G Written by Greg Saunders Cover art by Yuri Perkowski Domingos, design Paul Bourne, internal art by Yuri Perkowski Domingos 1 CONTENTS G Sad Albert - terrified town guard 43 Rogues, miscreants and vagabonds 3 Selegren Wist - priest of the Thrice Blessed 45 Bad Victor - really, really bad drunk 5 Shav Reed - veteran and adventurer 47 Begen - berserker and bawd 7 49 Bitter Pele - thug and bully 9 Skerrew - ratman thief Black Ivan - bandit and thug 11 Simon the fox - cutpurse and informer 51 Erin Selenis - elven prophet and artist 13 Sister Gavita - aggressive nun of the Red King 53 Fewick Lowbrow - priest of the Heartstone 15 Stour Sternbrow - dwarven 55 Filthy Konrad - gutter prophet 17 alchemist Terdick - butcher and Garelow Sessen - priest of 57 the Red King 19 poisoner Vortigen Hech - forgetful Gollin - old soldier with 59 a secret... 21 watchman Hey, what is that person Grakk - goblin bodyguard and 60 mercenary 23 doing? 61 Ivan Teseris - bounty hunter 25 Who is in the street? Defining statistics for Lord Sengek - noble with 63 'interesting tastes' 27 Non-Player Characters NPCs and careers 63 Magda - wise woman and spy 65 mistress 29 Stamina Persistent characters 65 Old Albus - halfling poacher 66 and gossip 31 Character maps 66 Otto Kew - circus owner 33 Start small Think about what you need 67 Pellon Ord - wizard and Make notes 67 vagabond 35 Arrange the notes spatially 68 Red Kelorn - hunter and raconteur 37 Make the Connections 68 Revela - elvish outcast 39 Look at the pattern 69 Rubuss - bravo and bully 41 2 G Rogues, Miscreants vagabonds and This book details a selection of rogues, miscreants and vagabonds that can be used to populate any city of the Kingdom, or any other fantasy setting for that matter. They are designed to be recurring, persistent individuals that player characters may interact with many times, and can be interconnected to create a sense of a living, breathing location during a game. Note that there are no statistics for these characters - in Warlock it is very easy to create these numbers on the fly, and this way the games master can fit them to the needs of the moment. At the back of this book are notes on how this is done from Warlock Compendium 2, as well and a discussion on creating character maps to keep all your non-player character relations in mind. The format of entries is as follows: A name and general description in bold. 'Notable quotes.' Description: the physical appearance of the character. Motivation: a short description of their goals. A longer description of the character, including some history and background. Secrets: something secret about the character that may influence how they behave. 3 G 4 G BAD VICTOR - REALLY, REALLY BAD DRUNK 'Pass that bottle over.' 'I'll kill you! Keep away from my snaven!' Description: when he's sober, he's an imposing man with a full beard and braided hair, striking in a rough and ready kind of way. When he's drunk, he's a beast! Motivation: keep the snaven safe, don't let anyone see it. Get a drink. Hey, are you looking at my snaven? Bad Victor is just plain Victor when he's sober an intense, somewhat awkward man who nevertheless is decent and upstanding. Get a drink him however and he turns into a madman, raving and snarling and accusing people of trying to steal his 'snaven', whatever that is. He's so ferocious when the drink is on him that he's been known to take down a handful of guards before they pin him down, only for him to wake up in the cells the next day with no memory of the incident and a very sore head. Some think he drinks to forget, but at the mention of the snaven, certain wizards narrow their eyes... Secrets: the snaven exists! It's a small imp-like creature only he can see that sits on Victor's shoulder and talks constantly, enough that he drinks to ignore it. But he also knows he must keep it safe, as it knows where his children are, and if he does what it says, it will tell him. 5 G 6 G BEGEN - BERSERKER AND BAWD 'Sorry about your nose. A song!' 'Let me finish my beer, and we can settle this like men.' Description: a huge, sweaty man prone to bearing his chest and swinging his huge, ancient-looking sword. Full of laughter, with a single eye and a skull on his eye patch. Smells of body odour and blood. Motivation: smash things, have fun, sing songs! A giant of a man who claims to hail from the distant north, Begen is a mighty warrior, poet and minstrel, or so he says. Mainly he spends his time in the hostelries of the city, drinking and singing bawdy and risqué songs, which he says are of his own invention. He earns his keep as hired muscle, and his size means that he rarely has to draw 'dooming', his sword, which apparently cannot be sheathed unless blood is spilt. Secrets: Both of Begen's eyes work - he just thinks the patch makes him more glamorous. He not from the 'distant north', but a village outside of Rebeck. Most of his songs come from a work called 'the ribald priest', which he picked up in a flea market. The sword 'dooming' is actually an elvish blade, which Begen discovered in the ruins of Dreaming Impessk. Unbeknownst to him, the elves seek the weapon as an ancient treasure of their people, and have sent emissaries to bring it home, no matter the cost... 7 G 8 G BITTER PELE - THUG AND BULLY 'Shut your mouth!' 'Hand it over, or you're on for a cuttin'.' Description: a brutal and ugly man who rarely washes and never seems to take off his padded jerkin. Gives off an aura of anger and viciousness. Motivation: kick people around, preferably for pay. Try not to sleep. Pele is as nasty a man as he looks. He's a thug and a villain, who will pretty much do anything to anyone for coin. He is a veteran of the wars against the traitor, and those episodes scarred him physically and mentally. Rumours persist that he fought on the side of the traitor, and the mental damage he took is a result of his interactions with some of the darker forces that fought on that side. He denies this of course - otherwise it would be time for a visit from the witch hunters. Certainly it's known that Pele doesn't sleep well, and often wakes up screaming in the night. His haggard appearance is as much due to these night-terrors as the physical ravages of war. Secrets: Pele has a wife and a daughter, incredibly. He dotes on both, and is very careful to keep them safe and secret from the many people he's upset over the years. So far. He's also started working for a necromancer, collecting corpses - some of which he 'generates' himself... 