Authentic World Building — NPCs

A miniature from a 1559 Dutch painting by  Pieter Bruegel d. ether depicting a scene from a carnival. There's an ecclectic collection of people celebrating including a man riding a barrel on a sled, and an elderly woman holding a staff with two candles wearing fake eyes and a fake nose.

By bowdens

In my previous article, I presented some roll tables I use for generating authentic settlements. In this post, I'll do the same for non playable characters (NPCs).

But first, what do I mean by “authentic” in this context? I think it's easy to create the fantastical elements of your campaign — the wizards and dragons and floating cities — but it's harder to create the low fantasy staples that are important for making your setting feel grounded. If you're playing in a high fantasy setting you may choose to use less of these elements, but these tables will come in handy for mid to low fantasy settings; particularly in a medieval inspired setting.

NPC Gender

Pick a gender that suits your character, or roll for one on the following table

1d100 Gender
1-47 Male
48-96 Female
97-100 Intersex or Non-binary

Race

Pick a race that suits your character, or roll on one of the following tables

No Fantasy

Only humans exist in a “no fantasy” setting

Low Fantasy

1d100 Race
1-70 Human
71-80 Halfling
81-85 Half-elf
85-90 Dwarf
91-95 Elf
96-97 Gnome
98 Tiefling
99 Half-orc
100 Dragonborn

Medium Fantasy

1d100 Race
1-50 Human
51-60 Halfling
61-70 Half-elf
71-80 Dwarf
81-90 Elf
91-94 Gnome
95-96 Tiefling
97-98 Half-orc
99-100 Dragonborn

High Fantasy

1d100 Race
1-30 Human
31-50 Halfling
51-60 Half-elf
61-70 Dwarf
71-85 Elf
86-90 Gnome
91-94 Tiefling
95-97 Half-orc
98-99 Dragonborn
100 Another exotic race*

* Such as firbolg, pixie, genasi, a monstrous race, etc.

Occupation

1d100 Occupation
1-40 Serf
41-55 Labourer
56-65 Freeman
66-70 Tradesperson
71-75 Artisan
76-80 Merchant
81-84 Criminal
85-86 Administrator
87-88 Shopkeeper
89-90 Innkeeper
91-92 Mercenary
93-94 Noble's Staff
95-96 Clergy
96-97 Knight
99 Adventurer
100 Noble

Serf

A serf is bound to a land holder. Depending on the rigidity of the social hierarchy in your world, they may not be permitted to leave the service of their lord. They are overwhelmingly agricultural workers; sowing, tending, and harvesting crops. In times of war, serfs may be drafted into their lord's service, usually fighting with simple weapons like spears. The only armour they may wear is what they own.

Labourer

A labourer is not bound to any land holder but must sell their labour to earn their keep. Their work may depend on the seasons, helping with harvests in the autumn, and finding other jobs during other periods.

1d100 Labourer's Task
1-50 Farmhand
51-60 Builder/handyman
61-70 Fisher
71-75 Hunter
76-80 Shepherd
81-85 Servant
86-90 Cook
91-95 Woodsman
96-98 Deckhand
99-100 Stevedore

Freeman

A freeman is somebody who owns or rents land under a liege lord. They are independent farmers but may owe some service to a lord. Freemen may employ labourers to help with harvests and other jobs on the farm.

Tradesperson

Tradespeopole usually live in villages or towns and have a specialisation. Teenagers often apprentice to tradespeople to learn the trade, though their parents are usually responsible for paying for the apprenticeship. Tradespeople often belong to a guild which is an association of professionals in a field. Guilds are given letters of patent by a monarch which authorise their existence and sometimes grant a monopoly to that guild. Guildhalls are among the largest and most impressive buildings within a village or town.

1d100 Trade
1-20 Miller
21-35 Blacksmith
36-45 Baker
46-55 Carpenter
56-60 Brewer
61-65 Weaver
66-70 Roofer
71-75 Cobbler
76-80 Tanner
81-85 Butcher
86-90 Potter
91-95 Miner
96-100 Dyer

Artisan

Artisans are similar to tradespeople, while tradespeople tend to focus on “mass market” things that everyone in society needs, artisans focus on more unique hand crafted items. The products of their labour are more commonly bought by the richer members of society. Like tradespeople, artisans generally belong to guilds.

You might decide that artisans in your world incorporate magic and spells into their craft. For instance, perhaps surgeons know some cleric spells in addition to their skills with scalpels and bonesaws.

