Showing posts with label demihuman. Show all posts
Showing posts with label demihuman. Show all posts

Monday, 23 March 2020

Stone age shenanigans

 

Stone Age Sorcery Game Session
So some new characters made and only one person bailed over medical stuff (sniff). Party now includes

Fighter hunter and executioner wields a stone axe and spear (Dallas)

Halfling baker, an expert with throwing rocks and  copper hand axe (Matt)
Tattooed cave wizard and healer mostly terrible at fighting (Hugh)
Pterodactyl abhuman warrior fisherman with a copper headed magic spear (Doug)
Elf from faerieland with incredible archery skills and mentalism magic (Richard)

Not everyone together yet but we had 3 out of 5 because getting everyone's schedule even monthly is hard.

So Halfling staying with Gnomes village met pterodactyl and cave wizard also alone among the gnomes. All became friends. Granny, halflings slave and the older hunter were ok with the new friends scouting the mysterious valley of giant trees, dinosaurs, elves and cannibal cave dwellers. So found a good looking cave and had a peek inside disturbing a young spotty sabretooth cat. Drove it off and chased into the cave to finish it off. After butchery, a meal and some animal skinning had a peak around the cave. I'm using a 3fold adventure i did called Cave of Fate. Found a cave gallery of hunter rites and a shamans cave with several items of jewellery, drums, magic antler spear, antler hat (now Mr Pteradactyl), Shamans bag +1 saving throws, ochre and a bunch of awesome drugs (STR, alertness, mild poison and one causes hours of visions about lizard men worshipping Tsathogua.

Halfling sneaked ahead found a tunnel with a well. Went plashing about and a giant eel tried to grab him and pull under. Others rushed in to help, wizard making pterodactyl grow big for a fight. Decided to all go home for the night as sabretooth and eel fight hurt.

Returned and explored several other chambers of art and petty trade goods. Found some destroyed mummies of dead humans from long ago. Found a shrine of a dragon cult with dragon tooth and a smallish two-foot burned dragon skull. A rubble blacked tunnel got them exited. Tried to catch eel with bait but new it went under a rock lip and good current. Halfling experimented with swimming and wizard said try like a frog which somehow works. Found lots of branches and a hidden chamber with a dimly luminous serpent cult healing pool. Swam away as the giant guard smake looked like it would eat a halfling.

Moved the rubble in the dragon shrine and crawled into the tomb of lizardfolk. A stone lidded sarcophagi amazed them with it's unheard of stone excellence. Pushed open lid a bit and decorated serpent mummy inside awoke and tried to open the lid. Gang held the lid down and covered it in rocks from rubble heap. Found stone tablets of a spell in serpent folk script so wizard had to touch it and awoke lizardfolk zombies. Was a tough battle. Wizard lucked out with an elemental blast of sparks and helped friends with first aid. Wizards raven familiar used its cauterise cantrip which was handy, also was able to speak now. Found a wight lizardfolk thankfully using its macuahuitl and managed to beat it. Found some lady serpent folk graves and looted copper armbands and coral necklaces.

Found the other way into snake healing shrine and killed the snake. Were pretty battered so blocked the entry tunnel and waited as they heard cannibals searching for them. Waited two days then fled back home. Chased by four cannibals and managed to wound two who sat back to hurl darts back at wizard and halfling while pterodactyl
 battled two unharmed ones. One tried to run and halfling chased him down while others did first aid stuff. Managed to find blood trail and exposed hiding cave hooligan and smashed in his brains with rocks.
Back home party celebrated their luxury trade goods and discussed needing wives and considered buying them off the semi-human cave cannibals. Also started getting too comfortable with gnomes who the traded jewellery and drugs for a copper "coin" each. The sharpened copper coin was a fire starter, animal skinner, scraping pocket knife wonder tool every stone-age James Bond wanted. This made them all have social status with gnomes. I was a bit worried here and two games before I had party marry gnomes and being gnome pals and felt a bit over it. So now party accepted, the gnomes let down their hair around guests who helped stopped cannibals hunting gnomes. So gnomes who were all shape-shifters were seen fornicating with their pets in animal form. And party and npc decided to move out of this place fast and didn't even want a miracle domestic pet dog from the gnomes. They couldn't get out fast enough after levelling up.

Then into the next valley which was barren but looked like a canyon had opened and closed in a rubble-filled wasteland. Found friendly tribe w
ith miracle wood wall stockade and were offered delicious gobs of meat to eat.

What meat is it? Oh, that's ground meat we mine.
What? It comes from the flesh of our god the beast beneath, wanna see?
Er sure.

Village in the walls of huts of god bone and god leather tents. Inside a sacred sweat lodge in the centre was a passage to inside the great crack. Here was where ancient gods-ancestors of human tribes arrogantly struck down and imprisoned their sacred behemoth two ages ago. The cult hopes to awaken the behemoth to judge the gods and punish them.

People mined meat from sleeping league long kaiju. Heroes didn't wanna see bum or head end but saw meat chunks hacked out by axe. The tribe used ribs and flesh and sinew for everything and were very welcoming. 

Wanna join us forever your welcome to be one with us?
Oh, yea fascinating we gonna leave now.
Sure you don't want to trade for reptilian mutagenic neural peptide juice?
Yeah, we can hang a bit to try some.

Though halfling abstained. Noticed some older people had od features and apparently some fully transform and flee to the dark hill caves to join their hidden kin. So anyway wizard got cool eye membranes that act like goggles and doesn't need to close eyes or blink. Pterry got a dislocating jaw so he could swallow something size of a cat whole. He seemed fine with calling of reptile kin mutations.

Party moved into the valley of mystery a lush foggy highland moor haunted by signs of recent abandonment by tribes. Nobody knows why or where all went.
Mechanics Wise
Wizard learned written serpent folk script and learned spell of charm undead which is one of those evil necromancers spells your grandma warns you about. Pterodactyl was a great barbarian maniac with lots of awesome plusses stacked up.

Elf can shoot into melee or shoot at point-blank while in hand to hand so only have a bow and a knife and makes arrows on the road. Elf is using my psionics spell list as "mentalist" caster and has bizarre skills for faerie style grifting humans using illusionary disguises, hypnosis and infiltration skills.

My version of halfling class, I had to tone dow
n a bit since my earlier version. Now makes second rank fighters and skirmishers and have best-saving throws and diplomacy. Halfling is a sneaky rock-throwing ninja machine too. Has baking skills which impress everyone they stay with.Pterodactyl abhuman was able to glide when he hit third Lv in session will be able to fly at 6th. First-person who taken advantages to have no penalties with non-proficient weapons so can snatch any weapon found.  Normally abhumans are basicly super barbarians made by ancients for war or by the gods in the begining as animal ancestor guardians. In case of this character his ancient reptilian lore makes him a scholar who can talk to wizards. 
Was funny wizard using growth so 7-foot Pterry grew to 10 foot 6 inches but halfling grew from 4 to 6 foot high. Actually, a giant halfling throwing rocks turned out pretty good.


