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| Cimmerian Tribes:; Charts to assist creation of Tribes: | |
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| Tweet Topic Started: Jul 21 2011, 03:39 PM (638 Views) | |
| Nialldubh | Jul 21 2011, 03:39 PM Post #1 |
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Cimmerian Tribes With in the source-book called 'Cimmeria,' there is a section for Tribe creation (Page: 40-41), I believe some pages where missing from this book to help in that creation, so attempted to create my own basic form! Tribe Generator: Locations: 22 locations, roll 1d20 + 1d3 -1 = location of Tribe from Page 29-39 of Cimmeria Sourcebook. Be realistic, if location is unusual, like Crom Gorge, the tribe is not in it, just close by, maybe a guarding Tribe or just there? 1: Battle Lands. 2: Black Mountains. 3: Blood Glens. 4: Breaknecks. 5: Broken Leg Lands. 6: Cell's Heel. 7: Crom's Gorge. 8: Eiglophian Mountains. 9: Connel Valley. 10: Field of the Dead. 11: Mount Crom: Ben Morgh: 12: Field of the Chiefs. 13: Great Salt Marsh. 14: Hoath Plateau. 15: Kurnow Forest. 16: Murrogh Forest. 17: Spearpoint. 18: The Curraghn. 19: Venarium. 20: Wounded Lands. 21: Ymir's Pass. 22: Other: Create location. Type of Tribe: Roll 1d8 and consult chart: 1-5: Settled. 6-7: Semi-Nomadic. 8: Nomadic. Allies: Roll 1d100 and consult chart. Status is power, numbers in Tribe, resources. Either create a new Tribe for Allies or use one from Cimmeria Sourcebook. A roll of 01 on this chart, means no roll on Enemy chart is needed. 01 Allies to every other Cimmerian Tribe or Clan. 02-49 None. 50-56 No notable Allies, roll 1d3 for number of Allies. 57-63 No specific Allies, roll 1d3 for number of Allies. 64-69 No strong Allies, roll 1d3 for number of Allies. 70-72 One Ally of equal Status. 73-75 One Ally of greater Status. 76-78 One Ally of weaker Status. 79-80 Two Allies of equal Status. 81-82 Two Allies; one weaker Status, one equal Status. 83-84 Two Allies; One greater Status, one equal Status. 85-86 Two Allies of greater Status. 87-88 Two Allies of weaker Status. 89-90 Two Allies; one weaker Status, the other greater Status. 91 Three Allies of equal Status. 92 Three Allies of greater Status. 93 Three Allies of weaker Status. 94 Three Allies; one equal Status, one weaker Status and one greater Status. 95 Three Allies, one equal Status, two weaker Status. 96 Three Allies, one equal Status, two greater Status. 97 Three Allies; Two equal Status, one greater Status. 98 Three Allies. Two equal Status, one weaker Status. 99 Three Allies, One weaker Status, two greater Status. 00 Three Allies One greater Status, two weaker Status. Enemies: Roll 1d100 and consult chart. Again create Enemy Tribe or use one that lives near by from the Cimmeria Sourcebook. A roll of 01 on this Chart cancels any rolls on Ally Chart, so best to roll on both charts for results first. 01 Enemies to every other Cimmerian Tribe or Clan. 02-49 None. 50-56 No notable Enemies, roll 1d3 for number of Enemies. 57-63 No specific Enemies, roll 1d3 for number of Enemies. 64-69 No strong Enemies, roll 1d3 for number of Enemies. 70-72 One Enemy of equal Status. 73-75 One Enemy of greater Status. 76-78 One Enemy of weaker Status. 79-80 Two Enemies of equal Status. 81-82 Two Enemies; one weaker Status, one equal Status. 83-84 Two Enemies; One greater Status, one equal Status. 85-86 Two Enemies of greater Status. 87-88 Two Enemies of weaker Status. 89-90 Two Enemies; one weaker Status, the other greater Status. 91 Three Enemies of equal Status. 92 Three Enemies of greater Status. 93 Three Enemies of weaker Status. 94 Three Enemies; one equal Status, one weaker Status and one greater Status. 95 Three Enemies; one equal Status, two weaker Status. 96 Three Enemies; one equal Status, two greater Status. 97 Three Enemies; Two equal Status, one greater Status. 98 Three Enemies; Two equal Status, one weaker Status. 99 Three Enemies; One weaker Status, two greater Status. 00 Three Enemies; One greater Status, two weaker Status. Traditions: Traditions are in two parts: Basic and Advanced: Basic: Roll 1d4+1 for amount of Traditions from this list. Roll: 1d20 01: Herders. 