| Worldheart Design |
While we have finished writing our general outline of the campaign, we've decided to go ahead and ask the community for some good old friendly input.
As we've mentioned before, our campaign will feature a lot of travelling and exploration and we are slowly building a list of travelers and passengers that can accompany your players on their journey.
These travelers can range from anything to anyone.
In short, we're looking to make a good collection of NPC personalities that can serve to provide social interactions and good roleplay opportunities.
These travelers may stay anywhere from a day or two to months at a time depending on how the players go about the campaign.
So, that's where you can help. With a list traversing every kind of country, region and culture you can imagine, we hope to give players a chance to have some rather fun times.
(NOTE: Alignment is also not an issue)
| Worldheart Design |
Here's an example:
Patrick Randall (NG male human commoner 3): Patrick joins as a simple passenger and plans to get off at the next town to seek his fortunes as a farmhand, as all the local farmsteads aren't hiring. He spends most of the trip explaining animal husbandry and crop planting. During combat he nevertheless grabs whatever he can and fights until brought below half health.
| Ciaran Barnes |
Patrick may very well get the pc's unused horses away from conbat.
"Smiles" T'leaux (cn rogue) This local pimp and former small time crook knows the name of every man, women and child in town. A giant of a man with a glint in his eye and ready smile, even the most virtuous cannot help being drawn into his tall tales, nor resist the laughter brought on by his (occasionally crude) tales of the plethora of scoundrels, tarts and wise-guys he has known in his time. There are truly few who dislike him, and those unlucky few are the ones who have crossed him financially.
| Worldheart Design |
Patrick may very well get the pc's unused horses away from conbat.
"Smiles" T'leaux (cn rogue) This local pimp and former small time crook knows every the name of man, women and child in town. A giant of a man with a glint in his eye and ready smile, even the most virtuous cannot help being drawn into his tall tales, nor resist the laughter brought on by his (occasionally crude) tales of the various characters he has met in his time. There are truly few who dislike him, and those unlucky few are the ones who have crossed him financially.
Would "Smiles" journey with them for a reason? Is he on his own mission or simply getting a ride? What race would he be? I can very well see him being both the center of attention around the evening campfires as well as bothering the fair-hearted cleric about her chastity.
| BltzKrg242 |
Borab the driver (n Human Male Commoner 2)
a relatively quiet fellow among people, Borab is a master of swearing at the mules and horses under his "care". Watching Borab drive is a study in patience and tolerance. Even on flat open stretches of road, Borab will curse and snap his whip above his animals but in stressful situations, the air turns blue with curses, threats, cajoling, and the crack of his whip. It would seem that Borab thoroughly hates draft animals but has chosen to work with them as his profession. He is a fine driver, and his animals are all healthy, they just seem to send him into paroxysms whenever he has the reins in his hands.
| BltzKrg242 |
Kyrkip the kobold (N male Kobold Commoner 2)
Kyrkip is a kobold of some bravery (compared to other kobolds). He wants to explore how other races thrive in order to help his own clan at some point in the future. He speaks a mangled version of common in a high pitched voice and wears what is, to him, an unobtrusive robe. it is made of strips and scraps of various fabrics with cloth wrappings on his arms and hands. His snout is also wrapped in cloth "to hide it". the end effect is a bit like a mummy scarecrow kobold and is unlikely to fool anyone. But he is polite, curious, helpful, and solicitous so he has been, more or less, accepted by the locals who see him as a curiosity. He will latch onto one person or group for days or weeks if they seem to be interesting and then will follow them around asking questions.
| BltzKrg242 |
Dmitri and Yvelga Rosbomanov (N M&F Human Commoner 1)
The Rosbomanovs squatted in a mostly burned down winery a few years ago and have brought the vines back into production. The don't know who used to own the land or the now repaired buildings, but they have put lots of work into the White Thunder Wine Co. they have just started turning out bottles of a passable white wine. Since they have had so little time to let it age, it is not the best product but it does have a kick. The locals appreciate the Rosbomanov's efforts and expect that in future years, the wine will just get better and better.
The couple's greatest fear is that the legal and lawful owner of the grounds will one day return and wipe out the efforts that they have made.
| Ciaran Barnes |
Mesley "Clubfoot" Smythe (human commoner, age 12) A crippled orphan who earns his supper acting as a guide, and a source of news and rumors. He found recent employment aboard a ship performing menial tasks within his means. He was left behind at a port with naught but some coppers and a loaf of bread. He is trying to find his way home, not that much awaits him there. He can become clingy with those who show him kindness.
Galen Soulbrim (human wizard, age 60+) A wizard and sage who prefers the quiet of the woods, though not neccessarily the woods themselves. As he only concerns himself with matters he considers serious, he can be intense. Still, he can be helpful to those who tread the dangerous places of the world and live to tell of it. He has some minor magic items and scrolls for sale. He is presently travelling to acquire components for new magical research, and trusts no others to do it for him.
