TEXT: 2 NPC CREATION KIT
  A Ruins of Intrigue free web enhancement by Mike Mearls.
  Requires use of Monte Cook’s Arcana Evolved, published by Malhavoc Press.
  Requires use of the Dungeons & Dragons® Third Edition Core Books, published by 
  Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision.
  NPC Creation Kit
  R
  uins of Intrigue provides a sprawling venue for
  adventure. From the deadly environs of the Forest of
  Towers to the political maneuvering of the Safe
  Quarter, the characters face a wide array of threats. When
  running an adventure in the ruins of Serathis, you can never
  exactly predict where the characters might end up next. This
  NPC creation kit is designed to make it faster and easier to
  create the various folk the PCs meet. It covers the following
  portions of an NPC’s background and abilities:
  •
  Name and Background: If you need an NPC in an
  instant, the tables here allow you to quickly create a
  character to portray. Unless the PCs plan on fighting
  an NPC, this is likely all the information you need.
  •
  Basic Abilities: Generate an NPC’s level and class.
  •
  Personality: The NPC’s defining characteristics and
  traits.
  When using the kit you still need to take care of generat-
  ing and assigning ability scores, selecting spells and combat
  rituals (if any), and picking out feats and skills. Of course,
  for many NPCs, such a level of detail is not required.
  Note that the tables below are designed for use in
  Serathis. They don’t necessarily reflect the normal distribu-
  tion of races, classes, and so forth elsewhere in the Lands of
  the Diamond Throne.
  This free web enhancement is designed to work with
  Ruins of Intrigue from Malhavoc Press, usable in any Arcana
  Evolved or d20 System fantasy campaign. Find out more
  about the book at <www.montecook.com/Ruins>.
  The layout of this article begins on page 2. There is no
  page 1.
  NPC RACE AND GENDER
  Pick a race or roll on the Races table below, then select or
  randomly determine the NPC’s gender. (Do not roll on the
  Gender table if you generated a mojh.) Note that humans,
  due to their inherent nature as risk takers and explorers, are
  the most common folk in Serathis.
  d%
  Race
  1 – 15
  Giant
  16 – 30
  Sibeccai
  31 – 40
  Faen (select type)
  41 – 70
  Human
  71 – 80
  Litorian
  81 – 85
  Verrik
  86 – 95
  Dracha
  96 – 100
  Mojh
  d10
  Gender
  1 – 5
  Female
  6 – 10
  Male
  NPC NAME
  Use the following tables to generate a name for your NPC.
  Select the appropriate table based on the NPC’s race and
  gender. When you create a name, try saying it aloud a few
  times to make sure it sounds good.
  
  A WEB ENHANCEMENT FOR: RUINS OF INTRIGUE
  Dracha
  Dracha use the same types of names for both males and
  females. A dracha name typically has three syllables. Roll
  1d20 three times, once for each column, and connect the syl-
  lables in order of their generation with apostrophes. The first
  column always provides the first part of the name, the second
  column the middle part, and the third column the last part.
  d20
  First Syllable Second Syllable
  Third Syllable
  1
  B
  nara
  b
  2
  C
  tala
  c
  3
  D
  par
  d
  4
  F
  dana
  f
  5
  G
  rada
  g
  6
  H
  erde
  h
  7
  J
  velr
  j
  8
  K
  wekr
  k
  9
  L
  tenh
  l
  10
  M
  reth
  m
  11
  N
  kirla
  n
  12
  P
  tivd
  p
  13
  R
  silh
  r
  14
  S
  xoph
  s
  15
  T
  corti
  t
  16
  V
  boln
  v
  17
  W
  mott
  w
  18
  X
  tusk
  x
  19
  Y
  vungu
  y
  20
  Z
  cuthu
  z
  Giants
  The giants use separate columns for the first half of male
  and female names. Both genders use the same table to gen-
  erate the second half of their names. Roll 1d12 and 1d20 to
  generate the first and second half of a giant’s name, respec-
  tively. Connect the first and second portions with a hyphen
  to form the entire name.
