An exercise in NPCs...

steeldragons

Steeliest of the dragons
Having been thinking lately on Haakon's NPC thread, http://www.enworld.org/forum/general-rpg-discussion/306705-what-level-your-average-local-npc.html , and writing up a small town in my SH, http://www.enworld.org/forum/story-hour/294419-steel-dragons-tales-orea.html , I thought I might "fully flesh out" the whole town.

For the game, I had set done a few NPCs (the important folks) ready to go but the group certainly did not encounter everyone/thing that was there.

So I figured, let's see how the full town "breakdown" of "classed NPCs" looks following my usual system.
(Note: This is for a 1-2e campaign but homebrewed with some 3e elements.)

The Hamlet of Welford
Northeast coast of Lake Imerlis in the Laklans
Total Pop: c. 1,500

Other than "the town" proper, most of Welford's population is in farming (mostly orchards, a few vinyards, but enough grain and vegetable farmers to meet the community needs).

Figuring, approximately, the farms and various homesteads comprise about half of the population, so roughly, 800 "farmers/out of town" and 700 "townsfolk" at any given time.

I do not usually adjust for "children vs. adults" when making these stats. Suffice to say, all "classed" NPCs would be over the age of majority (which I usually make 16-17 just to be simple even though, as we all know, in medieval times it was significantly younger.)

So a pop. of 1,500 would yield 15 "classed/leveled" NPCs.

8 (rounding up, since it makes the rest of the breakdown easy/even): 1st level
4: 2nd lvl
2: 3rd lvl
1: 4th lvl

Welford is a happy, peaceful, somewhat secluded place. Crime is essentially unheard of so their "security force" is somewhat undermanned (10 guardsmen, a deputy and a constable. A total law enforcement force of 12. :). They simply have to keep an eye on "strangers"...who are not so common.

Soooo...
8 1st level
5- of the town's 10 "trained" guardsmen are "good enough" to be considered 1st level Fighters.
2- 1 lvl Clerics "acolytes" in the multi-denominational "Gods Hall". 1 to the goddess of nature. 1 to the goddess of healing.
1- let's say the last one is a hunter/woodsman out side of town, skilled enough to considered a 1 lvl Ranger.

4 2nd level
1- the town Deputy, Skot, a 2 lvl Fighter.
1- the other acolyte/attendant to the goddess of healing, a 2 lvl Cleric.
1- another cleric, devoted to the god of music and autumn (and gambling, a trickster god and patron of bards but that's not important here), under the tutelage of the ranking priest of that god.
1- how about we make the last a 2 lvl mage who owns/runs the apothecary/herbalist shop. He also keeps a small stock of basic (1st level spells) arcane components and equipment. No "magic items" for sale though.

2 3rd level
1- Constable Brethel, 3 lvl Fighter.
1- Prior Korin, 3 lvl cleric of the nature goddess and administrator of the Gods hall.

1 4th lvl
Harper Cressden a 4 lvl cleric of the god of music. The "happy go lucky/enjoy life" tenets of his deity means he has no desire to take on any "responsibilities" as far as the Gods Hall and the priory are concerned even though he, technically, is more powerful than Prior Korin.

Now I have already broken this breakdown (shoulda done this more "on paper" than in my head for play). There are a few additional "ranking" NPCs that do not fit into this.

Namely:
I added a "Protectress of Gilea", a special rank/branch of the hierarchy for the goddess of healing's pacifist followers. They are allowed to bare arms and do harm to others (in the service of the goddess or personal defense). This would be considered a homebrewed "prestige class" of the order that I set as being 5th level before being able to take it. So we'll make her 6th level...not so far outside the breakdown.

There is also "Brother Berk" who is a priest devoted to the god of knowledge and the lesser moon, patron of scribes, yada yada. Made him 4th level as well, but his spellcasting ability really only deals in divinations, so no real outrageous "breaking" of the game here (though he is useful for information). He pretty much spends all of his time in sequestered scribing and study.

Then there's the reason the party went there in the first place, to find "the Green Witch of Welford." She is something of a Gandalf/Elminster figure (a "Ganmifster"?) who is a high-ranking member of the homebrewed "Order of the Emerald Tear", an organization of those with psychic/mental/psionic powers. She also has some spellcasting ability in "phantasmal magics" (she was originally a 1e Illusionist character of mine from eons ago) and is skilled in herbalism and potion-making.