Willwren Goldleaf (half-elf paladin) A questing paladin in search of evil artifacts to destroy. While his heart means well, he is suspicious of those who may be his equal in combat. He is bold, and his passion drives him to rudeness.
Marfus, son of Rufus (human commoner/warrior) A smith who crafts tools and nails. As the twin brother of Cedic's father Rudic, he has adopted the orphaned boy and does his best to care for him. He is a worried and nervous man.
Cedic, son of Rudic (human commoner, age 9) A shy boy with a penchant for frogs, recently returned to his uncle Marfus after having been abducted for nearly a year by cultists, although he was treated well. He is troubled and confused by the murder of his captors by adventurers that led to his return.
Teej Gleddins (human expert, age 40+) A one time merchant who now serves a king acting as ambassador (and information collecter) to a town of reptillian humanoids. It is in a swamp, and built upon the half sunken ruins of an ancient elven city. He splits his time between this place and court, where he is presently returning to. He finds the reptillians fascinating but is hungry for contact with more civilized races.
| BltzKrg242 |
Gillman Goodleaf (N 1/2Elf Bard 3) Flamboyant and personable, Gillman wants to tag along with the adventurers and tell their tale. of course for the most part he watches the party and in his tales he puts himself into the story as the main protagonist and claims the party's deeds as his own. He tries his best to tell this version when the PCs are no where they can hear...
He has a habit of changing his clothing every day with cantrips and small purchases and a penchant for prestidigitating party members who get too close to keep the smell off of them and him.
Werkel Quisp (CG gnome rogue 3) Werkal is a fungus farmer. he raises some of the most succulent mushrooms on this side of the dark forest. Actually he raises them IN the Dark forest but just right on the edge. He has a small colony of Myconids that tend to his crops and he helps protect their young by bringing assets and traps back when he returns from trips to sell the fungus. He has a pretty good grasp of the area around his patch of the forest and has picked up some information on the road as he sells his crop from market to market.
Kizalee Flangton (LE F human, Age 30 necromancer 4) Kiza has been around the dead for far too long. She stares into space and is slow to rouse after being in thought for any length of time. She has a vaguely chemical smell with a hint of decay on her and her hair and nails show that she does not care for herself. During the last few years she has been been communicating with Devils who are attempting to use her and her hideout as a gateway to the prime. She doesn't WANT this to happen so she's half-heartedly looking for adventurers that she feels could cleanse the area of Devilish taint but hasn't yet figured out how to get them to do this with out killing all of her undead minions or potentially even her...
| Ciaran Barnes |
Zantha Fleur (N elven commoner 1) A pretty young elven woman on her way to visit family. She has extraordinarily keen eyes and ears, but is quite dim-witted, often unsure what it is she has perceived. She sometimes appears meek, but is actually trying to sort out her thoughts. People sometimes try to take advantage of her, but she finds herself shying away from them without knowing why. She was travelling with a caravan, but stepped off the carriage without telling anyone and she was left behind. She is completely lost, and following anyone who seems to know where they are going.
| Voice of Darkness |
@Ciaran Barnes and BltzKrg242 : Thank you so much for these ones.
So far we've added all 15 NPCs you've collectively created to our list of potential traveling companions.
Are there are any NPCs you would see accompanying them through exotic locales such as Nordic, African, Middle Eastern or Asian inspired regions? What about high level NPCs? Anyone you see journeying with them to other planes?
EDIT:
I'm glad you gave the Rosbomanovs such a fine background. I'm pretty sure we can fit their story into a short side-quest.
| BltzKrg242 |
Bjork Forkbeard (NE Human Barbarian 8)
Formerly a raider with his village, Bjork has gone past his prime. He has run to fat and slovenliness but at one time he was a formidable man and still thinks he is. His Lowered Con and Str (8 in each) reflect his lack of staying in shape and his move speed of 20 reflects his girth and lack of exercise. Bjork has half as many feats (2)as a character of his level should (4) due to disuse and forgetfulness. Any useful gear that he may have once had has been pawned or sold so he will start with only the most basic gear.
Bjork will pretty much force himself on the hapless party as a traveling companion as he is the only one who has ever been to Icewall and back and survived.
After every month on the road add +1 to his STR and CON scores until he reaches his maximum of 18 STR and 16 Con. to show him getting back into shape. As he gains XP with the group, he will gain an extra feat at each level up until he is at the correct number for his level. After one level gain, his base speed will increase to 30'. After the next level, he will get back his fast movement 10'.
So while Bjork starts out as a fairly weak ally, he will improve rapidly into an effective one... as long as the parties goals meet his.
Bjork is the only one to return from Icewall because he caused the deaths of his companions. Once Bjork is at peak effectiveness, he will switch from helpful to devious and will draw the party into the realm of the Frost Giant Jarls where he expects to be rewarded for bringing victims and loot.
He was well rewarded previously but had squandered his ill gotten gains and had no other way to make a living after all this time.
