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Free video game NPC and vendor scripts

30 scripts written by us, free to practice with, record and put in your reel. Every one lists voice age, accent and length, so you can pick a read that fits the audition you are chasing.

Welcome to Brindle's Bits and Bobs

Shopkeeper, fantasyMature (55+)Any (character choice)One narrator60 secondsabout 59s
[BRINDLE runs a cluttered general store in a mountain village. Record each line as its own take] [greeting] Well, look who the wind blew in! Come in, come in, mind the cat. Ah, my favourite customer. Don't tell the others. [browsing] Take your time. Everything's for sale except the cat. That rope? Good rope. Climbed half the mountain with that rope. Well, my cousin did. [buy] Lovely choice. I'll wrap it. No, I won't, I've run out of paper. Sold! Spend it wisely. Or foolishly, it's your coin now. [sell] Hmm. Bit scratched. I'll give you fair, not generous. Where did you find this? Actually, don't tell me. [can't afford] Oh, love, you're a few coins short of that one. Come back when your purse is heavier and your boots are muddier. [goodbye] Safe roads! And bring me back something shiny. Off you go. Mind the cat.

What it is for: A chatty general-store owner records the full shop set: greeting, browsing, buy, sell, can't afford and goodbye. Trains one warm character held steady across separate trigger lines.
Coach's note: Watch out for reading it as one long speech. Every line fires on its own in the game, so each needs a clean start and a clean finish. Give the 'can't afford' lines two different flavours so the game can rotate them without sounding like a loop.
What casting listens for: Game casting listens for a character you'd happily hear fifty times, plus clean, separable lines an editor can cut without fuss.

The Blacksmith Who Won't Haggle

Blacksmith, fantasyAdult (40-55)Any (character choice)One narrator30 secondsabout 31s
[HALVARD, a forge master, does not look up from his anvil] [greeting] Forge is hot. Talk fast. You again. What did you break this time? [upgrade] Give it here. I'll put an edge on it that'll outlive you. Done. Don't use it to open crates. [haggle attempt] No. Price is the price. The steel doesn't haggle and neither do I. [not enough materials] I need iron, not promises. Come back with ore. [goodbye] Go on. Stay sharp.

What it is for: A blunt forge master handles greeting, upgrade and refusal lines. Trains a gruff, grounded character who is short with words but never flat.
Coach's note: Watch out for pushing the gruffness into the throat. Sit the voice low in the chest with an easy jaw and let short sentences do the work. Gruff is a rhythm and an attitude, not a scrape.
What casting listens for: Casting listens for weight and dry humour in very few words, and a voice that won't fray by line three hundred.

Gate Guard, Night Shift

Guard, fantasyAdult (30-45)Any (character choice)One narrator30 secondsabout 33s
[A guard at the east gate of the city of Corrowmere, long past midnight] [idle] Four more hours. Four more hours and then bed. Someone stole my sandwich again. I know it was Pell. [player approaches] Hold there. Gate's shut after dark. State your business. [player lingers] You're standing awful close to my spear, friend. [warning] One more step and I call the whole watch. [pass shown] Hm. Seal looks real enough. Through you go. Quietly. [goodbye] Don't make me regret it.

What it is for: A tired city guard covers idle chatter, a challenge, a warning and a pass. Trains bored-but-alert energy and quick shifts in status.
Coach's note: Watch out for playing every line at the same sleepy level. The idle lines can drag, but the challenge has to snap awake and the warning needs real threat. Find three distinct gears and keep them consistent across takes.
What casting listens for: Casting listens for a believable, ordinary person in armour, with clear status changes the player can hear from across the map.

Tutorial Unit KE-7: Movement Basics

Tutorial guide, sci-fiAnyAny (character choice)One narrator60 secondsabout 61s
[KE-7, a small maintenance robot, floats beside the player in a training bay aboard the starship Halcyon Drift] Hello, Cadet! I am KE-7. I will be your training assistant today. Please do not touch my antenna. It is sensitive. Let's start with walking. Use the LEFT STICK to move toward the yellow marker. [player moves] Excellent. You have legs and they work. That is a strong beginning. Next, press JUMP to clear the cargo crate. [player jumps] Wonderful! Very bouncy. I am taking notes. Now, for advanced movement. Press DASH while moving to cross the gap. Do not worry. There is a safety net. I think. [player dashes] You made it! I was not worried. My fans were spinning for unrelated reasons. [player falls] Oh dear. Let us try that again. The net is real. I checked. Training complete. Report to the bridge, Cadet. And thank you for not touching my antenna.