Her statted level is MUCH higher than the group (I think last stats I have for her are 11th level!) so she "comes and goes" from the valley and can be helpful if she's around, but not "controlling" of the PCs or their missions (I try to run a fairly sandboxy game :)

Does that sound unreasonable? Too many? Too few? It played beautifully, when the party (mostly 2nd level then) first came there. So I think it is ok. But outside eyes are always good.

Wud'jall think?
--Steel Dragons
 

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I really like that spread; I think the addition of your "special" NPCs is just about right.

I play an E6 (3.5 edition) game and have a town with about 1500 residents in town, with about 2x that number in the surroundings, supporting it. This is my current adventurer's HQ, with a dungeon and considerable dangerous wilderness nearby.

I have 4-5 clerics of levels 2-5, and one 6th level high priestess (there are about 5 different major gods of the pantheon actively worshipped in town).

There are 2 wizards above 1st level (and 2-3 1st levels), and one sage/expert of 6th level. The wizards are about 3-4th level, I think...

The sheriff is a 6th level fighter, his two deputies are leveled npc warriors, but the ordinary watchmen are 1st level commoners and will never advance.

There are a dozen or so craftsmen who have levels in expert, a few of the wealthy merchants have a level or two of aristocrat, and there are probably a dozen farmers with levels in commoner, but everyone else is a L0 commoner.
 


I think this sounds about right. Now of course, a lot of that depends on the relative "power" of the world. Cities that are more prominent, or have larger resources, or are more defensible, typically have more military force at a higher level. I'm not as familiar with 1e and 2e power levels, but it seems about right.

I really like the details and the reasoning you put into each character, that makes for a lot of potential side-hooks and adventuring there that would otherwise be negated by "Bob the Sheriff."
 

I think this sounds about right. Now of course, a lot of that depends on the relative "power" of the world. Cities that are more prominent, or have larger resources, or are more defensible, typically have more military force at a higher level. I'm not as familiar with 1e and 2e power levels, but it seems about right.

I really like the details and the reasoning you put into each character, that makes for a lot of potential side-hooks and adventuring there that would otherwise be negated by "Bob the Sheriff."

Thanks for covering RC and the compliments (I'm "spreading around" before XPing you too!!!)

You're absolutely correct re: "relative power". My world has several VERY "powerful" (or at least perceived that way by inhabitants, in 1e terms those 10th level or higher. Yeah, my world's biiiiig.) personalities spread across the world. Many of them are "outside" of a traditional demographic breakdown like I use above. But it does account for the "more powerful" beings situated in more densely populated areas.

My basic system (by which I mean, the system I use/shown above not a system I created) mathematically demands higher level NPCs based on population. This works very well, for me anyway, when the PCs are on their journey from "zero+1" to "hero". By the time you think you ought to be tackling the draco-demi-lich or "dropping in" on the queen at the royal palace, you are not some unheard of shlub but nor are you so powerful that anyone does anything you say/there isn't still someone "better" or at least "comparable" to your level (who could get lucky with the dice).

RE: the "military power" you mention above. I believe, and anyone feel free to correct me if I'm wrong, but I think the 1e DMG stated somewhere that a "typical" community's defenders would be 1 per 10.

So a larger town of, say, pop. 5,000 would have a fully rallied defense force of 500 (including, mostly, 0lvl militia). That would be all "able-bodied men", as it were...children, the elderly, and other non-combatants (including "Clubfoot Stu" who is more than capable of cracking you over the head with his "crutch"/cane) comprising the bulk of the population.

By that accounting, if an "invasion" were to come to Welford, the fully rallied militia would be 150 persons. Now, in this specific instance, there are 2 other villages/towns (Welford's size or smaller) situated around/across Lake Imerlis that, given enough time, could be used to bolster this number or send reinforcements. But that's something else entirely.

The grand city of Brightmoon, on the other hand (tot. pop. of 40,000, I think, off the top of my head), has a rallied militia of 4,000...possibly more in wartimes. So the standing "official guard" (uniformed, "badged", armed and armored) is easily a force of 400.

Furthermore, the breakdown on "classed" NPCs in Brightmoon would be 4,000 (most all to be found in the guard, numerous temples, the mages' and thieves' guilds, aristocratic houses and noble hierarchy)- 2,000 lvl1 and on down (50% less people per level up) from there...to a single 11th or 12th level resident (if my math is correct. Which it infrequently is. haha.;)

EDIT: Well there you have it folks, Steel Dragons doing math in his head while writing a post. Can't even divide by 10! Tot. pop. 40,000, 1 in 100 persons classed = ...anybody?...give ya a hint...It's not 4,000...;) But you get the picture...
[/EDIT]

So a 2nd level party entering Brightmoon would be...unremarkable and overall unnoticed...peons, really, for lack of a better word. The district lieutenant is probably twice their level, at least.

That said, I have run a game in Orea that began in a fairly large trade city (pop. 25,000 or something). You, as a DM, just have to adjust NPC reaction and concern (and available resources) to suit the PC level.

Eg: "No, walking into the temple of the Celestial Sovereign and asking for an audience with the high priest will get you nowhere. His third-in-command's vice-chancellor's deputy's second assistant's clerk will be happy to hear you out, though...if you're willing to wait til he's available." I usually handle this as "10 minutes have gone by. What're your characters doing?...10 more minutes have gone by. What're your characters doing?...10 more minutes..." etc etc...Trouble and/or shenanigans are almost certain to ensure. :D

For a place like Welford, as stated very peaceful and without trouble in the "normal" day-to-day, 12 "law enforcers" in a town of 700 (and covering an extended community of 1500) isn't terrible, though certainly "undermanned" if you go strictly by the numbers.

I would say, for a town of comparable size to Welford in some other more volatile, wild or more open region (Welford is surrounded on 2 sides by small mountains/difficult terrain, the lake on the third, so there's really only 1 access point by land), I would definitely go by the numbers or even amp them up depending on the regional likelihood of day-to-day crime and/or danger.

It all just goes to "what makes sense" in the giving setting/scenario. But that's just me/my game/how I look at my world.

I rambled on (or rather, OFF) there someplace. lol. BUT, the point is, thanks again, Ben. :D

--SD
 
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A couple of impressions . . .

First, way too many townspeople to farmers; assuming you're going for the traditional faux-medieval vibe, a ratio of 80-90% farmers to 10-20% townspeople would make a bit more demographic sense. Even if you're assuming something like druidic magic is routinely used to increase crop yields, you still need a lot more people in production than consumption; if they routinely produce surplusses due to magic, then that becomes a trade good.

Second, in conjunction with the first, decentralize. Welford is going to be surrounded by satellite communities: Welford Manor, West Welford, North Welford, Welford Downs, Welford-by-the-Water, Welford Cross, et cetera which are home to the bulk of that 80-90% of the population. These villages shouldn't be far apart; just a half-mile to a mile or so is fine, little clusters of people in a landscape of fields surrounding Welford proper.

Third, I would eliminate your paid guard force in favor of an armed community watch led by the wealthy townsfolk. A local lord serves as magistrate administering justice on behalf of the powers-that-be.

I like the priestesses with the bare arms; perhaps their gowns are off-the-shoulder as well? I like the Witch; how do others in the community see her?

I may have missed this: how did you come up with the number of classed npcs?
 

A couple of impressions . . .

First, way too many townspeople to farmers; assuming you're going for the traditional faux-medieval vibe, a ratio of 80-90% farmers to 10-20% townspeople would make a bit more demographic sense. Even if you're assuming something like druidic magic is routinely used to increase crop yields, you still need a lot more people in production than consumption; if they routinely produce surplusses due to magic, then that becomes a trade good.

Ya know, I was thinking this too. 80-90% might be more realistic...but how about we split the different and go "2/3rds"? 1,000 "farmers" to 500 "townsfolk" seems to work...I always take into consideration that, regardless of the split, people will eventually, more and more, gravitate towards "the town" and the ammenities/convenience thereof...it's a matter of how "developed" the area is. And Welford...well, is not all that developed. lol.

Second, in conjunction with the first, decentralize. Welford is going to be surrounded by satellite communities: Welford Manor, West Welford, North Welford, Welford Downs, Welford-by-the-Water, Welford Cross, et cetera which are home to the bulk of that 80-90% of the population. These villages shouldn't be far apart; just a half-mile to a mile or so is fine, little clusters of people in a landscape of fields surrounding Welford proper.

DANG that's a lot of work! lol. I hadn't really thought of it like this, but yes. Your spread of the community is legitimate and one I would happily use/how I see it. I was just thinking in terms of "the whole valley/community is Welford." But yes, at the very least "Welfordtown" versus the surrounding farmlands seems appropriate.

Third, I would eliminate your paid guard force in favor of an armed community watch led by the wealthy townsfolk. A local lord serves as magistrate administering justice on behalf of the powers-that-be.

Well, there's a thing. This is a community, kinda "out and away" from other, more structured, lands. There really aren't "wealthy townsfolk." A few well-to-do (for the area) local merchants perhaps. But basically, the community sustains itself with craftsmen and farmers, maybe a "bit" of trading with the other lake towns...but noone is really "wealthy."

Also, Welford does not sit within any "lorded" lands. There is one nearby. But Welford, or any of the Laklans, doesn't sit within any established kingdom. Welford (and its neighboring lakeside villages) are more or less on their own. This region of Orea is very much "borderlands" if you will. The mayor of Welford is simply a charismatic fellow who's father was mayor (and a hero of some renown in those parts who's long since died).

Justice, when needed, is handled by a tribunal type of court involving the mayor and constable and prior.

I like the priestesses with the bare arms; perhaps their gowns are off-the-shoulder as well?

Cute. hahaha. I'll talk to their tailor. ;)

I like the Witch; how do others in the community see her?

She is generally liked. Respected. Even revered, in some cases, for her skills in herbal medicines and past defense she's lent to the valley/town. (The fact that she's quite a "looker" doesn't hurt). The populace gets nervous when she hasn't been seen around for a period of time.

Given that the Order of the Emerald Tear has a pseudo-religious mystique, pledged to the god Sorliorr, god of the mind and knowledge, patron of psionics, yada yada yada...the local clergy has no issues with her. "Witch", in my world, is not necessarily a derogatory term. ;) Simply applied to more "informal" practitioners than terms like "sorcerer" or "mage".

I may have missed this: how did you come up with the number of classed npcs?

As a general rule, across my world, 1 in 100 individuals will be classed. 1,500 residents in [the lands considered] Welford = 15 classed NPCs.

Again, my math is more often than not incorrect. :)

--SD
 

too many townspeople to farmers; assuming you're going for the traditional faux-medieval vibe, a ratio of 80-90% farmers to 10-20% townspeople would make a bit more demographic sense.

Second, in conjunction with the first, decentralize. Welford is going to be surrounded by satellite communities: Welford Manor, West Welford, North Welford, Welford Downs, Welford-by-the-Water, Welford Cross, et cetera which are home to the bulk of that 80-90% of the population. These villages shouldn't be far apart; just a half-mile to a mile or so is fine, little clusters of people in a landscape of fields surrounding Welford proper.

This makes sense to me, but in the last thing I wrote, I went with 1/3 townies to 2/3 rustic types.

The leveled PC's seem heavy on fighters and clerics. That makes sense to be the primary classes, but it seemed like a lot of clerics unless this is a pilgramage site or something. I'd mix up the classes a bit more, and have some classed characters whose role is not "community priest" or "community security" force -- a few more folks like the witch who have their own motivations unrelated to official town business. That will give you more adventure hooks and "character" for the NPC's.

As for 10% of the population being militia, that's based on DMG (AD&D) indeed, but it was meant as a max, not a norm, I believe. That's about right for the % of the US that served in the military in WWII (15 million out of 150 million), but that's a "total war" scenario with modern industrial agriculture. Compare to the current US population of > 300 million with a military of just under 1.5 m active + about the same reserves, so about 1% of the population.

A "militia of all" would be an ineffective force -- in 3e, if you look at what a Commoner 1 can do, it's one type of simple weapon, no shield, and no armor. So, a spear or two, for example. That makes sense to me for desperate times, like an orc raid on the village, but a Warrior 1 is far more useful and better equipped to deal with expeditionary missions (I wouldn't have the professional village forces be Fighters at all, except maybe their leader).
 

For a place like Welford, as stated very peaceful and without trouble in the "normal" day-to-day, 12 "law enforcers" in a town of 700 (and covering an extended community of 1500) isn't terrible, though certainly "undermanned" if you go strictly by the numbers.

This seems entirely reasonable to me. Manning levels will be a factor of the threat, and of the resources available.
 

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