I'm better at epic NPCs and villains, but I'll try: A halfling businessman who believes that he is better than everyone else and who walks on stilts so that he'll be taller.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
1. A bronze dragon who's a bounty hunter when in their human form, they can/will hunt down the PCs if they cause too much trouble. 2. A duty-bound paladin/cleric who can't even remember what their duty is and who they swore it to. 3. A king who's a gold-dragon in a human form, the only hint to their true form is the doors of their castle being huge. 4. The most powerful mage in the whole world is a normal person, but when they're using their magic, they look more like a Mind flayer or nightmarish beast.
A few ideas for random inn or town/city encounters:
Name: Stirling Logfoot
Race: Halfling (middle-aged)
Occupation: Timber and carpentry trader - Logfoot Wood and Wonders!
Appearance: He's dressed in a sturdy moss green woollen suit (this is his good clothes for coming to town) with a feathered cap, on which is a small silvery emblem of his company/guild (well apart from his workers back in the forest, there's no guild as such, but he likes to think it's the beginning of one)
Personality/Description: Stirling is a clam, gentle man with an enormous sense of pride in the quality of his timer that is his main trade. However, as a skilled carpenter, he also creates little wooden trinkets and toys out of scrap pieces, both intricately carved and with some basic mechanics of interlocking mechanisms (his carved wooden mice with little wheels under are popular with children). He's proud if his business and aspire to form a wood workers guild. Back in a nearby forest, his crew works under his tight supervision (except when he makes these trade trips into town). So can be useful for and observations of the nearby land if there are any mobs afoot.
Name: Erlang Throft The Third.
Race: Human (young adult)
Occupation: Impoverished Noble son, compulsive gambler, and part time criminal (when he is short of coin)
Appearance: Erlang is dressed in fine robes, and tries hard to maintain an appearance of wealth and privilege. However on closer inspection, you'll notice the edges of clothing are frayed, and that several buttons are missing (having been sold to cover gambling debt). His hat is adorned with an impressively long ostrich feather. He is of skinny build, but tries to maintain his appearance and personal hygiene - and mostly manages, except for early mornings after a long night gambling at establishements - where he can instead be found staggering home, looked rather dishevelled.
Personality/Description: Cargon Castle is a modest sized estate, with good farmland, a river for running saw and grain mills, and a large keep where the noble family resides. In spite of his nobility Earl Throft (Erlang's father) is a hard working man, not shy of helping out his workers. He had four children (3 boys and a girl), with Erlang's two older brothers in line for inheritances, and of similar mind to their father (that the land and the people needs to be nurtured to provide the best for all). Erlang however beliives with absolute determination that his nobility makes him a better person, and entitled to spend his time seeking entertainment and enjoyment, while the peasants toil the land to provide for the people of god-given higher rank. However, after a failed attempt at moving himself up in the queue of inheritance (by trying to push his brother off the roof), Erlang's father sent him away from the estate, warning him not to set foot back until he had redeemed himself. Erlang instead, took up gambling, quickly spending all the allowances given to him when he was sent off. He is now essentially a penniless noble, roaming the street with a severe gambling and alcohol problem - who will nevertheless still firmly believe himself above most other people. His sister will 2 -3 times per year show up in town and provide him with a small bag of coin. In the following weeks Elgar will the lodging at inns, feasting, drinking and gambling until the coin is spent. While he's out of coin , he will seek to roganise (not take part in - that is below him) criminal endeavours of theft, murder, and abduction. He can be used as an introduction to the underworld if he believes characters would work for him (which will require the players to treat him as a noble, irrespective of finding him drunk in a ditch or feasting at the inn).
Just two for now, but if you think they are useful, I can add some more
Appearance: Flitch is dressed in rags with a dirty face and a mop of thick brown, unwashed hair. He's slender, but fierce intelligent blue eyes shines through the grimy face.
