World Generation
Player Tribe Generation Questions to ask about who we are:
# It’s better to create our own noun words for items #
- Where do we live? A desert/arid region? A flat steppe? A flat-topped plateau? A hilly plain? Are there mountains nearby or dividing the expanse? Are there forests? Many or a few? What is the yearly rainfall like? What kind of game (animals) are in the area? What about flora (pertaining to herbs and edibles)? Any rivers? Large or small?
- What kind of horses do we have? Are they large, small, or an average size? Are they strong or agile (or both)? Does the breed have a name? Are they specific to our lands? What climates do they prefer (besides our own)?
- How long does our oral history span back? Is there a written language yet? What kind of language do we speak? What does it sound like? Do neighboring tribes share a heritage with us? Are there others that do not? Are we part of a larger kindred or are we completely alien in origin to our neighbors?
- What kind of ethnic traits are seen to be the common traits of our people? Do our neighbors share these or similar ethnic traits? Do they share an ethnic history with us, and do we both recognize such relation?
- What sorts of things do we believe in, religiously and/or spiritually? What kind of stories are handed down to us from our forebears? Do we have gods, spirits, demons, etc? Do we have individuals who serve religious or spiritual roles in our families and community? What about our neighbors?
- What kind of clothes do we wear? How do we treat hair and facial hair? Do we bathe often or once in a while? How? Do we value cleanliness? What about our horses, should they be kept clean and prim? Do we have formalities and informalities in communication and social behavior?
- What kind of herds do we have? What kinds of food do we commonly eat? What do we consider delicacies? Do we have foods/spices/drinks/etc that are considered special or sacred or formal or regal?
- What kind of weapons/tools do we favor the most (Bow is a must*)? Do we like spears, swords, etc more than others? How do we shape and style these weapons/tools? Do we see these weapons/tools as simply tools or do we put high stock and respect/care into them?
- What kind of abodes do we use (ex. Tipis, Yurts, Tents, etc)? How big are they? What kind of possessions do we travel and wander with? How big are our families, on average? How many family members does one of these abodes fit?
- How do we treat gender roles? Are there particular roles in society that are filled by either gender? When do our children come of age? How do we raise them, typically?
- How do we organize our hunting and war parties? Are they the same thing? How many individuals typically make up such a party? How are they bound together (family, etc)? How many such parties does our tribe typically have? Is there a word for this division? Are there larger divisions multiplied by this division (ex. 10 to 100)?
- What kind of organizational structure do we use for society? Do we follow a leading family chieftain? Is succession, by default, hereditary? Is it a more meritocratic system among family members?
- What kind of armor do we have, if we have any? Is ironworking common among us, or is metal armor an elite accoutrement?
- What do we call ourselves? Is this the common ethnonym for us? Is this the name of our tribe, or just the larger umbrella of peoples that we fall under? If the latter, what do we call our tribe/community specifically?
- What kind of art do we typically have? What kind of symbols are common? What do they mean? Do we have banners that espouse us? Are there many?
- Have we encountered many peoples outside of our tribal region? How familiar are we with them? Are they but distant rumors or are they known and familiar neighbors? Have these foreign peoples interacted with us militarily, or with our neighbors or ancestors?
- Do we trade far and wide?
Land Generation New Region:
*Discretion necessary: Sometimes you need it to be cold or hot, for example, because of previous regions generated
*Add modifiers based on where you’ve been, the directions you’ve been going, and nearby known climate/terrain types
Temperature:
Cold/Temperate/Hot - D100
1-30/31-70/71-100
Rainfall:
Dry/Medium/Wet - D100
1-30/31-70/71-100
Average Elevation:
Low/Low with some High/Average with some Low/Average with some High/High with some Low/High - D100
1-15/16-33/34-50/51-67/68-85/86-100
Water:
D100 for each; roll low.