  Female
  Male
  Second
  d12/d20
  First Portion
  First Portion
  Portion
  1
  Aoe
  Ci 
  Arren
  2
  Ua
  De 
  Beldrat
  3
  Au
  Ha 
  Carris
  4
  Eia
  Ro 
  Delthon
  5
  Uia
  Li 
  Follen
  6
  Eu
  Tu 
  Grandak
  7
  Iea
  Sa 
  Haraz
  8
  Io
  Vo 
  Jethen
  9
  Ia
  Ra 
  Krollek
  10
  Oe
  Vi 
  Leman
  11
  Oa
  Xa 
  Perren
  12
  Oia
  Na 
  Marask
  13
  —
  —
  Nebenar
  14
  —
  —
  Quorren
  15
  —
  —
  Restenfel
  16
  —
  —
  Sorris
  17
  —
  —
  Tynthar
  18
  —
  —
  Vendrek
  19
  —
  —
  Wendelar
  20
  —
  —
  Zevvik
  3
  Faen
  For faen first names, roll 1d20 twice: once for the name’s first portion and a second time for its second. The table covers sec-
  ond halves for both male and female first names. For a faen’s last name, roll 1d10 twice, checking the surname columns for
  both the first and second half of the last name. Both genders use the same surname columns. If a name results with consecu-
  tive identical vowels, change the second one to an “a” or “e.”
  d20/d10
  First Half
  Female Second Half
  Male Second Half
  Surname First Portion
  Surname Second Portion
  1
  Bri
  ara
  arn 
  Sky
  tree
  2
  Ce
  ali
  ald 
  Fire
  horn
  3
  Du
  ada
  aran 
  Stone
  crown
  4
  Fi
  alu
  aged 
  Gold
  star
  5
  Ge
  ana
  elden 
  River
  sun
  6
  Ho
  erli
  ert 
  Wind
  leaf
  7
  Je
  indi
  ern 
  Spring
  guard
  8
  Ke
  irra
  eth 
  New
  ship
  9
  La
  ila
  in 
  Ever
  keeper
  10
  Me
  inda
  ish 
  Crown
  hold
  11
  No
  elle
  ird
  —
  —
  12
  Pi
  edi
  ix
  —
  —
  13
  Ry
  era
  oln
  —
  —
  14
  Se
  elo
  oth
  —
  —
  15
  To
  olla
  ord
  —
  —
  16
  Ve
  ondra
  on
  —
  —
  17
  Wy
  ona
  uln
  —
  —
  18
  Xe
  oli
  urn
  —
  —
  19
  Yo
  eri
  uren
  —
  —
  20
  Ze
  eva
  urb
  —
  —
  
  NPC CREATION KIT
  Humans
  For human NPCs, roll 1d20 and 1d10. The d20 generates
  the name’s first syllable. The d10 roll determines the second
  syllable based on the NPC’s gender. For surnames, generate
  a second name and add –son, -dottir, or a similar ending.
  First
  Female 
  Male
  d20/d10
  Syllable
  Second Syllable
  Second Syllable
  1
  Ar
  la
  red
  2
  Be
  ra
  mon
  3
  Ca
  si
  gar
  4
  De
  lle
  tren
  5
  Fo
  lli
  nek
  6
  Ga
  dy
  var
  7
  Ho
  vara
  nel
  8
  Il
  dli
  rik
  9
  Jo
  rina
  dred
  10
  Ka
  rienne
  vin
  11
  Le
  —
  —
  12
  Mo
  —
  —
  13
  Na
  —
  —
  14
  Ol
  —
  —
  15
  Pe
  —
  —
  16
  Ra
  —
  —
  17
  Se
  —
  —
  18
  Te
  —
  —
  19
  Va
  —
  —
  20
  Wo
  —
  —
  Litorians
  Litorian names are broken into male and female categories.
  Roll 1d12 twice to determine the first and second half of a
  litorian’s name.