What it is for: A helpful ship robot walks a new player through moving, jumping and dashing. Trains clear, friendly instruction with a light synthetic colour.
Coach's note: Watch out for burying the button prompts in character. The words in capitals are the information the player needs, so land them clearly every time. Keep the robot quality in rhythm and precision, not a processed buzz you have to fake with your throat.
What casting listens for: Casting listens for clarity first and charm second. A tutorial voice is heard by every single player, so it has to be easy to like.

The Potion Seller's Disclaimer

Merchant, comic fantasyAdult (30-45)Any (character choice)One narrator45 secondsabout 51s
[MADAME ORLOVA's potion cart, wheels squeaking, bottles clinking] [greeting] Step up, step up! Tonics, tinctures and only slightly cursed elixirs! [browsing: health potion] The Crimson Draught! Heals wounds, mends bones, restores vigour. May cause hiccups, mild glowing and a deep love of turnips. Temporary. Mostly. [browsing: speed potion] Quicksilver Brew! Run like the wind. Stopping is not included. [browsing: invisibility potion] This one makes you invisible. Your clothes stay visible. Plan accordingly. [buy] A wise purchase! Drink it within the week or it starts to hum. [sell] You want to sell me my own potion back? Half price. It's been opened. [can't afford] Ah. Your purse is lighter than my conscience. And that's saying something. [goodbye] Come back soon! Or at least come back the same colour.

What it is for: A fast-talking alchemist sells potions with a string of hurried side effects. Trains comic speed, clean diction and a sell that keeps undercutting itself.
Coach's note: Watch out for losing the words when the pace picks up. The disclaimer only gets a laugh if every side effect lands, so practise it slow, then speed it up while keeping the consonants crisp. Breathe before each run, not in the middle.
What casting listens for: Casting listens for comic control: fast but clear, with a character who believes every word he's saying.

Quest: The Missing Lantern Goat

Quest giver, cozy farmingMature (55+)Any (character choice)One narrator60 secondsabout 65s
[FARMER OSWIN leans on his fence in the valley of Bramblecombe, staring at an empty pen] [quest offer] Oh, thank goodness, a friendly face. It's Marigold. My goat. She's gone. She wears a little lantern on her collar so I can find her after dark. But I've looked everywhere, and the lantern's battery... well, it's a candle, actually. It'll burn out by morning. Last I saw, she was headed toward the old mill. She likes the echo. Would you look for her? I'd go myself, but my knees and that hill are not on speaking terms. [quest accepted] Bless you. She likes apples. And singing. Not good singing. Any singing. [check-in, quest active] Any sign of her? Follow the little light, if it's still burning. [quest complete] Marigold! Oh, you silly old thing. Come here. [to the player] Thank you. Truly. Here, take these seeds. And come by for supper any time. She'll want to thank you too. Mostly by eating your hat.

What it is for: A worried old farmer gives a quest, checks in mid-quest, and thanks the player. Trains real feeling inside a small, gentle story.
Coach's note: Watch out for overplaying the worry for laughs. To him this goat matters, so play it straight and let the player find it funny. The thank-you should feel like a real exhale, not a stock 'reward' line.
What casting listens for: Cozy-game casting listens for warmth and sincerity, a neighbour you'd actually help.

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Quartermaster Venn, Deck Nine

Merchant, sci-fiAdult (40-55)Any (character choice)One narrator30 secondsabout 32s
[QUARTERMASTER VENN behind a supply counter on Deck Nine of the orbital station Kessane] [greeting] Requisitions. Name, rank and what you broke. Back already? That's a new record. [purchase] Approved. Sign here. And here. And initial there. No, the other there. Issued. Try to return it in one piece. [insufficient credits] Your account says no. I agree with your account. [sell salvage] Alien alloy. Scorched. I'll log it as 'interesting.' [goodbye] Dismissed. Stay alive and stay off my paperwork. Both, ideally.

What it is for: A dry, by-the-book supply officer runs the requisition counter. Trains crisp military efficiency with a dry wit underneath.
Coach's note: Watch out for turning efficient into robotic. Venn is a person who has said these lines a thousand times and finds you mildly tiring, so let a tiny bit of personality leak through on the second line of each pair.
What casting listens for: Casting listens for authority without shouting and a dry read that doesn't lose warmth completely.

Scrap Trader at the Wall

Merchant, post-apocalypticAdult (40-55)Any (character choice)One narrator60 secondsabout 61s
[NELL KASPAR trades through a gap in a wall of welded car doors. Dust blows across the wasteland outside] [first meeting] That's close enough. Hands where I can see 'em. You trading or you looting? 'Cause I only deal with one of those. [greeting, repeat visit] You again. Still breathing. Good for you. Come on, then. Let's see what the dead gave you today. [browsing] Filters, batteries, canned peaches. Peaches cost extra. Don't ask why. That rifle? Shoots a little left. Price reflects it. [buy] Deal. Pleasure doing business. Mostly. Take care of that. It took care of the last fella. Right up until it didn't. [sell] Copper wire. Now you're speaking my language. I'll take it. Don't tell me where it came from. [can't afford] You're short. Come back with more scrap or a better story. [goodbye] Watch the east road. Something's been moving out there. Stay alive. I need the customers.