9 G 10 G BLACK IVAN - BANDIT AND THUG 'Your money, or I bash you.' 'You won't hand it over? This is sad. I'm sad, you're dead.' Description: a rough looking brute of a man with a scarred and beaten face. Wears a strange hat from the east and rarely seen without his spiked club to hand. Motivation: get enough money together to get back home. Wherever that is. Black Ivan is a robber and a bandit. He robs anyone who seems relatively easy pickings, using his size and brawn to get his way, though he's quite happy to use his club too. Anyone who manages to get him talking, usually by buying him drinks when he's 'off duty' will learn that he's saving money to head back east to his homeland. It soon becomes clear though that he's not too sure where home is. Something he takes philosophically. Secrets: Black Ivan's current home is in the sewers - he's found a walled off section that he has converted into his hideaway. No one know where this is. He also occasionally takes on 'jobs' for the upper classes, typically silencing critics, often terminally. 11 G 12 G ERIN SELENIS - ELVEN PROPHET AND ARTIST 'There is beauty in everything, if you know where to look.' 'Suffering is one route to unity with the Wild Wood.' Description: with a covered face, it is hard to tell that Selenis is a woman, let alone an elf. She keeps her face hidden most of the time, but otherwise dresses sparely, with seemingly little care. Motivation: achieve oneness with the Wild Wood through fasting, prayer and hunting. Tolerate those who do not understand her ways. Hunt. A hidden figure that keeps to the shadows, Selenis moves with a natural grace that marks her as an elf. She seems to spend time in the city but no one really knows what she does, she's just always 'around and about'. If you can get her to talk to you, usually by demonstrating that you at least respect the Wild Wood, she knows much of the natural world and of the creatures and beings that inhabit it, and many comings and goings of wild beasts in the city are known to her. Secrets: Selenis secretly hunts those she considers 'evil'. This means those that act directly against the teachings of the Wild Wood. So anyone who destroys nature or acts to bring conformity and order to the chaos of the unbridled growth of the wild is fair game. She keeps her face hidden as her cheeks are tattooed with the anti-human liturgy one of the more extreme Wild Wood sects. 13 G 14 G FEWICK LOWBROW - PRIEST OF THE HEARTSTONE 'By the Hammer!' 'Disrespect an honest trade and you disrespect me.' Description: a tough and rugged dwarf with a thick white beard and an eye patch. Wearing battered armour and carrying a shield full of notches and holes - he bears these with stubborn pride. Motivation: fight for the oppressed, uphold the honour or the Heartstone, and drink to forget. Lowbrow is a tough-looking dwarf, grizzled and worn, who promotes the ideals of the Heartstone with a passion. He sees himself as a defender of the working class, a champion of the trades and industries that the Heartstone promotes in the distant dwarven kingdoms. When he's drunk he reminisces bleary-eyed about his time in the wars of the dwarven holds apparently his arms and armour come from this time. Strangely, despite his championing of the trades, he refuses to get his equipment repaired, and gets quite angry if people try to discover why. Secrets: once during the wars of the Black Spine mountains, Lowbrow was ordered to cover the retreat of his kin from goblin raiders during the fall of a dwarf hold. He didn't, he turned and ran. That shame haunts him, his bitter secret. So great is this that if anyone would find his secret out, he would do all he could to keep them silent. 15 G 16 G FILTHY KONRAD - GUTTER PROPHET 'The fires of the underhell await you!' 'Damnation beckons your rotten soul! Spare a coin?' Description: a ragged beggar dressed in scraps of finery with a flowing white beard and crazed, rheumy eyes. Always has his tattered 'book of dreams'. Motivation: Point out the damnation of the soul to random folk. Collect more scripture for the book of dreams. A flea-bitten and ragged man, Konrad stands on the street corners preaching the gospel of 'Lekie', his mad god. Mainly this involves invoking damnation on anyone who passes by, before asking them to spare some coin or food. Despite appearances, Konrad is a fairly decent fellow, just a little unhinged from his time in the war against the traitor, and desperate to 'help' others with the proclamations he reads from the book he uncovered in a ruined tower. Somehow he scrapes together enough food and drink to survive, and is one of those people that just seems to get by, no matter how bad he looks. Secrets: the book of dreams isn't just a collection of a mad scribblings. It is actually an ancient spellbook, with many unknown and powerful spells scribed within. Konrad unconsciously casts these spells in the quiet of the night when he reads the book aloud... 17 G 18 G GARELOW SESSEN - PRIEST OF THE RED KING 'The King'll have you, in the end.' 'Praise be to him who watches. Best hand it over, lad.' Description: a squat, ugly man with a balding head and yellowed, staring eyes, Sessen is exceptionally unpleasant to look upon. He wears tattered, torn clothing, much stained from the road, and is armed with a small battered shield and a hammer. When he's 'preaching for the King', a flaming jug of oil is often to hand... Motivation: burn things for the Red King, and make a little money on the side. Sessen is a broken man - some loss many years ago broke his spirit, and he has never truely recovered. He find his only solace of sorts in his adoration of the Red King. To him the diety is the personification of flames and destruction, and it is through fire that the 'King is born'. He's also a thief, which is something that he has no trouble marrying with his faith. Most consider Sessen to be someone best avoided... Secrets: Sessen was once a high-born noble, who fled the family estate many years ago after that 'business with the maid'. His family still hunt him, and would pay richly for news of his whereabouts. He's also a coward at heart - anyone facing up to him would soon learn that. 19 G 20 G GOLLIN - OLD SOLDIER WITH A SECRET... 