Character Generator RPG: A Concept in Six Parts

Press New character for a people, a calling, a past trade, gear, a reason to travel and a trouble.

A hedgerow gnome gate sergeant who used to be a mapmaker's surveyor. Carries a shield strapped on as a camp table. On the road to outwalk the weather. Trouble: wins every coin toss, and it worries them.

Padlock: keep a part. Arrows: change only that part.

  • Peoplehedgerow gnome
  • Callinggate sergeant
  • Used to bea mapmaker's surveyor
  • Carriesa shield strapped on as a camp table
  • On the roadto outwalk the weather
  • Troublewins every coin toss, and it worries them
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    Character of the day

     

    People: all 63 peoples

    Humans, by upbringing 12

    • boat-raised island human Bare feet, a knife for rope and a tan that stops at the collar.
    • border-fort human Cropped hair, squared shoulders and a habit of standing with a wall behind them.
    • canal-city human Soft shoes, quick hands and a coat with too many inside pockets.
    Show all 63 peoples (60 more)

    Humans, by upbringing, continued

    • desert-well human A head wrap, loose sleeves and a water skin worn where a sword would go.
    • forest-edge human Leather patches at the knees and elbows. They look at the ground before each step.
    • harbour-quarter human Rope-scarred palms and a rolling stance, feet set wider than the shoulders.
    • high-pasture human Sun lines round the eyes and a long staff worn smooth at one grip.
    • hill-clan human A wool wrap pinned at one shoulder and a walk that leans into a slope that is not there.
    • mill-village human Flour or sawdust in the seams. Decide which, and put it in the hair too.
    • river-town human Rolled cuffs and strong forearms. Everything they own has been wet at least once.
    • salt-marsh human Tall boots and a wind-scoured squint that stays on indoors.
    • trade-road human Layers for three climates at once and a hat tied on under the chin.

    Fair folk 12

    • barn nisse The nisse of Nordic folklore is a small household spirit in grey with a red cap. Keep the cap.
    • court-raised elf Posture like a portrait. Give them one thing out of place, such as a muddy hem.
    • grey-bearded faun The same goat legs, slower. A stick, a scarf and horns chipped at the tips.
    • hearth brownie The brownie of Scottish folklore does the chores at night. Sleeves rolled, broom in hand.
    • hill faun Half human and half goat in Greek and Roman myth. Start with the goat legs and set the hips above them.
    • moor pixie The pixie of British folklore is tied to the high moors. Draw them small against heather and stone.
    • oak dryad A dryad is the oak tree spirit of Greek myth. Let bark begin at the wrists and ankles.
    • old-forest elf In Germanic folklore the elf is a humanlike supernatural being. Draw the stillness before the ears.
    • pond sprite A sprite is a fairy-like being of European myth. Keep the outline light and the feet off the ground.
    • road-worn elf Fine old clothes mended with whatever was to hand. The mending is the design.
    • selkie Selkies change between seal and human by putting on a seal skin. Fold the skin over one arm.
    • shore-walking merrow A merrow is a mermaid or merman of Irish folklore. On land, show wet hair and an unpracticed walk.

    Underground folk 13

    • bridge-born troll-kin Trolls of Nordic folklore dwell among rocks and caves. Kin to them: big hands and a slow smile.
    • cellar hobgoblin A hobgoblin: English folklore's household spirit. Soot on the nose, feet up on a barrel.
    • clock-shop gnome The gnome comes from German miners' legends of a small mountain spirit. This one took up gears: add a loupe.
    • deep-hall dwarf Has not seen much sky. Draw them shading their eyes outdoors.
    • forge-town dwarf In Germanic folklore dwarfs live in mountains and are skilled craftsmen. Give them a maker's hands.
    • hedgerow gnome Earth under the nails and a hat made of something that grew.
    • kitchen kobold The house kind: sleeves pushed up, a ladle, and a look of having counted the spoons.
    • lamp-eyed goblin Large eyes that catch light in dark places. Put the highlight in them first.
    • market goblin The goblin of European folklore is small and mischievous. Quick eyes and pockets that bulge.
    • moss-backed troll-kin Let lichen and small ferns grow where a collar would sit.
    • old-mine knocker The knocker of Cornish folklore is a small mine spirit. One hand is always raised to rap on something.
    • river-barge dwarf A dwarf far from any mountain: the same broad build, with rope at the belt and a hat line.
    • tin-mine kobold The kobold of German folklore is a house or mine spirit, some known for pointy red caps. Pick and cap.

    Beast-folk 13

    • badger-folk Low, broad and striped down the face. Heavy forearms and short, strong claws.
    • cat-eyed Slit pupils and whiskers on an otherwise human face. Keep everything else ordinary.
    • crow-feathered Feathers for hair and down the forearms. Leave the highlights unshaded for the sheen.
    • fox-eared A human face with fox ears and a brush of a tail. The ears do the acting: draw them before the eyebrows.
    • frog-folk A wide mouth, eyes set high and long toes. They crouch even when standing.
    • hare-legged Human above the hips, long hare legs below. They rest in a spring-loaded squat.
    • heron-necked A long neck and a long step. The head stays still while the body moves.
    • moth-winged Dusty wings folded like a cloak. Feathered antennae above the brows.
    • mouse-folk Knee-high, with round ears and a tail used as a third hand.
    • newt-tailed Smooth, damp skin and a paddle of a tail. Wide-set eyes and no eyebrows.
    • otter-folk Sleek, whiskered and never quite dry. Give them something to hold in both paws.
    • owl-headed A full owl head on human shoulders. It turns further than the body: show it facing back.
    • ram-horned Curled horns that the hat has to work around, and a thick neck to carry them.