What it is for: A wary trader at a settlement wall barters with a stranger. Trains suspicion that slowly warms up as trust is earned.
Coach's note: Watch out for playing hostile on every line. The trader is cautious, not cruel. Let the first contact be guarded and the repeat-visit lines be noticeably easier, so the player hears the relationship change.
What casting listens for: Casting listens for lived-in realism and small shifts of trust, the kind of world-weariness that sounds earned, not put on.

The Innkeeper Remembers Your Name

Innkeeper, cozy fantasyAdult (40-55)Any (character choice)One narrator30 secondsabout 35s
[THE FOX AND KETTLE inn, a fire crackling, rain on the windows] [greeting] There you are. Come in out of the wet. Your usual corner's free. Ah, the traveller returns! Sit, sit. [rent room] Room's ready. Fresh blankets, and the window only rattles a little. [meal] Stew tonight. Don't ask what's in it. Just know it's good. [can't afford] Short on coin? Sweep the floor and we'll call it even. [goodnight] Sleep well. I'll keep the fire going. [goodbye] Go careful out there. You're always welcome back.

What it is for: A kind innkeeper greets, rents a room and says goodnight. Trains a genuinely warm, unhurried read that makes a place feel safe.
Coach's note: Watch out for sliding into sing-song. Real warmth is specific and a bit understated. Picture one regular you're happy to see and talk to them, not to 'the customer.'
What casting listens for: Casting listens for comfort and a voice players will associate with rest. Easy, real and never syrupy.

Mayor Pemberly Welcomes the New Farmer

Townsfolk, cozy farmingMature (55+)Any (character choice)One narrator60 secondsabout 70s
[MAYOR PEMBERLY bustles up a dirt path in the village of Willowmere Hollow, clutching a key on a ribbon] You made it! Oh, wonderful, wonderful. Welcome to Willowmere Hollow! I'm Mayor Pemberly. Well, Mayor and also the postmaster. And on Tuesdays, the baker. Now, your grandmother's farm. It's, ah, just up the hill. Here's the key. [they reach the gate. A long beat] Right. So. It's had a few quiet years. That's a lot of weeds, isn't it? Those are weeds. And that's a raccoon. He's been living in the barn. We call him Gerald. But the soil is good! Your grandmother grew the best pumpkins in the valley. Won the fair eleven years running. [softer] She talked about you, you know. Said one day you'd come and bring the place back to life. [brightening] Anyway! The shop opens at nine, the festival's in two weeks, and the town meeting is whenever I remember to call it. If you need anything at all, just knock. On any door. We're all friends here. Except Gerald. Gerald bites.

What it is for: A cheerful small-town mayor introduces the player to their new farm and the town. Trains enthusiasm that stays specific and human for a full minute.
Coach's note: Watch out for running out of steam halfway or pitching every line at the top. Give the speech shape: excited at the start, a slightly awkward moment about the farm's condition, then a sincere welcome at the end.
What casting listens for: Casting listens for a character who carries an opening scene, with warmth and comic timing that never tips into cartoon.

Keeper of the Drowned Lighthouse

Quest giver, horrorMature (55+)Any (character choice)One narrator60 secondsabout 86s
[A lighthouse on the island of Saltgrave. The lamp is dark. ABEL MOREAU, the keeper, sits by a cold stove] [first meeting] You came by the night boat. Nobody comes by the night boat anymore. Sit, if you like. The chair's dry. Mostly. [quest offer] The lamp went out three nights ago. I need someone to climb the stairs and light it again. One hundred and twelve steps. I used to count them going up. Now I count them going down, to make sure I get to the bottom. The oil's in the store room. The matches are in my coat. Don't open the door at the top until you've lit the lantern. And if you hear knocking, don't answer it. [player asks why] Because there's nothing out there to knock. We're on the top of a tower, friend. Over the sea. [quest active, check-in] Still dark. The ships can't see us. Neither can the things below them. [player returns, quest complete] There. You see the light? You did that. [beat] Did you hear it? The knocking? [he nods slowly] Then it knows your name now too. Don't worry. It only comes when the lamp goes out. [goodbye] Go careful on the boat back. And whatever you do, don't let the lamp go out.