02: Gatherers: 03: Leather-workers. 04: Metal-workers. 05: Other Craft. 06: Mining. 07: Farmers. 08: Hunters. 09: Traders. 10: Trainers. 11: Warriors. 12: Berserkers. 13: Raiders. 14: Seekers of Battle. 15: Knowledge skills; i.e. Nature, Geography... (Possibility, a tribe of Oracles?). 16: Primitive. 17: Artisans. 18: Poets. 19: Musicians. 20: Create a Tradition. Advanced Traditions: Roll: 1d100: (roll 1d4+1 times). 01-05 Guarding a particular site: 06-10 Must kill an Enemy of the Tribe on sight if they are equally matched: 11-15 Trained as Warriors from early age: 6 or 7 years. 16-20 Obligation/vow to do a certain thing: Guard, kill, honour, shun, create, despise, etc...!!! 21-25 Dress in skin of their totem animal: see below chart. 26-30 Create a superstition for Tribe, based on their other Traditions: 35-40 Create a unusual weapon for Tribe: bolas, Trident.... 41-45 Favour a particular Colour or colours. 46-50 Hair styles: see below chart. 51-55 Tattoos and war-paint: 56-60 Weapons must be given a name and blessed by the chief. 61-65 If close to border of another nation, the Tribe hate and kill them on sight! (roll again if not). 66-68 Oracles can only be Female. 69-72 Oracles can only be Male. 73-78 Sacred meeting place, grove, monolith, cairn, etc. 79-81 Has 1d4 villages or settlements. 82-85 Enjoy the concept of War, killing and the joy of blood washed soil. 86-90 Ritual hunts: see below. 91-95 Mundane Traditions: see below. 96-98 Extreme Traditions: see below. 99-00 Create own Tradition. Hair Styles: roll 1d3 for amount of styles and mix them. Roll: 1d8. 1: Top Knots: 2: Braids: 3: Ponytails: 4: Bald: 5: Long: 6: Short: 7: Mohawk. 8: Shaven in strips! Ritual Hunts: Roll: 1d8. 1: Hunts for Food for winter: 2: Hunts to test the Hunters: 3: Hunts to scarred off dangerous Animals: 4: Hunts to collect sacred objects. 5: Hunts to locate lost Tribal folks. 6: Hunts to collect precious Metals or Stones, Gems! 7: Hunt for Enemies. 8: Hunt for...., Chose something? Totem Animal: Roll: 1d100. 01-04 Bear. 06-08 Wolf. 09-12 Badger. 13-16 Cat. 17-20 Lynx. 21-24 Fox. 25-28 Mountain Goat. 29-32 Mountain Lion. 33-36 Mountain Pony (Garron). 27-40 Snow Panther. 41-44 Winter Hare. 45-48 Eagle. 49-52 Hawk. 53-56 Horse. 57-60 Deer. 61-64 Elk. 65-68 Wild Pig (Orc), (Boar). 69-72 Raven. 73-76 Crow. 77-80 Salmon. 81-84 Cattle (Bull). 85-88 Owl. 89-92 Blood Raven. 93-96 Frost Worm. 97-00 Viper. Mundane Traditions: Roll: 1d8. 01: Must rest on the 9th day: 02: Must Train every 9th day. 03: Must Perform a ritual every 9th day or 27th day of each Moon. 04: Must Craft a thing each 9th or 27th day. 05: Must have a council meeting every 27th day. 06: On 27th day of the 9th Moon each year they must...? 07: each 9th day of 9th month of 9th year the Tribe joins together for a special event! 08: Create a Mundane Tradition. Extreme Traditions: Roll: 1d10. 01: Instead of being 15 years for adult it 1d4 years earlier: 02: Must kill a Brown bear (or other large animal) with just a spear: 03: Must travel to sacred place: a far distant place though many dangers! 04: Ritualistically scarred, lose 1 pt of Con and gain 1 pt in Str. 05: Believe Superior to others: -2 Diplomacy, +2 Intimidate. 06: A Curse has affected the Tribe? 07: Xenophobic. 08: Love to torture and mutilate their enemies. 09: Weakness causes them revulsion, anything weak must die!!! 10: Create a Extreme Tradition. Creating a Adult: Choose one Ritual for "Adult Initiation Ceremony," this is a free tradition, separate from the above. In a time when life can be short, the age for becoming a Adult was 15 years; so each Tribe would have it own ritual to be passed so they could be accepted into the Tribe as worth-while! 