I'm pretty generous with a level per session if I can now as lucky to get three straight games in a row but seems to be happening and new players as well. I prefer longer campaigns and character commitment but more and more in my recent gaming, my dnd has been a bunch of mini-campaigns. 

I'm making morale lower and animals and people more willing to run away. The urge to live and survive is the ethos of the setting. Skirmishing and fleeing if injured is normal warfare. Fighting to exterminate is rare the domain of evil tribes and cannibals who prefer to attack enemies at their homes. Most decent enemies fight on borders mostly as skirmishers to wound and insult rather than murder. Accidents do happen and some kind of ceremonial trial where the tribe who kill compensate their enemies and things go back to abuse and throwing stuff at long range till blood is drawn is a normal fight. Players did chase and kill fleeing cannibals and kept following till all dead but I guess with cannibals you know you can never just live with them (chaotic evil).  

My oath and gifts system is hilarious alignment-dialled-up-to-11 big fun and player making new character was gonna try live without alignment found self swearing oath to chaos to graffiti lots and deciding wasn't so bad I want more oaths to chaos. Got a magic bow and a fancy bow skill just for becoming a cosmic fanatic to inhuman powers. I had gnomes help produce the magic oath items in play. Normally I assume a temple or a cult would help you get it mostly whatever uses the least of the planar powers own effort. I like the idea of when sufficient level to get a better item the powers just upgrade your old one that is linked to your item. Losing item probably require a quest to recover. If destroyed perform quest to get new one waiting in some terrible place to collect. 

Planning to finish the half-page left of my second rulebook shortly (just recovering fonts) then merge them both into one and set up with hardcover on lulu.

Monday, 10 February 2020

Fetish Charm Magic






































Ruin your game economics with this wonderous lo-fi DIY magic system using proficiency/skill/attribute roll resolutions.

In my games, I have a skill for making fetish objects

A fetish is often a figurine but could be a lump of quartz wrapped in hair or a shrunken head, a magic rune or more. Civilised people might use a paper charm with a wax seal instead. Medallions and jewellery are common, some are worked into designs of a weapon or items or artworks to make reusable charms. Many shatter or break when depleted so some pay 10x more for artwork quality rechargeable ones. Priests will evoke gods or spirits in creation.  Wizard might prefer a charm dedicated to a demon or elemental power. Fetish crafting is more common in tribal or common people and some users in cities might risk the charge of witchcraft. Most villages have someone who can make one or maybe a d3 in a town. Would be the cheapest most common items.

Currently, I have a magic skill called craft fetish but this will become Fetish Lore
Might expand to potions poisons black powder skills too. Candle magic?
Could rune magic just be like this?

My First Fetish Skill by Alignment

Bless fetish if good or lawful
Curse fetish if evil or chaotic

Alarm fetish if neutral or balanced

You may spend further skill slots in additional fetish types to get more fetish skills. It is possible to do this without being a spell caster but it is a magical skill.

Making a fetish requires a material prop object often a tiny figurine or medallion or token or possibly a tool or weapon or clothing. Tattoos could be possible,

Can sacrifice a unit of power in the creation of a condition often to make them last longer
-target or ignore species, alignment, tribe, element or any distinction
-protects only vs one thing like acid, a certain spell, poison so activated less often  

-Wards and conditions specialising against humans and orcs are rare as they are youngest races but elves and humans are developing them in secret
Fetish crafter makes a skill roll to succeed after spending money and time creating object

Fetishes show as magic if detected
Fetishes can be damaged or disarmed like a trap if detected
Thieves can detect and disarm fetishes with lucky charms, magnets, metal discs and crystals in their kits as any trap

You could stack effects of fetishes -  carry a cursed fetish while being hit by the enemy with fetish but cant stack same benefits from two different items.

I could imagine a type of rogue specialising in fetishes and reading scrolls and healing or a monk might be good too. Humanoid leaders and spell casters knowing a few can make a war band more dangerous with preparation. Possibly the effort invested might not help by enough. Having guys watching your wagons making these could be handy. A barbarian warrior might like some of these as a higher level or a dwarf or halfling.

You need other skills in craft or art to make attractive more valuable or rechargeable items.

Fetish Cost and Time

1-4th level First Order Charm 1sp materials often sell for a gp one day
5-8 level Second 
Order Charm 1gp materials often sell for 20-40gp takes two days
11-12 level Third 
Order Charm 20gp material often sell for 100gp takes three days
13-16 level Fourth 
Order Charm 100gp material often sell for 200gp takes four days
17-20 level Fifth 
Order Charm 250gp material often sell for 350-500gp takes 5 days

Rechargeable Fetish Charms

Some have fetishes incorporated into building or item so shaman can just recharge it, costs same time and materials but for the original object must have been made for cost of a standard fetish but x10 the materiel costs.

Besides adding to the economy of one use petty magic and traps the duties of a practitioner might be to recharge fetishes around dungeon and boss guys weapons monthly.  Shamans might have assistants doing nothing but working on fetishes, another on potions etc. Now you can have lots of fetish weapons or shields for players to carry about burdening them. Plus players will be "searching to spot fetishes" every room. Raiders might all have fetish items, guards of all sorts maybe 10% of a factions warriors and most elites have one.

Foes could have fetish crafted swords and get a +3 in the first strike. Or a thief carries a +5 one use dagger and puts poison on it for a special foe. It is cheaper to have 5 +1 fetish than one +5 charm. Lots of +1 sling stones might be handy. Making a one use +1 arrow or sling stone should be far easier than a permanently +1 weapon and this might be where they come from. +1 hit and damage would be two separate projects. Anything made into a fetish has artistic embellishments and looks fancy.

A war fetish carved into a bone arrow or painted sling stone can make a +1 hit and damage one-use magic ammo taking maker 2 days plus 2sp + ammo cost. You could earn a good living making these as a fletcher or make many more normal ones which in war would be more useful. A Sword with a +3 rechargeable blood fetish would be three days to make and cost 1000gp for the fetish crafting and 300 for the sword quality. It could be recharged by some guy in village (lv 9-12) for 100gp in 3 days. So economics on these not as good as spells or traditional magic items in long run but easier to learn.

Could let a commoner drive off a magic beast. A crafted fetish weapon might have three separate +1 fetish charms built in that could be reset in 3 days if shaman not too busy. A fetish maker will be reluctant to recharge a fetish with a condition contrary to their alignment. 


