fighter [6th level]

Guild Structure

As mentioned above, each Tun Guild has it’s own captain, with each captain having two assistant captains. The two assistants supervise the “patrols” — teams of four guild members who monitor the streets of the Tuns.  Guildmembers are skilled warriors/fighters, but not as skilled as your average PC warrior/fighter (in AD&D 3.x terms, guild captains are fighters, but average guild members are warriors). Additionally, each adult citizen of Meadowbrook is required to donate time to the town guard as part of their civic duty.

Each citizen is required to serve two days every three months and is also expected to attend a two-hour weapons/training session once every two weeks, as this citizen force also functions as the town’s defensive militia. Last year, Meadowbrook’s town council passed a law allowing property owners to hire someone else to serve their “civic” time. Officially, the law requires the “stand-ins” to be citizens, but in truth, no one checks papers as long a capable, warm body reports for duty. This has caused resentment among the lower income residents, who see the rich being able to buy their way out of the obligation.

Captain of the Guard: Bryan Hartman

Bryan Hartman is a retired adventurer. Born and bred in Meadowbrook, he wandered distant lands for many years, believing there had to be someplace better out there, someplace he could make a name and a fortune for himself. Instead, he found the longer he was gone, the more he missed his home town. After losing his left hand in a war fought to protect a kingdom he didn’t care about for another bag of money he didn’t really need, Bryan returned to Meadowbrook, bought a large farm just outside of town, married a local girl, and settled down to raise a family. He’s a devoted father and husband who honestly cares about the wellbeing of his home town. He has four children — three daughters and a son — and the eldest daughter seems determined to follow in her father’s footsteps. Like many Meadowbrook natives, he views his town’s recent growth with worry, believing the new-comers will be here only as long as Meadowbrook’s new-found prosperity lasts.

———————

*All levels given are for 3.5 AD&D and are intended to be used as guildelines. If you’re using Meadowbrook with another games system, assume 20th level is the PC maximum, then scale accordingly. So 10th level would be a fighter/warrior/knight who’s about halfway to maximum skill level, etc. For the purposes of creating Meadowbrook, I’m ignoring Epic Level characters – they’re too powerful for inclusion into an “average” town.

You can find a very helpful article about town militias at The Round Table of Bretonnia.

Next time: Tammi Ravenswing and the thieves’ guild.

City Creation: The Fix-it Guild

Continuing our description of Meadowbrook’s notable citizens, we come to Barsus Tinner, the head of the fix-it guild.

The Fix-It Guild

First off, let’s give the fix-it guild an official name. As low-level arcanists, I can see the guild trying to give themselves a greater sense of status with a lofty-sounding name, something like: “The Noble Brotherhood of Magical Repair Workers”. That being such a mouthful, most of Meadowbrook’s citizens call them “the fix-its”.

The fix-its are low-level wizards and sorcerers who focus on mending inanimate objects. The guild does employ some non-spellcaster repair people, but they can’t become actual guild members until they’ve developed some rudimentary spell-casting ability (in 3.x AD&D, this would mean gaining at least one level of wizard or sorcerer). Since Meadowbrook isn’t a large city, there are only five actual  guild members (as stated in the previous post on Business Demographics). In addition to full guild members, Meadowbrook has three apprentice fix-its and six regular non-magical repair people.

Spellcasters (full guild members):

  • Barsus Tinner, guild head. An halfling wizard of mid-to-low ability (in AD&D terms, 6th level). Like most fix-its, Barsus focuses on repair magic, but with a particular talent for reparing metal items (in Ars Magica terms, Muto Terram specialist).  Apprentice: Tommy Tinthorn.
  • Kerwi Sorrell, assistant guild head. Human, mid-to-low level sorcerer (AD&D: 5th level). Her main talent is fixing wooden items (Ars: Muto Herbam). Apprentice: Brand Jolan.
  • Lyza Marybelle, halfling  wizard, low level (AD&D: 4th level). Especially talented at repairing leather and hide goods (Ars: Muto Animal).
  • Ace Ackerly, human sorcerer, low level (AD&D: 4th level). General, all-around fix-it, no particular focus. Apprentice: Tabina Tallflower.
  • Aerinlie Mouse Taitewyncoddle, gnome wizard, low level (AD&D 3rd). Very good with creating replacement parts for an item, especially metal parts (Ars: Creo Terram). Mouse especially enjoys fixing complex machinery. He is the newest full member of the guild, having just been granted full status after being Barsus’ apprentice for six years. Aerin likes to experiement and try new combinations and unusual applications of spells. He loves researching new ways of doing things, which has set him at odd with his former master, who believes in using methods and approaches that have stood the test of time. [Here’s our theme again — new growth vs. stagnation].

Each full guild member owns and operates their own shop and is responsible for the employees and appretices who work there.