50% chance of small lakes
25% large lake
20% inland sea
15% ocean
40% small river(s)
20% large river
People Generation New People:
*Discretion necessary sometimes
*Add modifiers based on where you’ve been so far, the region involved, and what kinds of people are nearby
Sophistication:
High Civilization/Low Civilization/Agrarian Tribalism/Forest Tribalism/Pastoralism
D100 - 1-20/21-40/41-60/61-80/81-100
+20 in a steppe
+10 in a land without seas or lakes
+5 without forest
-5 with forest
-10 in a land with lakes
-15 with inland sea
-20 with oceanic coast
-10 in low elevation
+10 in high elevation
+20 in super cold or super hot
+10 if super dry
Technology:
Equal to us/Slightly better/much better/early gunpowder
D100 - 1-30/31-70/71-90/91-100
-10 if first culture generation
-5 if second culture generation
-10 if steppe, desert, or jungle
(add modifiers based on any known nearby peoples)
Writing:
Pictorial/Scratches/Calligraphic
D100 - 1-33/34-66/67-100
(add modifiers based on any known nearby peoples)
Character Rules A played may start with 1 main character; others may be added later with permission.
Auxiliary characters are unlimited, but have no skills and cannot be used mechanically in most cases.
Main characters begin receiving death rolls after the age of 40.
At age 40, it is 1/20 chance of death. With every 2 years, the chance increases by 1.
Ex. Age 50 has a base of 6/20. 60 has a base chance of 11/20.
The Survival trait will decrease this.
Traits *Only for main characters*
At Main characters start with skill points based on their starting age.
However, any points gained after starting must be awarded through merit in correct contexts.
Starting points are as such:
Age 10 -14: 3 points
15 - 19: 4 points
20 - 24: 5 points
25 - 29: 6 points
30 - 34: 7 points
35 - 39: 8 points
40 - 44: 9 points
45+: 10 points
Skills
-Tactics. +1 to general battle rolls.
For every +2 Tactics, you have +1 to siege battle rolls.
-Melee. +1 to violent actions using fists or melee weapons on foot.
For every +2 Melee, you have +1 Melee on horseback.
-Archery. +1 to actions using a bow (or similar ranged weapon) on foot.
For every +2 of Archery, you have +1 Archery on horseback.
-Assassin. +1 to actions where one murders/assassinates another character.
-Spy. +1 to actions where one is attempting to spy on or scout a target.
-Logistician. For every +1, forces in overall command of the character will move 5% faster.
For every +2, retreat, rout, and attrition rolls are decreased by 1.
-Cunning. -1 to detection of forces under overall command of the character and -1 to spying actions from other characters.
For every -2, you have +1 to ambushes and sneak attacks.
-Survival. +1 to escaping wounds, escaping capture, and escaping assassination.
For every +2, you gain +1 to death rolls of sickness, age, or aftermath of injury.
For female characters, Survival adds +1 to birth rolls as well.
-Charisma. +1 to any rolls to convince an AI character to do something.
For every +2, you gain +1 to effects from speech-making.
Childbirth Childbirth
Female characters over the age of 14 can receive 1 birth roll each year.50/50 split for male and female infants.
D20 is used.
One per year
1-6: Complications (see below)
7-20: Successful birth
-Secondary roll
1-8: child dies
9-13: child and mother die
14-18: mother dies, child lives
19-20: Catastrophic failure (see below)
--Tertiary Roll
1-8: Child dies, mother barren
9-15: Mother dies, child has defect (dwarfism, useless limb, etc)
16-20: Child has defect, mother barren
Child Mortality
One roll every five years until age 15 for a total of three opportunities of death:
1-3: Death
4-20: Life
Assassination The Ways to Kill
Anonymous Assassination
1. Pick your target
2. Be sure to have a good reason for the assassination. This reason must be relevant and not OOC based. Moderators reserve the right to reject any assassination request if there is no valid reason that you wish to kill the target.
3. PM a moderator stating: The Reason, The Location, The Target and the Items you wish to use. Any character traits aiding assassinations should also be detailed.
4. The mod will post the rest, detailing the attempt, whether it succeeded or failed (and if so, whether you got captured). Your identity will not be released.