1 Alarm Fetish
-Each 4 Lv of creator gives fetish a 10-foot cube area to protect
-Set minimum size to set off an alarm when created from small, medium or large
-If left to watch area and triggered will either send a whisper to caster or scream one round
-Each activation uses reduces the cube area affected till item has no power
-Conditions include to not react to non-tribe members, non-residents or certain alignments
-Placed on doors, secret doors, chests, treasures, sleeping children

2 Animus Fetish
-Each 4 Lv of creator lets fetish bearer halt HP through blood then loses a use
-Conditions might be to only benefit certain faction or species
-A fetish owner might put in unconscious person's hand to halt their blood loss
-Pendant or a scar or a miniature figurine

3 Bad Fetish
-Calls malignant spirit that activate traps, alarms, levers, buttons, drop, push, grab
-10 foot square trigger per four levels, loses 10 foot square each activation till depleted
-each activation reduces size of the defended area until none left
-Makes traps more discriminating and deadlier but trap experts know the signs
-Could leave with a crossbow or several muskets and fire possibly multiple weapons
-Multiple actions could all be used at once or in sequence like shut door dire bolt
-Day per plus to make and a blood sacrifice a medium creature
-Conditions to react only to a certain faction or ignore a group like the makers


4 Bless Fetish

-Each 4 Lv of creator gives fetish a +1 on a specific stat save or attack roll once
-Conditions include vs certain species (humans) or threat (fire) or alignment (C ot CE)
-Can use all pluses at once or as you please one at a time
-Carried on user to benefit, the standard fetish type



5 Bone Fetish
-Each 4 Lv of creator gives fetish a +1 weapon damage
-Each time you damage a foe weapon loses a plus until all consumed
-Placed on weapons mostly, exhausted very quickly
-Conditions include vs specific alignment or nationality
-Day per plus to make and a blood sacrifice a medium creature


6 Blood Fetish
-Each 4 Lv of creator gives fetish a +1 chance of a critical
-Once damage a foe a use is lost and loses a +1 in effect
-Will let someone with no critical hit chance critical on a natural 20
-Will allow those with a critical hit chance to increase their chances
-Conditions specialised on a certain foe like undead, spiders, reptiles to make the last longer
-Placed on weapons mostly 
-Day per plus to make and a blood sacrifice a medium creature

7 Border Fetish

-When line 20 foot per level is crossed intruders get a wandering monster chance roll
-Each actual encounter reduces the power of fetish by 20 foot
-Mark a line or leave a thread to make, can then hide
-Set with an alarm fetish so increases the chance of a monster

-Condition to nationality, race, tribe, family help it last longer 

8 Curse Fetish

-Each 4 Lv of creator gives fetish a -1 on a specific stat save or attack roll once
-Conditions include effect only non tribe members so they can move object
-Can use all pluses at once or as you please one at a time, set by creator
-left out with treasure or put inside valuables to curse enemies


9 Fertility Fetish
-10 foot radius area per 4 levels increases fertility, growth and lactation in area
-Can use to blight area instead and render enemy impotent; infertile or as a contraceptive
-Cover a garden or person's bed or animals pen increasing natural growth by d20% 
-Condition to effect certain species or person 
-Each year loses 10 foot radius until depleted

10 Flesh Fetish
-extra +1 HP per 5HD, when HP lost fetish shatters into fragments
-Conditions include vs certain attacks like arrows or fire or vs certain species
-a medium creature sacrifice is required

11 Harm Fetish
-Inflicts 1 HP damage per 4 levels on contact once made with a bang and a flash
-Once damage done fetish turns to ash often with a spark flash or cracks and smoke
-Usually left on fancy knickknacks around as a trap that locals warned about
-Used as alignment tester or alarm, on sling stones, can damage melee weapons
-Conditions include 
target species or alignment or type of elemental damage
-Day per plus to make and a blood sacrifice a medium creature 


12 Medicine Fetish
-10-foot cube and heals 1HP per 4 levels on healing from nights rest
-Often burned in a fire, broken or consumed in the rest
-Can use it to make it cause harm instead so all in the area lose HP over a nights rest
-Power is depleted after a single rest, around fetish over 8 hours
-Condition to only heal certain alignment or species
-Often carried by a healer or used assistant in an emergency, candles common


13 Nightmare Fetish
-Each 4 Lv of creator makes 10-foot diameter area
-Everyone trying to rest or sleep has terrible dreams and cannot rest properly
-Each sleeping person in an area saves to rest properly, otherwise wastes 8 hours
-Each successful nightmare reduces the power by 10-foot radius until none
-Conditions often to target non-tribe members or a species or gender or alignment 
-Placed as tests, to keep faithful awake, or make enemies unable to recover curse places

14 Morale Fetish

-10-foot radius area & +1 Morale per 4 levels increases or decreases morale in zone
-Each morale roll affected by fetish loses 10-foot radius until depleted
-Conditions like only effect makers faction or based on species or alignment
-Often placed on banners, thrones, altars, boss rooms, treasury doors, gates


15  Pain Fetish
-Each 4 Lv of creator gives fetish a +1 hit roll
-Each time damages a foe a +1 in lost until all depleted
-Conditions include vs certain foes such as magic creatures, undead, elves, any evil-aligned
-Placed on weapons mostly 

16 Shield Fetish

-Each 4 Lv of creator gives fetish a +1 on AC vs one successful hit
-Once damage get though one use is lost and loses a +1 in effect
-Conditions such as melee or missile only or only vs unseen attackers make last longer
-Placed on armour or shields or items of clothing or jewellery


17 Spirit Fetish
-Each 4 Lv of creator gives fetish a 10 yards area where spirits become visible at night
-they are luminous and transparent as spirits but some can manifest bodies
-
Each spirit revealed in a day reduces the radius by 10 yards until depleted
-Conditions such as reveal only evil spirits or spirits possessing someone or in disguise help make the wards last longer. Common spirits shun attention, some don't care
-Placed on sticks placed around area warded with fetish in middle

18 Target Fetish

-Each 4 Lv of creator gives fetish a +1 to be hit by enemies
-Once damage hurts carrier one use is used and loses a +1 in effect until depleted
-Can include condition such as melee or missile or magic
-Placed on tempting treasures so enemies take them from treasure piles

19 Vermin Fetish
-10-foot radius area per 4 levels attracts or repels vermin as per makers preference
-Vermin include: rats, fleas, weevils, ants, mould, fungi, slime, maggots, flies, worms
-Each month radius drops by 10 foot until depleted
-Plant in enemy food supplies or wells but some creatures might think this is more food
-Condition to molest or protect certain goods or a person 


20 Ward Fetish

-Vs one creature type undead, demon, lycanthrope, mammal, elemental, elves, goblinoids, devils, witches, goblinoids, elves, sylvan, plant, dragon, reptile, bird, amphibian, etc 
-Each 4 Lv of creator protects 10 cubic foot of dwelling or just a doorway
-Each time an undead attempts to cross thresh hold they save or flee for a turn
-Each successful success reduces the power by 10 foot cube until none
-Fetish lasts for a year, some towns make an event to renew them in homes
-Conditions include a specific type of creature of the type to make them last longer


Examples

d12 Common Enemy Fetish (for low to mid-level warriors)