Personality/Description: Flitch is a street kid, abandoned or run away - making a living from a mixture of begging, pick-pocketing, and entertaining people for donations (also known as bugging them until they throw a coin to make him go away). He can be found sitting on the street with a wooden begging bowl, or occasionally sneaking into inns to beg food at the risk of a trashing from the inn-keep. Flitch is always hungry, but smart and able to move around the city unseen. He could simply be a short nuisance, try to pick-pocket a character, or he could be used to follow someone in the city (he'll be really good at this as hardly anyone will pay attention to a small street urchin. If asked about his accent, he'll simply state that he's not form around here. He will be extremely unwilling to go into detail, but the story is that he was abandoned by his family while the ship they were travelling on were in port to resupply. Flitch was only 5 years old, and had to learn to survive fast. In reality, Flitch ran away because he got angry with his parents, but then got lost. His family actually stayed in the city searching for him for two weeks, but eventually had to give up and return home in deep sorrow (his father was on his way to a diplomatic posting with the family).
Name: Laymin Serker
Race: Half-elf (middle-aged woman)
Appearance: Laymin dresses in colourful long robes, and carries multiple bags and woven brightly coloured satchels holding herbs and small potions. She also wears large golden looking bangles and earrings. Her green piercing eyes is beginning to be surrounded by wrinkles inherited form her human side, while she moves graciously and with elven elegance.
Personality/Description: Laymin Serker is a travelling woman of many talents. She will tell your fortune for a coin, and carries a wide collection of herbs from a wide geographical area. She carries potions less focussed on adventurers, and more on ordinary life - curing a cough, love potions, poultices for wounds etc. She is sharp-tongued and particularly vicious towards warriors whom she regards and the knuckle-dragging scourge of the world - but will stop short of refusing a trade with them. She is well spoken, quick of wit, and very perceptive of any social dynamics or tensions. She can often be found in market areas trading her herbs, or in inns or other places telling fortunes. She is a travelling herbologist with some basic magic who have become accustomed to looking after herself having felt shunned by both the human and the elf world.
Name: Jeehan Akash
Race: Gnome (young adult female)
Appearance: Jeehan is a sailmaker, dressed in loose fitting canvas trousers, and a simple top. She has a large gold earring in one ear, long golden hair that is tarred into a whip, as is common among sailors. Her hands are hard and calloused from working the sailmakers needle, ropes, and rigging in general on the ship she sails on. Her walnut brown skin is like a deeper brown than is common for gnomes, and a couple of tattoos show symbols from faraway places.
Personality/Description: Jeehan is a professional sailmaker and general person that trims, adjusts, and improves the trading ship she sails on. Having sailed with the same crew for a number of years, she could be found in town having been dragged to an inn for a drink (she would rather be back on the ship making adjustments) - or along the port looking for supplies, spare parts or studying other ships for ideas. She originally left her clan with her brother, full of adventure and certainty that in a few months, they would be bringing sacks of gold back home. When her brother was killed in a stupid fight over a few coins with a couple of goblins, she couldn't face returning home with the news. Instead she went further and farther away, joining the Golden Trader captained by a motley crew of sailors that have plied their trade far and wide. Her aptitude for working out ways of improving the rigging and her hard working attitude quickly earned her respect among the crew, and she is now a diminutive, but highly respected crew member. She is surprisingly softly spoken among the loud sailors, but somehow she seems to find the right place in a conversation to speak and be heard. If she sees other gnomes, she will be shy and withdraw - she still feels bad for not letting her clan know what happened to herself and her brother, and is now convinced that virtually all gnomes would send word back to her clan - whether they know if it or not. What really motivates her are technical challenges and problems, so she might be inclined to offer advice to adventurers in need. If adventurers are looking for transport and have coin, she could introduce them to the captain of the Golden Trader. As a trusted member of the crew, her words will weigh heavily (to recommend to take the adventurers for example)
Bobb is a marionette that is found in a box on the attic of the wizard Poppof's house. (Adventure: Plundering Poppof, Dungeon magazine #72). But ofcourse he can be found anywhere)
The description states:
As you open the box a marionette pops out, this animated puppet has his mouth glued shut with resin; it gestures to the PC's to help free its jaw of glue so it can speak.The marrionette, Bobb, is a Chaotic Neutral troublemaker. Apparently Bobb caused his previous owner (the previous owner of the house) no end of grief and he packed away in a box on the attic.
