Showing posts with label play resource. Show all posts
Showing posts with label play resource. Show all posts

Friday, 1 February 2013

Somewhere North: The Vaeltaja

The Vaeltaja are nomads on the snowy plains. They wander on the snow and ice, and settle in their groups for the true winter. Where else is there to go? To the city of Zelman? Ha! They care not for the cities, nor for the towns. If pressed and in need they will go to a village or hamlet to trade, but even these are strange places for some of them.

They know where to fish, where to hunt, where to hide - and they know WHEN to do all of these things too. They travel in large groups, deer and ice ponies pulling great covered sleds - caravans of men, women and children - hunters and fishers, makers and leaders, warriors and mystics. Each large group is one great extended family. Groups meet and trade (resources, rumours) from time to time. Some of them are open to travellers stopping with them, especially if they would brave the snow in true winter.

Nomad Family
There are 10d20 people in a group. Each group will have a patriarch and matriarch and this "first family" has 2+d6 members.
For every 10 people rounded up, one will be a hunter (leather armour, dagger, sword, shield, bow) and will have some responsibility for finding meat. In two-thirds of Vaeltaja families they will have people adept at fishing, and the group will have made camp around a water source. In these cases there will be one fisherman for every 15 people in the family.
There are 2d4 spiritual/clerical people in a group. They will worship either the spirit of the open plain or a particular family spirit.
Many others in the family will be craftsmen, makers, food-gatherers, bards, ostlers and armourers. They share responsibility for the community and while they do have large extended families the "family" is more of a collective than one bonded truly by blood.
Everyone over the age of 4 will carry a weapon of some kind.

What determines the family's outlook? Roll a d12.

1. Family are wary of outsiders. 7. Family speak a bizarre language.
2. Family worship an ancient spirit. 8. Family are well-armed and warriors.
3. Family possess a Dwarven treasure. 9. Family are wealthy.
4. Family rob travellers. 10. Family are keeping a monster.
5. Family have a rivalry with another group. 11. Family are poor scavengers.
6. Family recently suffered an attack on them. 12. Family are at war with a band of pugs.

How is the favourite son of the family known? Roll a d20.

1. Great Axe 6. Pathfinder 11. Firstborn 16. Knifeman
2. Singer 7. Mead-drinker 12. The Runt 17. Spirit-friend
3. Pug-slayer 8. Bastard sword 13. Mutant 18. Monster-slayer
4. One-arm 9. Farseer 14. Wolf-slayer 19. The Fast
5. Fisherman 10. Future-sight 15. Goatherd 20. The Mute

Example:
There are 111 people in the Hentunen family, a group known for being well-skilled as warriors. Arto and Liisi are the head people in the group, and they have two young daughters. An organised band of twelve hunters keeps the family in wild deer and shaggy pig flesh, and a small but skilled group of fishermen bore holes in the ice over lakes to find prized fish. Half a dozen clerics worship Kalevi, the protector of travellers. Kimi the Mead-drinker is the favourite son of the clan, known for his exploits in drinking contests.

Wednesday, 17 October 2012

Random Table: The Great Bakerie

Being the first in an irregular series of random provocation tables for games of various types. In my mind when I started writing this one I just thought, "Hmmm, what kind of cakes would a magic baker sell?" It seemed silly at first, and is possibly over-written, but it's just designed to give some ideas. You fill in the blanks, and of course YMMV.

Merion is the son of a Sorceress and a Gourmet. Trained by both, he set off to find his own path in the world; after years of travel and practice he set up The Great Bakerie, a shop where he makes and sells confections that defy the natural order. There is usually a selection of cakes and pastries that have magical effects. Sometimes he has far rarer and more bizarre delights...

Sunday, 8 July 2012

A Village

(back from work trips and holiday! Normal rate of posting should resume in the next week)

Bexam is a small village on a major trade route to the west of civilisation. A wide stream trickles past not ten feet from the stone walls around it, and the road runs through the middle, with unguarded gates to the north-east and south-west. Many of the town's 80-or-so inhabitants are expert hunters. The forest nearby, Xam, is overflowing with small animals, which a good portion of the village's families are expert at hunting and skinning.

Bexam is a strange place, so small, and yet rich in so many ways: Argun, the village's headman oversees a prosperous little domain, the furs keep a good standard of living - although one that is earned through hard work. Bexam is also home to a master baker (Crumb) who, as well as selling to the village's inhabitants, is sought after by many larger towns nearby. He refuses to move though, and spends most nights baking and in conversation with hallucinations of his dead wife.

Aric and Cira are twin brothers, now estranged, who serve opposing minor deities in shrines within the village's borders. They each try to sway the villagers to their respective godlings, with little success. Most villagers instead seek advice from Dorse, a hermit who lives alone and sees visions of the town's ancestors.

Dorse and Crumb are both dependent on "Bexam Blue", an addictive moss that grows in secluded parts of the forest. Bexam Blue is a strange organism: it keeps the person who consumes it in excellent health, and has remarkable restorative properties for people suffering from all kinds of diseases and afflictions. A side-effect is that regular users, like the hermit and the baker of Bexam, see (true) visions of the dead at night. If consumed regularly (at least once a day) for five days, someone will have to fight to remain unaddicted to it.

A few villagers secretly harvest the moss and sell it to traders and magicians. Argun disagrees with this, but turns a blind eye so that the village continues to be prosperous.

(rolled from noisms' Random Village Generator)

Wednesday, 2 May 2012

Wicked Wednesday

More from my growing collection of Strengths for In A Wicked Age. I'm always looking for more ideas and suggestions, so please add some in the comments if you think of any!

Acrobat - as a child your parents had you practice every day; now you're an expert at tumbling, falling – and most importantly dodging...
In order to maintain this strength you have to make sure you take time regularly to practice.
PCs use for myself; NPCs use action.


Dominate Will - someone with this strength can exert dominance over another, taking control over their actions.
It requires close physical proximity: suggestions are transmitted mind-to-mind. The affected person can still think and feel, but can only act as instructed by the dominator. Strong pain for either party can break the hold.
PCs use covertly; NPCs use maneuvering.

Iron Skin - were you blessed by the gods, or are you a freak of nature? Either way, your skin protects you from harm.
Your skin is always much tougher, there is no on or off switch. It certainly comes in handy in a tight spot.
PCs use for yourself; NPCs use self-protection.

Torture - you are skilled in extracting truth through pain and intimidation.
In order to use this strength well you just need the tools of your 'trade' (whatever they are) and the time to use them.
PCs use violence; NPCs use maneuvering.

Wings - for the longest time you have hidden your true self under a cloak. Your family loved you, and kept you safe. They never told you where your wings came from, or why you were special...
Take flight every few days to keep the muscles limber. And unsheathe them when you fly so they don't get tangled in your cloak.
PCs use directly; NPCs use action.

Read Minds - when you need to, you can hear the thoughts of others as clear as if they were speaking.
This requires no special equipment, rest or practice. You just have to will it. You can only hear, you cannot send.
PCs use covertly; NPCs use maneuvering.