1 +1 Bless charm coin on DEX save one use
2 +1 Bless charm on a leather thong for CON save one use
3 +1 Bless charm on holy symbol for Will save one use
4 +1 Blood charm improved chance of a critical hit by one or 1 in 20 otherwise
5 Ring +1 Bless random stat, charm can be recharged by the creator
6 +1 Bless charm on a ring to hit one use
7 +1 Bless charm on a weapon to hit charm can be recharged by the creator
8 +2 Bless charm on a weapon to hit charm can be recharged by the creator
9 +1 Defence charm on shield or armour  

10 +1 Attack charm on shield or armour
11 +2 Target fetish on a lead wrapped tooth, attracts missile attacks
12 Curse fetish from an enemy -2 on next Wis save

 d12 Dungeon Boss Fancy Fetishes
-sub-boss and level boss=1 dungeon boss or big boss=2 Superbad boss=3
1 Helmet with a +1 defence fetish and fancy brush on top
2 Dagger with a +1 war fetish and poisoned
3 Knuckle duster, silver with +2 war fetish vs magical beings only
4 Woven hair charm wrapped around weapon acts as a +2 blood fetish
5 Fertility charm cursed used as contraception or curse
6 Evil god faced coin +2 Blood or Pain Charm
7 Alarm fetish idol screams to warn if humans in the area
8 Banner with +2 Morale over 20-foot radius for helping boss minions better

9 Medicine fetish +2 to use in emergencies
10 Crown with fertility fetish and Morale fetish of the rechargeable type
11 Fancy Hat has a Bless Fetish +3 for Wis saves 

12 Concealed Knife has +2 Pain 

d20 Common Dungeon Room Fetishes

1 Alarm fetish under floor of room entry screams for a round if passed
2 Alarm fetish on lid of container contact a  local spell caster
3 Medicine fetish cursed and hidden causes anyone resting 8 hours here to lose 2HP
4 Curse fetish -3 on hit roll once, gold leaf coated acorn
5 Charm fetish +1 CHA roll on a coin one use
6 Blood fetish +1 on an arrow head
7 Nightmare Fetish with 20 foot radius, evil idol hidden in recent plaster of wall
8 Undead Ward Fetish with 20 cubic feet covering entrance in a zombie doll
9 Border Fetish made from human leg bones covering a 20 foot line
10 Border Fetish and Alarm fetish form 
painted totem pole ignores ignore locals
11 Vermin ward to repel and protect goods or placed by enemies as sabotaged
12 Fertility Fetish protecting a plant or fungus or a bed or can be reversed to sterilise

13 Morale fetish and Border fetish that might call wandering monsters set vs outsiders
14 Room seems like a good place to hide and secure has a bad medicine fetish and a nightmare fetish making it a bad place to rest. Shutting selves in with deadbolt sends a alarm to fetish crafting boss who can arrive with helpers to barricade party in room
15 Harm fetish in doorstep or door handle explodes of anyone good touches 1hp
16 Bad fetish slams and locks door, then releases gas, first person clutching at door during save gets CON -2 save
17 Fancy carved wooden spoon with a vermin fetish to attract food destroying critters
18 Poisoned trap with curse fetish barb -2 CON save once
19 Trap that inflicts damage like a scythe or deadfall has a bon fetish and does +1 damage
20 Spirit wards in room of carved bones, 20 yard area make stranger spirits visible

suggestions welcome

Monday, 16 December 2019

Concluding Cave Campagn

Will compile this into a book soon. I'm doing adventures in 3fold flyer format starting on patreon soon. Here is everything so far and thanks for all the kind comments and ideas.

Will be focusing on my adventure writing on my patreon for a bit. Hoping to write ten adventures i can have a playtest for some holiday sessions.

Lots of this stuff could be placed in other settings. They could still be forgotten remnants of the past left alone for aeons. Ill be happy with a few sessions of this myself. It doesnt have to be a long campaign.

PDF link here from my patreon for a vol zero of season 10 of my 3fold zines

I'm up for suggestions to blog about at moment.....xmas requests?

Rough Ideas for stone coast 3folds

-Glacial cavern
-Ogress caves
-The stone city
-Serpent temple
-Wrath of the walrus
-Thing from the stars
-The monkey shrine
-Pit of the Worm God
-Obsidian Crown
-Nightmare Portal

Latest
Lost Valleys
Map & Hexcrawl
Tribe Gen
Encounters


Recent
Megalithic Ruins
Stone Age Relics

Sunday, 15 December 2019

d100 Lost Valleys


These are for when you explore the mountains between the coast and the tundra plateau in the north. A broad stretch of mountains, a maze in stone with valleys and things left isolated for millennia. One might become a new home.

Each hex valley will have a d6 exits in random directions so their is unlikely to be a direct line through the mountains and the GM will be be able to grow the map ad hoc.

You could roll on this table several times to produce stranger places.

d10 Lost Valley Feature Types
1 Terrain Features

2 Creatures
Settled tribes
Strange Tribes
5 Remnants of dawn age
6 Cults
7 Mysterious happenings
8 Strange lands
9 Remnants of former peoples
10 Prehuman dreadful ruins

d100 Lost Valleys 1 Crater or crevice of lava, volcanic ash, rock and obsidian deposits
2 Hot springs and calcium deposits, bubbling grottos and boiling mud

3 Deposits of useful materials d4 1=flint 2=ochre 3=coal 4=copper
4 Spectacular fossils of dinosaurs or primitive sea life
5 Quicksand and marshy areas make travel dificult, mosquitoes and disease a problem
6 Tarpits often with trapped screaming megafauna and others attracted to feed
7 Valley is covered in snow drifts, hidden ice crevices, glacial caves and melt water streams
8 A strange magical cloud over the valley and volcanic vents keeps it warm and thick vegetation and animal life from early in creation thrive like giant bugs or dinosaurs
9 Broken rocky slopes of rubble, with vents of foul gas, life here is uncommon mostly bugs
10 Thick fungus overgrows everything and area crawling with bugs and slime creatures
11 Valley thriving with megafauna with few hunters ever disturbing life here