    Made and uncanny 13

    • bottle-grown A homunculus is the small artificial human of alchemy. Knee-high, well made, with a cork on a cord.
    • candle-wax Soft edges and drips at the fingertips. Seat them far from the campfire.
    • clockwork-hearted A winding key between the shoulder blades. Draw the tick as small marks near the chest.
    • glass-eyed Eyes like marbles with a twist of colour inside. They never close all the way.
    • half-stone One arm and shoulder gone to rock. Decide whether it is spreading, and show the edge.
    • paper-skinned Creases where they have been folded. Writing shows faintly on the forearms.
    • scarecrow-born A scarecrow is a human-shaped decoy in old clothes. This one walked off the field: straw at the cuffs.
    • shadowless Everything is normal, except nothing falls on the ground behind them. Draw the light source to prove it.
    • star-marked A scatter of marks across the face and hands, in the pattern of a constellation you invent.
    • stitched-cloth Seams at every joint and a button for one eye. Stuffing shows at the elbow.
    • storm-born Hair that lifts as if charged. Draw everyone near them leaning slightly away.
    • two-shadowed Two shadows at different angles. One of them is a little late.
    • walking-statue Stone or bronze, weathered on the high points. The joints move and the face barely does.

    How this list was compiled: Original list written for Draw This Next, September 2026. Humans are given by upbringing. The peoples of folklore are named as folklore names them, and each was checked on 2026-09-30 against its English Wikipedia article: elf (https://en.wikipedia.org/wiki/Elf), dwarf (https://en.wikipedia.org/wiki/Dwarf_(folklore)), gnome (https://en.wikipedia.org/wiki/Gnome), goblin (https://en.wikipedia.org/wiki/Goblin), kobold (https://en.wikipedia.org/wiki/Kobold), troll (https://en.wikipedia.org/wiki/Troll), faun (https://en.wikipedia.org/wiki/Faun), selkie (https://en.wikipedia.org/wiki/Selkie), brownie (https://en.wikipedia.org/wiki/Brownie_(folklore)), pixie (https://en.wikipedia.org/wiki/Pixie), dryad (https://en.wikipedia.org/wiki/Dryad), sprite (https://en.wikipedia.org/wiki/Sprite_(folklore)), merrow (https://en.wikipedia.org/wiki/Merrow), nisse (https://en.wikipedia.org/wiki/Nisse_(folklore)), knocker (https://en.wikipedia.org/wiki/Knocker_(folklore)), hobgoblin (https://en.wikipedia.org/wiki/Hobgoblin), and, for two made figures, scarecrow (https://en.wikipedia.org/wiki/Scarecrow) and homunculus (https://en.wikipedia.org/wiki/Homunculus). The beast-folk and the made and uncanny figures are plain descriptions of our own. No game, setting, rule book or publisher is named, and no people, class or term coined by one game is used. The drawing notes are our own suggestions. Licence: own work

    Calling: all 72 callings

    Steel 18

    • arena veteran Taped wrists, a stiff knee and a bow to a crowd that is not there.
    • bodyguard between employers Stands half a step behind an empty space, out of habit.
    • border scout A light pack, soft boots and a cloak the shade of the nearest hill.
    Show all 72 callings (69 more)

    Steel, continued

    • bridge toll-taker A coin box chained to the belt and a spear used mostly as a gate.
    • caravan guard Dust to the knees and eyes on the horizon, never on the person talking.
    • crossbow hand A crossbow shoots bolts, also called quarrels. Quiver at the hip, bow across the back.
    • duelist One hand behind the back and the weight on the rear foot. Clean cuffs.
    • gate sergeant A ring of iron tags, a list and a stool. Authority drawn as a refusal to stand up.
    • militia drillmaster A whistle and a stick for pointing. Posture you could set a level on.
    • pikeman A pike is a very long thrusting spear. It leaves the frame: crop it and show only the grip.
    • quarterstaff walker The quarterstaff is a traditional European polearm. It doubles as a walking stick, worn in the middle.
    • retired champion The belt of office is too tight now. Draw the paler patch where the trophy hung.
    • sellsword A mercenary fights for pay, an outsider to the quarrel. Mismatched armour, each piece from a different job.
    • shield-bearer The shield is half the silhouette. Draw it first, then fit the person behind it.
    • ship's marine A short blade, bare feet for the deck and a tar stain on one shoulder.
    • standard-bearer The pole and the cloth are the character. The wind decides the pose.
    • tourney rider without a horse Lance over the shoulder like a fishing pole. Spurs with nothing to spur.
    • wandering knight with no lord A knight-errant wanders in search of adventures. Good armour, a tired horse and no banner.

