Today's edition of #WestMarchesWednesday is about the social rivalry that exists in a setting. This can help separate your game from being "just another generic fantasy game" (although they're still fun!). Social expectations and consequences can make friendships and rivalries between your player characters, and between the PCs and NPCs, all the more memorable, whether that's because they're insufferable jerks to someone, or because they're unexpectedly tolerant or kind.
In the Dragon Age universe, the default state of the world is that Mages who use arcane magic have the potential to be uncontrollably dangerous, accidentally summoning demons and worse. The Chantry, which is the semi-monolithic human state religion, has Templars, who regulate mages and stop them getting out of hand. This being the Dragon Age universe, that's usually oppressive and cruel domination, tending to corruption. The Mages, however, chafe at being near-slaves and consequently often turn to blood magic to make their escape. Playing into, and playing up, these connections and relationships really helps to 'cement' that your PCs are playing in this world, not just copying some design elements. For using these NPCs in your games, it can be handy to have pre-built versions, for random encounters or everyday interaction use. The Monster Manual already has some NPCs you can use (in Appendix B), but here are some additional ones which can be useful for my game, and which you can use as NPCs for your game with not too much change required. Apostate Medium humanoid (any race) any alignment Armour Class 11 (14 with mage armour) Hit Points 28 (5d8 + 5) Speed 30ft. Str 9 (-1); Dex 12 (+1); Con 13 (+1); Int 12 (+1); Wis 12 (+1); Cha 15 (+2) Saving Throws Con +4, Cha +5 Skills Arcana +4, Deception +5, Intimidation +5 Senses passive Perception 11 Languages any two languages Challenge 3 (700 xp) Spellcasting: The Apostate is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +5 to hit with spell attacks). The apostate has the following sorcerer spells: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): burning hands, disguise self, mage armour, thunderwave 2nd level (3 slots): misty step, scorching ray 3rd level (2 slots): inflict wounds, fear Actions Dagger. Melee or Ranged weapon Attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage. Sorcery (recharges after a short or long rest). An Apostate can empower one of their spells, re-rolling up to two of the damage dice, but must take the new rolls. Apostates spend their lives on the run from the Chantry and its Templars. They are crafty, wily, and often resentful of the lifestyle forced upon them for something they cannot change. Good-aligned apostates often offer assistance quietly, posing as mundane healers, while evil apostates often turn to blood magic or other forbidden lore, or offer service as mercenaries. Templar Medium humanoid (any race), any alignment Armour Class 20 (plate and shield) Hit Points 65 (10d8 + 20) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 14 (+2); Int 11 (+0); Wis 11 (+0); Cha 15 (+2) Saving Throws Con +6, Wis +4 Senses passive Perception 10 Languages any one language (usually Common) Challenge 5 (1, 800 xp) Brave. The Templar has advantage on saving throws against being frightened. Lyrium-laced. The Templar has advantage on saving throws against spells and other magical effects. Righteous Strikes. The Templar inflicts +7 (1d8+2) radiant damage on any melee attacks against creatures which can cast spells and other magical effects. Cleanse Aura (recharges after a short or long rest). As an action, the Templar can cleanse magical energy from an area within a 10ft. radius of them. The Templar makes an Intelligence saving throw against a DC of 10 + the spell's level, and ends the spell if successful. Action Surge (recharges after a short or long rest). The Templar can take an additional action in addition to its normal actions. Actions Multiattack. The Templar makes two melee attacks. Longsword or Mace. Melee weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8+3) slashing damage. Heavy Crossbow. Ranged weapon Attack: +4 to hit, range 100/400ft., one target. Hit: 5 (1d10) piercing damage. Reactions Parry. The Templar adds 2 to its AC against one melee attack that would hit it. To do so, the templar must see the attacker and be wielding a melee weapon. Templars are elite warriors in service to the Chantry, and dosed with Lyrium to make them resistant to magic, and indeed hostile to its very presence. They are heavily-armoured and skilled soldiers, making them ideal protectors for and from magic-users. Good-aligned Templars tend to be guardians of their wards, shielding them against harm from outside or inside, while evil-hearted Templars tend to abuse and cruelty to the mages they guard. How you can use Rivalry in your games: - Fantasy racism can be a little more fun than real-world racism. Perhaps like in Warhammer Fantasy's Old World, it's your Dwarves and Elves that despise on another. An adventuring party containing both races will likely have fractious in-fighting, competition for kills, and reluctant shared tolerance for the younger races. This might even extend to rivalry between different nations rather than races- Cormyrians and Sembians have never been fond of one another, and Rashemi and Thayvians can barely stand the sight of one another. - Pre-building NPC stat blocks takes some time up front, but makes building flavourful encounters much easier. Running into "two Templars and three Knights" on the road is a simple encounter to put together if you've already got all the statistics you need. Also posted on Game Masters Stash on 18 March 2020. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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