75% chance Males need do these rituals, other 25% both genders must perform them! * Taunt a beast and cause it to attempt harm to Youth, but he must use Agility or cunning, or even strength to wrestle beast to ground, they cannot kill the beast! * Hunt and Kill beast with Clan weapons. * Hunt and kill beast, but be sent out with only dagger and a fur loincloth. * Hunt in wilderness for 1d6 day before returning to Tribe. * Scalp an Enemy or take a head (Cimmerian by tradition are Head-hunters). (If no enemy, which will be strange, then search outside Cimmeria, enemies can be Picts, Aquilonian, etc.!). * Gather a large amount of food, meat, vegetables and fruits and present it to Chief! * Create a major craft item, like a sword or battle axe! Note: These Tradition are difficult to allow as random, because the foundation of Tribe maybe peaceful, roll for other Traditions and choose from the above to example, or create your own initiation rite. Automatic Tradition: If they have Enemies, then it is a Blood-feud with that Tribe! Chieftain and other NPC in Tribe: Roll 1d100: A sixteen year old could be mature, it just about personality. This also can be used for other personalities in village. Note: The Chieftain is not part of the Total Population from sourcebook "Cimmeria," (Page 41). 01-20 New/Young: Roll 1d4+2 for level of this NPC. 21-75 Mature: 1d4+6 for level of this NPC. 76-90 Hero: 1d6+9. 91-00 Great Chief: 1d6+14. Gender of Chief: 80% Male other 20% Female. Classes of Chief or NPC: 1d00: roll for 1st level. Each Class Level chosen you can roll another % dice, if 80% or lower they keep same Class for next level, otherwise they roll on next chart. Keep rolling for each level, till there no more levels left. 01-70 Barbarian. 71-80 Borderer. 81-90 Soldier. 91-97 Thief. 98-00 Tempter. Roll for each other level: Once they have two Classes, there is a 60% chance they take last class level again (i.e. one they got at 2nd level), 30% chance they take original Class (beginning Class) and 10% chance they gain another (re-roll if it selects same Class). 01-50 Barbarian. 51-60 Borderer. 61-70 Soldier. 71-75 Thief. 76-79 Tempter. 80-84 Nomad. (seems like there are Horse Nomads in Cimmerian now). 85-88 Bandit. 89-92 Scholar 93-94 Healer. 95-96 Pirate; no matter what folks say, Cimmerian Lochs are huge. 97-98 Commoner. 99-00 Noble. Treasures: 01-30 None. 31-50 Mundane. 51-70 Exotic. 71-90 Magical. 91-95 Demonic. 96-00 To bizarre to give it a description? History, Codes, Goals, Attitude: Take what was rolled above and construct your Tribe! . |
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| Nialldubh | Jul 21 2011, 03:46 PM Post #2 |
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The Tribe of the... Number of Families: Person/Family: Total Number in Tribe: 0-14 years: .......... Male/ Female. 15-30 years: ........ Male/ Female. 31-60: years: ....... Male/ Female. 61+ : .............,...... Male/ Female. Percentage of Tribe's level: Of the tribe: (1/3 of tribe is Elite). 50% will be 1st level (14 years and lower will include that number and of the less maturer Females); 10% 2nd level, 8% 3rd level, 5% 4th level, 5% 5th level, 5% 6th level, 5% 7th level, 4% 8th level, 3% 9th level, 2% 10th level 3% Rares roll on Chieftain Chart for exceptional Characters (this does not include Chief as it is created separately. Game Master should use 28 point buy system for these rare Characters, so even if they roll low levels, there is something special about them). Location: Type: Allies: Enemies: Traditions: Advanced Tradition: Adult Initiation Ceremony: Treasures: Chieftain: Personalities: History: Goals: . |
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| Nialldubh | Jun 21 2013, 12:19 AM Post #3 |
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The Clan of the White Wolf The Clan of the White Wolf roam the Field of the Dead in the summertime moving from one side to the other and settle in winter-camps and separate side each year, in theory they can camp in each point of the compass at specially selected campsites. Number of Families: 12. Person/Family: 9. Total Number in Tribe: 103 (see below). 0-14 years: 24 Male/ 24 Female. 15-30 years: 14 Male/ 21 Female. 31-60: years: 9 Male/11 Female. 61+ : 1 Male/ 1 Female. Percentage of Tribe's level: Of the tribe: (1/3 of tribe is Elite) 50% will be 1st level (14 years and lower will include that number and of the less maturer Females); x50. 10% 2nd level, x11. 8% 3rd level, x9. 5% 4th level, x6. 5% 5th level, x5. 