    Spellcraft 18

    • alchemist's runaway assistant Alchemy tried to make gold from base metals. Singed eyebrows and a satchel that clinks.
    • apothecary An apothecary made up and sold medicines. Scales, small drawers and a pestle on a cord.
    • bone-setter A healer of sprains and breaks. Rolled bandages, splints in a bundle, sleeves pinned back.
    • candle reader Works by a single flame. Light the face from below and spot the cuffs with wax.
    • dream-mender A needle and thread for things that are not cloth. Dark circles under the eyes.
    • echo-keeper Collects sounds in stoppered jars. Draw one jar humming, with lines round it.
    • frost-fingered mender Rime on the tools. Their breath shows even in summer.
    • hedge witch Pockets full of leaves, each one labeled. A basket that is never set down.
    • ink mage The spells are written, so the hands are stained to the wrist. Brushes in the hair.
    • knot-tying charmer Cords at the belt with a knot for every promise. The fingers are always busy.
    • map-walker Steps onto a map and off somewhere else. Ink footprints lead up to them.
    • name-finder Listens for what a thing is really called. An ear trumpet, a notebook and patience.
    • rain-debt collector Calls rain now and owes it later. A tally stick notched to the end.
    • shadow puppeteer Hands raised, and a shadow doing something the hands are not.
    • star-chart reader A rolled chart longer than they are tall and a crick in the neck from looking up.
    • storm caller Hair and cloak blow one way while everyone else's hang still.
    • weather-sniffer Nose up, one wet finger in the air, and a different coat for every hour.
    • well-water seer Carries a shallow bowl. Draw the reflection wrong on purpose.

    Faith and wild 18

    • beast tamer No whip. A pocket of treats and a sleeve that has been chewed.
    • bell-ringer without a tower Rope-hardened palms and a handbell where the big one should be.
    • falconer One thick glove and one bare hand. The eyes follow something high.
    • grave-tender Shears, a trowel and fresh flowers that are not for anyone here.
    • grove warden Carries seedlings in a sling like a baby. Mud to the elbow.
    • herb-gatherer A sickle the size of a hand and a hat stuck with samples.
    • hermit come down from the hill Blinking at how many people there are. Hair tied back with string.
    • hive-tender A veil pushed back, a smoker on the belt and three bees riding along.
    • mountain-hut warden A rope, a horn and a blanket for whoever they find.
    • oath-carrier Bears other people's sworn words as ribbons round one arm. More ribbons, heavier shoulders.
    • pilgrim's guide Walks backward as easily as forward. A staff hung with other people's tokens.
    • river blesser Pant legs rolled, feet wet, a cup on a chain.
    • shrine keeper A broom, a bowl for offerings and two hollows worn in a mat by their knees.
    • storm-shrine acolyte A singed sleeve and a copper rod they are not supposed to wave.
    • tide-reader Knows the hour by the smell. Weed marks at three heights on the boots.
    • trail-finder Stoops to read the ground. One knee is always dirty.
    • wandering healer A pack that opens into a table. Clean hands in a dirty world.
    • wolf-walker Runs with a pack that keeps its distance from town. Burrs in the cloak.

    Wits 18

    • auctioneer One finger raised, mouth mid-word, a small hammer in the other hand.
    • burglar Soft shoes, dark gloves and an honest face. The face is the main tool.
    • card sharp Cuffs pushed back to show there is nothing up them. There is.
    • debt negotiator A calm face and a folder. Sits while the other person stands.
    • forger Ink in three shades under the nails and a magnifying glass on a ribbon.
    • guide new to these parts Points with confidence. The map is upside down.
    • letter-writer for hire A lap desk on a strap and a line of people waiting their turn.
    • locksmith A ring of picks worn like jewellery. Listens with the whole head tilted.
    • pawnshop appraiser A loupe pushed up on the forehead and scales in a coat pocket.
    • puppeteer Marionettes hang from the pack frame and seem to be watching.
    • riddle-seller A sandwich board with the question on the front. The answer costs extra.
    • rumour-monger Leans in. Draw one hand cupped to the mouth and the eyes checking who is near.
    • runaway clerk Sleeve guards still on, a pen behind the ear and a stolen seal in the boot.
    • smuggler A coat that hangs a little too square. Draw one button too many.
    • stage understudy Knows every part and has played none. Mouths other people's lines.
    • street magician Scarves, cups and a dove that will not stay hidden.
    • tavern singer A battered string instrument and an upturned hat on the ground.
    • travelling player A costume trunk on the back and yesterday's greasepaint at the hairline.

    How this list was compiled: Original list written for Draw This Next, September 2026. Every calling is a plain English description, not a class from any rule set. The historical callings and arms the notes lean on were checked on 2026-09-30 against English Wikipedia: mercenary (https://en.wikipedia.org/wiki/Mercenary), knight-errant (https://en.wikipedia.org/wiki/Knight-errant), pike (https://en.wikipedia.org/wiki/Pike_(weapon)), crossbow (https://en.wikipedia.org/wiki/Crossbow), quarterstaff (https://en.wikipedia.org/wiki/Quarterstaff), alchemy (https://en.wikipedia.org/wiki/Alchemy) and apothecary (https://en.wikipedia.org/wiki/Apothecary). No game, setting, rule book or publisher is named, and no people, class or term coined by one game is used. The drawing notes are our own suggestions. Licence: own work