Non-Spellcasters (Guild Employees):

  • Barret Dione. Human, employed by Barsus. Specialty: metal items
  • Lenah Maylinn. Human, employed by Barsus. Specialty: fabric items
  • Brandiwyn Fairweather. Halfling, employed by Kerwi. Specialty: wooden items. Brandi (as most folks call her), can also perform some minor magics (0-level spells), but didn’t have enough magical talent to progress beyond that. She was Kerwi’s apprentice for a short time, before concentrating on non-magical fixes. She is considered by many members (read: everyone by Barsus) as an unofficial guild member, but has no voting privledges or (officially) guild benefits. Kerwi makes sure she and her three children are well-cared for though and grants Brandi as many of the guild “perks” as she’s able.
  • Silas Strongbarrell. Halfling, employed by Lyza. Good all-around fix-it.
  • Meredith Danelyn. Human, employed by Ace. Especially good with children’s toys.
  • Langdon Roundcopper. Halfling, employed by Mouse. Very talented at fixing clocks and clockwork items.

Apprentices

  • Tommy Tinthorn. Halfling, apprenticed to Barsus. Strong potential with metal repairs.
  • Brand Jolan. Human, apprenticed to Kerwi. Strong potential with wood and other items derived from plants.
  • Tabina Tallflower. Halfling, apprenticed to Ace. Shows a talent for working with stone items.

Each apprentice is assessed by the guild as a whole, before being assigned to a specific guildmember for training. In general, the guild tries to match an apprentice’s potential with a fix-it’s particular specialty, though politics and bribery are not unheard of influences on placement.

All full guild members are also skilled at non-magical repairs. The guild charges more for magical repairs than non-magical ones, but in either case, the guild requires all fix-its to stand behind their work: if a problem reoccurs within a specified period of time (which varies, depending on the nature of the specific repair), guild members are required to fix or replace the item at no cost to the customer.

Barsus Tinner

Barsus has been guild master for almost 20 years. He’s very much focused on traditions and long-established methods for doing things. He views new ideas and approaches with much suspicion, which frequently causes him to butt heads with his former apprentice, Mouse. Tinner believes in a solid days work, reliable and timely repairs and frowns on guild members making “improvements” to a customer’s item — he believes that the item should be made as much like new as possible, but shouldn’t be given more features, functionality,  or capability than the item originally had — unless the customer wants to pay for improvements and “upgrades”, of course.

A widower after 40 years of marriage, Barsus frequently works 10-hour days. No one in town works harder at anything than Barsus does at his repairs. “Hard-working”, “predictable”, and “reliable” are three words he consideres compliments. Which isn’t to say he can’t relax and enjoy himself; after-hours will frequently find him at The Butter Churn, sharing a half-pint and a smoke with other locals.

Next time: Bryan Hartman and the town guard.

City Creation: Character Class Demographics

Generally, I don’t detail numbers for the NPCs of my games. Unless I expect the PCs to pick a fight with one of them, I don’t even created stat blocks. I look at the NPC’s history, role in the game, personality and profession to decide what they can do, which is generally I need them to do in a particular situation. If the players start to interact extensively with an NPC, then I’ll create a character sheet for them.

It saves me work, as I only end up detailing the NPCs that need it: Joe, the butcher — who the PCs only see once when they beat him at a card game in the tavern — doesn’t need any details. Even critical or important NPCs don’t usually get more than the very cursory stat treatment, though I’m likely to have several pages of history, background notes, political ties, etc. written out for them. If I need stats, I tend to make them up on the spot, noting them down for future reference. In particular, I don’t sit down and figure out how many levels of Noble or Commoner a particular NPC has.

That being said, I do keep some notes of characters with PC class levels. Most residents of Meadowbrook won’t have PC classes and if they do, they’re not likely to be very high level. The most likely candidates for PC class levels are:

  • Our half-elf magic shop shopkeeper
  • The head of the fix-it guild
  • Head of the town guard
  • Head of the thieves’ guild
  • Clerics of the local shrines

Just for fun, let’s add some retired adventurers to the town residents:

  • The owner of one of the inns
  • One of the blacksmiths
  • The head of the dockworkers guild

A note about retired adventurers: I’ve never liked the profession of “adventurer”. To me, adventuring is something a character does, not something they are. So, in Meadowbrook, a retired adventurer is someone who went on adventures in their younger days, but has gotten the restlessness out of their blood and settled down. No one advertises for adventurers in my world; instead, you’ll see requests for “hardy souls” or “brave youths”.

That gives us some characters with PC class levels. To that, we can add “notable citizens” who, even without PC class levels, are important to Meadowbrook, to wit:

  • The mayor
  • The magistrates

Notable Citizens

Let’s create a brief background for each of our “notables”:

Darius Sunrunner
Darius is the only actual resident of Meadowbrook with any elven blood. While elves may stop occasionally for a night or two, they don’t generally like to live within towns; they prefer their own settlements, which they call “groves”. Born of a human mother and an elven father, Darius was raised outside of both cultures. Showing an early talent for music and a prodigious memory, he became a bard, spending almost 20 years as an itinerant musician and “troubleshooter for hire”. Eventually tired of travel, he settled down in Meadowbrook five years ago, just as the town became a trade stop. He opened a magic and “what-not” store he named “Darius’ Doodads”.