I loved my players finding Bobb and seeing how obnoxious I could be without them getting rid of him. He mostly travels with them in his box for which they bought a good lock. Then they take him out in Inns and chaos ensues :-)
Konred - a slow witted teenage boy who spends the day by the town gate carving wooden figurines and selling them to passers by. A good hearted fellow he´s loved by most and people chit chats with him as you would a kindergarten kid. By his location he knows almost all who comes and goes, but getting the information might be a challenge.
Hathor - a gruff half orc fighter who hangs in bars run by the thieves guild. He sells an ever more popular (addictive) drug that sharpens the wit. Excellent for trade negotiations, midnight oil craftsman work or burglary. Really a Drow (slave) spy asset (the drug is a Drow poison) and desperate due to his family being hostage in the Underdark.
Kindra - a 20-something girl from an impoverished home who´s latched on to a successful merchant/crafter. She´s mortally afraid of anything that rocks her new position and just want to appear "normal". She especially loathes dangerous adventurer types dragging problems and odd stuff to her mans doorstep. Ridicule or haughty attitude are her weapons to keep them away.
One of the NPCs I've got set as a possible guild contact for the game I'm currently setting up is Rhun Tellori, a dwarven lore bard who spent his younger years collecting stories and information, and now keeps a library of all the stuff he's managed to learn. Depending on who my players get friendly with, and what avenues they decide to turn to to learn more about various quests/creatures/artifacts, he can be a valuable resource, and personality-wise, I'm drawing from my paternal grandmother, but leaning hillbilly-- very caring and nurturing where family is concerned, a little southern-fried genius, but also just way too Done to put up with any nonsense and does not suffer fools lightly.
I've also got a potential 'I know a guy' contact for one player's character, a tiefling druid whose brother is aasimar (this is a family that really got around on various planes). The tiefling is a nice guy, very gentle and polite with people, aware that others might find his appearance frightening and usually doing his best to counteract that with his demeanor... but he's also got a habit of befriending enormous and dangerous wild animals, so like, he'll be in town making himself as small as he can and using a soft voice to thank the tradespeople he interacts with, but if you visit him at home, he might be ramming heads with a bighorn or playfully wrestling a bear or trying to give a wolf a belly rub or ride an elk and he does not get that this behavior could be seen as strange. (it's the aasimar who's the black sheep of the family in more respects)
I'll also be using our cats as merchants-- though I fully expect at least one skyrim joke when I introduce a pair of tabaxi merchants-- and I absolutely recommend any DMs with cats just do the same with your own and make whatever minor townsperson you need out of your own cat's personality. Rather than try to translate Momo's name directly, his 'character' is named for one of his most outstanding physical features, Eyes Like The Sky, and he's tabaxi-kind's himbo, just big and stupid and friendly. Lego, meanwhile, is a crotchety old man by the name of The Sharpness Beneath The Paws, and I'm looking forward to my players realizing that this isn't a reference to cat claws, but to stepping on the bricks the real cat was named for.
There was a Supernatural episode like this, but I like the idea of a bard that sings songs about the party in suspicious amount of detail. If confronted, the bard genuinly doesn't know about the party or their adventures and he thinks he has come up with the stories himself.
I personally would like to keep his 'power' a secret. But if I really had to come up with something, I'd say he has some sort of connection with a deity ruling over time. He's unable to make predictions for the future. He can only sing about the past.
Andante, a Human Bard that serves His Majesty as a Diplomat
Andante is a human that was raised in a cosmopolitan community on the road to the Elvish kingdom to the north. Because of this, this community is populated with both elves and humans, and of course many half-elves. It is the largest stable community of half-elves in the kingdom, and Andante grew up with many half-elf and elven friends. He was very gifted as a singer and became well acquainted with Bards that visited or passed through the town. One of these bards recognized his talent and took him under his wing, as the expression goes, to teach him more about music as a formal science and Andante learned much more about the wider world from his teacher. When he was old enough, his teacher provided him a gift of coin to travel to the big city and pursue his dream of studying to become a Bard, not just a minstrel.
