Authentic World Building — NPCs
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.