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Selection of Commoners Volume 1

The document presents a collection of character profiles for a fantasy setting, focusing on four individuals: Gronir Barrelfoot, Rasmus Tinkertop, Old Man Gnurad, and Alfwin the Busker. Each character has a rich background, distinctive appearance, and personal struggles, along with hooks for potential adventures involving their pasts or current dilemmas. The profiles highlight their unique traits, relationships, and the emotional depth of their stories, providing a foundation for engaging narratives in gameplay.

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0% found this document useful (0 votes)
28 views5 pages

Selection of Commoners Volume 1

The document presents a collection of character profiles for a fantasy setting, focusing on four individuals: Gronir Barrelfoot, Rasmus Tinkertop, Old Man Gnurad, and Alfwin the Busker. Each character has a rich background, distinctive appearance, and personal struggles, along with hooks for potential adventures involving their pasts or current dilemmas. The profiles highlight their unique traits, relationships, and the emotional depth of their stories, providing a foundation for engaging narratives in gameplay.

Uploaded by

rosaliew
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Selection of Commoners

Vol 1.
Gronir Barrelfoot mood will shift dramatically. His voice will lower, and
Dwarf, Brewer he’ll absentmindedly stroke his beard as if trying to pull
the memories from its tangles. He might excuse himself
or change the subject, never quite able to confront the
Background: Gronir frequently entertains his truth.
customers with stories of his childhood spent in a small If Gronir’s memories were ever to be restored, he would
dwarven village located on the side of a mountain. On be devastated by guilt and sorrow. Players who uncover
sunny days, he and his friends would explore the the truth may have a chance to help him face his past.
mountainside, climbing rocks and finding hidden groves.
When the weather turned bad, they’d run into the tunnels, Appearance: Stocky and broad-shouldered, with a
pretending to be heroes on great adventures. “Oh, the thick, braided beard. His hair is a dark brown with flecks
trouble we caused back then!” Gronir often says with a of gray, his ever-present smile and blue eyes shows youth
laugh, his eyes sparkling with the memory. and energy. He wears an apron stained with ale and malt,
and his fingers are slightly discolored from years of
He says he left his village at 21, eager to see the world handling hops and barley.
and master the art of brewing. He talks about exotic
lands, unusual ales, and even studying at a well-known
brewing academy far away. But when asked for details,
his stories become vague and end with, “Well, that’s for
another time.” What is certain is that he eventually settled
in town and started his own brewery, now famous for its
fine ales.

The Dark Secret: The truth, however, is far more Hooks


tragic. When Gronir was a young lad, he and his friends
stumbled upon a monster’s nest deep within the mines. The Forgotten Village: Someone from the region
They accidentally disturbed the creatures, setting them claims to have found an old dwarven settlement,
loose on the unsuspecting village. The monsters went on destroyed and overgrown. When they mention a few
a rampage, devouring every dwarf they could find. The details that match Gronir’s childhood tales, the old dwarf
destruction was quick and brutal, leaving no one alive goes deathly pale. He asks the players to go investigate,
except Gronir, who barely escaped. unable to bring himself to face it alone.
The trauma from that day was so significant that
Gronir’s mind erased the memories completely. He The Returning Darkness: Reports of the same kind of
remembers leaving the village but nothing else—neither monsters that destroyed Gronir’s village begin cropping
its location nor what happened to it. If someone asks too up near the town. Gronir, feeling an unexplainable sense
much about his past, his cheerful mood fades. His face of dread and déjà vu, asks the players to look into it,
turns pale, and his eyes seem distant as if something dark offering them all the ale they can drink and a generous
is trying to resurface. But before it can take shape, he sum of gold.
shakes it off, his smile returns, and the darkness vanishes.

Gronir is a perfect example of warmth and hospitality.


He is always happy to share his food and ale, no matter
the circumstances. His small brewery has a few tables
and chairs outside on the street. He has a natural way of
making everyone feel welcome, calling strangers
“friends” and offering more than a few rounds of drinks Gronir
on the house. He is generous, and his kindness has won
him many friends over the years. Barrelfoot

Gronir is constantly offering drinks and snacks to those


around him, rarely taking no for an answer. He’s prone to
breaking into song—usually old dwarven tunes—
whenever the mood strikes him.