5% 6th level, x5 5% 7th level, x5. 4% 8th level, x4. 3% 9th level, x3. 2% 10th level x2. 3% Rares roll on Chieftain Chart for exceptional Characters (this does not include Chief as it is created separately. Game Master should use 28 point buy system for these rare Characters, so even if they roll low levels, there is something special about them), x3. Location: Field of the Dead. Type: Semi-Nomadic. Allies: No notable Allies: (Only 1 Ally: Fuir-ciuil: 29 People including the Children). Enemies: Two Enemies; One greater Status (Tunog), one equal Status (Carach); (automatic bloodfeuds with them both). Traditions: Great Poets, Raiders, Caretakers of Field of Dead. Advanced Traditions: Dress in skin of their totem animal (White Wolf). Must have a council meeting every 27th day, Chieftainship passed down through the Bloodline. Adult Initiation Ceremony: Hunt and kill a white wolf and wear it's fur (only the Male need do this ritual). Treasures: They have a magical treasure! The Whitepelt of the Wolf of Crom; legend has it that Crom gave a white wolf (nordheim wolf) the 'Gift of Crom,' some say because the wolf had been brave and had entered into Crom's mountain to talk with him; whatever the truth is, the fact that the pelt supplies a +2 bonus to Strength, a +1 bonus to Will to those that wear it. The spirit of the white wolf supplies a keenness to the wearer, a +3 bonus to Survival and +10 feet to base land speed. The wearer can also communicate with wolves with a empathic connect so long as they have visual sight with the wolf; pelt weighs 3 lb. The pelt is presented to the chief of the tribe when they take the title as chief. Chieftain: Bansilgar; New Chieftainess 6th level (Female), Barbarian 3/ Thief 2/ Soldier 1. Her father died only a few months ago of old age and she was not expecting the Chieftainship as her brother had died a few years ago when he encountered a group of the Tunog tribe, who killed him. As soon as she marries, the Chieftainship will pass to her husband. Personalities: Tarek: A 4th level Barbarian (Heroic Character), he left for Asgard months ago in a Ęsir Caravan (he is not included in population) and aided a Ęsir group kill a frost giant. Talisbain: A 2nd level Barbarian/8th level Scholar, uses the Divination Sorcery Style and councils the new Chieftainess. Aeneas: A 10th level Barbarian; warchief of the Clan in times of war he will take control. Note: The clan suffered a loss recently as Hyperborean Slavers tried to make off with a few foraging Females, but a small scouting group did chase after their kinfolk and retrieved the Females at the brutal lose of four 1st level Barbarians Males; Tarek had been one of the group (they have been removed from the tally of the population above). History: Most Cimmerian Clans would separated from other Clans when they started getting bigger that what could sustain the environment, they need to search for food and also space might be a necessity. The White Wolf Clan moved into the Field of the Dead from the region of the Hoath Plateau and still maintain a slight friendship with one tribe called the Fuir-ciuil, a very small Clan of Bards charged with maintaining a sacred site in north-east of Hoath Plateau; the two may have been one tribe once. Goals: To protect the Field of the Dead from Tomb-robbers and maintain the cairns, replacing and rocks of those that have collapse and need rearranged. The poets recite poems of heroes and battle to the ghosts of the Chiefs, which gives the Clan protection from their enemies who fear to anger the chiefs, though the Tunog if they catch a White Wolf Clansman will kill him quickly and be gone. . |
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| Nialldubh | Jun 21 2013, 12:31 AM Post #4 |