After completing his bard studies he was moved to seek employment as a diplomat. As a diplomat, after his further training was complete, he was tasked initially with carrying messages from place to place and get to know who the players were in several communities and make other contacts as he could. He often traveled with caravans for safety and came to make many contacts in this community as well. His many contacts provided him a wealth of information, which he shared with his higher-ups in the diplomatic service. His inside information did lead to several successes diplomatically for the kingdom and Andante began to rise in the ranks.
Now he is the diplomatic master of a large region and has a handful of other diplomats under his charge, which he mentors and nurtures to develop their talents helping them and himself. Andante knows almost everything, and certainly much more than he lets on. In this regard he is more than respected by the leaders of the towns and villages he serves, he is even a bit feared.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Guard named Dave who constantly and inexplicably is always posted wherever the player characters are going. Don't ask him why, he knows less than you do. He is a tall, muscular human in his mid 20s who typically has a blank but pleasant expression on his face. Very bad at his job, and frequently gets his gold purse stolen while on duty.
A barbarian who is friendly and soft-spoken, but gets possessed and rages at the funniest possible moments.
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
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Put NPCs that people can use here, you don’t need to put their stat block in, just there personality, name, and description here.
Aged Tortle named Fritz Frinkle who keeps forgetting who the PCs are. He's been living at Sylvaranth Hunting Lodge for nigh on 45 years, so he says.
Frits was a well-received NPC from my current campaign.
a healer that doesn't heal, they just clone the person and kill the original
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I'm better at epic NPCs and villains, but I'll try: A halfling businessman who believes that he is better than everyone else and who walks on stilts so that he'll be taller.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
A werechicken(Self explanatory).
I have a weird sense of humor.
I also make maps.(That's a link)
The girl from town that hates you for no reason but secretly wants you so bad.
1. A bronze dragon who's a bounty hunter when in their human form, they can/will hunt down the PCs if they cause too much trouble.
2. A duty-bound paladin/cleric who can't even remember what their duty is and who they swore it to.
3. A king who's a gold-dragon in a human form, the only hint to their true form is the doors of their castle being huge.
4. The most powerful mage in the whole world is a normal person, but when they're using their magic, they look more like a Mind flayer or nightmarish beast.
A few ideas for random inn or town/city encounters:
Name: Stirling Logfoot
Race: Halfling (middle-aged)
Occupation: Timber and carpentry trader - Logfoot Wood and Wonders!
Appearance: He's dressed in a sturdy moss green woollen suit (this is his good clothes for coming to town) with a feathered cap, on which is a small silvery emblem of his company/guild (well apart from his workers back in the forest, there's no guild as such, but he likes to think it's the beginning of one)
Personality/Description: Stirling is a clam, gentle man with an enormous sense of pride in the quality of his timer that is his main trade. However, as a skilled carpenter, he also creates little wooden trinkets and toys out of scrap pieces, both intricately carved and with some basic mechanics of interlocking mechanisms (his carved wooden mice with little wheels under are popular with children). He's proud if his business and aspire to form a wood workers guild. Back in a nearby forest, his crew works under his tight supervision (except when he makes these trade trips into town). So can be useful for and observations of the nearby land if there are any mobs afoot.
Name: Erlang Throft The Third.
Race: Human (young adult)
Occupation: Impoverished Noble son, compulsive gambler, and part time criminal (when he is short of coin)
Appearance: Erlang is dressed in fine robes, and tries hard to maintain an appearance of wealth and privilege. However on closer inspection, you'll notice the edges of clothing are frayed, and that several buttons are missing (having been sold to cover gambling debt). His hat is adorned with an impressively long ostrich feather. He is of skinny build, but tries to maintain his appearance and personal hygiene - and mostly manages, except for early mornings after a long night gambling at establishements - where he can instead be found staggering home, looked rather dishevelled.