  Female
  Female 
  Male 
  Male
  d12
  First Half Second Half First Half Second Half
  1
  Ba
  ntra 
  Chra
  av
  2
  Ce
  rret 
  Chro
  arak
  3
  Di
  rel 
  Dar
  eth
  4
  Fo
  tena 
  Deth
  gar
  5
  Ha
  rril 
  Tev
  lath
  6
  Je
  sha 
  Hoth
  stor
  7
  Le
  rra 
  Jer
  oph
  8
  Mo
  rara 
  Kel
  lak
  9
  Pe
  tha 
  Men
  esh
  10
  Re
  era 
  Nar
  ethar
  11
  Se
  li 
  Pen
  thon
  12
  Va
  na 
  Ser
  grav
  Mojh
  To generate a mojh NPC’s name, roll 1d20 twice to create
  the first and second halves of the name.
  d20
  First Half
  Second Half
  1
  Kar
  goth
  2
  Tel
  wrath
  3
  Gref
  strak
  4
  Sar
  eran
  5
  Nek
  thar
  6
  Pol
  trag
  7
  Nev
  varth
  8
  Vak
  ethar
  9
  Cren
  starn
  10
  Pel
  harm
  11
  War
  drar
  12
  Vuth
  stan
  13
  Slar
  rag
  14
  Zar
  trak
  15
  Kel
  bar
  16
  Cael
  reth
  17
  Shrak
  lar
  18
  Yeth
  nork
  19
  Sern
  kath
  20
  Darh
  slen
  Sibeccai
  To generate a sibeccai name, use the human or mojh table to
  create the NPC’s first name. Then generate the sibeccai’s
  title using the following table.
  d20
  Title
  1
  the Wise
  2
  the Hunter
  3
  the Seeker
  4
  the Resolute
  5
  the Defiant
  6
  the Brave
  7
  the Skilled
  8
  the Quick
  9
  the Faithful
  10
  the Strong
  11
  the Clever
  12
  the Wanderer
  13
  the Daring 
  14
  the Mender
  15
  the Patient
  16
  the Wild
  17
  the Perceptive
  18
  the Mystic
  19
  the Unconquered
  20
  the Tireless
  4
  
  Verrik
  Verrik male and female names both derive from the same
  columns in the table below. Roll twice to determine the first
  and second portions of a verrik’s name.
  d20
  First Portion
  Second Portion
  1
  Daj
  ara
  2
  Qid
  zed
  3
  Xer
  kar
  4
  Av
  geth
  5
  Sif
  ada
  6
  Mor
  dedr
  7
  Per
  san
  8
  Gef
  thra
  9
  Ben
  zeth
  10
  Qun
  quar
  11
  Ved
  sal
  12
  Zew
  preth
  13
  Qad
  erra
  14
  Xev
  entha
  15
  Kel
  pellas
  16
  Veth
  perek
  17
  Quon
  vesh
  18
  Qual
  lon
  19
  Nlad
  pad
  20
  Ul
  volen
  NPC CLASS AND LEVEL
  To determine an NPC’s class and level, pick an appropriate
  table and roll twice, once for class and once for level.
  Otherwise, roll 1d3 to select a table randomly. The tables
  assume that randomly generated NPCs tend to be on the
  low end of the level scale.
  Common Folk
  d20
  Class
  Level
  1
  Commoner
  1
  2
  Commoner
  1
  3
  Commoner
  1
  4
  Commoner
  1
  5
  Commoner
  1
  6
  Expert
  2
  7
  Expert
  2
  8
  Expert
  2
  9
  Aristocrat
  3
  10
  Warrior
  4
  Adventurer
  d20
  Class
  Level
  1
  Expert
  1
  2
  Evolved
  1
  3
  Akashic
  1
  4
  Akashic
  1
  5
  Champion (select type)
  1
  6
  Greenbond
  2
  7
  Mage blade
  2
  8
  Magister
  2
  9
  Magister
  2
  10
  Oathsworn
  3
  11
  Ritual warrior
  3
  12
  Runethane
  3
  13
  Totem warrior
  3
  14
  Unfettered
  4
  15
  Warmain
  4
  16
  Warmain
  4
  17
  Warrior
  4
  18
  Warrior
  5
  19
  Witch (select type)
  5
  20
  Multiclassed (roll twice again)
  6
  Noble/Skilled Artisan
  d20
  Class
  Level
  1
  Aristocrat
  1
  2
  Aristocrat
  1
  3
  Aristocrat
  1
  4
  Expert
  1
  5
  Expert
  1
  6
  Expert
  2
  7
  Expert
  2
  8
  Expert
  2
  9
  Warrior
  3
  10
  Warrior
  4
  A WEB ENHANCEMENT FOR: RUINS OF INTRIGUE5
  
  NPC CREATION KIT
  NPC TRAITS
  Now it’s time to determine some defining traits to emphasize
  in your NPC while playing through the encounter.