    Used to be: all 72 former trades

    Town trades 18

    • a baker's delivery runner Flour handprints on the coat and calves like knotted rope.
    • a bathhouse attendant Towels over one arm and a face that nothing shocks.
    • a bookbinder Thread, glue and a bone folder. Squares up anything left crooked on a table.
    • a census clerk Asks how many live here before saying hello. A pencil on a string.
    Show all 72 former trades (68 more)

    Town trades, continued

    • a chandler A chandler makes or sells candles. Wax spots on the shoes and a nose for tallow.
    • a clockmaker's failed apprentice Carries a watch that does not run and holds it to one ear anyway.
    • a convent cook Fed a crowd from nothing. A wooden spoon rides in the belt like a dagger.
    • a cooper A cooper makes casks and barrels from wooden staves. Forearms shaped by the hoops.
    • a dancing master Turned-out feet and a count of three under the breath.
    • a lamplighter A long pole and a stoop from looking up at dusk.
    • a moneylender's doorman Fills a doorway. Arms folded high, eyes on your hands.
    • a rat-catcher Small cages, thick gloves and a terrier's patience.
    • a sign painter A steady hand, paint under the nails and neat lettering on everything they own.
    • a sweep of tall chimneys Soot in the creases that never washes out. Brushes strapped to the back.
    • a tax collector Still counts things: steps, windows, your rings. Draw the fingers ticking.
    • a town crier The voice is the trait. Chest out, bell hand raised from habit.
    • a wheelwright A wheelwright builds and repairs wooden wheels. They check every cart they pass, by feel.
    • a wig-maker Looks at everyone's hairline first. Pins in the lapel.

    Land and water 18

    • a beekeeper Moves slowly on purpose and never swats at anything.
    • a canal lock-keeper Leans on things as if they were a beam. Knows how long water takes.
    • a charcoal burner Grey to the elbows and good at sleeping in short shifts.
    • a diver for pearls A deep chest and a habit of holding a breath before any decision.
    • a farrier A farrier trims and shoes horses' hooves. A leather apron split up the middle and a rasp.
    • a grape picker A curved knife on a wrist loop and stained fingertips.
    • a mill hand Half deaf on one side from the wheel. Turns that ear away.
    • a mule driver A long whip never used and a vocabulary that is.
    • a net mender A wooden needle behind the ear. The hands tie knots while the mouth talks.
    • a peat cutter A long narrow spade and a stack-it-square way of packing a bag.
    • a reed cutter Wet to the thigh and handy with a hooked blade and twine.
    • a salt raker A wide flat rake and a squint from white ground. Cracked boots.
    • a shepherd Counts the party under their breath at every gate.
    • a swineherd A stout stick, a low whistle and no fear of mud.
    • a truffle hunter Nose first, like the pig they used to follow. A small trowel.
    • a well digger Shoulders made for a shaft and a habit of testing the ground with a heel.
    • an ice cutter Tongs, a saw and mittens tied on a cord through the sleeves.
    • an orchard grafter A folding knife, wax and tape. They look at how branches join.

    Great houses and courts 18

    • a court musician Bows slightly when anyone claps for anything.
    • a cupbearer Carries full things without spilling, at a run.
    • a herald Announces arrivals, including their own. A rolled list of titles.
    • a jester Cannot enter a room plainly. Bells cut off the cap, the stitching still there.
    • a keeper of the hounds Pockets of dried meat and a whistle no person can hear.
    • a master of ceremonies Lines the party up by height before entering any room.
    • a nursery guard Armoured to the neck, and gentle. Knows three lullabies.
    • a painter's pigment grinder Stained to the wrist in one bright shade. A flat stone in the pack.
    • a palace gardener Pruning shears in a holster. Dead-heads flowers in other people's yards.
    • a reader of letters to a lady A soft, even voice and spectacles on a ribbon.
    • a scullery maid Red knuckles, strong wrists and a low opinion of the gentry.
    • a second footman Stands by doors and opens them for people who did not ask.
    • a stable hand Hay in the collar. Pats large objects to calm them.
    • a tapestry weaver Sees faces in patterns. Thread ends caught in the cuffs.
    • a taster at a duke's table Sniffs before every bite, still. Draw the pause with the spoon in the air.
    • a tutor to a spoiled heir A ruler in the sleeve and one eyebrow permanently raised.
    • a wardrobe keeper Judges a stranger's hem at ten paces. Chalk and pins.
    • an archive clerk Ink sleeve, dust cough and a memory for where things are filed.

    Road, sea and odd jobs 18

    • a bounty clerk A ledger of faces. Compares everyone to a sketch.
    • a bridge painter Starts at one end of any job and is never quite finished.
    • a caravan cook Spice tins on a bandolier. Tastes the air at each camp.
    • a deckhand on a salt barge White crust on the boots and a hook hand grip on any rail.
    • a fairground weight-guesser Looks you up and down, and is always right within a pound.
    • a galley cook on a grain ship One pot, one knife and a wide stance at the fire.
    • a hired applauder Claps first and loudest. Hands like paddles.
    • a hot-chestnut seller Burn-proof fingertips and a brazier's worth of patience.
    • a maker of festival kites Split bamboo, paste and paper. Licks a finger to check the wind.
    • a mapmaker's surveyor A chain, a staff with marks and a habit of pacing out rooms.
    • a message runner Lean, long in the leg and bad at standing still.
    • a peddler of ribbons A pole of bright ends over one shoulder, used now as a pointer.
    • a road mender A long-handled tamper and a grudge against cart wheels.
    • a rope-walker Arms drift out for balance on any narrow path.
    • a seller of cure-alls A case of small bottles and a patter that starts by itself.
    • a ship's carpenter A plane, a mallet and one ear always tuned for a leak.
    • a stagecoach guard Sits facing backward by preference. A horn on a strap.
    • a travelling tooth-puller Pliers in a roll and a very reassuring smile.

