30 NPCs – The Wired Druid

Welcome to the Dog Days of Podcasting, 2022 season. This year we’re taking part by creating 30 NPCs to use with table top gaming, writing projects, or other creative endeavors. These NPCs are system agnostic, but may include minor suggestions for how to run the characters with a party of adventures and explorers. They are written with a specific genre in mind, but will include notation for how to use them within at least two other realms.

That said, let’s get started.

Today, we’re visiting The Wired Druid, an NPC designed for Sci-Fi Apocalyptic campaigns.

Download the episode here.

The Wired Druid

XXVI

Their hands gently press against the old oak’s injury. The places where the bark had been stripped look rotten and worn. A wound that would be ravaging against flesh. The moss-covered machine sighed, letting out a whirling noise from their speakers like a mix of trees groaning and a small spinning turbine. The words came next, arcane things, phrased not like language but like formula. Wires spread from the machine’s limb, rippling out in copper waves across the expanse of exposed oaken lignum, and finally releasing the spell in a bright yellow burst. The tree echoed the digital sigh as its bark unfurled, stretched, and enveloped the wound. Wires receded, and the smell of ozone mixed with the odor of wet mud and burnt wood. Satisfied, the machine moved on in search of other tall giants in need of aid.

The Wired Druid is a machine built for the protection of the Edens of this world. Gentle, observant, and wise, they are the immortal factotum of the wilds. Servant to wood and fern. Protector of furred and feathered. They hold no pure dislike for the modern world, but they sour to those who would disregard the wood’s place within it, and scorn those who would harm it. As part machine they know the world more than just bark and bow. They understand how an artificial dam can help the flow of the waters and clean the springs so both microbial and macro life can coexist. They understand some plants might be culled that the fire does not consume the entire valley. Choices must be made with care and consideration.

They can be drawn to help by those who would aid the natural world. Be it to advert a wrong or offer an improvement, all will be weighed with consideration. Deep down they also harbor an inner fear of their own place in the natural world and challenging this notion can lead them to doubts and twisting discouragement.

As a warden of the forest, they know these paths and can aid others through the woods. As a machine, they understand the complexity of the world and can connect to realms far beyond their own to share data. But they are patient and will not act quickly unless their charge is in danger.

In Sci-fi Apocalyptic tables, they are the green ranger, protecting the last remaining grove and trying to restore the emerald to the land.

In ages of legend, they are the clockwork tender, sleeping in the rivers to fill their energy for the next day. They protect these lands not just to help them prosper, but that the druid themselves may live.

In urban fantasy, they are the digital arrival, a spirit of the machine that has possessed various devices through the woods in order to protect them and help them grow.

A champion of the wild, a being of two worlds, the Wired Druid knows not what the future holds, only that they intend to keep both of their loves within it. The trees are mighty and are kept whole by titanium hands. The spark of magic in these batteries will keep them protected for eons to come,

The audio portion of this episode is shared on a Creative Commons Attribution-NonCommercial 4.0 International License. Sounds and music are provided by Syrinscape’s Train Soundset and Under a Fell Black Sky Soundset. Please see the website for individual song and sound usage. The text for this episode is shared under a Creative Commons Attribution 4.0 International License. Have a good time with the character, and let me know if you use them for something.

Until tomorrow.

30 NPCs – The Star-filled Night

Welcome to the Dog Days of Podcasting, 2022 season. This year we’re taking part by creating 30 NPCs to use with table top gaming, writing projects, or other creative endeavors. These NPCs are system agnostic, but may include minor suggestions for how to run the characters with a party of adventures and explorers. They are written with a specific genre in mind, but will include notation for how to use them within at least two other realms.

That said, let’s get started.

Today, we’re visiting The Star-filled Night, an NPC designed for Urban Fantasy campaigns.

Download the episode here.

The Star-filled Night

XXIV

It’s gentle up here. Behind her, the distant lights of the city danced along the horizon, but here the heavens shine clearly onto the top of the water tower. A light breeze brushed through silver curls and gossamer wings, and the oracle stared wistfully past the party at a future yet to come. It was time. Her wings fluffed for a moment while pins from the celestial tapestry floated down to her, as if they were fireflies just feet away and not vast titans countless lightyears beyond our sky. They danced in geometric patterns, leaving behind trails of light. Her eyes flash, the lights dissipated, and she is ready to speak of the fate to come.

The Star-Filled Night is a dancer of divination, a being of dreams who resides between the waking city and the fantasy of the wilderness. Her presence is tied to proximity of the urban sprawl and the visible sky above, so meetings with her requires finding that delicate ring around civilization that has both. The workings of her sight require these spaces of intersection, the cusp between realms.

