Name Generator

 

RPG TOWN AND NPC NAME GENERATOR 


1D4+2 or 1D6+1 digits in a Name.


Every other digit is a Consonant or Vowel.

odd = name starts a with vowel

even = name starts a with consonant 



D6     VOWELS

1   2  3  4  5   6

A  E   I  O  U   Y 



D20    CONSONANT   TABLE

1    2   3   4    6   7     10                or: D10

B   C    F    H   J   K    M              odd

N    Q   R    T     X   Z             even

11  12  13  14  15  16  17  18  19  20




Portals


Portals are found often,
throughout many different Worlds. 

As a generalisation;

a Portal is a Standing Stone (Menhir),
a Stone Circle, a Dolmen (Shelter),
or other similar arrangement of monolithic stones
where the stones contain a significant quantity of quartz
(and other minerals)
enabling a raw, natural, bioelectrical, geomagnetic flux
to channel through them. 

Their rules for use do vary from world to world.

For example;
in some worlds you can travel
from a circle to a circle or a stone,
but not from a stone. 

Many so-called experts agree that their uses 
are more in the realm of mystery 
than the realm of the known,
therefore it is always possible
someone may happen along who knows
how to activate a different quality from the Portals
than any known about by the locals at this time. 

They are ancient.
There are vastly more in existence 
which we do not know about,
than the number we do know about. 

The organisation which knows 
​the most of all about them
are the Druids,
who are often half-mad
and always very secretive. 

The Druids warn;
using the stones can be dangerous. 





The Open Fire Inn


The Open Fire Inn
is a thriving location
not a World in and of itself,
many of its guests and pilgrims 
have been heard telling it otherwise. 

The Open Fire Inn is an ancient respite
for weary travellers, adventurers, sailors,
simple, humble farm and fish folk,
woodsmen, warriors, wizards, 
crafters, henchkin, hirelings, 
exotic strangers, familiar faces, 
the wise, the wonderous, the weird,
any with an ember in their heart
or a tale worthy of recounting
in one way or another. 

It is a place to find acceptance,
employment, enjoyment, enchantment.  

As a storytelling device
the great purpose of the Open Fire Inn
is to provide a likely establishment 
central to the lives of many,
both for One-Shot Adventures and Campaigns alike. 

The Inn is located where it need be;
at a crossroads, in a city, by the coast, near a forest, 
close to an active Portal. 
In the collective imagination
and perhaps, in your memory. 




Running A Popular Medieval Fantasy Inn 


Rule number one : what to expect 


Everyone talks over everyone. 

Everyone interrupts everyone. 


Rule number two : in practise  


Regulars have adapted to the environment of rule number one. There are two modes of adaptation. 


First and most common is to shout louder than everyone else and never stop mid-way through saying a sentence. People who allow themselves to be interrupted are recognised as inferiors who often nurture resentment for those who dominate the conversation. 


Second and rare adaptation is to talk more quietly than everyone else. Contrary to common sense that such a voice would be drowned out in the noise, what actually happens is the quiet speech occupies an otherwise relatively empty audio spectrum and becomes the only voice ears can distinctly hear against the background speech. Strangely the people who use this effective method are often criticised for being creepy by the people who never thought of it. 


Rule number three : business as usual


Everyone accepts that for the landlord, bar workers, kitchen staff, bedroom staff, it is a business, it is their work, while mostly everyone else is there for recreational purposes. 


The exception are those whose income relies on gambling which may be allowed on the premises and whatever other business deals occur. There are booths and tables available specifically for this. 


Rule number four : zipped lips 


Under no circumstances is anybody to discuss any illicit dealings witnessed on the premises with any law enforcement authorities, especially when it is the law enforcement authorities themselves conducting illicit dealings. 


Rule number five : No Fighting 


The Inn has levels of protection including the biggest, hardest, nastiest bouncers you would ever want to imagine, who are the loveliest people in the world most of the time until you cross them. 


There is also the magical protection including ancient curses and such. The dynamically posed stone statues in the street outside lining the front of the building are examples, according to local legend. 






Adventurers Guild


Adventurers Outposts & Adventurers Guild 


Adventurers Outposts are like General Stores specifically for Adventurers. 

They are funded and operated by the Adventurers Guild. 



Outposts have at least crude lodgings, a hot meal, a wash-room (sometimes), a surgery, an armoury. Some have a yard to practise fighting, a study, a workshop, stables. They never under any circumstances house a treasury although Membership Fee collections are made at your designated Outpost. 


Outpost buildings are fortified whenever possible and can usually be easily defended. Some may be basic shacks while others have secret tunnels and vaulted cellars storing food, equipment and mysteries. 



Membership of the Adventurers Guild is required to access the facility. 

Every Adventurers Outpost has a resident Handler. 



Basic Rate Adventurers Guild Membership Fee 1 GoldCoin per month 


includes:


-medical and surgical aide, 

-access to Guild Facilities,

-funeral costs, 

-enlistment for missions involving the greater good, 

-inter-outpost mail-messaging service,

-jobs bulletin, 


Premium Rate Adventurers Guild Membership Fee 1 GoldCoin per week 


includes:


-all Basic benefits, plus;

-legal representation, 

-magical medical and surgical aide, 

-repayable loan of standard weapons and equipment if necessary for the greater good, 

-investment and savings fund, 

-mentorship, 

-posthumous family member protection, 



All members agree to uphold the Guilds Reputation at all times. Failure to do so will result in a harsh warning for any mild offence followed by revoked membership and name-listed as Bandit on the Guilds hit-list for any severe or second mild offence. 



The Adventurers Guild is a private operation started generations ago by Adventurers now known as Custodians. It has wildly mixed reviews by different factions. 


On the one hand it’s an organised militia of experienced warriors and wizards set to the task of peace-keeping in the world. 


On the other hand it’s a disorganised mess of selfish sociopaths stepping ungently on the toes of any other similar organisations, including the stability brought about by Kings, Knights, Town Guard, and similar forms of regional policing. 


There is a grey area where individuals may belong both to such an organisation and simultaneously pay the Adventurers Guild membership fee. 


In some Kingdoms the Adventurers Guild is banned as a terrorist organisation comprising of bandits. In other Kingdoms it is welcome as a necessary force bringing stability, protection and peace. 


If the Adventurers Guild wanted to take over a region it possibly could. However the Guild Management know from experience that correlating Adventurers is not dissimilar to herding cats. Some work with the Guild and will unquestioningly ‘follow orders’ from their Mentor/Handler. Others have a less harmonious relationship with the Guild for any number of reasons. 



Structure


Adventurers Guild organisational structure is every paying member has a trained Mentor/Handler as their contact. Usually one Handler is assigned to each adventuring party. Handlers often have their own agenda because they are already caught up in next-level adventuring politics across the realm involving different people, places, situations. They have got their head around it to the extent necessary for the role. 


Handlers who deal with Adventurers sit on a theoretical round table and themselves have a Handler called a Custodian, who sits on a theoretical round table. Custodians are the decision-makers for the Guild. 


Custodians are aging, experienced adventurers who have by their actions in world-saving earned the respectful position. Many Custodians are alive only by use of longevity magic. They are few in number. 


The ratio of Adventurers to Handlers to Custodians varies greatly. It depends on the intake of new adventurers compared with Guild members who reported to have survived the month.  


In practise the Handlers have discovered they can successfully work with three surviving adventurers on an ongoing basis. 


It is estimated for every paying Guild Adventurer there are ten Rogue Adventurers who are not members of the Guild. Membership of the Guild helps to reaffirm the otherwise thin and often invisible line between Adventurer and Bandit.