    How this list was compiled: Original list written for Draw This Next, September 2026. Every entry is the job the character left, and each note says what it left behind in the body or the kit. The trade words in the notes were checked on 2026-09-30 against English Wikipedia: wheelwright (https://en.wikipedia.org/wiki/Wheelwright), cooper (https://en.wikipedia.org/wiki/Cooper_(profession)), chandler (https://en.wikipedia.org/wiki/Chandler_(occupation)) and farrier (https://en.wikipedia.org/wiki/Farrier). No game, setting, rule book or publisher is named, and no people, class or term coined by one game is used. Licence: own work

    Carries: all 72 pieces of gear

    Arms, carried only 18

    • a blunt tourney lance cut short Striped like a barber's pole, with a padded end.
    • a blunted fencing foil with a cork on the tip Thin as a reed, carried under one arm like a ruler.
    • a bow unstrung in an oilcloth A long thin bundle. Only the tips show.
    Show all 72 pieces of gear (69 more)

    Arms, carried only, continued

    • a breastplate with someone else's crest The crest is half scratched out. Decide what replaced it.
    • a crossbow with a flower in the stirrup Unloaded, slung low. The flower is fresh.
    • a dagger used only for apples Juice-stained, in a sheath worn where a spoon would hang.
    • a frying pan carried like a buckler A buckler is a small shield gripped in the fist. Dent the pan where a boss would be.
    • a helmet worn as a cooking pot Soot on the outside, a ladle through the visor.
    • a mace with a ribbon on it Won at a fair, not in a fight. The ribbon says so.
    • a quiver that holds rolled maps Paper ends where fletching should be.
    • a rusty halberd used as a walking aid A halberd is an axe blade topped with a spike on a long shaft. Wrap the blade in sacking.
    • a shield painted over three times Let two older devices ghost through the top coat.
    • a shield strapped on as a camp table Bowl rings on the face of it.
    • a single gauntlet with no pair Worn on the off hand. The other hand is bare and ink-stained.
    • a sling and a pouch of river stones The stones are smooth and sorted by size.
    • a spear used as a tent pole Canvas loops still tied round the shaft.
    • a sword tied into its scabbard with ribbon The knot is the point of the drawing. Make it large and neat.
    • an inherited sword two sizes too long It drags a line in the dirt behind them. Draw the line.

    Tools and kit 18

    • a bag of marbles For floors, bets and thinking. One is always in the hand.
    • a ball of chalked string Leaves a white line on fingers and corners.
    • a candle stub in a tin cup The only light they trust. Draw the cup handle bent to hook on a belt.
    • a coil of rope knotted at every arm's length The knots turn it into a ruler. Sling it across the chest.
    • a cooking pot big enough for a party Worn on the back like a shell, lid tied on.
    • a dented bugle with no mouthpiece Blown anyway, to signal. Draw the cheeks puffed.
    • a folding stool Opens with one hand. They sit whenever the talking starts.
    • a grappling hook made from a boat anchor Too heavy. The shoulder under it sits lower.
    • a ladder that folds into a pack frame Rungs show above the shoulders like a second spine.
    • a ledger of everyone who owes them Thick, strapped shut and consulted mid-conversation.
    • a map with one corner burned off The burned corner is where they are going.
    • a mirror on a stick for looking round corners Angle it so the reflection shows something the viewer cannot see.
    • a set of merchant's scales Brass pans that swing as they walk. Weights in a waist pouch.
    • a sewing kit in a walnut shell Tiny, tied shut with thread. Hang it from a button.
    • a shovel with notches down the handle One notch per something. Do not say what.
    • a spyglass missing its lens Still raised to the eye, from habit.
    • a tent that is mostly patches Rolled on top of the pack. No two patches match.
    • a waterskin shaped like a duck The stopper is the head. It is always facing forward.

    Keepsakes and papers 18

    • a baby tooth in a silver case Rattles. They shake it for luck before a job.
    • a bell with no clapper Rung anyway, for the gesture.
    • a child's drawing folded small Opened so often the creases have gone white.
    • a debt marker carved on bone Notches down one side, a name on the other.
    • a deed to land that may not exist Wax seal, grand lettering and a very vague map.
    • a family recipe written on a shirt cuff The cuff has been cut off and kept. Grease has made it see-through.
    • a guild stamp from a closed guild Still inked. They stamp things when nervous.
    • a half coin on a chain The cut edge is the detail. Somebody has the other half.
    • a letter of recommendation from an employer long gone Soft at the folds. Offered before anyone asks.
    • a list of names with all but one crossed out Fold it so the last name faces in.
    • a locket that will not open Worn outside the shirt. A thumbnail has scratched the seam.
    • a medal for a battle nobody won Pinned inside the coat, where only they see it.
    • a pressed flower in a ledger Flat between columns of sums. The page is marked with a ribbon.
    • a ribbon from a fair First prize, for something small. Faded on one side from sun.
    • a ring too big for any finger Worn on a thumb or a cord. It belonged to somebody large.
    • a sealed jar of soil from home Cork, wax and a label in a child's writing.
    • a ticket for a voyage that has already sailed Stamped, unused and carried flat against the chest.
    • a wanted poster of themselves, flattering Kept for the likeness. Draw both faces side by side.