She is fascinated by both regions but can never visit either. An NPC tied to the spirit of a place, the Oracle is enthralled by these other domains, and gifts from either can enchant her. A child of powerful glamour, she protects herself with illusions and charms should she suspect a party means her harm. If all else fails, she will attempt to slide sideways into the past or the future.

In Urban Fantasy, she is the oracle of the water tower, a local legend that arises when the moon is dark, and the heavens sing with lights.

In ages of explorations, she is the spirit of the isolated well. Tithing coin to her sacred space may grant one dreams, wishes, and nightmares.

In distant sci-fi, she is the trapped spirit aboard the reality warped wreckage. An illusion of form on shattered monitors, she plays haunting memories of the disaster that brought her crew to such ends.

The night, more gentle than it would seem, has come at last. The blanket of darkness swept the land and calm reflection greeted us. Breath in the umbral air. Let dreams take hold.

The audio portion of this episode is shared on a Creative Commons Attribution-NonCommercial 4.0 International License. Sounds and music are provided by Syrinscape’s Train Soundset. Please see the website for individual song and sound usage. The text for this episode is shared under a Creative Commons Attribution 4.0 International License. Have a good time with the character, and let me know if you use them for something.

Until tomorrow.

30 NPCs – The Haunted Dusk

Welcome to the Dog Days of Podcasting, 2022 season. This year we’re taking part by creating 30 NPCs to use with table top gaming, writing projects, or other creative endeavors. These NPCs are system agnostic, but may include minor suggestions for how to run the characters with a party of adventures and explorers. They are written with a specific genre in mind, but will include notation for how to use them within at least two other realms.

That said, let’s get started.

Today, we’re visiting The Haunted Dusk, an NPC designed for Mythos campaigns.

Download the episode here.

The Haunted Dusk

XXIII

“Are you alone? Were you followed?” his words are hurried, raspy whispers. “The eyes are everywhere. “ He quickly ushers the party in, slamming and bolting the door as soon as they are past the precipice. He takes one last furtive glance out the door’s sliver of a window before closing and shuttering the last grasp of fading the evening star. “The dusk comes, and we have much to discuss before the moon silvers the land.”

The rumors surrounding The Haunted Dusk are ones of caution, concern, and chaos. Many in town will look forlorn at the thoughts of memories of them from before; before the boating accident, you understand? Others will scowl and curse, damning the very notion of having this lost scholar within the thread of their lives. But parties are a nexus of such figures, so it is no small wonder this one invited the group to his dwelling with a promise of a prophecy.

Plot device and Mcguffin delivery lies in the heart of using this NPC. They have seen things, been hunted by them, and now think they know the truth of it all. But they are scared. They have seen the sights that drive mortals to panic, the unending fangs and impossible limbs. Too many of each. These fears may seem an inroad for manipulation, but risk them not. Parties who try will find The Haunted Dusk rapidly turns on those they dem corrupted. A cautionary ally can become an enemy far quicker than they are prepared for, especially at this initial clandestine gathering.

In early days of the 20th century, they are the explorer come home to tell of terrors of the deep. The herald of the darkness come.

In distant aeons, they have witnessed the stars move first-hand, and seen the blackening field of night hide the massive things moving between worlds. If only their ship could run faster.

In ancient days of legend, they know of the horrors that lurked before light found the world. They hold the door firm and seek aid keeping it shut.

Night looms as the sun dips below the horizon. The dread building is one of caution, of a chilling sensation that consumes the heat of the day like ice water poured over burning coals. Now, only the midnight hour remains.

The audio portion of this episode is shared on a Creative Commons Attribution-NonCommercial 4.0 International License. Sounds and music are provided by Syrinscape’s Nyarlathotep Soundset. Please see the website for individual song and sound usage. The text for this episode is shared under a Creative Commons Attribution 4.0 International License. Have a good time with the character, and let me know if you use them for something.

Until tomorrow.

30 NPCs – The Gruff Day

Welcome to the Dog Days of Podcasting, 2022 season. This year we’re taking part by creating 30 NPCs to use with table top gaming, writing projects, or other creative endeavors. These NPCs are system agnostic, but may include minor suggestions for how to run the characters with a party of adventures and explorers. They are written with a specific genre in mind, but will include notation for how to use them within at least two other realms.

That said, let’s get started.

Today, we’re visiting The Gruff Day, an NPC designed for Space Exploration campaigns.

Download the episode here.