'Are you cut? I... Er...' 'I've seen things you wouldn't believe...' Description: a skinny man with a sallow complexion and a leering, evil glint in his eye. Haughty and sarcastic. Wearing a worn and well-used soldier's uniform, with a long spear and patched armour. Motivation: feed, sate the urges and find relief. Gollin is a nasty man, make no mistake. He's cruel and unfeeling, and has a hard time showing any sort of empathy for others. He's also got a dark secret - every week he must feed on blood or become weak and ill. Is he a vampire? He's certainly not afraid of the sun. But the compulsion is strong. He keeps this side of himself well hidden, but as a result he tends to know the seedier parts of town, and is familiar with some of the people and creatures that might be found there. If you want to know something of the nastier side of the city, Gollin is likely to be able to provide an answer. You might not like the prices he charges for information though... Secrets: Gollin was cursed by a witch long ago, when he was a lad. It's made him mean and nasty, and rendered him unfeeling and dead inside. It's also given him a craving for the blood of intelligent creatures which he must sate at least once a week. He's desperate to find the witch and end her, hoping to break the curse and make him whole again... 21 G 22 G GRAKK - GOBLIN BODYGUARD AND MERCENARY 'Who d'you want me to hit?' 'I can do 'im. Cost ya though.' Description: a squat, large eared goblin wearing tatty armour and bearing a rotting shield. Large axe slung over the shoulder casually. Motivation: earn enough money for some semi-decent grub, and find somewhere warm and dry to sleep. Avoid contact with other goblins. Grakk is a rare sight - an armed and armoured goblin abroad in the Kingdom. Luckily he has a reputation - he's only a danger to those that mess with his paying boss, so that's alright then. Short like all goblins and with an even shorter temper, Grakk is cheap and effective, which makes him quite popular with the lower strata of paying clientele. He seems to have some issue with other goblins, and avoids them at all costs, which is unusual as most of his kind are gregarious. He's also quiet and introverted, also very peculiar for a goblin. But with that axe to hand, most find it better not to ask questions. Secrets: Grakk isn't the goblin outsider he appears - he is actually a devotee of the Dragon. He's in the Kingdom trying to locate the infamous Splitskull Staff, a goblin relic of great value to the Dragon's priests. He's also extremely fond of dwarven beer, something he considers a deep shame. He avoid other goblins in case they find out about his vice... 23 G 24 G IVAN TESERIS - BOUNTY HUNTER 'At last I have you!' 'Hold on, let me wind this thing back up.' Description: a shaggy-haired, red-headed youth who always sports a fine hat, never seen without his crossbow and leather jerkin. Motivation: catch people for coin, an honest days work. A talkative, friendly and seemingly somewhat bumbling individual, Teseris's exterior hides a far shrewder individual than others take him for. He has a keen eye, and is adept at wrinkling information out of people in seemingly innocent banter, a skill he uses to great effect when hunting his quarry. His favourite weapon is his crossbow, which it seems is always at his side, and a oft-employed tactic is to shoot his quarry through the leg with the weapon - typically this leaves him enough time to collect the bounty before the wound festers. He's also been known to use goblin bolts, laced with arachnid paralysis poison for particularly 'big jobs'. Secrets: Teseris is currently hunting the bandit known as the Golden Stag, a job he was forced to take. What no one else knows is that the Golden Stag is none other then his little sister Amelia. Now his employers want results and are questioning his capabilities and reputation... So a choice must be made... 25 G 26 G LORD SENGEK - NOBLE WITH 'INTERESTING TASTES' 'That was painful! Do it again.' 'I'm looking for something... Exotic.' Description: a young man who gives of an aura of deep disinterest and mild annoyance. Very well dressed in the finest clothes from the most fashionable cities overseas. An outrageous hat. Motivation: find something to make the interminable parade of days somewhat bearable. Keep away from the Lady Sengek. Lord Sengek is to many a classic example of the dangers of too much money. A paragon of the idle rich, a dissolute hedonist who cares only for his own pleasure. Sengek spends much of his time avoiding his wife who he's known to despise, wandering about the murkier areas of the city and seeking out ever greater pleasures to stimulate his jaded palette. It's said if you can provide something to keep him entertained he pays very well, but the ever-present guards that surround him make upsetting him... Unfortunate. Secrets: Sengek appears to hate his wife, but secretly he is in terrible fear of her and avoids her at all costs. She is domineering and cruel, and he's a coward at heart. Sengek also buys unmen to place in his 'personal zoo of monstrosities', under his manse. What exactly goes on there is too terrible to think about... 27 G 28 G MAGDA - WISE WOMAN AND SPY MISTRESS 'Do not deny it. Magda knows.' 'I know what you seek to hide. I can help - for a price.' Description: somehow elegant in rags, Magda is a striking woman with powerful demeanour and a certain haughty pride despite her apparent poverty. Motivation: discover things, know things. Make people do what you want. A well-known wise woman, Magda is well-known for the ability to see into a person's soul and understanding what it is they really want. In reality, this is because she heads up a ring of beggars, thieves and miscreants that act as her eyes and ears across the city. There are few people her spies haven't seen doing something they shouldn't, and as a consequence she has some dirt on nearly everyone. She uses this information not for coin but for her own amusement, which in some ways makes her more unpredictable and dangerous. Secrets: Magda has a daughter that she hasn't seen in years. She would never admit it to herself, but what she's really been searching for throughout her life is a relationship with her child. Magda is also a necromancer - she has used scrolls to converse with the dead and learn secrets from beyond the grave. This is slowly eating away at her soul. 29 G 30 G OLD ALBUS - HALFLING POACHER AND GOSSIP 'Hey, something for your pot?' 