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Commoner

humanoidglassiannpcsettlementfaction-neutral

Stats HD 2 (8) BR 2 Size 5' Weight 15# Max. Load 10# Run 25'
Group Solo / 1d6 household / 2d6 work gang / 3d6 × 10 angry mob
Desc. Calloused hands, sunburnt face. Carries tools or a basket. Moves with purpose.
Wants Stability, prosperity, and to be left the hell alone. Failing that, revenge.
Intellect Shrewd about anything they can see and touch. Credulous about anything they can't.
Morality Generous in times of plenty, ruthless in scarcity. Always hedging.
  • Improvised Weapon (Weapon): 4 Physical. Hatchet, mattock, hammer, kitchen knife, or whatever's at hand.

Grand and free Glass — the Commoner will sing to its history, wherever they hold a voice to sing with, for they believe themselves its blood and soul. And a betrayed blood and soul!

Treasure: 1d6−2 × $1 in pocket money. A household has 3d6 × $10 in savings, tools, home and trade goods investments, for a plundering bandit.

Playing a Glassian Commoner

These are not medieval serfs. Kain's long reign suppressed the worst excesses of intermediate lordship. Glassian commoners are commercially literate, own property, haggle confidently, and hold strong opinions about the quality of their local products versus the next village's. They remember prosperity and are furious about losing it.

Spirits are landlords. Commoners negotiate with river spirits the way you negotiate with your landlords. They set out offering plates at tree roots, consult the shrine-keeper before building an extension, and teach their children which mushrooms have spirits in them.

Glassians know their trade, their village, their local spirits and rumors from the last trader or harpy courier who came through. They don't know politics or how magic works, but they're not stupid. Everything they know works because it worked for the last thousand years.

Glassians are not neutral. Under competing warlords, commoners hedge between factions the way a trader diversifies debts. They hide grain, maintain polite relations with whoever's currently armed, and gossip as intelligence-gathering. They will sell information for safety. Their children are simultaneously their retirement, labor force, and army.

Commoners will rarely attack directly, but when they do, they attack with ruthless mania. They feel emotions stronger than you do. The most dangerous thing is a tight-knit village that's got nothing left to lose.

Male Names
Female Names
Occupations
Items Carried
Surname Convention
Commoner Problems
Mood and Demeanor
Village Landmark & Pride