The Gruff Day

XXII

The third sun’s ascent into the apex of the sky signaled the official midday quarter hour. It had been a hot one making the work that much harder, but it wasn’t meant to be easy doing things right. They were responsible for getting this complex ready for habitation, and they weren’t one to shirk their duties. This planet, like the many others they had been called to, demanded hard work, and they were going to give it their all. Their lot isn’t for a quest, it’s a ethic of worth. Their attentiveness will determine the safety of others and will be a bulwark against those who would renege promises of quality against the hunt for greater profit.

Danger need not come from exploring dark recesses of the cosmos. It need not come from starships fueled by the drums of war or machinations of tyrants. Often the danger is there because someone needs a home, and the universe is an uncaring thing that has no qualms with physics and environmental hazards harming the delicacy of life. Such are the thoughts that occupy the Gruff Day’s mindset. They know that their work is worth the effort, and a focus on protection over gentleness guides them.

They are not needlessly cruel, although their words can come across in that manner. But they know the danger of not following policies to every dotted I, or crossed T. Mistakes get made, seals break, people die.

The Gruff Day is a warning of an NPC. They can serve parties as a voice of caution, of concern. Even if others will not halt efforts, they will still be informed of the proper outfits, the tools needed, and the expertise required to get the job done properly. This route, they cannot be manipulated away from. Too much rides on keeping others safe and their incident rate low. Not because of bonuses, not for insurance, but for honest dedication to protection of lives.

In space faring days, they’re the supervisor on building habitats on distant worlds. They know the ins and outs of isolated facilities and could serve as a guide to keeping safe around them.

In modern day, they’re site managers for industrial construction. They may care about the profit of the job to keep the lights on for their company, but they won’t cut costs for the sake of the danger.

In fantasy, they’re the engineers of great machines and endless dungeons. Even powerful liches need skilled workers to put their vast networks of traps together.

The sun traverses the sky, and a cool gentle dawn gives way to midday heat. Those who work under a star’s hot embrace get done what must be done, but look forward to the respite that may come.

The audio portion of this episode is shared on a Creative Commons Attribution-NonCommercial 4.0 International License. Sounds and music are provided by Syrinscape’s Market Street 2076 Soundset. Please see the website for individual song and sound usage. The text for this episode is shared under a Creative Commons Attribution 4.0 International License. Have a good time with the character, and let me know if you use them for something.

Until tomorrow.

30 NPCs – The Kind Dawn

Welcome to the Dog Days of Podcasting, 2022 season. This year we’re taking part by creating 30 NPCs to use with table top gaming, writing projects, or other creative endeavors. These NPCs are system agnostic, but may include minor suggestions for how to run the characters with a party of adventures and explorers. They are written with a specific genre in mind, but will include notation for how to use them within at least two other realms.

That said, let’s get started.

Today, we’re visiting The Kind Dawn, an NPC designed for Fantasy campaigns.

Download the episode here.

The Kind Dawn

XXI

The lands were ashen, covered in dark woods, dangerous roads, and whispers of shadowy threats loomed upon the wind. But not to this sliver of dawn’s radiance. No matter the dark turnings of the age, her voice of hope is a ward against dwindling times. Through endless cuts sting at her life, she embraces the warmth of the brighter age, of the turning the day and new possibilities.

Her life varies. Sometimes she traverses roads filled with hard work in need of soothing hands. Others are dogged and hunted with fate’s claw constantly just beyond their back. But she persists, lifting up others with a smile, soot covered and mud stained, but a smile none-the-less. It is like an infection of kindness, a warmth that spreads in the hearts of mortals.

The Kind Dawn serves as an aid in dark times, and even in the grimmest and darkest of settings, she will share hope. It is easy to lead them on a path that leads to helping others. The harder challenge is to dissuade her actions. Threats, harm, or loss; none of these are things the Kind Dawn fears for herself. She has experienced much before and know more shadows await her, but she will carry the light within and share it with those who need to see the next dawn’s radiance in their eyes.

As a soothing voice, she can raise the spirit of others. Whatever her creed, she will use the trappings of her life to assist and aid. Should she be touched by powers or blessings, these too will serve to bless her world.

In fantasy, she is the community caretaker, the kind heart of the village. Pain happens, but it need not be endless. Though she is young, she has the heart of her elders and their compassion in her steps.

In fairy tales, she is the fairy godmother, the gift of magical aid, of light against shadows. Her promise is a bond, and her kindness is her oath.

In dystopia, she is sister-hope, the voice amongst the down and out that speaks of a dream that all must hunger for. The technicolor radiance against the sepia of apocalyptic lives.

Many worlds of fancy are driven through challenge, pain, and taxing quests. Days of turmoil that test those that walk the path. But some days can begin with compassion and joy. A bright dawn upon a story’s beginning.