What it is for: An eerie lighthouse keeper gives a quest that the player slowly realises is a warning. Trains quiet dread, restraint and a long held tension.
Coach's note: Watch out for going spooky too early. The horror lands only if the keeper sounds almost normal at first. Keep the volume low and close to the mic, and let the menace come from what he says, not from a creepy voice. Stay relaxed so the low register doesn't get creaky by the end of the session.
What casting listens for: Horror casting listens for stillness and control. The scariest NPCs sound calm, and the actor has to sustain that across a long session.

Saltmere Fish Market Barker

Townsfolk, ambientAdult (40-55)Any (character choice)One narrator30 secondsabout 33s
[A busy harbour market in Saltmere. Gulls overhead. These play as ambient barks when the player passes] [ambient call] Fresh off the boat! Mackerel, herring, eels as long as your arm! Crabs! Lovely crabs! They pinch, but they're worth it! Two for a copper! Today only! And tomorrow! [player stops] You've got the look of someone who needs a fish. [player leaves without buying] Your loss! The eel will remember this! [rain starts] Wet fish in the wet weather! Can't get fresher!

What it is for: A loud market vendor shouts ambient lines that play as the player walks past. Trains projection that carries without blowing out the voice.
Coach's note: Watch out for actually shouting into the mic. Market calls need a forward, ringing placement and lots of breath support, not throat volume. Back off the mic a little and sell the size with energy. These get recorded in big batches, so pace yourself.
What casting listens for: Casting listens for a voice that fills a busy street and still sounds like a real seller, line after line, without strain.

Coach Delgado's Practice Drills

Tutorial guide, sportsAdult (40-55)Any (character choice)One narrator60 secondsabout 60s
[COACH RITA DELGADO stands at the free-throw line of an empty gym. Sneakers squeak somewhere] All right, rookie, welcome to practice. Nobody's watching, so this is where you get to be bad. Let's get it out of your system. First, dribbling. Hold SPRINT and take it to the far cone. Keep your head up. [player completes] Good. You didn't look at the ball once. I saw that. Now shooting. Hold SHOOT and release at the top of your jump. Too early, it's short. Too late, it's a brick. [player misses] Brick. Told you. Again. [player scores] There it is! Feel that? Remember that feeling. Last one. Defence. Press STEAL when they cross over. Timing, not mashing. [player mashes button] I said timing. I can hear you mashing from here. [player succeeds] Clean steal. That's the stuff. That's practice, rookie. Tomorrow we do it with people shoving you. Go hydrate.

What it is for: A tough-but-fair coach runs a basketball game's training mode. Trains instructive coaching energy with real encouragement, not just yelling.
Coach's note: Watch out for barking every line at the same volume. A good coach drops in and out: loud on the whistle cues, close and personal on the corrections. Give the praise lines real pride or they'll sound sarcastic.
What casting listens for: Sports-game casting listens for authenticity: someone who sounds like they've actually run a practice, with clean reads on the control prompts.

Crew Chief Okafor, Garage Menu

Upgrade shop, racingAdult (30-45)Any (character choice)One narrator30 secondsabout 34s
[CHIEF OKAFOR wipes her hands on a rag in the team garage. An engine idles nearby] [enter garage] There's my driver. Let's make this thing faster. [browsing upgrades] New turbo will give you a kick out of every corner. Stiffer suspension. You'll feel every pebble, but you'll stick like glue. [purchase] Done. Give me ten minutes and a sandwich. Installed. Don't scratch my paint. [not enough credits] Win a race first. Then we talk turbo. [race ready] She's tuned. Go bring her home first.

What it is for: A racing team's crew chief handles the upgrade garage: welcome, purchases and race-ready lines. Trains confident, fast technical patter.
Coach's note: Watch out for rushing the tech words until they blur. 'Turbo' and 'suspension' are what the player is buying, so give them clean edges. Keep a grin in it; she loves this car.
What casting listens for: Casting listens for credible speed and confidence with mechanical language, and a personality that makes a menu fun.

The Fence in the Rafters

Merchant, stealthAdult (30-45)Any (character choice)One narrator45 secondsabout 53s
[CORVIN, a fence, crouches among the rafters of a warehouse in the city of Lowgate. Guards patrol below] [greeting] Keep it down. Up here, voices carry. Ah. My favourite shadow. What did you lift tonight? [browsing] Lockpicks. Fresh ones. The last set I sold got someone into the bishop's vault. Smoke bombs. Three to a pouch. Don't drop them in your own pocket. [sell loot] Silver candlesticks. Very nice. Very hot. Quarter price. A signet ring? With the crest still on it? You want me hanged. Fine. I'll melt it down. Half. [buy] Pleasure. I never saw you. [can't afford] Your pockets are empty. Go fill them. Someone else's, preferably. [guard passes below] Shh. Wait. [guard gone] There. Breathe. [goodbye] Mind the third beam. It creaks. It's how I know who's coming.