    Animals and odd burdens 18

    • a barrel they refuse to open Strapped upright to the pack. Something shifts inside.
    • a borrowed donkey with a bell You hear them before you see them. Draw sound lines.
    • a caged cricket for luck A cage the size of a fist, hung from the belt.
    • a cat that rides the pack Balanced like a ship's figurehead, facing the way they came.
    • a crow that repeats one word Perched on the pack. Draw the beak open.
    • a duck on a lead The lead is slack. The duck is in front.
    • a goat that eats maps Paper in the corner of its mouth. A short rope.
    • a hen in a basket The basket has a hinged lid and a window. One eye looks out.
    • a hive in a box on the back A slatted crate with a mesh door and a few bees outside it.
    • a mule with opinions Ears back, hooves planted. The mule is in every drawing, off to one side.
    • a pigeon that comes back too soon On the shoulder, message still tied to its leg.
    • a piglet won in a bet Under one arm, perfectly calm.
    • a pony too small to ride It carries one bag and all the dignity.
    • a potted sapling they are walking home Roots wrapped in sacking, held like a baby.
    • a rolled carpet over one shoulder Long enough to hit doorframes. Fringe at the back.
    • a stoat that rides in a sleeve A bulge that moves, and a face at the cuff.
    • a toad in a breast pocket Two eyes over the pocket edge.
    • a tortoise with a painted shell The paint is a map, or a warning, or a name.

    How this list was compiled: Original list written for Draw This Next, September 2026. Every entry is a thing to draw on the figure or beside it. Arms appear only as carried props and nothing is described in use. Two arms named in the notes were checked on 2026-09-30 against English Wikipedia: buckler (https://en.wikipedia.org/wiki/Buckler) and halberd (https://en.wikipedia.org/wiki/Halberd). No game, setting, rule book or publisher is named, and no people, class or term coined by one game is used. Licence: own work

    On the road: all 70 reasons

    Debt 14

    • to buy back the family name on a mill A broken sign board strapped to the pack, name side in.
    • to carry the last payment of an old fine A string of receipts, one gap left.
    • to deliver a late payment in person A sealed purse worn inside the shirt. One hand keeps checking it.
    Show all 70 reasons (67 more)

    Debt, continued

    • to earn back a pawned heirloom The pawn ticket is tucked in the hatband, where they can see it.
    • to honour a debt their teacher forgot The teacher's hat, too large, and the teacher's unpaid bill in it.
    • to pay a healer in the next valley A bandage, long healed, still worn as a reminder.
    • to repay a boatman who would not take coin Draw them carrying something awkward that is clearly a gift.
    • to repay a kindness to a stranger they cannot find They study every face. Draw them mid-glance.
    • to replace a neighbour's ox A coil of lead rope and a halter with nothing in it.
    • to return a borrowed sword Two swords on the figure. One is wrapped and carried with more care.
    • to return a cart they only meant to borrow They are pulling it themselves. The horse is another story.
    • to settle a bill run up by a namesake They carry proof of who they are, and look tired of showing it.
    • to square accounts with a guild A badge turned to the inside of the collar until it is done.
    • to work off a wager lost to a child The child's terms are written on a slate hung from the pack.

    Oath 14

    • to bring a bell home to its tower A bell on a pole between two shoulders, or on one very strong back.
    • to carry a friend's ashes to the sea A plain jar, corked, strapped where nothing can knock it.
    • to deliver a letter by hand, no matter what The letter has clearly been through a river.
    • to find whose initials are inside a ring The ring on a cord, held up to strangers.
    • to finish a teacher's map A map with a blank quarter, pinned open on the chest.
    • to guard a road until relieved The relief is late. A camp that has become a garden.
    • to keep a promise made on a handshake The hand in question is gloved and looked after.
    • to light a beacon once a year Tinder kept dry in a horn. Eyes on the hilltops.
    • to return a library's only copy A book in oilcloth, held like an egg.
    • to see an apprentice safely to a new master A second, smaller pack is carried too.
    • to speak one name aloud in every town Draw them mid-shout in a square, hands cupped.
    • to stand witness at a wedding far away Best clothes in a waxed bag, held above the mud.
    • to visit every shrine on a list A long strip of paper with stamps down it.
    • to walk a boundary nobody else remembers They stop to straighten marker stones. Show one being set upright.