The audio portion of this episode is shared on a Creative Commons Attribution-NonCommercial 4.0 International License. Sounds and music are provided by Syrinscape’s Brindol Town Soundset. Please see the website for individual song and sound usage. The text for this episode is shared under a Creative Commons Attribution 4.0 International License. Have a good time with the character, and let me know if you use them for something.

Until tomorrow.

30 NPCs – The Spectral Frequency

Welcome to the Dog Days of Podcasting, 2022 season. This year we’re taking part by creating 30 NPCs to use with table top gaming, writing projects, or other creative endeavors. These NPCs are system agnostic, but may include minor suggestions for how to run the characters with a party of adventures and explorers. They are written with a specific genre in mind, but will include notation for how to use them within at least two other realms.

That said, let’s get started.

Today, we’re visiting The Spectral Frequency, an NPC designed for a little light Sci-fi mixed with Fantasy campaigns.

Download the episode here.

The Spectral Frequency

XIX

Organic life isn’t all it’s cracked up to be. There’s danger, there’s food needs, there’s weather, there’s, well there’s a lot. But here? On the other side of the glass? No, it’s safe. Just the warm glow to keep my hearty and healthy. Look at these cheeks? Perfect and ready to go on air. Wouldn’t trade it back for a second. Yeah, I know I only see you lot and maybe a few dozen others who can see what I really am, but I’m fine.

Really.

They might have had a life before their airwave conversion, but they don’t want to talk about it. They’re happy now, that’s the point. Sure, the shows they step into treat them like guest stars, but they’re mostly a wanderer, exploring the various airwaves of television, radio, and beyond once the world starts dabbling into more varied way of showing media. And they like it this way, a digital wayfarer, adrift on the Television dream.

The Spectral Light can glean information from any screen, scope, or viewer that can see the magical world of television. While they spend time as a tourist in the realm of visual fantasy, they still care about what’s going on out there, as that often informs what goes on inside of the realms. They’ll want to communicate to willing friends, especially if the viewer has some good show ideas.

In modern sci-fi, they’re the digital dreamer, Mike Teavee with a bit of influence, whimsey, and odd powers in their shows.

In the far future they’re the living hologram, a specter of the virtual dancing through the world. Here they can manifest, create light illusions, and participate in both realms.

In fantasy, they’re the dream talker, slipping into the imaginations of slumber and seeing what others yearn for.

A voice calls out from the snow of a dead channel. It seeks more than mere witness. Like a performer at the globe, audience participation is not only desired, it’s required.

The audio portion of this episode is shared on a Creative Commons Attribution-NonCommercial 4.0 International License. Sounds and music are provided by Syrinscape’s Casino Soundset. Please see the website for individual song and sound usage. The text for this episode is shared under a Creative Commons Attribution 4.0 International License. Have a good time with the character, and let me know if you use them for something.

Until tomorrow.

30 NPCs – The Maintenance Crew

Welcome to the Dog Days of Podcasting, 2022 season. This year we’re taking part by creating 30 NPCs to use with table top gaming, writing projects, or other creative endeavors. These NPCs are system agnostic, but may include minor suggestions for how to run the characters with a party of adventures and explorers. They are written with a specific genre in mind, but will include notation for how to use them within at least two other realms.

That said, let’s get started.

Today, we’re visiting The Maintenance Crew, an NPC designed for Sci-fi campaigns.

Download the episode here.

The Maintenance Crew

XVIII

The enforcer swung at the door again, his fulgur club bursting into arcs of electricity. The lock began to buckle under the onslaught, but then warning chimes went off through the hall. The party moved closer together, facing out to deal with whatever oncoming threat would lash out against them. They saw movements near the ceiling, dozens of little spade shaped creatures poured from crevices. The telekinetic started prepping a mind blast while the enforcer readied another charge in his club. The swarm swept along the walls and surrounded them, before flowing towards the battered barrier. It was the system breaker that halted them when she let out a warning. “It’s not us they’re after,” she said. “It’s the door.” They moved like a kaleidoscope, as the drones fell into odd patterns over the broken latch. Small flakes of material swept from mini-limb to mini-limb until the old piece had been completely torn out and replaced.  The enforced grumbled while the other two watched in awe as the machines worked. Another set of chimes and they dispersed, except for a larger diamond shaped machine that waddled towards them. It held something small, fluttering, that turned out to be a leaflet. It dropped it in front of the party and with a small motion, the telekinetic lifted the sheet before them.

“A bill for damages?” They said in unison. The party looked up at the new lock, shiny, perfect, and open. It was repaired, but not reset. The door hung ajar, ready for them to pass through.