What it is for: A secretive fence trades stolen goods from the rafters of a warehouse. Trains a close, quiet read that keeps intention and energy at low volume.
Coach's note: Watch out for whispering. A true whisper has no tone and wrecks the voice over a session. Use a low, intimate voice with real tone in it, close to the mic, and keep the consonants clear so the lines still read in a noisy mix.
What casting listens for: Stealth-game casting listens for intimacy and danger at low volume, a voice that still cuts through without getting louder.

Mossy the Mushroom Mentor

Tutorial guide, kids platformerAnyAny (character choice)One narrator30 secondsabout 37s
[MOSSY, a little mushroom with a big hat, hops beside the player at the start of World One] Hi there! I'm Mossy! Welcome to the Glowcap Woods! See that log? Press the big button to JUMP over it! [player jumps] Wheee! You did it! Now grab the shiny berries! Each one is worth a point! [player collects] Yum! Ten more to go! Uh oh, a grumpy beetle! JUMP on top of him to bounce him away! [player stomps] Boing! Ha ha! He'll be fine. He's just bouncy now. You're ready! Let's go!

What it is for: A tiny mushroom teaches a young player how to jump, collect and stomp in World One. Trains bright, kid-friendly energy with crystal-clear instructions.
Coach's note: Watch out for being sugary instead of clear. Kids need the action words, 'jump,' 'collect,' 'stomp,' landed simply. Keep the character bouncy in rhythm and pitch, but don't squeeze the voice up into your throat to sound small.
What casting listens for: Kids' game casting listens for joy and clarity, a guide a six-year-old can follow and a parent can stand hearing on repeat.

Pip's Daily Deals

Shopkeeper, mobile casualAnyAny (character choice)One narrator30 secondsabout 33s
[PIP, a round little bird in an apron, runs the gem shop in a cozy puzzle game] [shop opens] Hello, hello! Fresh deals just landed! Oh, you're back! I saved you something special. [daily deal] Today only! Three extra moves and a rainbow booster! [purchase] Yay! Thank you! Go get those puzzles! Good pick! That booster loves a tricky level. [not enough gems] Aww, not quite enough gems. Play a level and come back! [shop closes] New deals tomorrow! See you then!

What it is for: A cheerful shop mascot in a casual mobile puzzle game pushes daily deals, purchases and a come-back-tomorrow line. Trains upbeat, short lines that stay likeable.
Coach's note: Watch out for sounding pushy. Mobile shop lines get heard every day, so the energy needs to feel like a friend with good news, not a sales pitch. Smile, but vary the melody line to line.
What casting listens for: Mobile casting listens for instant likeability in very short lines, and lots of energy that never gets grating.

The Sphinx at the Sandstone Gate

Riddle keeper, fantasyAny (creature)Any (character choice)One narrator45 secondsabout 56s
[A great stone sphinx guards a gate in the desert of Ashara. Her eyes open as the player approaches] [greeting] Ah. A visitor. It has been forty years since the last one. He was delicious. [pause] I joke. Mostly. [riddle] To pass, you must answer. Listen well. The more of me you take, the more of me you leave behind. What am I? [waiting] Take your time. I have centuries. The sand is patient. I am slightly less so. [wrong answer] No. Charming, but no. Try again, little one. Wrong. I will pretend I did not hear that. [correct answer] Footsteps. Clever. Very clever. And you left a great many of them in my sand. [gate opens] Go, then. The gate is yours. And come back some day. I will have a harder one. [player leaves] They never come back.

What it is for: An ancient sphinx tests travellers with a riddle and reacts to right and wrong answers. Trains a grand, slow, playful voice with real command.
Coach's note: Watch out for mistaking slow for heavy. The sphinx is amused, not ponderous. Keep it musical and let it enjoy the game, with a hint of a smile even in the threats. Low and big, but supported from the belly, not pressed from the throat.
What casting listens for: Casting listens for presence and wit together, a big creature voice that stays intelligent and fun.

Old Soldier on the Bench

Townsfolk, loreMature (55+), maleAny (character choice)One narrator60 secondsabout 68s
[HAMISH ROOK sits on a bench by the village well in Dunhallow, a walking stick across his knees] [first talk] Sit down, if you've got a minute. Most young ones don't. I marched with the Grey Company, you know. Forty years ago. Before the bridge was built. Before half this village was born. We held the pass at Carrow Ridge for nine days. Rained every one of them. We ate boiled boots on the seventh. Not well boiled, either. [he laughs, then goes quiet] Lost good friends up there. Best people I knew. [hint] There's a cave behind the waterfall, north of the ridge. We hid our captain's sword there when the order came to fall back. Never went back for it. My legs won't take me now. If you find it, it's yours. She'd want it used, not rusting. [repeat talk] Still here, still breathing. That's victory enough at my age. Remember. Behind the waterfall. North of the ridge. [goodbye] Go on, then. Make some stories of your own.