'Well, so what I heard is this...' Description: A handsome is somewhat shifty-looking halfling, dressed for the outdoors and sporting a jaunty cap. Bow in a bag slung over his shoulder, and bowstring coiled in his pocket to keep it dry. Motivation: catch and eat or sell what he can. Find out more about the elves of the forests. Old Albus is harmless enough, and the town guard mostly just ignore him. They know he poaches the King's forests, and sells his kill in the town, but there's a lot worse to worry about so the law just leaves him alone apart from the odd ticking off for form's sake. He's also a terrible gossip, which means if you need to find out something about someone in town, Albus is the man to ask. He seems particularly interested in elves, and is always asking folk if they've seen any in the woods when they pass through on the old roads. No one knows where the fascination stems from - just an odd interest is most folk's guess. Funny thing is he acts quite odd in their company, red-faced and blushing. Secrets: Albus once shot and killed and elf by accident in the deep woods. He was horrified by what he did, but he still took the beautiful carved dagger the elf carried. Now he's desperate to give it back to the elf's kin, as some kind of penance... 31 G 32 G OTTO KEW - CIRCUS OWNER 'Roll up roll up - monstrosities galore!' 'I caught that myself in the wilds of Far Hissain. A savage beast!' Description: a bearded man who dresses in quality but worn clothing, and often sports a huge and very exotic hat. Carries a throwing axe, a sign of his 'trade'. Motivation: Money. What else is there? Kew is a born showman. He grew up in a travelling circus, wandering about the Kingdom and putting on shows for plebs as well as lords. Kew's talent lay in axe-throwing - he is a very skilled performer. He's long since given this up though, now he owns a circus of freaks and curiosities that he proudly displays, for the right coin of course. He has unmen, goblins, all manner of beasts, and the prize exhibit is a mutated man, twisted by corruption and very repugnant. Many authorities have tried to shut Kew down, but to little success - the high-born lords like his travelling freak show as much as the paupers and gutter scum. Kew doesn't care who comes to look, as long as they can pay. Secrets: The unmen in Kew's circus are not what they seem - they aren't prisoners, they are partners. Kew shares his earnings with them, and for their part they play the savage beasts. The mutated man, the prize exhibit, is actually Kew's brother Herbert, who tried to use the wrong type of scroll... 33 G 34 G PELLON ORD - WIZARD AND VAGABOND 'I know a spell that would help. What's it worth?' 'Pay me in wine. Good wine, mind.' Description: a tall elf, quite handsome, but with a distinct smell of sour wine about him. Elegant cloths much worn-in and turning tatty. Motivation: find the next drink. Preferably a vintage, perhaps one from the Rebeck region? Apparently once a promising wizard, Ord discovered another passion - hard drinking. He's a sot, always a little worse for wear, and smells of wine most of the time. He seems to prefer wines and hard spirits, but he is obviously ashamed of his vice, as he takes any drink offered and imbibes it alone. He has a reputation for being a cheap if non-too reliable sorcerer, and most other wizards laugh him off and struggle to take him seriously. Who can blame them? He's usually found outside various bars in the areas of town wizards frequent, usually drunk before anyone else even arrives... Secrets: Pellon doesn't really drink, it's all a con. He find most folk don't trust wizards, but if he splashes some cheap wine over himself and acts a little worse for wear, people tend to relax, especially wizards, who consider him a joke. What he's really after is spells, and he's not above stealing them from other wizards given half the chance. Being ignored as a drunk and a fool is a great cover. 35 G 36 G RED KELORN - HUNTER AND RACONTEUR 'The path is clear to see.' 'Ah, the spoor of a beaked bear. I've met these before. Best be careful...' Description: a young handsome man with an easy air and good quality clothes, Kelorn is never without his stout bow of yew and quiver of arrows. Motivation: hunting, for the sheer thrill of the chase. Having the girls look up to him doe-eyed when he spins a yarn of his exploits.. Kelorn is a show off who like nothing better than regaling an audience, preferably female, of his hunting exploits in the great forests of the Kingdom. He says he's a monster hunter, and has plenty of stories of his bravery and daring when faced with hideous beasts. He can be hired as a tracker and a scout, and is certainly handy with the ancient, carved bow he carries. If pressed he's unusually silent on where he got it from. Secrets: Kelorn's bow is of elvish design, which he found next to the body of its original owner deep in the woods. He took the bow, and now he's being hunted by those that think he murdered the elf that bore it. Also, most of his tales are rubbish - he's never hunted monsters, and makes most of what he says up on the spot. He spends his time in the woods hunting deer and the like, nothing more. 37 G 38 G REVELA - ELVISH OUTCAST 'Who has been asking about me? Who!' 