The characters you’re about to meet insisted that we writethis book for them.We’ve all got them—nonplayer characters (NPCs) whoseem as alive as real-life people, NPCs that the playersremembered long after the adventure was forgotten. In thisbook are some of the most helpful and notorious NPCs thatwe’ve created for our own campaigns. Now we want to seewhat you can do with them.You’ll meet Qirtaia, a djinni who’s the most dangerouspacifist you’ll ever know; Melantha, inquisitor of St. Cuth-bert and a criminal’s worst nightmare; and Draganoth, aminotaur wizard who uses spells to improve his combatprowess. You’ll also encounter adventuring companies suchas the Circle of Green and the mostly undeadmembers of the Pale Grin—thoughperhaps you’ll wish you hadn’t.
Enemies and Allies
intentionallyavoids long NPC histories and intri-cately detailed descriptions. Melan-tha’s creator could spend an hourtelling you about her family history, of course, and PCs who have met Qirtaiawould recognize his gravelly voiceanywhere. We have not put them in aspecific place or given them particularagendas either. We don’t want tocramp your style. These charac-ters are yours to do with as youwill. Alter them as little or asmuch as you like.All NPCs aren’t powerfulpatrons or villains, of course. Thisbook has plenty of typical alley thugs,temple guards, city guards, and spellcastingminions to populate the streets, neighborhoods,fortresses, and dungeons of your adventures.You’ll also find statistics in this book for the iconiccharacters depicted in Chapter 3 of the
These characters are the ones we use when we’replaytesting new adventures, monsters, and guidebooksfor the D&D®game. Now you can call on them too if youneed a character on short notice. Again, make them yourown. If you want Krusk the barbarian to multiclass intothe bard class, go right ahead.The D&D game is ultimately about characters. Theywork together, they fight one another, they negotiate andargue, and they even mourn the passing of others. Thecharacters in this book may become trusted friends orfrustrating nemeses. But however you use them, let yourown imagination bring them to life. They insist.
The NPCs in
Enemies and Allies
are divided into five mainsections: crime, religion, mages, the law, and adventurers.The borders between these areas can be fuzzy—you’llfind a cleric in the crime section and a sorcerer in the reli-gion section, for example.
Here are the typical pickpockets, thugs, andthe master of the thieves’guild, among others. There’s alsoa not-so-nice djinni, a mind flayer assassin, and a druidwho specializes in urban ecologies.
Some clerics, such as Neshia, high priest of Pelor, are a boon to adventurers. Others, such as Mandel,high priest of Hextor, are dangerous, crafty foes. If PCs stepon the wrong side of the law, they may bechallenged by an inquisitor of St. Cuthbertwho doesn’t take “no” for an answer. Thissection also provides typical temple guardsand wardens to sprinkle throughout youradventures.
This section introduces you totypical minions and apprentices, plus amage who’s a pyromaniac, a dwarven necro-mancer, and even a minotaur with grandambitions. Perhaps the most helpfulcharacter to adventurers is a learnedsage who’s fighting a battle he can’tpossibly win.
Typical city guards, eliteguards, and guard commanders fillthis section, along with an elvenwarden of the forest who patrols thewoodland paths, not the city streets.The whole spectrum of the law iscovered in this section, from pettybureaucrats to fearsome vigilantes.
Adventuring com-panies take many forms. One evilgroup presented in this sectionincludes two undead members and agolem; another group, not evil butsometimes harsh, focuses on wilder-ness adventures. A third adventuringcompany cares only for personalenrichment. And if you ever wonderedwhat the statistics for a blindfoldedumber hulk monk or a phase spiderrogue look like, this is the place for you.The first of three appendices providesa quick way for you to generate NPCsbased on the role they play in your adven-ture. A few tosses of the dice, and yourhigh-level patron or low-level minion isready to meet the PCs. We’ve also put the PCs we use forplaytesting in their own appendix. You’ll get to see whatJozan, Lidda, Mialee, Tordek, and the other iconic D&Dcharacters look like at various levels in a second appendixand finally, the third appendix lists all the NPCs in thisbook by Challenge Rating.For the sake of brevity (this book contains a
of infor-mation), the details of class abilities do not appear in thestatistics presented here. Chapter 3 of the
and Chapter 2 of the
describe these abilities thoroughly.
Player Characters vs.Nonplayer Characters
Enemies and Allies
con-tains information about NPCsyou can use in any D
game you run. Thelists of iconic characters (foundin this book’s Appendix 2) arefor PCs, however, and it isimportant to maintain the dis-tinction. These characters areideal for players who want to trynew types of characters (butdon’t have time to roll up that15th-level druid in time fortonight’s game), but as NPCsthey aren’t appropriate to gameplay, mostly because of theamount of treasure they pos-sess. Player characters, as dis-cussed in Chapter 2 of the
, simplyhave "more stuff" than NPCs. Ifyou want to use Mialee orTordek as an NPC in yourgame, you’ll need to makesome adjustments—or you cansimply use the tables in Chap-ter 2 of the
to quickly create yourown NPCs. If you need a spe-cific type, Appendix 1 can helpyou out.