NPC stands for Non-Player Character

When running a DnD campaign as Dungeon Master, NPC’s are a vital part of the storytelling. They are required to interact with the players, to flesh out the story and to populate the world. In my current campaign Aramil, Mirabell, Ser Robin and Serbian have run into two repeating characters who’ve accompanied them on their adventures.

Corporal Amaranthe Nobody: Leader of the local militia, the Black Brigade, Nobody runs her military outfit with the sort of long-suffering sigh normally found in nursery teachers. This isn’t surprising, her men comprise mostly of conscripts whose crime hadn’t been severe enough to warrant hanging. The band of thieves, cattle wranglers and swindlers are fiercely loyal to the diminutive woman. This is probably because despite arriving in town only four years ago, Nobody has stuck up for her men time and again and, on the rare occasion that they are drafted into being cannon fodder by the local lord, she has fought bravely at the very front of the skirmish.

Her past, however, is a mystery to her men and there is a running bet to discover what crime she committed to being assigned the penance of running the brigade.

When she’s not extricating her brigade from the pub, Nobody, longsword leaning against the wall behind her, spends her time in more ladylike pursuits. Gifted with embroidery and knitting the soldier produces clothes and toys for the children of the village for whom she had infinite patience.

She’s only been known to lose her temper once. Nobody has no time for husbands who mistreat their wives and has run more than one abusive man out of town.

Skullkicker Murbol

A bard by trade, this half-orc female is at odds with the majority of her race. Good tempered and friendly she is most often found either leading a pub in song or giving a performance at one of her many gigs.

She was abandoned by her family as a child and was taken in by a wandering troop of musicians who shortened her name to Kicks and taught her the art of music and storytelling. When she was old enough she set out on her own with nothing but her instruments, her disguise and a pony called Nettles.

She settled in the town of Kettering and quickly built a reputation for herself as a talented bard and a formidable drinking buddy. Intensely aware of her pale grey skin and tusks, Kicks only gives performances in disguise using a magical scarf which glosses over her more orcish features. This has led to slightly conflicting reports as the disguise changes each time. The running theory is that Kicks is a stage name used by a whole school of large female bards each of whom is six foot six inches tall. Kicks thinks this is hilarious.

She’s a loyal friend to those who earn it but refuses to stand with villains and murderers.



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