'I am without honour. If I die, I die.' Description: an elf with tattered clothing and wild hair, Revela looks like an outcast. Her notched axe shows signs of much use. Motivation: hide in plain sight. Get revenge on other elves for banishing her. Watch the Kingdom. Revela is an elf, but she shuns the company of others of her kind. It seems she was ejected from elvish society for some undisclosed crime, and has since harboured a deep hatred of her people. She is, however, remarkably well-informed, and seems to have a good eye for what is really going on - if you want to know what's happening in the less salubrious parts of town, Revela is a great person to ask. She'll bore you with a tale of how hard done by she is however - nothing is free. Secrets: Despite appearances, Revela is actually a spy for the Lady of the elves. She has been despatched to the Kingdom to report on the cities and towns and the people within them. It seems that the Lady would like to gauge to strength and determination of the folk of the Kingdom, to what end no one knows but her. Revela has however found the assignment irksome, and the people of the Kingdom boring, so the dislike she has for other elves is no longer feigned - they sent her to this place after all! 39 G 40 G RUBUSS - BRAVO AND BULLY 'What are you looking at?' 'Hey lads, this one's got spirit. Let's see how long it lasts.' Description: a rough-looking man missing teeth and with one blind eye. Wears brightly coloured clothes, now patched and dirty. Sword and buckler always to hand. Motivation: pick a fight. Hit someone. Feel the magic of the theatre! Rubuss is a bully first and foremost, someone who picks on the weak and defenceless. He fancies himself a bravo, a carefree blade whose skill with a sword is as great as his wit, but this isn't really the case. Really he's just a thug, and like all bullies a bit of a coward. However, he can be good to know - he has a similar group of leering fools who hang off his every word, so if you need a gang of rough types to cause a diversion, tossing a few coins to Rubuss or flattering his ego can work wonders. Just don't expect his boys to actually stand up in a fight - more likely they'll just melt away once things get serious... Secrets: Rubuss is an avid theatre lover, and spends as much time as he can watching plays and hanging about trying to spot his favourite actors. Of course his presence isn't appreciated in most playhouses, and most actors are exactly the kind of folk that he should be picking on, so he goes is disguise. Should it come out this secret would ruin his hard-worn reputation. 41 G 42 G SAD ALBERT - TERRIFIED TOWN GUARD 'Thrice-blessed save me, thrice-blessed save me..' 'I don't like the sound of that. Run!' Description: a somewhat overweight man with pallid skin and round, staring eyes. Always sweating, and very twitchy. Motivation: get to the end of the shift alive. If there's a fight, stick with the winning side. Sad Albert is terrified of pretty much everything. His huge eyes are constantly scanning the environment for danger, and he's often literally quaking with fear. How he ended up in the town guard is beyond most folk - most likely a recruiter spotted him with that nice sword and wearing that well-used armour and thought he must be up to the job. Most likely, he nicked it off of a corpse, even though he doesn't seem the type that would... Albert can be useful however - he has a good brain for bureaucracy, and knows his way around the interminable forms of government. He says he only feels safe in a place too boring for anyone dangerous to consider visiting... Secrets: Sad Albert was once a great warrior. He got hit on the head by a goblin's club, and lost his memory. Now he's terrified of everything. There's a good chance a similar strike will reawaken the warrior. His sword is magical, and sharp enough to cut metal (armour has no effect). But it only works for those it believes to be just, and it really doesn't like Sad Albert. Besides, he never draws it. 43 G 44 G SELEGREN WIST - PRIEST OF THE THRICE BLESSED 'Peace be upon you.' 'The Thrice-Blessed looks to your soul. You must look to your own heart.' Description: a skinny man enveloped in robes and bearing a staff with the three heads of the Thrice-Blessed, Wist is an unthreatening figure. His small head wobbles on a thin neck, moving in a twitching, bird-like fashion. Motivation: convert people to the Thrice-Blessed. Try to keep out of trouble. Wist has been a priest of he Thrice-Blessed for many years. He belongs to the 'pauper' order, so he wears no shoes and his robes are ragged. But he's well-known and his sermons mostly indulged, mainly because he's so unassuming and easily fades into the background. There is a little talk that he's sometimes seen in the gambling dens of the city, often seeming keen not to be noticed, but folks just put this down to his desire to convert the lowlifes of the city to the ways of goodness and purity. He's always willing to collect monetary contributions to deliver to the church. Secrets: Wist is a gambler, addicted to the card game Lady's Gambit, and he's been stealing from the coffers of the Thrice-Blessed to pay for it. So far no one has noticed... Yet. He's also a fraud - he doesn't believe in the Thrice-Blessed - how could a benevolent god allow him to sink so low? 45 G 46 G SHAV REED - VETERAN AND ADVENTURER 'I remember something like this from the battle of Henning' 'You need some help? Sure, for a price.' Description: a tough old man, wiry and callused, wearing functional travelling cloths and armed with decent, well-used weapons. Motivation: earn enough money to get by and save a little for the future. Forget the war, stick to the back of the group when adventuring, and come back alive. Reed has seen it all - the armies of the traitor lined up for battle, night trolls wading through troops like scythes through corn, the explosion of cannon and the screams of the dying. Somehow, he lived through it, and his one wish now is never to experience anything similar again. But he has to eat, so now he sells his services to adventuring parties looking for a little experienced help. He's canny though - he always sticks to the back of the group, offering advice while keeping a good eye on all the available exits. Many is the adventurer that found that running away when Reed did was the best move they made on some sorry enterprise. Secrets: Reed is an accomplished wizard, with a half dozen scrolls about his person, but he won't use these unless he really has to. He also has a decent stash of cash and gems hidden under tree roots on the edge of town - his retirement fund. 47 G 48 G SKERREW - RATMAN THIEF '[chitter chitter].' '[Squeak] for the Underkingdom!' Description: a ratman, cloaked and bearing the crescent moon sign of the Night King. Motivation: Steal things, pretty things. For