12 A thick ancient haunted forest where faerie folk and tree spirits dwell in secret, shunned by humans
13 Grassy hillocks overun by large burrowing rodents. Curious about visitors 
14 Loose glacial gravel and snowdrifts here but ice worms attack travellers and devour them
15 A ancient clan of elder trolls from the dawn age here, practising their ancient ways. nothing like the insane modern cancerous chaos trolls most familiar with. A few humans live among them and speak for the trolls to humans. These humans have learned elder druid magics. The live in ancient mostly empty spires of a citidel dating back to the dawn age 
16 Carnivorous flightless bats hunt by night in this bushland. By day it seems safe but by night screeching terrors roam about fighting and killing and eating
17 In a great volcanic crevice great dragons come to lay eggs here awaiting the time when they will swarm forth and devout the world. Some tribes come to leave them offerings and worship them as gods
18 Vally of the ogres wher these idiotic drooling beasts hunt and dwell in cliff caves. A clan of ogre magi claim rulership of the valley and all enjoy eating human flesh
19 Giant ants dwell here menacing all life here but some humans have learned to use ant scents to mask their own and hide among them for defence. They at times will manipulate ants to do their bidding
20 This hoorible swamp is full of giant amphibians and snapping turtles and a few black dragons
21 A large campsite area where friendly peoples live and seasonally other peoples come here to trade at certain festivals. The permanent inhabitants are great healers and magicians. Natural salt deposits make people come from far away 
22 Tribe here by a lake with houses on reed rafts live by fishing here
23 Tribe of herders dwelling in tents following their animals to pastures 
24 Tribe here have copper trinkets and weapons, their secrets of metal are kept in a cave where they keep dwarf slaves. They are crippled so they cannot escape and are very bitter about situation
25 Warlike tribes with fearsome appearance dress as monsters and spirits, they are hostile to intruders and remains of enemies are gruesomely displayed on poles in valley entrances
26 A tribe of mighty warriors dwell here with fearsome weapons. While they look like humans they are abhuman barbarians made as soldiers by wizards long ago. They hate all magic now with a passion and burning wizards if their greatest joy
27 A tribe here spend spare time carving statues which they then move and erect to guard the valley. It is unclear what powers the statues have but locals dedication is slowly stripping away all the valley vegetation and erosion is destroying their crops. Some have begun to practice cannibalism
28 Ape folk dwell here and hate humans who they keep as slaves. In their stone city they keep humans as beasts of burden, breeding them like cattle. They forbid humans even talk and cut out tongues of those that do. Not all the ape folk agree with this but they cannot resist the priest or warrior caste who worship the ape ancestor at a ziggurat 
29 Hawk folk riding terror birds rule from a zigarut worshipping a pheonix in a volcano. They devour other tribes and throw some to their god or sacrifice others atop their ziggurus. They use obsidian tipped weapons and clubs, bola and javelins with atlatl 
30 A tribe entirely of wizards dwell here sending expeditions seeking magic formula pictographs from caves and ruins. Their ziggarut is a place where they study their arts and call down elemental beings to serve them31 A horrible tribe live here worshiping the old monster gods and sacrificing strangers to demons32 Pterodactyl folk wizards dwell in a volcano city served by orcs who control human slaves
33
 Troglodyte reptilians dwell here and are hostile to mammals encroaching on their land
34 
Lizard or frog folk dwell in a swamp, occasional ruins are signs of past civilisations
35 
Dark forest filled with stony crevices and cracks into the earth, giant cobwebs form intelligent wizard spiders who record spells on their webs and they enjoy enslaving, eating and sacrificing two legs. Their great queen lives in a ziggurat guarded by huge spiders, a tribe living in valley are their slaves 
36 
A ziggarutt here is being built dedicated to the snake god, serpent folk hybrids rule as priest-kings while humans are slaves
37
 Humanoid tribes battle for supremacy and control of hunting grounds, caves and herds of pigs
38
 A unfriendly tribe live here urge you to go away, in reality they are shapeshifting spirit folk or lycanthropes. Occasionally some might try to join you but will keep their secret
39 
A dwarf community live underground, exposed mineral deposits are common and abandoned mine pits common. Vents from below of smoke are the main sign
40
 Haughty elves live in a walled cliff to keep out monsters and humans. They live as bronze age peoples but will often take human or goblinoid or orc slaves 
40 A tribe of magma folk here worship a volcanic vent they throw victims too. They use obsidian weapons and catch any strangers in the valley for the fire giant god they regard as their ancestor
41 A advanced tribe live in a walled city with goat herds growing barley and chick peas. Their king is a part god with terrible appetites. The population fear him and his lust for their wives and daughters. They fear angering their god but prey their king could somehow be satisfied 

42 A great and terrible monster that ate some gods in the dawn age sleeps here and a local tribe worship is and have burrowed into it's flesh for meat. Overtime the tribe have come to develop characteristics of the monster
43 This rubble strewn valley is covered by bones of giants and dragons from a terrible war with the gods long ago. Wizards and pilgrims come here seeking magical relics and remnants of glyphs on the bones 