What it is for: A retired soldier on a village bench shares war stories and a hint about a hidden location. Trains a reflective storytelling voice inside a game NPC.
Coach's note: Watch out for making him sound frail. He's old, not weak. Let the energy come up when he remembers the battle and drop back down when he returns to the present. The hint at the end must be clear because players depend on it.
What casting listens for: Casting listens for gravitas and natural storytelling, plus the ability to plant a gameplay clue without breaking the character.

Concierge LUMA, Hotel Orbit

Hologram host, sci-fiAnyAny (character choice)One narrator30 secondsabout 39s
[A shimmering hologram, LUMA, greets guests in the lobby of a hotel orbiting a gas giant] [greeting] Welcome to Hotel Orbit. Your comfort is our only orbit. Good evening, honoured guest. Gravity is set to a pleasant point nine. [check in] Your suite has a view of the rings. And of the other rings. We have many rings. [service request] Room service is on its way. Estimated arrival, four minutes, or one moon. [glitch] Wel-wel-welcome to Hotel Or- Or- Pardon me. A solar flare. Welcome. [goodbye] Safe travels. Please do not open the airlock to wave goodbye.

What it is for: A polished hologram concierge welcomes guests to a luxury space hotel. Trains elegant, slightly too-perfect customer service with a glitch moment.
Coach's note: Watch out for making the glitch too big or doing it with a strained voice. A tiny stutter and a pitch hiccup in the words are enough; the sound team will add the rest. Keep the base read silky and controlled.
What casting listens for: Casting listens for polish and precision, plus a sense of humour hiding under the corporate surface.

Bounty Board Clerk at Dry Creek

Quest giver, frontierAdult (30-45)Any (character choice)One narrator60 secondsabout 63s
[The sheriff's office in the desert town of Dry Creek. A fan turns slowly. ADA WHITLOCK leans back in a creaky chair] [greeting] Afternoon. Board's full, if you're looking for honest work. Or work, anyway. [bounty: easy] Coyote problem out at the Hennessy ranch. Five coyotes, five silver. Simple math. [bounty: medium] Fella named Dutch Varney robbed the stage coach last Tuesday. Wanted alive, preferably. Forty silver. Twenty if he's dead. Fair warning, he bites. [bounty: hard] Now this one. Something's been taking cattle up in the Red Hollow canyon. Nobody's seen it. Three men went to look. One came back. He won't talk about it. Two hundred silver. Don't spend it before you've earned it. [bounty accepted] Sign here. And put your next of kin, just in case. [bounty turned in] Well, I'll be. Here's your money. You've earned a drink. Not from me, I'm on duty. [goodbye] Keep your hat on and your head down.

What it is for: A dry-witted clerk in a frontier town hands out bounties of rising danger. Trains clear information delivery inside a laid-back character.
Coach's note: Watch out for letting the drawl swallow the details. Names, rewards and locations are gameplay, so keep them crisp. The character lives in the asides, not in slurring the facts.
What casting listens for: Casting listens for an easy, specific character and clean delivery of quest details players need to hear once and remember.

The Nervous Apprentice Mage

Quest giver, comic fantasyYoung adult (18-25)Any (character choice)One narrator60 secondsabout 66s
[TOBIAS FENWICK, a wizard's apprentice in scorched robes, runs out of a tower that is smoking slightly] [quest offer] Oh good, oh good, a person! Please, you have to help me. I was only supposed to dust the shelves. But there was a book, and it was open, and it said 'do not read aloud,' and I thought, well, I'll read it quietly. It was not quiet enough. [a crash from inside the tower] That's the brooms. They're alive now. All of them. And very, very tidy. They swept the cat out of the window. She's fine! She landed on the gardener. Please, get the book back from the top floor before Master Elowen comes home. She's at a conference. She'll be back by sundown. It is nearly sundown. [quest accepted] Thank you! Oh, thank you. Mind the mops. The mops are the angry ones. [quest complete] You got it! You're amazing. I'll never touch a book again. Well. Not that one. Definitely not that one.

What it is for: A panicky young wizard's apprentice begs for help after a spell goes wrong. Trains anxious comic energy that stays clear and well-paced.
Coach's note: Watch out for making nervous mean breathless and fast throughout. Vary it: a rush when the panic hits, a small pause to think, then a burst again. Don't gasp for real on every line or you'll be lightheaded by take ten. Mark the breaths, don't max them.
What casting listens for: Casting listens for comic nerves with clarity, a young voice that can play panic without being shrill.