When nervous or upset, he polishes the brass tankard he


keeps in the kitchen top in the main room of the brewery,
scrubbing it furiously as if trying to erase something only
he can see.
If players inquire too deeply about his past, Gronir’s
Rasmus Tinkertop
gnome, tinkerer Appearance: Short, even for a gnome, with messy
brown hair and eyes that always seem focused on
something distant. He’s covered in streaks of oil and soot,
Background: Rasmus grew up in the town, inheriting wearing a thick leather apron full of tools, springs, and
his shop from his father. From a young age, he showed an small metal parts. His fingertips are stained from years of
extraordinary aptitude for technology and engineering. working with different metals and inks. He often wears a
While the other children played games, Rasmus tinkered magnifying monocle, giving him a slightly eccentric
with gears and springs, building small toys or reading look.
through mechanical manuals. One winter, when his
friend Lugar Dinora lost a leg due to frostbite, Rasmus
built him a foldable mechanical leg. This invention was
the first of many that would help the townspeople live Hooks
better lives.
Over the years, Rasmus has become famous for his The Mysterious Malfunctions: Several key facilities
mechanical creations. He has improved chimneys for in town, such as the blacksmith’s forge and the mill, have
blacksmiths, crafted custom wheelchairs for those with started experiencing strange mechanical failures. Each
disabilities, and even made special saddles for hunters. incident involves a device that Rasmus recently worked
The local pirates still tell stories of the wooden legs he on. The town council, worried about potential sabotage,
built for them, some with hidden compartments or asks the party to investigate. Is it a competitor trying to
retractable blades. discredit Rasmus, or has the gnome himself become
He fell head over heels for Berylla, a halfling farmer, reckless in his work?
after she asked for a small crane to help lift heavy loads
into her barn. He built the crane to her exact The Lost Blueprint: Rasmus misplaced one of his most
specifications and visited her farm often to see how it was innovative designs—a set of blueprints for a clockwork
holding up. Her cooking and warmth left a strong automaton. He is frantic, fearing the plans might fall into
impression on him, and he began to pursue her affection. the wrong hands. He pleads with the party to help him
Despite his efforts—sending flowers, offering to fix find them before someone attempts to build the
anything on her farm, and even trying to impress her with automaton, as it could be dangerous if not assembled
new inventions—Berylla remains indifferent to his correctly.
advances.
Over the past year, Rasmus has grown more desperate.
The rejection has only intensified his obsession, and he An Unwanted Patron: A wealthy merchant approaches
has started to consider more extreme methods to win her Rasmus with an offer to fund his inventions, but there’s a
love. catch—the merchant wants exclusive rights to Rasmus’s
creations. Uncomfortable with the idea of his work being
restricted, Rasmus seeks the party’s help to deal with the
situation, either by negotiating better terms or exposing
the merchant’s ulterior motives.

Rasmus
Tinkertop
Rasmus is deeply absorbed by his work, almost like he
lives in another world. He can become so fascinated by
his thoughts that he loses track of time and place,
muttering to himself as he tests ideas. Despite this, he’s
known throughout the city for his helpful nature and
innovative creations. He has a soft spot for those in need
and often takes on challenging projects to help others.
Rasmus often talks to himself as if solving a problem,
even when there’s no one around. He gestures with his
hands, sketching invisible blueprints in the air. He keeps
a small wind-up bird in his pocket, tinkering with it
whenever he’s nervous or thinking deeply. If the players
bring up Berylla, Rasmus’ demeanor will change. His
voice will become quieter and more intense, and he may
begin to ramble about his plans for winning her over. If
players learn of his obsession and confront him about it,
Rasmus will initially deny any wrongdoing. However, he
will become defensive if pressed, hinting at more
troubling plans to ensure Berylla “sees him for what he
really is.”
Old Man Gnurad Appearance: Gnurad is a thin, slightly hunched man
human, retired soldier with weathered skin and a rough, scarred face. He wears
(for stats, use the ‘veteran’ a tattered old military coat, patched in places, and a black
stat block from SRD) leather eyepatch over his left eye. His hair, now white
and thinning, peeks out from under a worn cap.

