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Fantasy NPC

Whistler

Gnome Vagabond

“I…I…I can’t…I can’t…I think…I…I…I can’t…think…I…think…”

Appearance: In the far corner of an alley huddles a dirt-covered gnome, swallowed up in a filthy coat several sizes too large. He spots you and shrinks away. You can see that he’s crippled, one leg looking as though it had broken and healed badly above a clubbed foot. He’s squatting on a board that’s had wheels attached, something he uses to push himself around. He gives you a shy and toothless smile.

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Personality: Though he’s obviously old, Whistler acts like a child. Often fearful, he is careful to watch people to find out if they mean him harm but eager to approach if they will give him something. He is too gentle to be violent and will try to wheel away and hide if he is threatened.

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Motivation: Whistler’s motivations are simple. Avoid the guards. Stay warm. Beg for money or food. Meet the kind halfling at night for a warm place to sleep. Try to remember what I can’t remember.

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Roleplaying Tips: Due to his mental state, Whistler isn’t really able to speak, merely mumble and repeat that he can’t think. He does make some basic gestures and likes to whistle to comfort himself.

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Background: There are few that pay attention to the homeless old gnome known as Whistler and it seems like he’s always been part of the city. Those that do pay attention are either trying to help him or take advantage. Nobody knows where he came from or what his story is, and Whistler is in no position to tell them. The truth is that he’s lost his memories and it may take a great deal to get them back again.

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Traits: Frail, Neutral, Oblivious, Old, Slow, Stupid, Unimpressive, and Weak

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Dark Secret: Whistler’s real name is Norvinn Bramwhistle. He was visiting the city and chanced upon a criminal hiding a strange relic in a ruined building. When Norvinn investigated, the relic stole his mind.

Plot Hooks
  • Though he does his best to hide from them, Whistler is regularly tormented by city guardsmen Farin McCreigh and Hallam Bardholt. The two are in the habit of cruelly injuring the gnome and taking what he may have on him. Whistler has just wheeled up to you to beg as they spot him from across the street.

  • Passing the slums, you hear a desperate cry. Feral dogs are circling a crippled gnome. He’s fending them off as best he can with a broken piece of wood, what remains of something he had been sitting on, but the dogs are preparing to lunge. If you save him, he will try to lead you to The Blinking Dog tavern.

  • It’s been more than ten years since Whistler saw the man hide the clear crystal orb engraved with the sigil of Almaer, the deity of knowledge. As soon as Whistler touched it there was a flash of arcane light and all went black. He still dreams about that sigil and may recognize it on a good day. If you’re ever able to restore his mind, even for a few minutes, he just might tell you where the forgotten relic hides.

Connections

Whistler is terrified of city guardsmen Farin McCreigh and Hallam Bardholt who regularly torment him.

 

Whistler often spends the night in the back of The Blinking Dog tavern thanks to the kindness of Merritt Bluestring.

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Whistler may remember the location of a lost relic of Almaer if his memory returns, the same relic stolen by Caston Agosta’s father many years ago.

Bonus Content

Track NPC attitudes by putting plusses and minuses next to their names for each good or bad interaction with the PCs.

 

Enough minuses could generate a new, unexpected antagonist.

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- PinkDiceGM

NPC Tips

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