Rosalind's Monster Ranch Shop

Shopkeeper, cozy creatureAdult (30-45)Any (character choice)One narrator30 secondsabout 35s
[ROSALIND runs a feed shop on a ranch full of small, fluffy monsters] [greeting] Hello! Mind the glimmerwumps, they've just been fed and they're feeling cuddly. [browsing] Sparkle feed for the snufflebacks. They go wild for it. This ball squeaks. Your monster will love it. You will not. [buy egg] An egg! Keep it warm and sing to it. Any song. They're not fussy. [not enough coins] Oh, not quite! Sell some wool and come back. [goodbye] Give them all a scratch behind the ears from me!

What it is for: A bubbly ranch owner sells feed, toys and eggs for the player's pet monsters. Trains enthusiastic, nurturing warmth around invented creature names.
Coach's note: Watch out for tripping over the invented names. Practise 'glimmerwump' and 'snuffleback' until they feel like real words she says every day. Keep the joy specific to each creature.
What casting listens for: Casting listens for genuine affection and clean handling of made-up vocabulary.

The Ferryman of the Grey River

Ferryman, dark fantasyAny (creature)Any (character choice)One narrator30 secondsabout 35s
[A grey river under a grey sky. A hooded FERRYMAN waits at a rotten jetty, pole in hand] [greeting] You are early. Or I am late. It makes no difference here. [payment asked] One coin. For the crossing. Not for the company. [player pays] Step on. Do not look over the side. They will look back. [player has no coin] Then wait. They all find a coin eventually. [crossing] Quiet now. The river is listening. [arrival] The far shore. I do not go further. Nobody asks me to.

What it is for: A hooded ferryman speaks only what is necessary as he carries souls across a river. Trains stillness, economy and weight in very few words.
Coach's note: Watch out for adding a fake growl to sound otherworldly. Go the other way: slow, quiet and still. Leave real silence between phrases and let the editor use it. The power is in how little he cares.
What casting listens for: Casting listens for presence and patience, a voice that makes silence part of the performance.

Little Wren Follows You Everywhere

Child NPC, fantasy villageAny (child, read by adult)Any (character choice)One narrator30 secondsabout 37s
[WREN, about eight, trots behind the player through the village square] [first meeting] Are you an adventurer? You look like an adventurer. You've got mud on you. [following] Have you ever fought a dragon? Was it big? Bigger than the mill? My mum says I can't be an adventurer until I eat my carrots. I don't think that's how it works. [player stops] Why'd we stop? Are we hiding? I'm good at hiding. [player leaves village] I'm not allowed past the bridge. Bring me back a sword! Or a rock! A cool rock!

What it is for: A curious village child trails the player asking questions. Trains a believable kid voice without squeezing or babying it.
Coach's note: Watch out for pitching up and pinching the throat to sound little. Real kids sound young because of how they think: fast topic changes, big wonder, odd logic. Keep your natural placement, lift the energy, and let the thoughts tumble.
What casting listens for: Casting listens for a kid who sounds like an actual kid and an actor who can hold it for a full session without strain.

Neon District Arms Dealer

Merchant, cyberpunkAdult (25-40)Any (character choice)One narrator45 secondsabout 56s
[KAI MORENO leans against a stall under flickering signs in the Neon District of the megacity Vantor] [greeting] Hey, runner. Looking to get loud or looking to stay quiet? Oh, look who's back. You still owe me a story about that last job. [browsing] Pulse pistol. Light, quiet and it never jams. Well. Rarely jams. That's a railgun. You don't need a railgun. You want a railgun. That's different. Optic implant. See heat through walls. Side effect, you'll never sleep again. Kidding. Mostly. [buy] Transfer cleared. Pleasure doing business, runner. Treat her nice. She bites back. [sell] Corp gear? Still warm from the owner? I'll take it, but my price drops for the stink. [can't afford] Your account's flatlining. Come back with real credits. [police patrol nearby] Drones overhead. Act natural. Admire my t-shirts. [goodbye] Stay chrome, stay alive.

What it is for: A slick street-level weapons dealer in a neon city sells upgrades and gear. Trains cool confidence with quick, rhythmic delivery of invented tech slang.
Coach's note: Watch out for forcing a cool-guy voice. Cool is relaxed, so let the read be low effort and very sure of itself. Invented slang needs to sound casual and lived-in, not explained.
What casting listens for: Casting listens for swagger and specificity, and street-level attitude that still sounds like a real person.