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The Tribe of the Fuirciuil Bard, focusing their talents on Music, storytelling and history passed down through generation by oral tradition. Number of Families: 7. Person/Family: 4. Total Number in Tribe: 28. 0-14 years: 6 Male/ 7 Female. 15-30 years: 4 Male/ 6 Female. 31-60: years: 2 Male/ 3 Female. 61+ : 0 Male/ 0 Female. Percentage of Tribe's level: Of the tribe: (1/3 of tribe is Elite) 50% will be 1st level (14 years and lower will include that number and of the less maturer Females); x 14. 10% 2nd level, x3. 8% 3rd level, x3. 5% 4th level, x2. 5% 5th level, x2. 5% 6th level, x2. 5% 7th level, x1. 4% 8th level, x1. 3% 9th level, x0. 2% 10th level, x0. 3% rares roll on Chieftain Chat for exceptional Characters (this does not include Chief as it is created separately. Game Master should use 28 point buy system for these rare Characters, so even if they roll low levels, there is something special about them), x0. Location: Hoath Plateau (in North-East). Type: Settled. Allies: White Wolf Clan. Enemies: None. Traditions: Musicians, Bards. Advanced Tradition: Guard a particular site (ancient Atlantean standing stones), each 9th day of 9th month of 9th year the Tribe joins together for a special event! Adult Initiation Ceremony: (Both genders) Create a major craft item (musical instrument or craft a stone cairn on a high hill or mountain-top). Treasure: Exotic lute. Chieftain: Bronwin 7th level (Female), Temptress 6/ Barbarian 1. In her mid-forties, Bromwin is a proud and dignified Woman, she has been Chieftainess for ten years taking the title when her Chief husband died and has been a gentle guide, using her soothing voice to end any disputes within the tribe or without ever since. Her black hair is now showing signs of silver appearing in it, but here grey eyes are calm with wisdom. She has some divination power, but it not as great as some within the small Clan. Personalities: Varied, post later. History: For hundreds of years this Clan has guarded this site, charged by a council of Chiefs to maintain the site of the ancient Atlantean standing stones. Goals: Maintain the site, keep the history of the Clans of Cimmerian alive and gain more knowledge. . |
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| Nialldubh | Jun 21 2013, 12:34 AM Post #5 |
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The Tribe of the Carach Merchants would be the best word to use to describe these Cimmerains. Number of Families: 11. Person/Family: 9. Total Number in Tribe: 99. 0-14 years: 22 Male/ 23 Female. 15-30 years: 11 Male/ 14 Female. 31-60: years: 8 Male/ 12 Female. 61+ : 1 Male/ 1 Female. Percentage of Tribe's level: Of the tribe: (1/3 of tribe is Elite) 50% will be 1st level (14 years and lower will include that number and of the less maturer Females); x49. 10% 2nd level, x10. 8% 3rd level, x8. 5% 4th level, x5. 5% 5th level, x5. 5% 6th level, x5. 5% 7th level, x5. 4% 8th level, x4. 3% 9th level, x3. 2% 10th level, x2. 3% rares roll on Chieftain Chat for exceptional Characters (this does not include Chief as it is created separately. Game Master should use 28 point buy system for these rare Characters, so even if they roll low levels, there is something special about them), x3. Location: Field of the Chief. Type: Semi-Nomadic. Allies: None. Enemies: White Wolf Clan. Traditions: Knowledge, Metal-Smiths, other Craft, Farmers. Advanced Tradition: Has 8 settlements (location for smithing and gather foodstuffs from farming), Must Craft a thing each 9th or 27th day, Must kill an White Wolf Clansman on sight if they are equally matched, hair-style (Shaven in strips!). Adult Initiation Ceremony: Craft and item or gather an abundance of foodstuff. Treasures: Mundane, items crafted, foodstuff, this tribe is a rich tribe and does a lot of trading with anyone, even Vanir and Ęsir. Chieftain: Slanaich a 12th level (Male), Barbarian 10/Healer 2. Personalities: Post later. History: Maintain eight sites, where they have permanent forges and farming sites, but being semi-nomadic, the tribe does not stay longer than a few years in each site, so the land they farm can regenerate and they probably not return to that area for a decade. They are a canny lot, and converse with most, it is strange that they have a bloodfeud with the White Wolf Clan, some think it was a personal dispute between two chiefs that caused the feud. Goals: Perfect their skills and maintain good trade with others. . |
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