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Black Kingdom Tribes:; Charts to assist creation of Tribes:
Topic Started: Aug 27 2012, 02:01 AM (817 Views)
Nialldubh
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Black Kingdoms Tribe Generator:

Locations:
37 locations, roll 1d20 + 2d10 -2 = location of Tribe. Be realistic, if location is another Tribes territory, then move the tribe randomly to a close by space.

If Creating a Chaga Character, there source location is obviously Kush.

Use this Map for locations: Southern Black Kingdoms:

01: Abakosa (Central).
02: Amazon.
03: Atlaia.
04: Avongo (North; just south of Amazon).
05: B'akalah (Central North).
06: Bamula (West coast).
07: BaTudya (South-west coast).
08: Fashoda (Within the Great Savannah).
09: Gwembe (Southern central highlands).
10: Jhiji (North).
11: Kchaka (Border of Punt and Zembabwei).
12: Keshan.
13: Kordafan (North; neighbour of Kush).
14: Kush.
15: Makeba: (South-east coast).
16: Mbesi (Northern Highlands).
17: Mungbotta (Northern highlands).
18: Nagwaza (Southern Islands).
19: Nayulunga (South-west central).
20: Nboza (North-central).
21: Nosynyvolana (Large island off east coast).
22: Ntabi (South-west).
23: Nujuma (East coast).
24: Nzundela (Southern Islands).
25: Punt.
26: Southern Desert (South).
27: Southern Isles.
28: Suba (North coastal).
29: Tandawara (East near coast).
30: Tembuka (South-central).
31: The Great Savannah (In the South).
32: Thembe (Southern Islands).
33: Upembe (Central plains).
34: Watambi (North coastal).
35: Zamballa (North of Keshan and Punt).
36: Zembabwei.
37: Zumba (Within the Great Savannah).
38: Choose own 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, number, resources, can either create new Tribe for Allies or use one from 'Return to Road of Kings,' Sourcebook.

A roll of 01 on this chart, means no roll on Enemy chart is needed.

01 Allies to every other Black Kingdoms 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 'Return to Road of Kings.'

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 Black Kingdoms 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:

Note: Though a Tribe chooses these tradition, it does not mean it not have other traditions noted on these list. It just means the selected tradition are the most important ones to the created Tribe.

Basic Traditions: Roll 1d4+1 for amount of Basic Traditions from this list.

Roll: 1d20

01: Herders.
02: Gatherers:
03: Leather-workers.
04: Metal-workers (Treated almost like a Magician).
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 Witchdoctors?).
16: Primitive.
17: Artisans.
18: Poets.
19: Musicians.
20: Create a Tradition.

Advanced Traditions:
Roll Once: 1d100.

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:
16-20 Obligation/vow to do a certain thing: Guard, kill, honour, shun, create, mock, despise, etc...!!!
21-25 Dress in skin of their totem animal: See Below Chart.
26-30 Create a superstition for Tribe, based on there 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; (by default hair-styles are short for most Tribes).
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 Witchdoctors can only be Female.
69-72 Witchdoctors can only be Male.
73-78 Sacred meeting place, grove, monolith, cairn, mountain, 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 chart.
91-95 Mundane Traditions: see below chart.
96-98 Extreme Traditions: see below chart.
99-00 Create own Tradition.

Hair Styles: roll 1d3 for amount of styles and mix them (a love of grooming).
Roll: 1d8.

1: Frizzy bushy:
2: Braids:
3: Ponytails:
4: Bald:
5: Long:
6: Short:
7: Dyed:
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 Rhino.
06-08 Hyena.
09-12 Jackal.
13-16 Cheetah.
17-20 Lynx.
21-24 Wild Dog.
25-28 Baboon.
29-32 Lion.
33-36 Zebra.
27-40 Leopard.
41-44 Monkey.
45-48 Vulture.
49-52 Hawk.
53-56 Giraffe.
57-60 Deer.
61-64 Antelope.
65-68 Wild Pig.
69-72 Monitor Lizard.
73-76 Great Ape.
77-80 Crocodile.
81-84 Water Buffalo
85-88 Owl.
89-92 Swallow.
93-96 Black Mamba.
97-00 Viper.

Mundane Traditions:
Roll: 1d8.

01: Females are mostly kept separate from Males.
02: Polygamy, can have as many wives as they can afford.
03: Must Perform a ritual of each Moon.
04: Must Craft an object that is sacred to the tribe, facemasks, bronze hoops....
05: Ancestor Veneration.
06: Dance festivals are very important; Dance skill should be kept maxed.
07: Tribe joins together for a special event, God-King's annual ceremony, etc.!
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 lion (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 repulses them, anything weak must die!!!
10: Create a Extreme Tradition.

Creating a Adult: 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.
*Take trophy from Enemy. (If no enemy, which will be strange, enemies can be Stygian, Iranistan, etc.!).
*Gather a large amount of food, meat, vegetables and fruits and present it to Chief!

* These Tradition are difficult to allow as random, because the foundation of Tribe maybe peaceful, roll other Traditions and choose from the about 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.

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: 90% Male other 10% Female. (Of course if Amazon is Selected 100% Female).

Classes of Chief or NPC:

1d00: roll for 1st level. Each Class chosen 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.

Note: If Character is Ghanata or Darfari and 76-80 is rolled, pick Bandit only.
Chaga Lords automatic become Noble at 1st level.

01-50 Barbarian.
51-65 Borderer.
66-75 Nomad: (ignore and make Pirate if Southern Islanders).
76-80 Pirate or Bandit (50/50 chance).
81-90 Soldier.
91-92 Scholar.
93-97 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 (reroll if it select same Class).

01-50 Barbarian.
51-60 Borderer.
61-70 Soldier.
71-75 Thief.
76-79 Tempter.
80-84 Nomad.
85-88 Bandit.
89-92 Scholar
93-94 Healer.
95-96 Pirate.
97 Commoner or True Commoner.
98-00 Noble, (or Noble Cavalry if it suits or Courtier).

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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