More gregarious than many “half-bloods” (who usually inherit their elven parent’s aloofness), Darius enjoys chatting with anyone who comes into his shop. He can frequently be found after hours at The Butter Churn — the favorite watering hole for the town’s residents — trading his songs and stories for dinner or drinks (though never to the point of becoming drunk). He’s free with information and will happily share what he knows with anyone who asks, provided they share their own adventures and stories. He likes Meadowbrook’s quiet and strong sense of community; he has made many friends in both Littletun and Bigtun, making him welcome wherever he goes in town.

Darius’ Doodads (called “Doodles” by the locals) sells magic items, paper goods, antiques, knickknacks and anything unusual that strikes Darius’ fancy. The magic items tend to the practical, as most of his business comes from the local populace, but occasionally he has a magic weapon or “adventuring” item.

Stats: (AD&D 3.5 ed): Male, half-elf, 10th level Bard. Neutral good. Very high charisma-type scores, high intelligence and wisdom scores, average everything else. Darius’ spell list covers a wide variety of spells, with no real focus in any one type. I’m not going to detail out his stat numbers or his spell list for two reasons:

  1. I can give him whatever I need him to have when I need it.
  2. I want to make these characters transferable to other fantasy games than D&D.

Magic and portability
Whenever Darius uses a spell, I’ll make a note of it, building his spell list as I go along. That way, he doesn’t end up with “useless” spells taking up slots and the spell list is appropriate to the game system being used.

As an example of portability, in 4th ed Ars Magica Darius’ magical arts might look something like this:

Cr 3, In 4, Mu 4, Pe 1, Re4
An 2, Aq 3, Au 3, Co 3, He 1, Ig 2, Im 3, Me 5, Te 2, Vi 4

and might include the following spells:

  • Discern Images of Truth and Falsehood
  • Frosty Breath of the Spoken Lie
  • Veil of Invisibility
  • The Chiurgeon’s Healing Touch
  • Eyes of the Cat
  • The Gentle Beast
  • Rise of the Feathery Body

And, of course, he’d have the virtue Fairie Blood

[Note: these are just off the top of my head — I haven’t sat down to balance them out according to mechanics rules and the spell list is certainly not exhaustive].

Next time: Notable character continued — Barsus Tinner, the head of the fix-it guild.

Character Backgrounds

There’s a continuum about character backgrounds. I use detailed character backgrounds in my games; in fact, I warn players that I reserve the right to fill in any character history they don’t. Other GMs don’t bother with backgrounds at all — a sentence or two at the top of the character sheet. It really depends on the individual GM’s game style.

I can’t even begin to building campaign until I know the PCs involved; for me, the PCs are the campaign. Player-written character backgrounds provide me with a wealth of ideas I would have never come up with on my own. I give my players free reign to create NPCs in their background, with the caveat that all NPCs need to approved by me. This takes some of the background work off of my shoulders; I can use the PCs backgrounds to help flesh out the population of my city/world/setting. Frequently, I find I can substitute someone from a PCs background for one listed in the adventure, thereby helping to get at least one PC more invested in the current story.

Sometimes I can even tie NPCs from one character’s background to those of another PC. This makes a connection between those two PCs, right off the bat. These connections don’t have to be friends, or even like each other. Having an NPC from one character hate the NPC from another character has led to some great role-playing in past games. Even better is when I can actually use the same NPC for at least one additional PC. Locations are something else I mine character backgrounds for. Usually, the player has given me some idea of what that location is like, even if it’s just “small farming town”. Businesses, towns, homes, farms from character backgrounds have all become integral to various campaigns I’ve run.

I always have players give me written copies of their background. That way I can go back and look up details I may have missed the first time through. If a player is having a hard time coming up with anything for a background, I sit down with the player and walk her through a series of questions. I’ve found character questionnaires can really help a player get “unstuck”.

Even really basic stuff like “how old is your character” or “what color is his hair” can trigger ideas for the player. Every player I’ve ever dealt with has at least an idea about what his character looks like, including clothing. If a player seems really stuck, I’ll ask questions about that: “why are your character’s colors red and blue?”, “why would she wear that hat?”, etc. And if a player is really, really, stuck for ideas or is looking for a challenge (I’ve had players who said “surprise me”), I’m more than happy to take over. But in that case, I warn them they’re going to be stuck with whatever I give them.

Usually, a PC only needs their background tweaked; in that case, I’ll make my revisions and hand the player a copy. Maybe I swap out the town in their background for one that already exists, or maybe I change their childhood friend to an NPC already in the game — I try to keep as much of the player’s work as possible.

Next post: character questionnaires