(Sorry this one is a little convoluted )
| BltzKrg242 |
Rumbidzai Rutendo (N F 1/2 orc Cleric 5) Rumbidzai (meaning Praise in her language) is the dire result of the mating of a rampaging orc and her mother, the shaman of her tribe (mwangi on Golarian). Her mother took her birth as a sign from her goddess and raised her to be a strong follower of that goddess. Her surname was granted based on her following of the teachings (it means Faith). Rumbidzai is heavily muscled and in peak physical shape. Her tusks are fairly long and have had scrimshaw carvings around them with verses of praise. She wears a necklace of predators teeth which she has gleaned from those she has killed in protecting her people. She will continue to collect one canine tooth from every foe vanquished unless asked to stop.
Rumbidzai has been tasked by her goddess to help the foretold characters in their quest. She will stop at nothing to help them complete it and will not be dissuaded from accompanying them. She will put up with even the worst treatment in order to follow and assist the party. She will have clues and visions from her goddess to help along the way. This is one NPC that would follow a party to another plane to stay in her goddesses good graces.
Meercan Gerbloken (N M Halfling Paladin (Divine Hunter) 2) Meercan became a Paladin to overcome his fears. He is pretty well afraid of his own shadow and so he has focused on combat from a distance. Meercan has the Craven halfling racial trait, which replaces most Halfling's fearless trait. Having heard the tales of fearless Paladins, He is expecting for his god to kick in the fearlessness any minute now. (little realizing that he has chosen a path that does not grant that ability). He will join the party in an attempt to overcome his fears but mostly will not. Even in his fear he will stick around in many cases in an attempt to prove to himself, if no one else, that he is brave.
| TheRonin |
Emily (no last name) NG Human Commoner 1
Emily is a girl in her 20s, her father recently passed away. Losing her job as a barmaid the same week because she refused her bosses advances she took the little bit of gold her father left her and is heading to a larger city to find work there. Emily has a sweet tooth and enjoys a good ale, but is skittish around men in positions of authority due to her recent past. She is lonely since her father passed but is ultimately an optimistic girl who is easy to befriend, and easy to fall for.
| Ciaran Barnes |
Argal Firmleg (LN dwarven rogue/fighter) Although by all rights Argal should be a potent warrior, he is only a passable one as his heart is divided. His mental ability scores are on par with his physical ones, and his true passion lay in wine making (and the sale of such), for he is one of the Praerie Dwarves - descended from those who long ago forsook the mountains for life on the surface. He carries himself with dignity and is well-groomed. He is cordial and friendly, but dislikes the rude and crass. He can cook, and his love for food and drink shows. He travels now from home with a pony and samples of his wine to make business contacts so that he may one day become a wealthy merchant. Still, he is well armed and brave in battle.
| BltzKrg242 |
Cap'n Soarly Mist (CG M Dwarf Bard 9)
Obviously using an assumed name, this Dwarven ship captain appears just about as common a dwarf as any seen pretty much anywhere. He doesn't wear any command insignia and his clothes are nondescript. He has a full black beard and bushy eyebrows but nothing really stands out. Even his voice seems to be mid-range and forgettable.
Cap'n Mist runs a likewise unremarkable ship with the name of Mists Masts that he hires out as needed for cargo or passengers. He doesn't haggle a whole lot and seems to accept any reasonable offer for either.
At sea, away from prying eyes ashore, the Cap'n becomes possessed. He is a brilliant captain and a highly motivational commander. Mist's voice rumbles like thunder and his commands are like lightning. Even inch of speed that his vessel can get is brought out by his crew as they strive to please their commander.
On the off chance that the ship is ever attacked, it becomes apparent that the crew is well trained and martially skilled.
Only after an extended relationship will it be learned that Mist and crew are deserters from a far away navy that was ordered to engage in piracy by their lord. They refused and scrubbed all insignia and markings from the ship and sailed as far away as they felt was needed to escape from an inept and wicked ruler. The name he chose is a play on words that shows that he misses his homeland.
| Mortuum |
Timothy Zophey (CG Alchemist 1 with vivisectionist archetype)
This nervous student is returning to his family after a year learning his art in a major city. If something particularly fascinating happens, he'll send a letter ahead and allow himself to be distracted by it for as long as it takes.
He lives in constant fear of his goblin research subject, but he's perfectly charming if you can sooth his case of the jitters.
Slurgit (CE Expert 1)
He's a small goblin in a small cage, belonging to Zophey. He takes what little opportunity he has to make trouble and is desperate to be released. He has no interest whatsoever in leaving his "owner" (who feeds him well and uses minimal force), he just wants to run around unleash hell for a while. Virtually everything he says is a lie.
Perversely, he's picked up the rudiments of alchemy, although he'll try to bite anybody who accuses him of reading.
These two are close friends and constant rivals. They delight in getting the better of each other.
| Worldheart Design |
Again, I'd like to thank you for these wonderful suggestions. We're coming up with some fun interactions between them and the Big Eight (the eight main NPCs who are constant companions).
In thanks we want to showcase one of the encounters from our adventure:
This is a but a minute sample of what we have planned.