Personality/Description: Cargon Castle is a modest sized estate, with good farmland, a river for running saw and grain mills, and a large keep where the noble family resides. In spite of his nobility Earl Throft (Erlang's father) is a hard working man, not shy of helping out his workers. He had four children (3 boys and a girl), with Erlang's two older brothers in line for inheritances, and of similar mind to their father (that the land and the people needs to be nurtured to provide the best for all). Erlang however beliives with absolute determination that his nobility makes him a better person, and entitled to spend his time seeking entertainment and enjoyment, while the peasants toil the land to provide for the people of god-given higher rank. However, after a failed attempt at moving himself up in the queue of inheritance (by trying to push his brother off the roof), Erlang's father sent him away from the estate, warning him not to set foot back until he had redeemed himself. Erlang instead, took up gambling, quickly spending all the allowances given to him when he was sent off. He is now essentially a penniless noble, roaming the street with a severe gambling and alcohol problem - who will nevertheless still firmly believe himself above most other people. His sister will 2 -3 times per year show up in town and provide him with a small bag of coin. In the following weeks Elgar will the lodging at inns, feasting, drinking and gambling until the coin is spent. While he's out of coin , he will seek to roganise (not take part in - that is below him) criminal endeavours of theft, murder, and abduction. He can be used as an introduction to the underworld if he believes characters would work for him (which will require the players to treat him as a noble, irrespective of finding him drunk in a ditch or feasting at the inn).
Just two for now, but if you think they are useful, I can add some more
Really nice NPCs I’m definitely using them in my game somehow
Right, let's add another couple then :-)
Name: Flitch
Race: Human (child - age maybe around 10-11)
Appearance: Flitch is dressed in rags with a dirty face and a mop of thick brown, unwashed hair. He's slender, but fierce intelligent blue eyes shines through the grimy face.
Personality/Description: Flitch is a street kid, abandoned or run away - making a living from a mixture of begging, pick-pocketing, and entertaining people for donations (also known as bugging them until they throw a coin to make him go away). He can be found sitting on the street with a wooden begging bowl, or occasionally sneaking into inns to beg food at the risk of a trashing from the inn-keep. Flitch is always hungry, but smart and able to move around the city unseen. He could simply be a short nuisance, try to pick-pocket a character, or he could be used to follow someone in the city (he'll be really good at this as hardly anyone will pay attention to a small street urchin. If asked about his accent, he'll simply state that he's not form around here. He will be extremely unwilling to go into detail, but the story is that he was abandoned by his family while the ship they were travelling on were in port to resupply. Flitch was only 5 years old, and had to learn to survive fast. In reality, Flitch ran away because he got angry with his parents, but then got lost. His family actually stayed in the city searching for him for two weeks, but eventually had to give up and return home in deep sorrow (his father was on his way to a diplomatic posting with the family).
Name: Laymin Serker
Race: Half-elf (middle-aged woman)
Appearance: Laymin dresses in colourful long robes, and carries multiple bags and woven brightly coloured satchels holding herbs and small potions. She also wears large golden looking bangles and earrings. Her green piercing eyes is beginning to be surrounded by wrinkles inherited form her human side, while she moves graciously and with elven elegance.
Personality/Description: Laymin Serker is a travelling woman of many talents. She will tell your fortune for a coin, and carries a wide collection of herbs from a wide geographical area. She carries potions less focussed on adventurers, and more on ordinary life - curing a cough, love potions, poultices for wounds etc. She is sharp-tongued and particularly vicious towards warriors whom she regards and the knuckle-dragging scourge of the world - but will stop short of refusing a trade with them. She is well spoken, quick of wit, and very perceptive of any social dynamics or tensions. She can often be found in market areas trading her herbs, or in inns or other places telling fortunes. She is a travelling herbologist with some basic magic who have become accustomed to looking after herself having felt shunned by both the human and the elf world.