Background: Years ago, Gnurad was a soldier in the


king's army. He fought in many battles, earning a
reputation for bravery and skill. He led his people as a
true leader, and he made the right decisions under
pressure every time. Unfortunately, one battle changed
everything. His unit got caught in an ambush on a foggy
night. The enemy forces closed in, and only he and one
other soldier made it out alive. It was that night he lost his
eye—and his career. He returned home, but the memories Hooks
of that ambush haunt him still.
The Town's Watchdog: A group of troublemakers has
Gnurad only talks a little about his past. When asked, been causing problems, and Gnurad has been keeping
his gaze drifts, and his voice gets quieter. It's clear there's them in check. Lately, though, they've become bolder. He
more to the story, but he keeps it buried deep. What really wants the party's help, but he's too proud to ask outright.
happened that night is a secret he'll take to his grave. Instead, he drops hints, mentioning where he thinks
Even now, he patrols the town out of habit, breaking up they'll strike next.
brawls and keeping an eye on strangers. No one asked
him to, but old soldiers don't need permission to protect
the people they care about. Called Back to Duty: A letter from the capital calls
Gnurad back to active service for one last mission. An
old comrade turned enemy has resurfaced, and Gnurad's
The truth is that Gnurad's unit wasn't ambushed by knowledge of the man is crucial. He wants nothing to do
accident. One of his own men betrayed them, leading the with it but feels obligated. He asks the party to travel with
enemy right to their camp. When Gnurad found out, rage him, muttering, "I ain't got the strength for this anymore."
overtook him, and he killed the traitor in a blind fury. It
was quick and brutal and something he'd never forgiven
himself for. He told the survivors that the enemy got to Old Debts and New Trouble: An old soldier shows up
the spy first, but the guilt still gnaws at him. If someone in town looking for Gnurad. The man blames Gnurad for
starts asking too many questions, his calm manner something that happened during the war and demands
cracks, and he becomes agitated and defensive. If pressed answers—or vengeance. He's not alone, either. A group
too far, he may lash out, trying to protect the secret he's of mercenaries follows him, waiting to see if Gnurad
kept for so long. makes a move. The party can choose to help defuse the
situation or protect Gnurad from his own past.
Gnurad can be blunt and grumpy, often dismissing
people with a grumble or a wave of his hand. He doesn't
have much patience for small talk, preferring to keep to
himself. Despite this, he cares deeply about his
hometown and its people. Suppose someone is in danger
or needs help, Gnurad steps in without hesitation. He
watches the town from the shadows, like an old
watchdog who never quite gave up his duty.
Gnurad shifts his weight constantly as if ready to move
at any moment. He taps his fingers on his knee or
scratches at his eye patch when he's uncomfortable.

He keeps a thin wooden pipe in his coat pocket, which


he carved by hand years ago. He smokes it out of habit,
but it's more for the comfort of holding it than for
enjoyment. He rarely starts conversations but will jump
in if someone is mistreated. Kindness catches him off
guard. If shown a simple act of generosity or respect, he'll
offer a nod or a short grunt of approval. That's as good as
a smile from him.

Old Man
Gnurad
Alfwin the Busker
half-elf, street performer/troubadour Hooks
The Stolen Song: Someone in town is singing one of
Background: Alfwin grew up in a small village, always Alfwin's original songs and claiming it as their own.
the odd one with his pointed ears and mixed heritage. He Alfwin is upset and wants the party to help him find the
learned early on to use his charm and wit to win people copycat. But when they do, they discover the thief is a
over. With a lute his father gave him, he began struggling performer who only wants to earn enough to
entertaining the other kids and eventually the whole town. survive. How the party handles it could change the fate
When he was old enough, he set out on his own, traveling of both bards.
from town to town. He's sung for nobles in grand halls
and commoners in dusty markets, but he prefers the open An Unwanted Admirer: A local noble, angered by one
streets, where he can be close to the crowd. of Alfwin's cheeky songs, has ordered his guards to arrest
Though he seems happy, Alfwin never stays long the bard. Alfwin hides but refuses to leave town without
enough to form close bonds. He tells himself it's because his lute, which is now locked up in the noble's manor. He
he loves adventure, but the truth is he's afraid of getting asks the players to sneak in and retrieve it for him.
hurt. Despite the joy he spreads, a hint of sadness lingers
under the surface. Challenge at Midnight: Another bard has challenged
Alfwin to a "duel of songs" at midnight. Alfwin is
The Hidden Talent: Alfwin's music has a touch of nervous about losing and asks the players to help him
magic. His songs can calm a crowd or stir up strong prepare. The party can figure out a new rhyme, tune or
emotions. He doesn't see himself as a magic user—just a melody to help Alfwin.
skilled bard, but if there's a serious threat, he can focus his
power to help his friends or stop a fight.
Alfwin loves being the center of attention. He's quick
with a joke or a silly song and always has a big, beaming
smile. He enjoys making people laugh and can't stand a
dull moment. His songs are full of clever rhymes and
funny twists. Most people find him charming, but some
think he's too loud and showy. He's always looking for an
audience, even if they're not in the mood for a
performance. He's outgoing and loves to be around
people, but he never stays in one place too long.
Alfwin never stands still. He's always swaying, tapping
his foot, or humming a tune. He gestures grandly when he
speaks, like he's performing even during a casual chat.
He sometimes rhymes his words or sings his answers
when he's excited. He also carries a pouch of colored
chalks, using them to draw patterns where he plans to
perform. Alfwin greets everyone with a wide grin and a
tip of his hat. He's quick to compliment and flatter, but Alfwin
he's not above teasing someone if he thinks it'll make the The Busker
crowd laugh.