44 A great gate decorated with devils is in the mountain, one of the entrances to hell. A tribe of devil worshippers seem friendly to strangers but really that are robbers and murderers. Occasionally a devil walks the land leaving hooves prints in the stone
45 The great beaver spirit long ago built a incredible dam here from a tree that once held up the sky. Beaver folk dwell here now guarding the dam and repairing it using local wood. They have enough water to flood out the lower valleys and lands easily
46 Some battle with the gods and great beasts and giants here long ago left huge footprints and scars in the rock. A gigantic bronze sword here is visited by distant tribes seeking divine metal. A great red lake of blood here attracts monsters and mutants who feed from it
47 The god of death here long ago led an army here then descended into the underworld. Now cults come here to worship at the holy ground. Unread remnants of the army often wander here, thought to be ruled by a necromancer lich from it's ancient tower over a pit to the great underland
48 Long ago the flying palace of a god crashed here from the heavens in a divine war. Shattered ruins and scarred earth remain and some tribes come here to search occasionally finding pretty baubles. Some of the tribes fight over the ruins each claiming them to be their own. Sometimes the dead remains of an angel or giant are found 
49 A huge rotten tree stump hundreds of yards across is here that once touched the sky and was used to reach the heavens and lands in the sky. Now maggot folk burrow through, eating the rotting wood to gain magical power. A great dragon lives among the roots gnawing on them and other beings too including dark elves. Some of the roots bore down to the underland. Locals tell of a great evil that felled the tree that was carried away by the clan of the great beaver spirit
50 The rubble strewn valley has hundreds of huge statues of beings from the dawn age buried waste deep. They were turned to stone by the gods for defying them. Some tribes come to worship them and some hope to restore some to life to be their gods expecting gratitude
51
 A large thriving tribe worship a lion cult and are building a temple. The will trade and are confidant they have numbers to keep away unwanted guests. The tribe even keep pet lions
52 A hunter cult here have a lodge and welcome strangers to pass their tests to join
53 A great artificial hill with a stone temple underneath with a statue of the earth goddess. Priestess here are healers and ensure crop fertility. Visitors must surrender themsleves to the guardian warriors
54 Large carved multi headed air god totem poles are scattered round the valley and tribes folk are skilled at building wooden houses. Tribal champions serving the storm god fight monsters and enemies supported by priesthood
55 Tribe here worship a ruined temple of the death god and they deposit thousands an of animal skeletons here. The cult grow increasingly evil and welcome wizards to their collection of necromatic spells if they join the cult. They sacrifice a few who do not join the cult and dream of raiding surrounding lands to grow the cult and increase sacrifices
56 The people here have rich food plants by their trails and are growing certain crops near their large settlement. Corn dolls and corn dogs decorate area. Their plant god enjoys ritual combat and seasonal sacrifices of animals or people to bring a plant golem to life each year or when enemies trouble them The golem lasts a season but helps the soil, moves rocks and kills enemies. Will trade food if someone fights their champion. The better you do the more food they will trade
57 Folk here worship a fire fertility god. They cremate their dead and dance naked over flames to improve fertility. Every year they burn a great wicker figure with animals and sometimes humans inside.They consider this a blessing and rescuing people earn enemies for life. Even a rescued victim might be angry
58 Ice caves in the hill attract worshippers of a ice godess who if goods are sacrificed to ensures a mild winter and food over the coldest months. If unsatisfied ice devils roal snowfields and scare away game and bring more snow. Other ice monsters even giants are seen. Locals are wary of displeasing the cult and are wary of strangers who might cause problems
59 Bear cult here are a strong tribe who even have a few pet bears the sacrifice one of yearly. They demand visitors give them food to pass the valley and harm no bears
60  Salt deposits with a salty swamp and lake here and a tribe of fish folk hybrid. They worship fish folk in the lake and catch sacrifices and slaves for them
61
 There are remains of hunters camps and stone pictograms here but whoever lives here hides completely and avoid all visitors somehow. By night they attack to drive intruders away with thrown rocks and darts
62 Valley entrances are decorated with skulls and blood covered stones. A wizard school dwell in a cave studying prehistoric glyphs. The wizards keep out intruders with illusions, strange fogs and haunted sounds so they can work undisturbed 
63 Stone barrows and scattered ruins are common here but no signs of long habitation in recent centuries. A vampire dwells here once servant of the bat godess cult now they rule here and travel far for victims every night so visitors are welcome. The vampire by evening might even invite guests into his cave. He is also a necromancer
64 Dryad woods with satyr folk abound and tribes shun it. All kinds of peoples have been enslaved here as love toys of the inhabitants. Thick ancient woods and stone monoliths are common
65 A tribe who moved here accidentally uncovered a graveyard of ancient cursed beings and now the tribe are mostly possessed by evil spirits. Those still free are in hiding while the enslaved dig up an ancient evil temple
66 Wizards lived here and were all killed and burned by barbarians. Their bark books and scrolls were burned also but a few barbarians remain to kill any magicians who might come here seeking lore
67 A great ruined complex here has scraps of exotic metal to be found like copper, lead, gold and iron. A tribe of ape folk keep people away from the shunned ruins
68 Mutant ape folk guard a cave with a elder god within. A pool of protoplasmic slime that spawns abominable creatures is their mindless idiot god. Captives are hurled into the slime and come out mutants
69 Many cave systems under this valley some go into the great depths. Underland tribes trade with surface folk here but such trade is often unwholesome. Slaves for magical food are common. If you seem weak someone will try to take you as slaves. Goblins, orcs and evil demihumans and abhumans mostly. Many caves have ancient lore and small ruins are scattered
70 A ruined city here is shunned by most. Golems walk the streets and repair buildings. Some golems are built into walls and have simple single functions like working as a stove or water pump. The golems don't mind visitors unless they steal or damage anything. A few golems are defective and hostile
71 Strange flesh overgrows the valley and weird hairless creatures dwell here living in passages inside the meat landscape. The area seems to be growing at a alarming rate over a formerly barren stony valley. The folk here use bone and teeth and sinew and do not trust wood or stone or metal. They call their land Xor
72 Giant trees cover the land and tribes live inside them and in branches. Elves, halflings, gnomes, humanoids and beast folk abhuman tribes battle for supremacy. Great dinosaurs roam in between the trees
73 This desolate rubble strewn valley has a dim glow by night and some places make visitors sick. Mutant humanoids dwell here and their cult hate outsiders free of the taint. Many carry glowing stones that make normal people sick. The water and food here is all tainted and most shun this place. A great glowing crater in centre has rubble of some ancient buildings in it
74 A flaming volcanic pit in a cave is really a gate to the plane of fire and many strange fire creatures live here. Strange treasures and ancient ruins of fire cults are here also
75 A sacred pool guarded by nymphs is a gate to the plane of elemental water. Water creatures are common here and cults used to throw sacrifices of treasure and bound victims into the sacred pools
76 A great cavern here holds a gate to the plane of earth and various ruined altars and idols decorate the cave and remains of long forgotten animals are scattered around. Cults used to let blood onto the sacred soil here and strange earth creatures live in the valley
77 A cliff top gate to the elemental plane of air is here and many strange air creatures thrive. Shrines abound in high places and desicated bodies in frames remain from some lost culture
78 A great sinkhole in this valley has thousands of years had animals fall to their deaths here. Long ago necromancer wizards came to make a undead army but never got it to the surface before they all died. The wizards cave has all kinds of spells to deal with dead and if found by evil wizards this place will become the headquarters of an evil wizard death cult
79 A tribe dwell here worship a dragon bringing it sacrifices, and shiny trinkets like crystal, amber, coral and pretty shells. The tribe might trade or might try and capture weak looking visitors. Their village has a great wicker dragon they leave offerings before them. The cult leader visits the dragon for wizard training
80 A mesa top shrine occupied by albino mutant cannibal ape folk is a gate platform connected to several ruined cities across the world. The arts required to operate it are mostly forgotten but wizards could open it with experimentation and study. A few odd creatures live here not normally found in the region
81 A stony plateau with processional lines forming complex patters, on the edges remains of cultivation gone wild and caves with pottery and human heads used in fertility magic
82 Stone monoliths and circles and barrows are commonplace in grassy hills and by streams
83 Ancient stone fish traps, food plants around trails and rubble arranged to drive prey into hunter traps from some past people
84 Cave paintings are common here but people vanished. Some cave art shows that something from deep underground was taking them one by one
85 Long lengths of 
cliffs with rock carved symbols are commonplace, many rocks in region marked with symbols 
86 Mummified bodies exposed on platforms and in cliff niches are common, many are have jewellery and fine tools and weapons but they will awake if angered
87 Crumbling ziggaruts, mostly overgrown and rubble are hidden in forests, some have intact chambers and carved art works of strange creatures and lost gods
88 Remains of shattered buildings, ash and carbonised remains of people slain in great magical fire at the end of the last age
89 Burned remains of villages, torn down walls and filled in wells is all that remains of a past civilisation, a few wild crops remain where soil was not salted
90  Eerie idols and totem poles dedicated to fearsome spirits are left here to ward away visitors, the peoples are long gone but monsters roam the area
91 Valley of ancient tombs of the prehuman monster kings, undead are common