5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.
Open Assassination
1. Pick your target and get in the same thread as them
2. Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
3. If possible and time permits, notify a moderator with your reason for the assassination.
4. The mod will post the rest (success/failure, whether escaped)
5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.
Secret Open Assassination
1. Pick your target and get in the same thread as them. They must acknowledge that they are alone.
2. From here, follow standard open assassination steps.
3. If possible and time permits, notify a moderator with your reason for the assassination.
4. A mod will post the result. If successful, you are free to leave. If not, an escape roll is done, in this case a simple 10/20.
5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.
The Rolls and Chances
At your Home
5/20
In a neutral house
8/20
In the assassin’s home
15/20
Any other indoor situation (ie a RP that takes place inside, like a wedding)
10/20
An outside situation
13/20
Group Assassinations
If more than one person wishes to murder someone, the assassins may work together. Each extra person wishing to assassinate will add 1 to the chances of success. This comes at a price however, as groups are easier to catch than a lone ranger. If the group is attempting a closed or open assassination, each extra assassin takes one from the escape rolls, making it more likely you get caught.
Special Items
Certain items may be bought in the shop to either aid or discourage assassination.
Armour
If a target is wearing armour, the modifier of that armour becomes an anti-assassination modifier, however the target must have posted he is wearing armour, unless he is on a battlefield, in which case he is assumed to be wearing armour.
Battlefield Assassinations
If a commander is killed on the battlefield, morale takes a hit. Reflecting this, is a noble character gets assassinated on the battlefield, they cause a hit to the rolls according to rank.
High Chief/King (or equivalent) is assasinated -5 to the armies battle roll
Chieftain/Lord (or equivalent) is assasinated -2 to the armies battle roll
Escape Escape chance from prison is set at 1/20 with modifiers added as per Moderator discretion, with examples including bribed guards or people with influence aiding in the escape.
When an assassin kills someone, or tries to, their escape chance is set to 20/20 with the following modifiers:
· If using a melee weapon -2
· If in a home thread -5
· If in an enclosed area -1
· Every guard present -1
· Every neutral player present -1
· Mods may, at their discretion, take up to -3
If you fail your escape roll, you are at the mercy of your captor. If you yourself attempted the assassination, you may as well start kissing the feet of your captor and hope they forgive. If you sent a NPC proxy, they will be tortured for information.
1-5 - Captive dies in questioning without revealing anything
6-10 - Captive dies in questioning but reveals the identity of his master
11-20 - Captive survives and reveals the identity. He may be used as evidence in court.
Fighting
Dueling
Simply, each player has 20 health points.
For every 2 survival points, a player can have 1 extra health point.
Then Roll "rounds" these in order:
2 D20
[(Higher Roll - Lower Roll) / 2] + Weapon/Traits of Winner - Armor/Traits of Loser = Damage to Loser ;
1 D20, 50% chance of damage to Winner also;
If Damage is done:
1 D10, 10 is 100% same as Damage to loser, while 1 is 10%.
Take this number and apply halved Weapon/Armor/Trait numbers to it.
(We round up if you get a decimal)
Then you let the players RP it and decide whether to continue or not.
Worse case scenario, the loser player loses 10 health in one round.
You keep doing these "rounds" until one player dies, submits, or otherwise "loses".
Economy At first, warriors and followers etc. are equally or proportionately paid and rewarded for their loyalty and service through loot and garnished wealth.
Eventually this will change as large empire is formed, and characters can be rewarded with authority over areas of land in a pyramid structure of feudal or meritocratic nature.
Each delegation of power comes with its own specifics: one character may get much more authority in his own region(s) than another player, or one character may get military power in his region while another doesn’t, and so on.
Taxation:
Taxation is a system that develops after significant territory has been subdued and once the concept of an overall authority (ie, a state or kingdom) has been established.
Units of land or people or trade that can be taxed are created by moderators at discretion.
An average agrarian region may yield 1000 in taxes, just by example for scale.