    Curiosity 14

    • to check a rumour about a walking forest They mark tree trunks with chalk and check the marks again.
    • to compare notes with a rival mapmaker Two maps that disagree, one in each hand.
    • to count the steps of the great stair A tally cord with a knot per hundred.
    • to find the other half of a torn page The ragged edge is kept in a glass frame.
    • to find where the river starts Walking upstream. The water gets narrower in each drawing.
    • to hear a song as it is sung at the source A notebook of the same tune written six ways.
    • to learn a trade that has no name at home Tools they do not yet know how to hold.
    • to learn why the bells stopped One ear turned to every tower.
    • to meet the author of an unsigned book The book is full of their own notes in the margins.
    • to see what is past the last milestone Sitting on the stone, lacing boots.
    • to settle an argument about the size of the moon A measuring stick held up at arm's length, one eye shut.
    • to stand in snow, just once Dressed wrong for it, and delighted.
    • to taste every town's bread A string of crusts, labeled, hung to dry on the pack.
    • to watch the tide come in from the far shore A cup of sand from the near one.

    Escape 14

    • to avoid a duel they accepted by accident A single glove, thrown, returned by post.
    • to avoid a jury summons A crumpled notice with a seal, used to light the fire.
    • to be elsewhere when the statue is unveiled The statue is of them. It is not a good likeness.
    • to be gone before the tax book is read Coins sewn into a hem. The hem hangs heavy.
    • to dodge an inheritance with conditions A lawyer's letter, unopened, used as a bookmark.
    • to escape a job that was too comfortable Soft hands, new blisters, a good chair left behind.
    • to get away from a twin's bad name A different haircut and a hat pulled low.
    • to get clear of a prophecy They check the sky, the birds and the tea leaves, and walk the other way.
    • to leave a town that named a pie after them One pie, wrapped, pressed on them at the gate.
    • to miss their own retirement feast A gold watch on a chain, already bartered for boots.
    • to outrun a reputation A hood up in fine weather.
    • to outwalk the weather A cloud on the horizon in every drawing, a little closer.
    • to shake off an apprentice who will not quit A small figure three steps back in every scene.
    • to stay ahead of a wedding they did not agree to A veil or a sash stuffed in the pack, still showing.

    Home 14

    • to be home for the harvest dance Dancing shoes hung round the neck by the laces.
    • to bring back a sister's wedding gift Fragile, square and carried in both arms.
    • to bring the miller's daughter her wages A small purse with a name stitched on it, not theirs.
    • to carry seed grain back before planting A sack worn under the cloak to keep it dry.
    • to deliver an old dog to its first owner The dog rides in a sling. The sling was a shirt.
    • to deliver news nobody will want A sealed letter held away from the body.
    • to fetch a doctor for the village Travelling light and fast. No pack at all.
    • to find out if home is still there A drawing of a house, from memory, held up against the view.
    • to find the house their mother described A list of landmarks, most of them crossed off.
    • to get home before the first frost Breath just beginning to show. A scarf not yet needed.
    • to lead the flock down for winter A crook, a dog and one lamb across the shoulders.
    • to return with a story good enough They rehearse it. Draw the hands telling it.
    • to see the old orchard bloom once more A dried blossom from last time, kept in a hat.
    • to take a child to their grandparents A small hand in theirs and a doll on top of the pack.

    How this list was compiled: Original list written for Draw This Next, September 2026. Every entry is why the character left, and each note is a drawing of that reason. No game, setting, rule book or publisher is named, and no people, class or term coined by one game is used. Licence: own work

    Trouble: all 70 troubles

    Reputation 14

    • banned from one guild and courted by its rival Two letters, one with a black seal and one with ribbons.
    • believed dead by people who liked it that way They avoid their own memorial. Draw it in the distance.
    • credited with a rescue they slept through A medal worn with visible embarrassment.
    Show all 70 troubles (67 more)

    Reputation, continued

    • expected to give a speech in every town Notes on a cuff and a face that dreads a podium.
    • famous for a recipe they did not invent Cooks stare. A pot is pushed toward them.
    • holds a title that comes with enemies A small coronet kept in a lunch tin.
    • known by a nickname they hate Somebody in the background is saying it. Show the shoulders rise.
    • mistaken everywhere for a famous cousin Strangers greet them warmly. Draw the patient smile.
    • on a list, and nobody will say which Clerks stop talking when they come in.
    • owes a song to every inn on the road Innkeepers hold out a hand as they pass. The instrument stays in its bag.
    • recognized by every dog in the district A following of dogs at a polite distance.
    • remembered here for something a twin did A raised finger, mouth open, about to explain again.
    • the subject of a ballad that gets it wrong A sheet of the lyrics, corrected in red and pinned up.
    • wanted in three towns for the same misunderstanding Three posters, three different drawings of the face, all slightly wrong.

    Habits 14

    • apologizes to furniture A small bow to a chair they bumped.
    • bargains for things they do not want Arms full of bargains. A single left boot on top.
    • cannot pass a locked door One hand drifting to the picks while the face looks innocent.
    • cannot refuse a wager A purse on a very short string and a hand already out to shake.
    • collects one stone from every campsite A pack that sags lower with each drawing.
    • corrects other people's maps A red pencil behind the ear. The mapmaker looks on.
    • counts coins out loud in public Heads turn at every table in the background.
    • hums when hiding Musical notes drift out from behind a curtain.
    • keeps a diary and reads it aloud The party sits in a ring, wincing.
    • names every weapon and mourns them A row of small markers where blades were lost.
    • sleepwalks toward the nearest water A bell tied to one ankle by the others.
    • snores loud enough to be tracked The rest of the camp sleeps on the far side of the fire.
    • tells the truth at the worst moment Draw the party's faces just after.
    • volunteers before hearing the job Hand up, eyes shut.