92 Petrified forest with ruins of a reptilian city, with degenerate survivors and dinosaurs 
93 Remnants of a ruined metal city populated by golem servants of ancients, regard humans as vermin or stray animals but many wonders remain intact here
94 A city of stone shaped by magic, towers of prehistoric wizards with cave painting spells and pictograms are to be found but often they are guarded by supernatural beings. Wizards and their servants come here looking for magic lore
95 Blasted lifeless area of volcanic rock and ash with undead tribes and megafauna, rubble remains of building formations and broken idols are common
96 Walled ruined city with statues dedicated to demons and devils, some monsters remain
97 Strange ruins with odd angles and organic form. Great green stone and basalt vaults have wards on doors keeping these elder horrors sealed away. A few of their lesser spawn dwell here and cultist tribes come as pilgrims for forbidden lore
98 Huge ruined buildings where giants dwelled and destroyed by gods in the dawn age, degenerate formarian and hill giants remain
99 Thick jungle grows due to magical stable tropical climate. In a great depression a forbidden city populated by tribes of humanoids and monsters remains. Degenerate serpent folk hybrids send out raiders to brig sacrifices and mates. Forbidden lore here attracts evil wizards, some seek a gate back to the past when monster kings ruled world with black magic
100 A valley filled with chasms, gorges, mesa and canyons. Many have carved relief art and buildings cut into them and many humanois tribes live here. Some ancient people lived here and wizards desperately seek their lost wisdom

Saturday, 14 December 2019

Stone Age Hexcrawl



























So this follows on from my encounters tables and fits in with my random valleys and caves. This will be some tables to help fill every hex you explore with non violent stuff to interact with. Hopefully the party can get their abilities up before taking on dangerous tribes or hunting mammoths.

The coast in winter ices up, beach is covered in chunks of ice washed up and sometimes freezes out to hundreds of yards off shore. Several inlets are frozen over and some people canp on the ice to go fishing. Half the year is dark season where sky is twilight dim and gets fully dark only a few yours a day, it snows lots and white outs are weekly. The rest of the year is warmer and has daylight 16 yours then twilight at night.

Stone Coast

The coast is windswept and stony with rough and freezing water. Most of the beach is stony with cliffs. One section of the coast has a tree filed often frozen over marsh area.

d6 Stony Beaches and coastal cliffs
1 Dead animals washed on beach possibly a feast d4 1=whale 2=dolphins 3=fish 4=seamonster
2 Colony on animals on beach d4 1=seals 2=walrus 3=penguins 4=giant marine iguana

3 Conlony in cliffs d4 1=gulls 2=puffins 3=boobies 4=pterodactyls
4 Goods from sea d4 1=Driftwood 2=pretty shells 3d10 3=seaweed 4=edible jellyfish 
5 Sign of tribe d4 1=shell midden 2=campfire 3=gnawed human bones 4=crude raft or log canoe
6 Coastal cave

d6 Frozen Swamp
1 Crabs or Trilobites or Giant Isopods scuttling on shore for food
2 Pools of young fish and sharks
3 Good lumps of wood
4 Wild pig tracks 1in6 chance cave pigs in area
5 Mosquitoes in area carry sickness
6 Worm riddled wood in mangrove trees good eating

Hills & Mountains
These areas up country are full of isolated valleys and plenty of inhabitants and creatures survive in isolated places.

d6 Hill country

1 Stone carvings
2 Stone monolithic site
3 Campsite with fire pit
4 Ugly tribal wooden fetish

Mineral d4 1=flint 2=obsidian 3=ochre 4=copper
Cave


d6 Valleys

1 Camp site
2 Large herd of game animals in area
3 Lots of small game birds and animals in area
4 Tribal campsite occupied mostly hunters but 1in6 whole extended family

5 Monolithic stones
6 Cave


d6 Mountain Trails

1 Camp site 1in6 with travellers
2 Mountain goats in area
3 Herd of aggressive animals blocks trail and moving
4 Part of trail dangerous d4 1=falling rocks 2=road crumbles 3=crevice to jump 4=slippery
5 Fragment of carved stone or statue from ancients
6 Cave

Forest 

The newer forests have sprung up rapidly and tribes are beginning to utilise them. They fear the darker old woods where faeries and monsters dwell and humans shun.

d6 New Forest
1 Herd of animals grazing area
2 Camp site 1in6 have a person long lost and alone
Tribal campsite occupied mostly hunters but 1in6 whole extended family
4 Carvings in trees of unknown symbols

5 Scary fetish some kind of warning
6 Cave

d6 Old Forest

1 Gigantic fungus and edible mushrooms
2 Stone rock carvings of faerie folk
3 Ancient monoliths often covered in moss
4 Old barrows from some ancient people

5 Ruins of elder civilisation or demihumans
6 Cave

Tundra

The tundra is a seasonal grassland and even in winter animals dig up frozen grass and also eat fungus and lichen. They tend to move about more in large herds moving constantly. In green season animasl spread in small groups and move less. The far northern glacier areas are occasionally explored but done so warily.

d6 Tundra Plains
1 Abandoned camp
2 Hostile predators territory d4 1=cave lions 2=wolves 3=sabretooth 4=dire wolf
3 Huge herd of aggressive mammals
4 Scavengers feasting on dead d4 1=giant vultures 2=cave hyena 3=cave lions 4=cave baboons

5 Tribal family camp with tents and mammoth tusk huts
6 Stones with pictographs 

d6 High Glacier Country

1 Stone monoliths with ancient carvings
2 Barrows where ancients buried
3 Wizard camp, they seek elder lore
4 Non human tribe camp
5 Ancient ruins
6 Ice caves into glaciers

Thursday, 12 December 2019

Tribe Generators




Get your hands off me you damned dirty baboon!

Am doing the whole doubting what im doing on blogger and patreon and some social media at all. If I dont know get feedback for months i slow down. Recent responses have been good on this cave stuff topic. Being getting into reading comics, games, novels and listening to music. My assessment at school been put off by 5 weeks which stops me from working for another month sigh.... Assessor telling me stuff contrary to the assignment which does my head in.

Basic Tribe Generators

d6 Tribal Size
1 Isolated family of 12-25
2-3 Family group with some family ties to other groups
4-5 Family group with allies and other kin groups
6 Part of a megatribe that meet up seasonally with 4d4 families

d12 Racial Stock

1-2 Abhuman
2-7 Human
8-9 Demihuman
10-11 Humanoid
12 Exotic

d12 Abhuman Clans

Abhumans are mostly animal hybrids made by the gods long ago or to be slaves for the monster empire. Some are closer to human. Other types exist such as fish folk, elemental folk, lamprey folk, eel folk, shark folk but these below are the main ones in the campain area. Many of the evil races fled deep into the earth after the age of darkness ended.