Appearance: Alfwin is a cheerful half-elf with a wide


smile and wild, curly brown hair. His pointed ears poke
out from beneath his floppy hat, which is decorated with
small trinkets and leaves. He wears bright, colorful
clothes—greens, purples, and oranges—layered in a
patchwork style. A collection of beaded necklaces jingles
softly when he moves. His lute is well-loved, showing
signs of age but well maintained and adorned with tiny
bells hanging from its neck. Alfwin’s lively movements
and friendly demeanor make him stand out in any crowd.
Felis Dracsprocket
dwarf, market vendor Hooks

Background: Felis has run her stall in the market for as


long as anyone can remember. She sells food, bread,
drinks, and a few basic tools, often boasting that her Market Mayhem: Felis started a rumor about a fellow
products are better than those of the “lazy vendors” next vendor selling spoiled goods, and now that vendor’s stall
to her. Though she puts on airs of superiority, Felis is is empty. The vendor asks the party for help clearing their
deeply insecure and constantly measures herself against name, suspecting Felis’ involvement.
others. When her husband left her many years ago, she
threw herself into her business, building it into one of the The Vanishing Goods: Felis’s stall was broken into, and
more successful stalls in the market. some valuable tools were stolen. She’s convinced it was
one of her competitors trying to ruin her. She asks the
Since then, she’s become the kind of person who thrives party to investigate and subtly suggests “payback” for
on gossip and whispers. She knows everyone’s secrets— whoever they find. The players can either help her or
or at least, she thinks she does—and delights in using discover that Felis might have staged the break-in herself
them to her advantage. People tolerate her presence to cause more trouble.
because her goods are good quality, but most know better
than to get too close. Felis is the kind of person who can The Husband’s Return: Felis’ estranged husband
praise you to your face while tearing you down behind suddenly reappears in town, looking to make amends. He
your back. approaches the party, asking them to deliver a letter of
apology. When Felis finds out, she’s livid, accusing the
Felis has the sharpest tongue on the market. Always party of working with him to make her look weak.
quick to gossip, she loves to spread rumors about her
competitors or customers, often with a knowing smirk on
her face. She rarely admits fault and deflects any blame Rumors and Revenge: A noble’s servant was caught
when her words cause trouble. Felis thinks everyone is stealing from Felis’s stall, but Felis knows it wasn’t a
out to get her, and that belief colors all her interactions. simple theft. She believes the servant was trying to find
She has a talent for turning small disputes into major something hidden in her stall. She hires the party to find
feuds, stirring up trouble without getting her own hands out who sent the servant and why. Was it really about
dirty. Deep down, she’s bitter from her husband’s Felis’s goods, or was someone using her as a pawn in a
abandonment decades ago and takes out that frustration bigger scheme?
on those around her.

Felis folds her arms and taps her foot impatiently when
listening to others, as if she’s always waiting for them to
say something incriminating. She has a habit of sniffing
loudly, like she’s trying to smell a lie in the air. When she
gossips, she leans in close, speaking in a low,
conspiratorial tone. When someone calls her out, she
feigns innocence, claiming, “Oh, I didn’t mean it like
that, dear.”

Appearance: Felis is a short, stocky dwarf with sharp


eyes and a constant scowl on her face. Her once-bright
red hair has turned to a dull copper and is pulled back into
a tight bun. She wears practical clothes and a brown
apron often stained with flour and oil. Her hands are
rough and calloused from years of work, but her nails are
always neatly trimmed. She takes pride in small details
like that. When she glares at people through her narrowed
eyes, they often feel guilty—whether they deserve it or
not.

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