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#waterdeep constable
macybirdart · 4 years
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probably one of my favorite OCs at the moment. i went wild and he has like six AUs now. also..funfact. warlock isn’t my favorite class, even though i have like..five. help. 
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we-are-guildmaster · 6 years
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Art Source Nerds on Earth Artist unknown
Source material Masks: 1000 Memorable NPCs
Raulwocket went over the list of contacts and sources he had cultivated in Waterdeep over the years. He thought, You never know when a nice craftsmen or constable would be helpful for one thing or another. The list contained the names and locations of dozens of people, what they did and what they were like and what they often needed. It was easier to get help if you gave a little yourself from time to time he mused. Today he was looking for a rare alchemical ingredient for a potion to help return movement to a paralyzed adventurer. Sad case that one, but it comes with the job. Sorting through the pages he came across Crosby Dint, a local herb monger, and trader in rare spices. If he didn’t have the ingredient he would most likely know where to get it. Raulwocket wrote a small note and attached a small box of tea leaves he knew Crosby liked. Always give a gift before asking a favor, eases thing along. He called for one of his runners. “Take this down to Dint’s spice shop and put it in his hands.” He said to the young man, handing him a silver coin, “wait for his response and then bring it back, there’s a good lad, off you go”
NPC’s can be a crucial part of any adventure, getting information, procuring items, selling treasure, receiving quests, providing interesting subplots can all be accomplished with the use of NPCs. Making well-crafted characters takes time and if your pressed might fall by the wayside. There are many non-setting specific books available, like Masks, that provide premade and storied out NPCs that you can grab and use without having to make them up your self. Below are three examples that I find interesting. Enjoy!
Carissa Lawbringer 
Iron-Fisted Guard Captain 
“To the stocks for disrespect; overnight should cure him.” 
Appearance: She sways in beautifully polished boots, an ermine-trimmed half-cape hinting at soft curves...and wears the badge of a guard captain. Classically beautiful, her pale features and ruby lips excite strangers and terrify the people of her district. 
Roleplaying: Carissa loves to provoke people and make them jump. She slaps gloves into her hand and sensuously teases before cracking a club against a desk or wagon, always watching the eyes. Is this one prey or a fellow predator? 
Personality: She revels in control, pushing ruthlessly when she has the advantage. If she lacks the edge, she quips a one-liner and exits, arranging for the next meeting to be on her terms. Unpredictability keeps her foes wary and on their back foot. An advantage must be exploited to its limit before it’s spent. 
Motivation: Carissa burns to eradicate criminals, who are barely better than beasts. 
Background: A highwayman killed her father. Her mother was abused by the whoremonger she turned to for bread to feed her family. Carissa swore to end vice and enlisted with the guard, garnered respect for her determination, and rocketed up to the position of captain over the city’s poor district. Lacking the funding and men to keep her rough district in order, Carissa uses fear to make up the difference. 
Traits: (SM) Beautiful, notorious, police
Thaddeus Quickmire 
Evil Alchemist 
“Here you go, lad! Drink up, it’s on the house!” 
Appearance: A short, stout elderly man with a bald scalp and full white beard, Thaddeus wears a number of charms around his neck for various travel deities, all gifts from travelers. Thaddeus wears an apron and, when not serving patrons, is constantly wiping glasses. 
Roleplaying: Thaddeus acts as if every patron is an old friend, even if meeting one for the first time. He is always cheery and upbeat, consoling hurting patrons that nothing is as bad as it seems. 
Personality: He is almost giddy, but that’s because of what he’s secretly doing to transient patrons. 
Motivation: Thaddeus wants to create monsters in order to make his tavern a more popular destination for adventurers. 
Background: Thaddeus is a frustrated alchemist who was unappreciated by his previous employers due to his lack of ethics. He settled down as an innkeeper in a new land. His inn is located in a quiet village that did not sit on any main roads. Thaddeus has decided to drum up business by poisoning travelers with magical beverages, turning them into monsters. The monsters have attracted adventurers from all around and have made the inn quite popular. Thaddeus’ drinks are harmless unless the second component, a morning beverage, is taken the next day. As the two drinks are inert otherwise, Thaddeus has managed to fool the few investigators who took notice of the drinks. 
Traits: (WC) Abhorrent, business, criminal, magical, merchant
Najir Matrell 
Inspired Tracker 
“Don’t hold back your fear, it makes everything sweeter.” 
Appearance: Bulky and strong, Najir bears the scars of many battles and carries many cruel looking weapons. the cold and calculating look on his face is enough to intimidate most of his targets. His wild and dirty appearance belies his intelligence, another of his strengths. 
Roleplaying: Najir will track anything for anyone, so long as they are paying. Those who get on the wrong side of his deductive mind and cruel, calculating ways rarely escape. 
Personality: Born to a life of cruelty, he has little sympathy for his quarry and remains focused on his work at all times. Any close interaction with Najir quickly reveals his sharp mind. 
Motivation: Najir loves the thrill of the hunt, seeing it like a fatal chess game for his body and mind. He would love to find an adversary who could outwit and outfight him. 
Background: There was no love for Najir in his filthy hovel and there was rarely enough food for the entire family—until Najir started hunting, that is. In the woods, Najir learned to watch and learn the patterns of his prey before striking. He studied animals and other hunters, picking up techniques and developing incredible new ones. He quickly got bored hunting animals and moved to hunting people. He never cares who he hunts, just that they provide challenge and he gets paid. Najir studies his quarry for many days before striking. 
Traits: (JA) Criminal, focal, genius, outdoorsman, warrior
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