the glory of the Night King! Find someone to talk to. Skerrew is a ratman who spends his time moving between the Underkingdom court of the Night King and the Kingdom above. He steals things, pretty things, for the glory of his master, and isn't above dealing with the original owners in his own brutal fashion. He's also however talkative and lively, and always eager to chat with anyone he meets. He's actually a good conversationalist, if you can steer him away from espousing the glory of the Night King for hours on end. Skerrew is that most rare of things - a ratman who understands a little of the society of the Kingdom, and has a unique perspective on the world. He knows all sorts of secrets, and even better, doesn't even know they are secrets! Secrets: Skerrew doesn't just steal for the glory of the Night King. He keeps the best and most shiny pieces for himself - better hope the Night King's agents don't find out. He's also struck up a friendship of sorts with some of the beggars in the world above, something the other ratmen would be very unhappy to learn. 49 G 50 G SIMON THE FOX - CUTPURSE AND INFORMER 'Me? I don't know anything. Well, not much...' 'Well, now we're friends, this is what I've heard...' Description: a young, nondescript man who dresses in drab colours and a dirty, travel-stained cloak. Fairly easy to ignore. Motivation: food, beer and warmth! Watch people, as they are fascinating. Become a great sorcerer! Simon is a cutpurse, well-skilled in slipping a short blade through the leather of a money bag and making off with the contents. He's always searching for the next mark, and as such is very observant. Now Simon has turned that skill to profit, selling information he observes around the busier parts of town like the great market to the watch for coin. If you need to know a little of the comings and goings about the town, Simon will have the information. For a price of course. Be careful though - he'll as likely sell information on your request to interested parties as well. Secrets: Simon once aspired to be a great wizard, after he 'discovered' a book containing a scroll (in reality, he stole it from a careless spell caster). He's actually trying to scrape enough money together to join the Arcane College - anyone who finds this out and helps him in some way could find they have a friend for life! 51 G 52 G SISTER GAVITA - AGGRESSIVE NUN OF THE RED KING 'Silence child, or feel my club.' 'Dead men are not rude. You are rude. I see the solution.' Description: haggard and ugly, with a milky eye covered by a huge scar and bearing the dagger of the Red King around her neck. Carries a huge spiked club covered in what hopefully is rust... Motivation: teach manners. Aggressively. Collect money for the church of the Red King. The Red King's followers are an tough and aggressive crowd, and not just the men. Sister Gavita has taken it upon herself to teach manners to those yet to see the Red King's wisdom. She does this with a dead-eye stare, razor-sharp tongue and the occasional use of her nasty club. People have asked the town guard to do something about her for years, but they just can't seem to do it - she cows even the most experience soldiery. She comes across as a stern grandmother, and even tough old warriors quake at her reprimands. Secrets: Sister Gavita took to the Red King after she 'accidentally' let two children in her care be stolen by goblins. Unbeknownst to her, they survived and are now respected members of the town's elite. It would thaw her frozen soul if she were to learn they lived. 53 G 54 G STOUR STERNBROW - DWARVEN ALCHEMIST 'I can make you something to dissolve all but the gold. It'll cost you.' 'Bah manling, you know nothing!' Description: a tough, wiry and wizened dwarf, Sternbrow has a long beard as befits his kind and often seems to be carrying something explosive, corrosive or both. Motivation: discover something unique to win a return to his clan. Stour Sternbrow was kicked out of his clan in the Black Spine mountains after one of his experiments destroyed the second alchemist's hall and filled the refectory with a poison cloud. Some would decide at that point that alchemy perhaps wasn't for them, but Sternbrow believes that his salvation lies in his concoctions and so ploughs on with his research regardless. He's a short tempered type, and gets easy upset with dwarves, who he assumes immediately recognise him and are judging him for his 'mistakes'. But he does know his stuff, so if you want something blown up, dissolved or otherwise ruined, he's your dwarf. Secrets: Sternbrow sells his concoctions to the thieves guild, who use them to blow things up, dissolve things and kill people. He's not proud of that, but at the end of the day it only harms humans. He'd be distraught if a dwarf got hurt though. 55 G 56 G TERDICK - BUTCHER AND POISONER 'Lovely pie for you. Look at that, real meat that is!' 'Dodgy guts? Don't blame me!' Description: dark skinned and huge, Terdick is strangely unthreatening and meek in nature, despite the huge cleaver he's usually carrying. Motivation: get enough money to get his daughter through the academy of magic. Earn a little on the side killing people. Terdick is a huge beast of a man, but placid and unassuming as a mouse. He's an excellent butcher, and can turn even the most unappetising of meat into an excellent pie. He's saving up money to get his daughter through the magical academy, where she's studying the mystical arts. Terdick is convinced if she gets through she can earn a decent wage as a wizard, and he can give up the pie business. This he tells to everyone, but most know that making pies is in his blood, and it isn't the kind of gift you can just ignore. A good pie is art, after all. Secrets: Terdick has found he has a knack for poisonings. Much of the meat he uses is 'on the turn', so now he just leaves it a little longer, then adds some good spice to hid the smell and some of his other 'ingredients'. It earns well. 57 G 58 G VORTIGEN HECH - FORGETFUL WATCHMAN 'I didn't see nuffin.' 