The desert is like the sea, the sands shift ebb and flow and with them so does life. The tide is in ebb, and Xen'da'rik is dying.
"Impatient as well as stupid, some virtuous whip you are." Snap tilts her head to the side with a smile as her drumming fingers increase in tempo. "I assure you that my patience is vast." The man stops in his tracks stare Snap down, her expression remains unchanged. "Vast, not infinite. I am but a human so I am sure something could cause me to break my vows." Hastily he resumes filling the order. As Snap walks out the door with the goods the shopkeep grabs your arm. "That is a monster chained by monks robes, I have stared down raging barbarians and never seen such hate in their eyes."
The Forget Me Not is a weapon as beautiful and unique as it is deadly.
Pirate captain of the legendary Red Dawn, Amanita lives to strike fear into the hearts of others. Her S&M cult and smuggling operations often hide behind the guise of bakeries, but there is a reason for all that a person does.
"Avaricious is a special sort of hell; it's the hell we created ourselves. It is the hell we deserve." - Smythe Voss, crewman of Siren's Laugh
NPCs can be so dry and bland when they come up and you aren't prepared for them. Other NPCs often times only have the stats rolled up and their personalities are neglected. That is where a list of simple characteristics can come in handy and you can stereotype the NPC and at least give them some kind of quirk that defines them a little better. Nobody may remember the innkeeper at that one city, but they may very well remember the innkeeper that picked his nose right before he gave the players their change. Just some little things to define the NPCs and make them more real. Some can be used by players as well to spice up their character a little.
Giving NPCs memories can go a long way to making a more realistic and enjoyable game world.
This is not a submission about creating NPCs, this is about presenting them. Not everyone walks around with a different accent, strange tic, or catchphrase, our memories are what make us different.
In a city where the justice system features judicial dueling, plaintiffs and defendants are permitted to request a champion to take their place in the duel: Someone chosen by lot from among the foreigners in the city. When anyone first arrives, they are given an enchanted ceramic pendant that marks them as a candidate for "court duty".
Wealthy folk entering the city are often escorted by burly guards, paid to carry pendants on their behalf: They elude court duty in that way.
Adventurers may seek work as a rich man's proxy or may find themselves magically summoned to serve as a champion.