    Followers 14

    • adopted by a stray that bites employers A scruffy dog with an innocent face and a scrap of fine cloth.
    • attended by a knight who misheard the quest Full armour, wrong banner, eager face.
    • chased by a wedding party Bunting, a cake and determined relatives on the horizon.
    • escorted by a debt collector who became a friend The two share a lunch. The bill sits between them.
    • followed by a smell nobody can place People in the background lift their noses.
    • followed by their own small rain cloud Wet shoulders, dry companions.
    • haunted by a ghost who gives directions A pale arm pointing left. They go right.
    • pursued by letters from a hopeful suitor Pigeons arrive in every scene. The letters go unread into a sack.
    • shadowed by a rival in the same outfit A copy at the edge of the frame, one detail better.
    • sought by a printer who wants the next chapter A figure waving pages at the gate of every town.
    • tailed by a child who wants to be an apprentice A small copy of their stance, a few paces back.
    • tracked by a very polite bounty hunter A figure who tips a hat from across the square.
    • trailed by a tax assessor on a mule A small figure with a ledger, two bends back on the road.
    • watched by crows that seem to take notes A row of crows on a fence, all facing the same way.

    Rules and vows 14

    • bound to answer any direct question A hand clamped over their own mouth.
    • cannot say the word for home They point instead. Draw the arm.
    • cannot start a meal before the youngest person does Spoon raised, eyes on a child who is not hungry.
    • has promised to stop lying on a set date A calendar with one day circled, close.
    • has to leave by the door they came in A back exit stands open. They are going the long way round.
    • keeps a fast on all the wrong days An empty plate at a feast.
    • may not cut their hair until the debt is paid A braid long enough to tuck into the belt.
    • must give away the first coin of every job A coin in mid-air, a surprised beggar's hand.
    • must sing before every meal The others hold their spoons and wait.
    • owes a year of service to whoever asks first A finger goes to their own lips whenever a stranger starts a sentence.
    • refuses to carry anything that belongs to a king A crowned crate left on the ground while the party argues.
    • sworn never to ride They walk beside the cart, a hand on its rail.
    • will not sleep under a roof A bedroll on the porch, boots under the eave.
    • will not travel on the day of the week they were born Camped alone while the others wave from the next hill.

    Luck 14

    • arrives exactly one day late Bunting on the ground, a cold fire, a note.
    • attracts lightning, mildly Hair on end and a scorch mark on the hat.
    • breaks every third thing they borrow A tally of two marks and a worried lender.
    • cannot read a map but always arrives The map is held sideways. The inn is right behind them.
    • draws the short straw every time A fist of straws, one very short, already in their fingers.
    • finds money and loses friends A coin in the dust, and a companion walking off.
    • gets seasick on bridges Green at the rail, halfway over a very small stream.
    • inherits things at bad moments A messenger with a large clock, mid-ambush.
    • is always handed the baby A stranger's infant, arms out, and nobody to hand it back to.
    • is the one the locals always overcharge A price board being rewritten as they approach.
    • loses one boot in every river Mismatched boots, and a spare pair tied to the pack.
    • makes the party's mule sneeze They walk at the back, downwind.
    • trips every trap and walks away A singed hem, a dart in the hat, an apologetic shrug.
    • wins every coin toss, and it worries them A coin on its edge on the table.

    How this list was compiled: Original list written for Draw This Next, September 2026. Every entry is a complication for the rest of the party, and none is an illness, a disability or a body shape. No game, setting, rule book or publisher is named, and no people, class or term coined by one game is used. Licence: own work

    How it works

    This page deals a character concept, not a stat block: who they are, what they did before, what they carry, why they left and the trouble they bring. It fits any rule set and names none.

    Read the full guide

    A random RPG character generator for the concept

    People, calling and former trade are three parts that lock separately. Keep a tin-mine kobold, press until the calling is sellsword, and the wig-maker underneath tells you how they talk. The numbers come later, from whatever rules your table uses.

    Draw them from the notes

    Every entry in the lists under the tool has a note for the person drawing. A crossbow hand wears the quiver at the hip and the bow across the back. Gear is a prop, and the trouble is often a second figure: a very polite bounty hunter tipping a hat from across the square.

    • Print 30 and let each player pick one. Whoever picks last may swap one part.
    • Lock one trouble for the whole party and reroll the rest. Shared trouble makes a group.
    • Need a townsperson? Keep only the calling and the trouble, and ignore the road.

    Questions and answers

    Is this an RPG game character generator with stats?

    No. It deals a concept in six parts and no ability scores, levels or spells, so it sits beside any rule book and replaces none. Roll your numbers the way your game asks, then use this result as the person behind them.

    Which peoples are on the list?

    Humans by upbringing, peoples of folklore under their folklore names, such as elf, dwarf, gnome, goblin, kobold, faun and selkie, and beast-folk and made figures of our own. Each folklore name was checked, and none was invented by one game or book.

    Are the weapons used in any entry?

    No. Arms are carried props only: a sword tied into its scabbard with ribbon, a helmet worn as a cooking pot. Nothing is described in use, so a result suits a mixed table and a sketchbook.