Name: Jeehan Akash
Race: Gnome (young adult female)
Appearance: Jeehan is a sailmaker, dressed in loose fitting canvas trousers, and a simple top. She has a large gold earring in one ear, long golden hair that is tarred into a whip, as is common among sailors. Her hands are hard and calloused from working the sailmakers needle, ropes, and rigging in general on the ship she sails on. Her walnut brown skin is like a deeper brown than is common for gnomes, and a couple of tattoos show symbols from faraway places.
Personality/Description: Jeehan is a professional sailmaker and general person that trims, adjusts, and improves the trading ship she sails on. Having sailed with the same crew for a number of years, she could be found in town having been dragged to an inn for a drink (she would rather be back on the ship making adjustments) - or along the port looking for supplies, spare parts or studying other ships for ideas. She originally left her clan with her brother, full of adventure and certainty that in a few months, they would be bringing sacks of gold back home. When her brother was killed in a stupid fight over a few coins with a couple of goblins, she couldn't face returning home with the news. Instead she went further and farther away, joining the Golden Trader captained by a motley crew of sailors that have plied their trade far and wide. Her aptitude for working out ways of improving the rigging and her hard working attitude quickly earned her respect among the crew, and she is now a diminutive, but highly respected crew member. She is surprisingly softly spoken among the loud sailors, but somehow she seems to find the right place in a conversation to speak and be heard. If she sees other gnomes, she will be shy and withdraw - she still feels bad for not letting her clan know what happened to herself and her brother, and is now convinced that virtually all gnomes would send word back to her clan - whether they know if it or not. What really motivates her are technical challenges and problems, so she might be inclined to offer advice to adventurers in need. If adventurers are looking for transport and have coin, she could introduce them to the captain of the Golden Trader. As a trusted member of the crew, her words will weigh heavily (to recommend to take the adventurers for example)
I love Bobb,
Bobb is a marionette that is found in a box on the attic of the wizard Poppof's house. (Adventure: Plundering Poppof, Dungeon magazine #72). But ofcourse he can be found anywhere)
The description states:
As you open the box a marionette pops out, this animated puppet has his mouth glued shut with resin; it gestures to the PC's to help free its jaw of glue so it can speak.The marrionette, Bobb, is a Chaotic Neutral troublemaker. Apparently Bobb caused his previous owner (the previous owner of the house) no end of grief and he packed away in a box on the attic.
I loved my players finding Bobb and seeing how obnoxious I could be without them getting rid of him. He mostly travels with them in his box for which they bought a good lock. Then they take him out in Inns and chaos ensues :-)
Konred - a slow witted teenage boy who spends the day by the town gate carving wooden figurines and selling them to passers by. A good hearted fellow he´s loved by most and people chit chats with him as you would a kindergarten kid. By his location he knows almost all who comes and goes, but getting the information might be a challenge.
Hathor - a gruff half orc fighter who hangs in bars run by the thieves guild. He sells an ever more popular (addictive) drug that sharpens the wit. Excellent for trade negotiations, midnight oil craftsman work or burglary. Really a Drow (slave) spy asset (the drug is a Drow poison) and desperate due to his family being hostage in the Underdark.
Kindra - a 20-something girl from an impoverished home who´s latched on to a successful merchant/crafter. She´s mortally afraid of anything that rocks her new position and just want to appear "normal". She especially loathes dangerous adventurer types dragging problems and odd stuff to her mans doorstep. Ridicule or haughty attitude are her weapons to keep them away.
Random:
roll for race using reincarnate spell rules.
Pick a background using PhB. Roll for traits associated with background.
Blank
One of the NPCs I've got set as a possible guild contact for the game I'm currently setting up is Rhun Tellori, a dwarven lore bard who spent his younger years collecting stories and information, and now keeps a library of all the stuff he's managed to learn. Depending on who my players get friendly with, and what avenues they decide to turn to to learn more about various quests/creatures/artifacts, he can be a valuable resource, and personality-wise, I'm drawing from my paternal grandmother, but leaning hillbilly-- very caring and nurturing where family is concerned, a little southern-fried genius, but also just way too Done to put up with any nonsense and does not suffer fools lightly.