1d100 Craft
1-20 Mason
21-35 Tailor
36-45 Cooper
46-55 Hat maker
56-60 Metalworker
61-65 Armourer
66-70 Scribe
71-75 Glassblower
76-78 Saddler
79-80 Apothecary
81-82 Shipwright
83-84 Locksmith
85-86 Herbalist
87-89 Falconer
90-91 Thatcher
92 Goldsmith
93 Jeweller
94 Dressmaker
95 Perfumer
96 Physician
97 Surgeon
98 Hermit
99 Alchemist
100 Clockmaker

Merchant

Merchants buy goods from one location and bring them to another to sell. They are commonly found in town markets, or transporting goods along roads, rivers, or by sea. Depending on how dangerous your world is, and how valuable the goods they are selling are, merchants might hire mercenaries to defend from brigands.

In medieval history, merchants grew in wealth and power over time, becoming in some cases wealthier than the aristocracy who viewed them as upstarts. You might decide to have a similar dynamic in your setting, with acrimony between the merchant guild and the crown, for instance.

Criminal

Breaking the law can be profitable. Here are some ideas for the pursuits of criminals.

1d100 Criminal Pursuit
1-20 Poacher
21-40 Cutpurse
41-60 Beggar
61-70 Smuggler
71-80 Bandit
81-85 Heretic
86-90 Forger
91-95 Coin Clipper
96-97 Pirate
98 Traitor
99 Murderer
100 Pretender

Administrator

Administrators can fall into many categories. They are anyone whose main job is managing or administrating the work of others. Roll on the table below to determine the particular kind of administrator

1d100 Administrative Role
1-10 Bookkeeper
11-20 Alderman
21-30 Guild official
31-40 Reeve
41-50 Baliff
51-60 Page
61-70 Tax collector
81-90 Sheriff
91-100 Mayor

Shopkeeper

Shopkeepers own or work in general stores. Speciality goods can be more commonly acquired at the workshops of artisans, tradespeople, or at markets, but for common everyday goods general stores can be useful.

Innkeeper

Inns and taverns are common fixtures in both settlements and at crossroads with food and lodgings for travellers.

Mercenary

Mercenaries are people who sell their sword (or spear or axe or bow!). They might guard a merchants caravan, work as a city or castle guard, or fight in an army.

Noble's Staff

Nobles, depending on their wealth, can have large households with staff and retinue. Roll on the following table to determine a role within a noble household

1d100 Noble Staff Role
1-10 Scullion
11-20 Cook
21-30 Launderer
31-40 Stable Hand
41-45 Porter
46-50 Man-at-arms
51-55 Page
56-60 Seamstress
61-65 Gardener
66-70 Groom
71-75 Lady's Maid
76-80 Valet
81-85 Butler
86-88 Seneschal
89-90 Chaplain
91-92 Tutor
93 Master of the horse
94 Chamberlain
95 Almoner
96 Castellan
97 Captain of the guard
98 Constable
99 Marshal
100 Chancellor

Clergy

The clergy include anyone who works with the church. You might choose to decide which god or gods this NPC worships based on the mythology in your setting.

1d100 Clergy Role
1-30 Acolyte
31-40 Parish Priest
41-50 Deacon
51-60 Vicar
61-70 Monk or nun
71-75 Prior
76-80 Abbot
81-85 Confessor
86-90 Rector
91-95 Bishop
95-100 Archbishop

Knight

A knight is a minor landholder. They must hold enough land to pay for their weapons, armour, and horse, as well as their family and retinue. A sufficient amount of land to pay for these is called a "Knights Fee". A knight usually lives in a manor house and has enough serfs to make their land productive. Knights owes service to a liege lord who may have granted the knight the requisite land from their own demesne. Knights usually follow a chivalric code, and their service to their lord is either military or non-military (called serjeanty).

Adventurer

Adventurers have a class just like the player characters in your campaign. You could use a party of adventurers as a foil to your players party, competing to delve into dungeons and find the treasure before your party can. You could also have retired adventurers who can give advice to your player characters.

Noble

Nobles are major landowners. They have tenants such as knights, freemen, or other lower ranking nobles that owe service or taxes to them. In return, a noble provides security and law and order to their subjects. The paramount noble in most settings would be a king, queen, or emperor. Land held without a superior landlord is called an allodial title.

Nobles generally get their title by inheriting it, though titles can also be granted through subinfeudation where a landowner grants some of their land to a lesser lord in exchange for their loyal service or taxes. Such titles are called fiefs or fiefdoms.

In some systems, certain noble titles can also be elected. For instance, perhaps in your campaign setting the emperor is elected by dukes with sufficiently large holdings.