  Personality Traits
  Roll 1d12 and 1d6 to determine an NPC’s primary defining
  personality trait. You can roll multiple times to create more
  than one trait for an NPC.
  d12
  d6 (1 – 3)
  d6 (4 – 6)
  1
  Optimistic
  Pessimistic
  2
  Judgmental
  Decadent
  3
  Excitable
  Calm
  4
  Cheerful
  Morose
  5
  Ignorant
  Knowledgable
  6
  Helpful
  Arrogant
  7
  Cowardly
  Bold
  8
  Deceitful
  Honest
  9
  Loud
  Shy
  10
  Aggressive
  Passive
  11
  Pushy
  Spineless
  12
  Talkative
  Quiet
  Physical Traits
  Next, roll 1d10 and 1d6 to determine an NPC’s defining pri-
  mary physical trait.
  d10
  d6 (1 – 3)
  d6 (4 – 6)
  1
  Tall
  Short
  2
  Fat
  Thin
  3
  Tough
  Sickly
  4
  Scarred
  Tattooed
  5
  Old
  Young
  6
  Messy
  Neat
  7
  Well dressed
  Slovenly
  8
  Clean
  Filthy
  9
  Attractive
  Ugly
  10
  Tanned
  Wan
  NPC LOYALTIES
  The presence of the giants and the dragons within the ruined
  city of Serathis is perhaps the most important local issue,
  one that has bearing on how the NPC you’re creating reacts
  to party that contains dracha, mojh, giants, or sibeccai. It
  should also color how the NPC acts and what he talks about.
  Note that this table doesn’t represent Serathis as a whole.
  The results are skewed slightly toward smaller factions and
  fanaticism to help encourage interesting NPCs. For more
  moderate results, treat the “spy” result as “neutral” and both
  forms of fanatic as a supporter of the appropriate faction.
  The NPC’s loyalties should help determine at least part of
  his personality and background. A giant who supports the
  dragon could be a spy, an embittered outcast, or a criminal.
  Don’t be afraid to write in your own details based on the
  results this kit produces.
  Special: Shift a dracha’s attitude two categories down on
  the table. Shift a mojh’s one category down. Shift a giant’s
  two categories up, and shift a sibeccai’s one category up. For
  example, when determining a sibeccai’s loyalties, say you roll
  an 87. Normally this result is “Draconic Loyalist,” but since
  the NPC is a sibeccai, shift the result one category up the
  table to “Draconic Supporter.” If the NPC was a dracha, you
  would shift two categories up. In this case, you can’t go
  beyond “Draconic Fanatic”, so the dracha’s attitude remains
  at that level.
  Optionally, you can shift the result one category up if the
  area where the NPC is found features a great proportion of
  giantish support, or one category down in areas where the
  dragon’s loyalists hold sway.
  d%
  Loyalty
  1–5
  Giantish fanatic
  6–15
  Giantish loyalist
  16–25
  Giantish supporter
  26–49
  Neutral
  50–55
  Spy
  56–75
  Neutral
  76–85
  Draconic supporter
  86–95
  Draconic loyalist
  96–100
  Draconic fanatic
  Fanatic
  This NPC risks his life for his faction. Driven by either
  intense love for it or intense hatred of the opposition, he
  does everything in his power to advance the cause. He will-
  ingly risks his life to help promote its interests. If Serathis
  held an election between the giants and the dragon, the
  fanatic would draw up plans for a revolt if his side did 
  not win.
  Loyalist
  The NPC actively supports the appropriate faction. He takes
  steps to protect his faction’s interest, such as reporting suspi-
  cious activities. However, he does not risk his life for the
  cause. If Serathis held an election between the giants and
  the dragon, the loyalist would go door to door to drum up
  support for his candidate.
  6
  
  Neutral
  Most Serathans fall into this category. The NPC sees both
  factions as different sides of the same coin. He would prefer
  if they kept out of his personal life and did as much as possi-
  ble to stay out of the common folk’s way. If Serathis had an
  election, he would stay home unless one side did something
  to anger or encourage him.
  Spy
  The spy’s loyalties lie with a smaller faction within the city.