'Stop stabbing him! Now, run along.' Description: a tall, bedraggled man with a long pock-marked face and sunken eyes, Hech carries far too many weapons and gives off an air of manic watchfulness combined with the musk of fear. Motivation: survive. Ignore pretty much everything, and survive. Hech assumes, quite rightly, that most criminals would rather finish him off than let him bring them to justice. So he makes it his business to not see anything unlawful that occurs around him. Unfortunately, local ne'er-do-wells have noticed this, and therefore ensure that he's about when they commit their worst crimes. When asked what happened by authority figures after the crime Hech will deny he saw anything, or that in fact there was anything not to see, or in fact that anyone was there at all. And who would doubt the word of the watch? Secrets: Hech once had a dalliance with the Lord Sengek's wife. She made him do it. Now he lives in terror of being recognised and either punished by the Lord or, worse still, latched on to by his lady. Hech dreams of escaping his life and taking up his real love - poetry. He's actually an accomplished writer, though too modest to let anyone know. 59 HEY, WHAT IS THAT PERSON DOING? G You can't even enjoy a quiet pint in peace... Roll 1d20. 1. Slipping coins to a member of the watch. 2. Smoking dubious herbs with some halflings. 3. Trying to persuade the barkeep to give them another drink in return for some 'juicy gossip'. 4. Scribbling down notes about everyone in the room. 5. Drawing a pentagram on the table with blood from a pricked finger. 6. Picking their teeth with a wicked-looking dagger. 7. Adding something to someone's beer. 8. Cheating at a gambling table. 9. Frisking the pockets of a drunk. 10. Berating others in the room as boring cowards. 11. Inconspicuously pointing to the party and muttering to a colleague. 12. Counting what look like dried goblin ears on the table. 13. Haggling with a cloaked figure over the price of a 'job'. 14. Going through the contents of a bag as if they have just 'acquired' it. 15. Wiping dried blood off a nasty looking knife. 16. Talking to thin air, and pointing at the characters... 17. Staring murderously at one of the player characters. 18. Composing a letter, scratched out with quill and ink. 19. Concealing cards up a sleeve as surreptitiously as possible. 20. Unrolling a scroll and muttering as they read. 60 G WHO IS IN THE STREET? You see all sorts these days... Roll 1d20. 1. A street artist having a one-sided argument with a pavement portrait that looks suspiciously like one of the characters. 2. A group of flagellants, beating themselves in veneration of the Thrice Blessed and inviting others to join them. 3. A fire-breather, spitting flame to the gasp of the crowd while his companion collects coins. 4. A shifty-looking labourer who staggers along the street as though carrying an invisible heavy load. 5. Two goblins, kicking something about... Wait, was that a head? 6. A wide-eyed, spittle-flecked crier yelling tomorrow's news, including the gruesome deaths of several prominent townsfolk and at least one of the characters. 7. An animal tamer with a troop of monkeys that play musical instruments. They take requests. 8. A dwarf sporting a tremendous beard, staggering along spilling beer from a massive tankard. 9. A merchant, selling something from a cart. 10. A troupe of mummers, one dressed as a king and another as a fool, who caper about to the reedy tune of fiddle and drum. 11. A drunk man with a crudely scrawled sign saying 'killer' pinned to his back. 12. The Outhouse Oracle, a filthy looking fellow with chronic diarrhoea, who has a 3 in 6 chance of truthfully answering any question provided he is seated on his 'throne.' 13. A servant dragging something behind them which may be a carpet, or a large sack of something 61 G or another... But is certainly, possibly, human-body sized... 14. A member of the watch asking people for 'contributions'... while large, threatening companions look on. 15. A press gang, looking for lone individuals to 'persuade' into service in the King's glorious army. 16. A group of bravos lounging in a doorway and calling out jeering insults to anyone passing by. 17. A tipsy thug with a dartboard design crudely daubed on his face sidles up, offering a throwing knife and a 'free go.' His ominous looking mates glare on. 18. An ogre porter passed out in the middle of the street. No one can get past him. 19. An elf, walking in wide-eyed wonder as if they had never seen a town before. 20. A group of beggars fighting over a soiled collection of coins tossed into the mud. 62 G Defining statistics for Non-Player Characters Civilised non-player characters in Warlock can have careers and skills which define them. To create such denizens, the games master has a few things to consider. The process is quick and can be done 'on the fly', so a lot of forward planning isn't required. Note: this content is reproduced from Warlock Compendium 2. NPCS AND CAREERS Many of the denizens that player characters encounter will be in a career, for example the town guards, traders, dock-hands, pedlars etc., or will be unintelligent creatures capable of acting as such, for example a great feline behaving like a 'hunter'. To create such a denizen, especially if no combat is expected, all that is required is to determine the level of their relevant adventuring and careers skills. To do so, the games master is first advised to give the denizen a career skill for their relevant job at the following levels. Note that this doesn't have to be one of the careers from this book - it could be any career name that suitably sums up what the character does. Career skill level Description 0-3Amateur 4-8Professional 9-13Expert 14+Master 63 G Then, the games master should pick one adventuring skill that represents the most iconic skill of that career, for example large blade for a soldier or bargain for a trader. That skill should be set at a level of the career skill +3. A couple of other skills that might feature in such a career (for example intimidate for the soldier) should be at the level of the career skill -1, and all other skills at the career skill level -3. Note that these skills don't have to be the skill associated with the career as defined for characters in the main rules - the NPC may have had previous careers and experience. The games master should feel free to mix things up! Also, the games master should feel free to change these rough 'rules of thumb' - for example we only define a couple of skills at career skill -1, not because the maths adds up, but because it is easier that way! For example, a professional soldier might have a 'Merchant Guild soldier' career skill of 7. The games master determines that the large blade skill is iconic for this career, and sets it at a level of 10. Two other adventuring skills - brawling and command - the games master decides are important for the career and sets at level 6. All other skills are then at level 4. There's no need to write this down to this level of detail, often all that's needed is the level of the one relevant skill to the situation at hand, which the games master can just eyeball using the list above as guidelines. 