I've also got a potential 'I know a guy' contact for one player's character, a tiefling druid whose brother is aasimar (this is a family that really got around on various planes). The tiefling is a nice guy, very gentle and polite with people, aware that others might find his appearance frightening and usually doing his best to counteract that with his demeanor... but he's also got a habit of befriending enormous and dangerous wild animals, so like, he'll be in town making himself as small as he can and using a soft voice to thank the tradespeople he interacts with, but if you visit him at home, he might be ramming heads with a bighorn or playfully wrestling a bear or trying to give a wolf a belly rub or ride an elk and he does not get that this behavior could be seen as strange. (it's the aasimar who's the black sheep of the family in more respects)
I'll also be using our cats as merchants-- though I fully expect at least one skyrim joke when I introduce a pair of tabaxi merchants-- and I absolutely recommend any DMs with cats just do the same with your own and make whatever minor townsperson you need out of your own cat's personality. Rather than try to translate Momo's name directly, his 'character' is named for one of his most outstanding physical features, Eyes Like The Sky, and he's tabaxi-kind's himbo, just big and stupid and friendly. Lego, meanwhile, is a crotchety old man by the name of The Sharpness Beneath The Paws, and I'm looking forward to my players realizing that this isn't a reference to cat claws, but to stepping on the bricks the real cat was named for.
There was a Supernatural episode like this, but I like the idea of a bard that sings songs about the party in suspicious amount of detail.
If confronted, the bard genuinly doesn't know about the party or their adventures and he thinks he has come up with the stories himself.
I personally would like to keep his 'power' a secret. But if I really had to come up with something, I'd say he has some sort of connection with a deity ruling over time.
He's unable to make predictions for the future. He can only sing about the past.
Andante, a Human Bard that serves His Majesty as a Diplomat
Andante is a human that was raised in a cosmopolitan community on the road to the Elvish kingdom to the north. Because of this, this community is populated with both elves and humans, and of course many half-elves. It is the largest stable community of half-elves in the kingdom, and Andante grew up with many half-elf and elven friends. He was very gifted as a singer and became well acquainted with Bards that visited or passed through the town. One of these bards recognized his talent and took him under his wing, as the expression goes, to teach him more about music as a formal science and Andante learned much more about the wider world from his teacher. When he was old enough, his teacher provided him a gift of coin to travel to the big city and pursue his dream of studying to become a Bard, not just a minstrel.
After completing his bard studies he was moved to seek employment as a diplomat. As a diplomat, after his further training was complete, he was tasked initially with carrying messages from place to place and get to know who the players were in several communities and make other contacts as he could. He often traveled with caravans for safety and came to make many contacts in this community as well. His many contacts provided him a wealth of information, which he shared with his higher-ups in the diplomatic service. His inside information did lead to several successes diplomatically for the kingdom and Andante began to rise in the ranks.
Now he is the diplomatic master of a large region and has a handful of other diplomats under his charge, which he mentors and nurtures to develop their talents helping them and himself. Andante knows almost everything, and certainly much more than he lets on. In this regard he is more than respected by the leaders of the towns and villages he serves, he is even a bit feared.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Shakraka, a rakshasa who wiped out Mephistopheles and trapped the ice guy in the stygian ice.
Gregory Snitchfist (Because where can you go wrong with a name like Snitchfist?)
Has a streak of being so comically lucky/unlucky it's actually funny
Ex. An Arrow comes out of nowhere and pins him to the wall
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Guard named Dave who constantly and inexplicably is always posted wherever the player characters are going. Don't ask him why, he knows less than you do. He is a tall, muscular human in his mid 20s who typically has a blank but pleasant expression on his face. Very bad at his job, and frequently gets his gold purse stolen while on duty.
A barbarian who is friendly and soft-spoken, but gets possessed and rages at the funniest possible moments.
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote