D&D General Can I use your character for an NPC in my new market?

#37 Earcanwald the Rope Maker: Human Exp3

Squire Earcanwald owns several dozen acres under hemp and flax cultivation, and has a successful rope walk with several hirelings in addition to the help of his older children and sometimes his grandchildren. He is forty-eight years old, with thinning blond hair, thick calves, and a paunch. He dresses as a respectable merchant. As a man of substance and business, he need not bother himself to drive the wain to market on fair day, having both men and sons he could delegate the task too, but Squire Earcanwald prefers the job because it gets him out of the house. As heir to the family land, Earcanwald had his pick of the village girls his age, but picked vainly only on the basis of looks, and found out to late that his bride was a vapid, demanding shrew of a woman continually unhappy with her lot in life after the first year of marriage. The marriage is productive with four living children and so far twelve grandchildren, but it is an unhappy one and Earcanwald for all his success is miserable man who likes nothing more than to find excuses to leave his responsibilities. Pretending to be the only one he trusts to make the sells in town is one such excuse. In actuality, Earcanwald picked up mistress in town (the wayward daughter of a brewer) ten years back (and ten years his junior) by which he now has two bastards. Officially she works as seamstress, he tries to smuggle enough money to her to ensure her loyalty and the relative health of his illegitimate offspring. However, the drain of some 800 silver a year is noticeable leading both wife and his heir to suspect their father’s dalliance, much to the annoyance of both. The Squire can be found drinking with his paramour in such taverns as tolerate mixed company in the evenings following fair days, pretending to himself he is a younger man with no duties but his own happiness.

#38 Balther the Bodger: Human Rog3

Balther turns staves for staffs, poles, and the joiner trade. He repairs simple stools, tables, and chairs such as the poor of the city own. He has a simple tent and a portable lathe which he carries on his own back slowly and stoutly at the end of the day. A man of few words and many of them crude, Balther is a member in good standing with the guild of thieves, working as a lookout and a hooker (that is, he fishes objects through windows using hooks on strings and poles). Unmarried, he has though a long standing relationship with a doxy who favors him enough to not charge most of the time. If Balther notices anything interesting and unusual happening in the market, he will investigate it so as to make report to the Guild. The presence of outsiders with a great deal of new wealth is certainly one thing will attract his notice. Though they never talk in public, he is friends with Leofgist (#19) and watches his back, passing information to him by subtle signs. Guidmond (#8) suspects his alliance with the thieves.

#39 Leofnoth the Bookseller: Human Exp4

Leofnoth is a travelling bookseller, buy and selling used and unwanted books and manuscripts. He has a scale which chimes if anything magical is placed on it, and refuses to deal in any book of this sort, though he can direct the seller to an appropriate hedge mage who deals is such dangerous items. Leofnoth is a man in his early 40’s, with graying curly light brown hair, light blue eyes and a cheerful smile. A lover of books he reads most everything he buys, and can almost always be found with an open book and a recommendation to any customer. Leofnoth spends a week or two in each city before moving on, generally returning to the city every few months. He has a tent and a vardo. Books being valuable, he has a hired guard with him at all times, and elderly dwarf named Bonmel Ironspine (Ftr3). Despite being a hireling, the two are close friends. Leofnoth is separated from his wife for 15 years, though he still sends such money as he earns for her support and one child. Leofnoth is 1% likely per month to be in possession of a rare and valuable manuscript the full import of he doesn’t understand. Mysteriously, this chance rises to 100% in the event of great omens and portents occurring in the land.

#40 Seward the Fletcher: Human Exp6

Seward is a 35 year old male of gray eyes and dark hair. Seward cuts feathers and assembles arrows. He lives outside of town, but travels to fair days in the surrounding area on a regular basis, using a cart for transport of his wares and stall. An excellent craftsman whose work is highly respected by archers and hunters in the region, Seward can and does sell sets of masterwork arrows at 10 times the normal price. But even of his normal stock the quality is so high that 10% count as masterwork. Seward will let his customers pick their arrows, so those with a good eye for appraisal can often find bargains if they arrive early enough in the day. However, because demand for his work is so high he can afford a 20% surcharge on all purchases. Seward speaks elvish and is a useful contact who knows by name and face many of the more legendary mercenaries and heroes of the land, counting many as customers. If Seward were harmed or robbed, an indignant company of mercenaries would likely seek revenge on his behalf. Seward lives simply in a small cottage on a small farm with a pasture of quite loyal and surprisingly fierce geese. He has a devoted wife and three daughters, but no heir. The eldest daughter however is showing skill at the craft under his tutelage.

#41 “Stinky” Synred the Tosher: Halforc Rog3

“Stinky Synred” is a 49 year old halforc who excels at one of the dirtiest and ignoble jobs in the city – digging out septic tanks and sewers clogged with human excrement. This he carts to his farm outside the city and composts along with other organic matter into effective fertilizer. The trade has been good enough for him that he has prospered well enough to attract a human wife, but which he has five children (two of which take enough after the mother to be human passing). He is helped in the trade by his three sons (Renhard, Arnolt, and Goffrey) , two of whom are of adult age. Synred is not unattractive as half-orcs go, with a robust physique that is straight and unstooped, a square jaw, small tusks and glossy black hair now turning gray. When not working he makes sure to bathe and mask any remaining order with good cologne. He is a devoted family man. “Stinky” has few close friends but no real enemies either, though “Sweettooth” (#5) is miserable with envy for his friend’s success, Synred harbors no resentment for the undeserved ill-treatment, agreeing contentedly he is a man of good fortune. A few persons in the market and city such as Burgwyn (#14) and Brili (#34) harbor ill-will against him for his parentage despite no child having a say in the process, but “Stinky” has put up with far worse than sharp looks and things muttered under the breath and no longer feels such things can harm him.

#42 Borthelm the Alemonger: Drawf Exp3

Borthelm is one half of a business partnership located some miles of out of town. While most taverns and alehouses in the city prefer to brew their own beer as is proper and expected, the demand for beer within the city vastly exceeds the availability of good clean water to make beer out of. Borthelm runs the largest of the wholesale breweries outside the city that makes up that gap, while his partner, a human named Seinfreid (Exp3) manages 20 acres devoted to two crops of barley and hops a year. Borthelm’s keen business sense and excellent skill as a brewer has made him quite wealthy in a short period. Bothelm makes the trek in his heavy horse drawn wain almost daily to bring new barrels of ale, porter, and stout into the town, determining prices by how fast his wares are selling out. Bothelm is newly married with no children of his own, but he is assisted in his work by his nephew, a young dwarf named Borthhold. Generally Borthelm departs by midday. Borthelm tries to keep his relationship with Brili cool without offending the dwarf, primarily because he believes that Brili’s pretention and arrogance is bad for business. As far as Borthelm is concerned, everyone loves ale and the quality of the coin isn’t determined by who passes it to you. Borthelm actively dislikes and is disliked by Zephyr Ironsoles (#2) as Borthelm considers his behavior to be unbecoming of and unworthy of the dignity of a dwarf.
 
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Snatch, the Vicious Little Dog and Thimble her Human Ratcatcher
Snatch crouched atop her bucket, eyes half-lidded, black tipped ears flicking like knife points. Her muscles tense as a coiled spring stuffed into a sack of wiry fur and bad temper. The meat-sack humans jostled and yelled and farted their lives into the air, but she scanned the alley’s edge with unblinking intensity, licked the old blood off her teeth and searched for the tell tale signs of prey.
Beside her stood Thimble the Ratcatcher, gaunt, half-crooked, wrapped in a cloak that smelled of mildew and rat musk. Snatch trusted old Thimble, mostly. He fed her, never kicked her, and always knew when to shut up. That last part was a gift, rare in humans.

Thimble clicked his tongue and Snatch pounced, darting out like lightning packed in fur. Off the bucket, between crates, over puddles that smelt like rotten cabbage. Her teeth barred, a heartbeat and she caught the big brown rat mid-scamper, slamming it into a crate as her bite came down to crush its throat with a satisfying crunch. A quick shake to quiet its wriggling and she trotted back with the thing clenched in her jaws and dropped it at Thimble’s feet like an offering.

In return he gave her a bit of something chewy, possibly meat, possibly not. She didn’t care and ate it with the same enthusiasm she hunted rats and barked and snapped at anyone who got too close to the vicious little dog.
 
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Some notes on the characters:

Class abbreviations are for 3rd edition. Com = Commoner, Exp = Expert, War = Warrior (not Warlock!). The rest are probably pretty easy to work out. I don't know what the proper way to stat these classes in another edition, but I would presume you could do them as custom stat blocks to capture the idea relatively skillful individuals but who are not necessarily skilled in combat. If I were making the characters they'd have lots of skills and feats that assist in ordinary life not spent fighting in a monster filled dungeon. Likewise, unless otherwise noted they'd be based on a stat block of around 13,12,11,10,9,8 with an extra 2-3 points of STR and CON for the burlier types that would do a lot of physical labor.

The characters I've created represent the sort of generic NPCs that I would populate as the denizens of a marketplace. I can create more. They are however not the sort of characters that I would expect PCs to heavily interact with, and they have almost no value after the gritty stage of the game is over (3rd level or higher). That's a whole different strata of merchant, one with physical shops, higher levels of security, and a more limited clientele. In fact, there are probably three or so different strata above the level of these "salt of the Earth" types that help keep the city running, each of which is in a large city as diverse as what I've given you. It wouldn't be hard to come up with ideas for two to three hundred "typical merchants".

Additionally to the named NPCS, daily there would be in the Market about 5d10 day laborers who would be hired by farm owners, construction crews, teamsters and so forth as manual labor in the early morning hours with diminishing numbers remaining over the course of the first few hours as they were either hired or gave up on being hired. While the market probably wouldn't be the traditional place to hire mercenaries looking for work (they would tend to have their own traditional gathering place near or in a friendly temple), there would be about 25% chance of finding 1d10 low level fighters hanging out looking for work as guards or soldiers (not facing off against anything uncanny!). There would also be 2d4 beggars of various sorts, and probably 3d6 urchins (children under 12, some caring for very young siblings) roaming the market square unattended and trying to avoid boredom. The city watch would regularly have 2d4 watchman in the market looking out for trouble, though up to 12 could be present in a few rounds if a commotion began (watch whistles, sounds of combat or destruction, cries for help, rioting ect.). The market folk, day laborers, thieves, buskers, and beggars are each a faction, and will tend to look out for their own if they can. If sorely pressed there are higher level characters representing each faction who would take an interest, and clerics friendly to each faction. Improvised mercenary groups equivalent to a low to mid-level adventuring party would be formed to deal with serious problems, and of course the watch and the city leadership will take notice of any disorder and discontent in the streets. However, I've also not provided characters for any of that.

In my homebrew, I would be using my own rules and the classes and races would probably differ. Some inspiration can be found here: Playing Like Celebrim - The Explorer Class, Playing Like Celebrim - NPC Classes.

For some very different sort of NPCs with a very different flavor than what you've provided me, see this thread: What do the PCs find in a City of the Jann?

If what I'm providing isn't suitable, more guidance on what you want could help me target your intentions better.
 

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