  He works to directly benefit this faction’s cause and risks his
  life to further its ends. Use the following table or pick an
  important NPC who is not aligned with the dragon or the
  giants. The page references refer to the appropriate sections
  in Ruins of Intrigue.
  d10
  Faction/NPC
  Page
  1
  Agents of Chaos
  34
  2
  Blood Hook Gang
  49
  3
  Crusaders
  51
  4
  Dark Wardens 
  78
  5
  The Huntsmen 
  81
  6
  Lord Valdren
  43
  7
  The Master
  75
  8
  Merchant’s Guild
  53
  9
  Tower of Boundless Knowledge
  40
  10
  Yalanara
  61
  Supporter
  While this NPC favors one side over the other, he does not
  allow his personal interests to suffer because of his loyalties.
  His preference is probably driven by practical factors, such
  as the promise of better profits, more work, or superior living
  conditions, should his side prove dominant. If Serathis held
  an election, he would vote for his favored side but he would-
  n’t do anything else.
  For supplemental material, visit Monte Cook’s Website:
  <www.montecook.com>
  A WEB ENHANCEMENT FOR: RUINS OF INTRIGUE 7
  Credits
  Writing: Mike Mearls
  Editing and Production: Sue Weinlein Cook
  Illustration: JP Targete and Scott Purdy
  Interior Page Design: Lisa Chido
  About the Author
  Mike Mearls has worked as a freelance roleplaying game designer
  since 1999. This prolific writer maintains a high volume of work
  without compromising quality, which has won him a place on many
  gamers’ lists of favorite designers. Buoyed by positive reaction to his
  first d20 works, he went on to produce material for the leading RPG
  publishers, including AEG, Atlas Games, Decipher, Fantasy Flight,
  Fiery Dragon, Goodman Games, Mongoose Publishing, Necromancer
  Games, and others. His previous Malhavoc Press titles include
  Legacy of the Dragons and Book of Hallowed Might II: Portents
  and Visions (both with Monte Cook), Mystic Secrets: The Lore of
  Word and Rune, and The Book of Iron Might. His work also
  appears regularly in Dragon® Magazine. 
  About the Illustrators
  From the time he first picked up a comic book, cover artist Jean
  Pierre Targete knew what he wanted to become. J. P. grew up in
  Miami, FL, where he began drawing at the age of five. He later
  attended New York City’s School of Visual Arts. For the last 14 years
  he has created covers for Avon, Berkley/Ace Ballantine, Bantam, Tor,
  and a host of other publishers. In 2000 his cover painting “Circle at
  Center” for the book by Douglas Niles won a Chesley Award for best
  paperback cover. J. P. works and lives in Southern California.
  Check out his art book Illumina: The Art of J. P. Targete, published
  by Paper Tiger, and visit his website at <www.targeteart.com>.
  Scott Purdy, a UK-based illustrator, has a great love of dark fantasy,
  horror, evil, and all things tentacular. His work appears in books
  from such publishers as Paradigm Concepts, Malhavoc Press,
  Bastion Press,  Goodman Games, Mongoose Publishing, and many
  others. He wills clients his way if they have need of nasty critters to
  bring to life. You can see more of Scott’s work in The Book of Iron
  Might and at his website: <www.scottpurdy.net>.
  Malhavoc Press
  Malhavoc Press is game designer Monte Cook’s d20 System imprint
  devoted to the publication of unusual magic, monsters, and evoca-
  tive game elements that go beyond traditional fantasy. Malhavoc
  Press products exhibit the mastery of the d20 System rules that only
  one of its original designers can offer. 
  Coming soon, look for Wolfgang Baur’s The Book of Roguish Luck,
  a sourcebook for characters who prefer stealth and guile. Also com-
  ing soon is Transcendence, an Arcana Evolved player’s companion
  by Mike Mearls. Current titles are available to purchase in either
  print or electronic (PDF) format at <www.montecook.com>
  ®
  
  NPC CREATION KIT
  8
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  d20 System Reference Document Copyright
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  Jonathan Tweet, Monte Cook, Skip Williams, Rich
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SOURCE: textdata/thevault/Arcana Evolved (d20)/Arcana Evolved Ruins of Intrigue - NPC Creation Kit.pdf