The Librarian Who Shushes Monsters

Townsfolk, comic fantasyMature (55+)Any (character choice)One narrator30 secondsabout 42s
[HEADMISTRESS AGATHA PRUNE stands on a ladder in the Great Library of Velloran, glaring over her glasses] [greeting] Welcome to the library. Indoor voice, please. Indoor feet. Indoor everything. [a troll stomps past] Excuse me. Excuse me! We do not stomp in the reference section. [a dragon roars in the distance] Shhhhhh! [to the player] Thank you. He knows better. [borrow book] Two weeks. Not a day longer. I know where you live. I have a map. [overdue book] This book is ninety days late. Ninety. I have buried better adventurers for less. [goodbye] Go quietly. And wipe your boots on the way out.

What it is for: A tiny, fierce librarian keeps order in a library full of magical creatures. Trains comic authority delivered entirely at low volume.
Coach's note: Watch out for getting louder when she's angry. The joke is that her fury lives at whisper volume, so play the anger in intensity and clipped consonants, not volume. Use a supported, quiet voice with real tone so you don't strain.
What casting listens for: Casting listens for big comic attitude in a small, controlled package.

Town Crier of Saltmere Harbour

Townsfolk, announcerAdult (40-55)Any (character choice)One narrator45 secondsabout 47s
[A town crier, BARTHOLOMEW QUILL, rings a bell in the middle of Saltmere Harbour square] [bell rings] Hear ye, hear ye! Gather round, good people of Saltmere! By order of the Harbour Council, the north pier is closed for repairs. Again. Swimming to work is permitted. The Spring Fair begins on the morrow! Pie-eating at noon. Pie-recovery at one. A reward is offered for the return of Mistress Hale's prize pig, last seen heading toward the tavern. Approach with caution. She has been drinking. And finally, sightings of a sea serpent in the harbour have been confirmed. The Council advises citizens to remain calm and to stop feeding it. [bell rings] That is all! Long live the harbour!

What it is for: A booming town crier reads the day's news to the square. Trains projected, formal delivery with comic touches and clear diction.
Coach's note: Watch out for shouting from the throat for 45 seconds. A crier's sound comes from open, ringing resonance and big breath support. Step back from the mic, keep the jaw loose and stop if you feel any scratch. These lines get recorded with many variants.
What casting listens for: Casting listens for a big, ringing voice that's still musical and funny, and an actor who knows how to protect it.

Grandma Vera's Recipe Quest

Quest giver, cozy cookingMature (55+)Any (character choice)One narrator60 secondsabout 67s
[VERA's kitchen in the village of Honeydew Hollow. Flour everywhere. She waves a wooden spoon] [quest offer] Oh, perfect timing. Come here, I need young legs and good eyes. I'm making my Harvest Bramble Pie for the festival. Won first prize six years running. Not to brag. Well, a little. But I'm missing three things. Wild honey from the hives by the river. Bramble berries from the old orchard. And a pinch of silverleaf from the hill. Only a pinch, mind. More than a pinch and you'll float. [softer] My Harold used to fetch them for me. Every autumn. He said the berries tasted better if you sang to the bushes. [she smiles] You don't have to sing. But it wouldn't hurt. [quest active] How's the hunt going? Honey, berries, silverleaf. Don't eat the berries on the way. [quest complete] You found them all! Oh, you clever thing. Sit down, sit down. First slice is yours. Harold would've liked you. [goodbye] Come by any time. There's always pie.

What it is for: A grandmother asks the player to gather ingredients for her famous pie, then celebrates when it's done. Trains warmth, light humour and a real emotional moment.
Coach's note: Watch out for making her a cartoon granny. She's sharp and funny, not doddery. The memory of her late husband is the heart of the piece; give it a real, simple beat and then let her lift herself back up.
What casting listens for: Casting listens for authenticity and heart, a performance that makes a fetch quest feel like it matters.

Warden of the Frozen Pass

Guard, fantasyAdult (40-55)Any (character choice)One narrator30 secondsabout 43s
[WARDEN ISOLDE KARR stands at a stone gate high in a snowbound pass. Wind howls] [first meeting] Halt. The pass is closed. Beasts in the high caves. No one goes through. If you want to cross, clear the caves first. Then we'll talk. [return, quest not done] Still here? Caves are still full. Gate's still shut. [return again, alt read] You're persistent. I'll give you that. The answer's still no. [return again, alt read] You've walked up that hill five times. The caves haven't moved. [quest done] You cleared them. All of them? Alone? [beat] I misjudged you. Gate's open. Go carefully. The other side is worse.

What it is for: A stern warden blocks a mountain pass until the player completes a task, with lines for every return visit. Trains firm authority and subtle change across repeated encounters.
Coach's note: Watch out for playing every refusal the same. The repeat lines are where the character lives: patience thinning, then grudging respect at the end. Record a couple of alternates for the 'not yet' lines so the game doesn't loop one read.
What casting listens for: Casting listens for authority that isn't shouty, and an actor who can play small shifts across many short lines.

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