64 G STAMINA For non-player characters, just use the stamina values from the core rules. These numbers are reproduced below: CommunityStamina Dwarf 15 Elf15 Goblin10 Human15 Ratman10 Persistent characters In Warlock, it is expected that most foes faced in combat will either surrender or flee as their stamina nears zero. This is intentional, as murdering people isn't something most civilised societies will put up with. It also means that non-player characters can be persistent - they can pop up more than once in a campaign. It is much more interesting to have that annoying thug you've dealt with before reappear in a later session, nursing a grudge at his treatment, than to just have one of the player characters run him through the first time they meet. After all, if the player characters get a reputation as murderers, and it is not going to be long before they all end up dead or in jail. So the games master should give the players every chance to show mercy and restraint. That way carefully crafted non-player characters will be around a lot longer, and the imaginary world that the game takes place in will be the richer and more believable for it! 65 Character maps G Character mapping is a technique used by writers who are preparing complex plots, such as novelists and screenwriters. However, these ideas also work for writing adventures and scenarios in roleplaying games. Character maps are simple flow charts that allow you to track interconnected relationships between player and non-player characters in your game, helping to build complexity into those relationships and make them more 'real'. They also allow you to introduce more secondary characters while keeping track of everything, making for a richer, more complex and more realistic game world. The characters in this book already have some interconnections, and by building a map you can keep these linkages in mind as well, develop new interactions, and effectively chart changing relationships - roleplaying is a dynamic experience after all, and relationships will change constantly. That is part of the fun! Here are some tips and advice for creating character maps for your own games when you are planning for a new campaign. START SMALL To begin with, just consider a few important non-player characters in your campaign. You'll no doubt add more as the adventure continues, and it helps not to make things too complex at the beginning otherwise it can be hard for the players to get their heads around things. 66 G THINK ABOUT WHAT YOU NEED What is the purpose of the map? If you think about the campaign you have planned, what exactly do you need? If it is an investigative campaign, then what you need from a 'who knows who' map is not the same as it might be if you were focusing on exploring a forgotten tower. So as a first step, frame your overall themes and consider what is going to help you during play. Of course, that is the key point - the character map has to help you in play, otherwise why have it? MAKE NOTES Before you start the campaign, consider the cast of characters you have in mind to start. Take the most important characters in your campaign and make a post-it note for each of them - just a name, and a brief description of what part they play. If you 67 G are using characters from this book, make a note of what page they are listed on too - this is the kind of useful information that helps you at the table. ARRANGE THE NOTES SPATIALLY Take the notes and arrange them on the large piece of paper or a dry-erase board. Start by placing a note for the player characters in the middle of the board - they are the focus of the campaign, and although events may take place away from them, they are of course the focus of play. Then start to lay out the major players around them, circling outwards. If you do it this way, minor characters will be on the edge, where they have less focus and where there's more room to add more characters if needed - adding another major character near the middle is going to shake the campaign up a fair amount and that will be reflected in a big change to the map. MAKE THE CONNECTIONS Now, draw the linkages between the characters in the campaign. Make a note next to each line indicating the type of relationship - friend, enemy, lover etc., and any other pertinent information. Your mapping may start as quite a simple sketch, but the idea is that the relationships will change and deepen as the campaign progresses. 68 G LOOK AT THE PATTERN Now take a look at the pattern you have formed. This is a good time to assess the relationship map for the start of the campaign. Does it look like a fun setup? Is it biased to one character, which means maybe another needs a more prominent role? Now is the time to make changes and assess the map ready for play. Once you have a perfect starting character map in place, take a photo of it and print it out. This is now you reference map for the start of the campaign. Ideally, keep the original lay out as well. Then, as play progresses and relationships change, characters disappear and new ones come in, you can rework the note-map to show the changes and produce a new print out. This will help you keep on top of things; especially things that happen that are not in the foreground with the player characters, making the world seem more 'real'. At the end of the campaign, you will also have an excellent resource showing what went on in the adventures and how the non-player character map changed, which is especially useful if you plan to run the campaign again. 69