Commoner (non-player character)

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Commoner (npc).jpg

Commoners are members of the lowest social class in society and represent the bulk of humanoid persons within the game world — regardless, for the most part, of race. They are primarily engaged in agricultural work, food collection or labour within urban settings. Most commoners possess a single sage ability (often in farming, fishing, herding, foraging and similar trades), beginning at the amateur level. With age and experience, typically between 35 and 45 years, they reach authority status in their limited craft.

The life of a commoner is characterised by its simplicity and reliance on the land. Their daily routines are dictated by seasonal cycles, weather conditions and the needs of their immediate communities. Whether tending crops, managing livestock, gathering food from the wild or producing basic goods, commoners form the backbone of civilization, ensuring the survival of those above them in the social hierarchy. Their diet primarily consists of staple foods and durables, supplemented by occasional fresh produce, meat or fish when available.

As Hirelings

Because their negligible skills are yet valued, players will eventually hire commoners as servants, stablehands, porters and cooks. Their ability to perform essential tasks — such as maintaining supplies, managing livestock, preparing meals and handling burdensome equipment — makes them indispensable to a well-organised expedition. Commoners require little beyond food, shelter and fair treatment, making them cost-effective retainers in comparison to skilled hirelings or mercenaries.

If protected, commoners may become loyal and dutiful companions, forming bonds with those who ensure their safety and livelihood. As trust builds, they may show increasing willingness to follow their employer into greater dangers, supporting them in times of crisis. While initially fearful in combat, a commoner with high morale may, under extreme circumstances, display unexpected bravery, standing their ground or even sacrificing themselves for those they serve. If given time and opportunity, some may even develop greater skill in their trade or learn new abilities, transitioning from mere labourers to trusted allies in a player's retinue.

As Combatants

Being non-levelled, commoners only have as many hit points as their body mass provides — typically 1d8 for human males and 1d6 for human females. Their physical resilience is minimal and their ability to withstand injury is greatly reduced compared to trained combatants. A commoner's negative hit points are much lower than those of levelled persons, meaning they will die if damage reduces them to below -3 hit points, with little chance of survival beyond this threshold.

As combatants, they are extremely poor. Their standard morale begins at 10, requiring a roll of 2d6 to determine if they have the nerve to enter combat. Failing this roll, they will either flee or beg for mercy, depending on the situation and their level of desperation.

They possess no proficiencies and must rely on the tools they use daily, such as pitchforks, hammers or knives. Even with these, they suffer a -1 penalty "to hit," as these implements were never meant for combat. Such tools function as a club, causing 1-4 damage at best. When attempting to wield any actual weapon of war, they suffer a -6 proficiency penalty, rendering them nearly useless in a fight. Commoners cannot afford armour and, even if provided with it, are too clumsy and untrained to wear it effectively in battle.

Ability Stats

A commoner's stats are generally lower than those of better-educated artisans, scribes, educators and artists, largely due to the toll of a lifetime of hard labour, poor nutrition and exposure to the elements. The physical and mental strain of their daily existence gradually wears down their endurance, limiting their potential compared to individuals who have had access to training, knowledge and better living conditions.

When rolling the ability stats for a commoner, use 2d6+1d4, reflecting their generally diminished capabilities while still allowing for occasional exceptions among the strongest, most resilient or naturally gifted individuals.

Experience

Commoners can gain experience, though at a significantly reduced rate, receiving only one-eighth of the x.p. bonus after combat. Their role in battle is largely incidental, often contributing in minor ways rather than through direct engagement. However, if a commoner manages to accumulate as many as 200 experience points, they may be considered "hardened" comrades, regardless of their combat training. This status reflects their resilience in the face of danger, increasing their morale and making them more dependable in hazardous situations.

While uncommon, any commoner with sufficiently high stats, financial resources, a tutor and enough time may eventually become a character class. This transition is exceedingly rare for adults, as the demands of daily survival leave little room for structured training. More commonly, a commoner will seek to elevate one of their children to a higher station, investing in their education and development. A child granted this opportunity rolls 3d6 for their ability stats, benefiting from their youth and potential, whereas their parents have already suffered the wear and tear of a hard life.


See also,
Combat
The Adventure