The Maintenance Crew is an annoyance to a party. Whether on space stations, high tech facilities, or luxury living zones, the swarm is a cluster of machines that want to keep things in top shape. They don’t care if the party is there. That’s another system’s problem. But they do care if the party breaks things in the care of the swarm. The crew will watch from a distance, observe any disturbances, announce their presence, and then fix what’s been smashed.

Their behavior is meant to be predictable, as that lies in the heart of manipulating them. As drones they can’t help but keep things clean. They are hyper focused on the task even if it means breaking other protocols. Their job is to fix, not security. Not reporting intruders. Fix.

In sci-fi they’re a swarm of creatures resembling mechanical insects. They beep and chirp and make loud modem noises at the party as they bumble their way through the facility.

In fantasy they’re a swarm of dust motes, moving about an ancient shrine repairing old statues and keeping the torches lit in ancient crypts.

In cyberpunk, they’re a swarm of human faced birds that sweep across digital realms searching out different types of data and keeping a network “clean.”

The swarm is here to do a job, and the characters are the ones in the way. Fix, clean, move on. Let the other systems deal with the problems about intruders.

The audio portion of this episode is shared on a Creative Commons Attribution-NonCommercial 4.0 International License. Sounds and music are provided by Syrinscape’s Shipboard Soundset. Please see the website for individual song and sound usage. The text for this episode is shared under a Creative Commons Attribution 4.0 International License. Have a good time with the character, and let me know if you use them for something.

Until tomorrow.

30 NPCs – The Door Keeper

Welcome to the Dog Days of Podcasting, 2022 season. This year we’re taking part by creating 30 NPCs to use with table top gaming, writing projects, or other creative endeavors. These NPCs are system agnostic, but may include minor suggestions for how to run the characters with a party of adventures and explorers. They are written with a specific genre in mind, but will include notation for how to use them within at least two other realms.

That said, let’s get started.

Today, we’re visiting The Door Keeper, an NPC designed for Fantasy campaigns.

Download the episode here.

The Door Keeper

XVII

The passageway should be right here, the map shows it. The wall is even framed with that curled golden lace and ancient script guiding the way. But the insert archway has a solid wall of ancient dust covered brick blocking advancement. Frustrated, the party turns to the guide, and made demands. Xe had been waiting for them to get out of the way and at last, now without them bumbling about xe can. It takes a few tries, but xe finally grabs hold of the passageway that would lead out of the temple. Holding the detached entrance is like staring at a very high-resolution screen, although a bit nauseating at it shows off bits of the foundation and a peek at the floor below the room until at last, the guide slams it into place into the once blocked passage.

Xe smiled at the slacked jawed party and asks if they’d like to proceed to the next chamber through the now open gateway.

Xe is patient and observant, watching xir comrades work their way through their experiences rather than interjecting xir views wontly. The door keeper is a master of Janusian magic, an art of passages, chrono-manipulation, and changes of state, and one which allows xir to shift and change reality to let things flow forward in time. This is reflected in how they deal with others, helping them to change and grow, and move forward in their growth but to do so in the natural progression rather than hastening them through time.

As a guide, the Door Keeper is an enigmatic figure. Xir mastery of doorways and the connection of states of existence serves as the basis of the experience and puzzle with her visitation to a campaign. The door keeper’s first actions are two-fold. First, it should teach the party how to move the doors. Second, it should trap them in the dungeon until they figure it out. Such an encounter should include time locked events that, when triggered properly, will allow the party to move forward to their eventual reward. But the flow of time should always keep moving forward. Time should be manipulated, not broken.

The door keeper’s goal is one of exploration and assisting with unravelling the things that keep the world halted. Xe is drawn to aid those stuck in metaphorical mud, and will gladly be attracted to a mystery in need of unravelling. Xe fears regression, and the loss of hard-fought victories due to stagnation and apathy.

In fantasy, xe is the keep of Janusian magic, a priest of the moving temple. They will use their own quest to aid the growth and change of others.

In sci-fi, xir will is that of the portal master, and seeks to untether a time locked star and free the planets within the frozen system.

In ages of legend, xe is a parrel to Janus, a god of change and passages. Their role is to open a way for ancient heroes to move forward in service to the gods.

Many routes but all take wisdom to discover. Time moves ever forward, and with words and deeds the Keeper will aid those who seek out xir guidance.

The audio portion of this episode is shared on a Creative Commons Attribution-NonCommercial 4.0 International License. Sounds and music are provided by Syrinscape’s Minotaur Maze Soundset. Please see the website for individual song and sound usage. The text for this episode is shared under a Creative Commons Attribution 4.0 International License. Have a good time with the character, and let me know if you use them for something.

Until tomorrow.