1 Ape Folk - mostly chimp or gorilla with orangs in jungles far south or white apes in snow
2 Monkey Folk - playful, mischievous and thieving, various types with tails
3 Baboon Folk - can be aggressive and territorial but also strong families and good parents
4 Cave Folk - these mighty proto humans are stooped, hairy and with thick skulls.They consider humans to be on their territory and edible
5 Barbarians - these were humans bred to be soldiers by monster kingdoms. They are nomadic and hate all who use magic, their weapons are for killing humans not hunting
6 Wolf Folk - these hunting folk howl at the sky and often fight with humans
7 Lion Folk - fierce hunters who mostly avoid humans unless conflict over hunting territory
8 Bear Folk - these compete with humans for food and lairs and often conflict
9 Elk Folk - these guard woodland and wilderness protecting it from humans
10 Bull Folk - these minotaurs are fierce warriors and often man eaters
11 Lizard Folk - ancient civilisation crumbled and many now as crude as humans but some retain relics of past or preserve old technology. Quite alien to humans
12 Snake Folk - ancient civilization, many savage and degenerate but a few retain wizardry

d12 Human Clans

These are the common humans who are in the process of seizing the world since the old monster kings have been vanquished. They are rapidly advancing in territory and technology. Abhumans are often seen as distant kin as are beasts and plants. Humans are developing specialists, most notably users of spells which is giving them an edge. Many other races resent humans rapid change and attempt to master magic and technology.

1 Nomadic hunters constantly on the move never remaining anywhere more than a season often following the great herds wherever they go

2 Hunter clans who seek cave and rock shelters as bases for a territory 
3 Hunter clans who build own shelters moving every year from site to site
4 Sedentary clans who do hunt but build fish traps and encourage plants they enjoy changing local ecology to make life easier
5 Farming clans who gather grains, nuts, acorns, legumes and seeds for making flour and storage and till soil to promote root vegetables
6 Nomads who have domestic animals, usually a herd for milk and meat and often dogs. Goats, deer, pigs most common but some have cattle
7 Settled folk who build huts and keep and breed small animals like turkeys, guineapigs, ground rats, rabbits, hens, ducks and often keep dogs. Encourage and gather foodstuff for their animals
8 Cannibal clan who hunt and eat rival humans and sacrifice them and keep slaves 
9 Mutant clan tainted by elder magic and shunned by others, mostly nomadic or move seasonally and frequently eat things other find disgusting 
10  Druidic clan worshipping nature and using magic and elaborate rote learned lore. Hunter gatherers who build shelters and move seasonally but magic and lore make them superior at finding food. At great seasonal gatherings they work on erecting stone monoliths  
11 Priest clans worshipping the and rediscovering the gods from creation. Build villages and temples and often wooden walls. Their god often dictates their food sources but some livestock farming and hunting
12 WIzard clans serve despotic wizards. They often live in caves or even ruins seeking elder lore for the masters and their students while others gather food. The wizards use magic to destroy enemies which keeps tribe tolerating their despotism. 1in6 are necromancers who often keep zombie ancestors as helpers and tribe members

d12 Demihuman Clans and Humanoid Clans

Demihumans are like humans in many ways but predate them having been made to serve gods in the beginning of the world. Many rebelled with humans against the monsters but humans breed faster and are rapidly progressing to eclipse them all.

1 Hill Dwarf clans with quality stone tools who dig own underground tunnels. Often cultivate fungus and hunt and stay in their hidden lairs. Some are secretly using copper weapons and and stone working tools but keep them hidden from other peoples

2 Morlock clans are a dwarf tribe who enslave and eat other peoples especially humans and elves. Their slaves are cared for but obey their morlock gods and willingly go to slaughter when masters call them
3 Derro are evil dwarves who hate all other races. They practice ritual torture and sacrifice to their demon gods preferring humans as victims. They demoralise rival peoples with poison, magic and psychological warfare while hiding in secret sometimes right under humans in their tunnels
4 Wild elves live as nomads in forests and wild places often spreading trees and aiding animals. They live nomadically and are wary of humans progress while they live in nature and use druidic magic and worship ancestors. Some keep goblin slaves
5 Bright elves were stranded when most of their kin fled to faerieland at the end of the dawn age. They did once live with advanced technology and serve the gods as priests. Over ages this technology has been lost. They often live inside hills in hidden halls with remnants of their past glory. Their craft is very fine but they have forgotten many arts and spend much of their time in religious rites and pleasure. They are dying out and know they are the last of their kind and other peoples seek to enslave and plunder them
6 Dark elves practice forbidden wizardry and live in caves growing mushrooms and domesticating giant spiders, beetles and lizards. They often use undead humans and goblinoid slaves as servants. Rarley come to the surface except to torment or kidnap humans 
7 Wild Gnomes live closely with animal friends often in burrow complexes but some live with beavers or inside large trees. Hidden they live in comfort and peace and might even help humans in secret. Able crafters some willing to trade or teach humans new skills. They use druidic magic 
8 Deep gnomes live in dark caves deep under the earth eating fungus and domesticated rodents and lizards. They use arcane magic and often use golems which their clans use for generations. They also experiment with various metals and are greedy for shiny things. Avoid other races and live in secret 
9 Black gnomes live as wild gnomes but are despicable worshipping evil gods and tormenting and eating humans for pleasure. They particularly like to enslave children who they eat at adulthood 
10 Bush Halflings are ferocious hunters who used pet dogs and live in burrows.  Will eat humans and often have exotic missile weapons. They are hairy all over and have pointed teeth. They often engage in sacrifices and savage rituals
11 Cave Halflings are cave dwelling hunters who live much like humans and will even trade with them but due to their size are wary of trusting big folk. Once they get along with humans they may live near them or among them. Their guerilla fighting style and missile weapons are used to keep their territories but slowly they are diminishing
12 Hill Halflings. Practice simple agriculture and keep goats or pigs and smaller animals. Their clothes and weapons are of fine quality and their burrows are comfortable after generations of improvements and well hidden. Quietly civilised and wary of other races but might trade

d12 Humanoids

Humanoids are kin of faerie folk and demihumans but mostly are savage and worldly. The first goblinoids were bred by elves to wage wars and be a buffer with other races but long ago ran wild. Kobolds are kin of gnomes but went separate ways long ago. Orcs were originally made from dead elves by evil wizards and even desperate elves needing to replace themselves. In the monster age wizards learned to make them from humans and then mud. They revolted and helped end the monster king age of darkness and now they breed true as other races.

1 Kobolds these tiny red skinned humanoids live in burrow colonies often hunting with dogs and scavenging kills from others. Good with traps and stone craft and fire. They breed fast and have double numbers of most tribes. Skirmishing and guerilla tactics make them feared but some find them good slaves and even entertaining pets

Norkers are crude stupid goblinoids with huge overbides and thick sloping heads. They mostly use clubs and throw rocks and bite and hate everyone exept goblins who occasionally they live with
Cave Goblins are black skinned goblins who live deep in the earth and farm fungus. They domesticate bats for milk and mounts. Some are wizards or priests and they have own sophisticated petroglyphs. Often serve dark elves
4 Hill Goblins are green skinned and live in rough terrain in burrows with their pet wolves they ride. They raid others and ravage any other peoples they find weaker than themselves. They often work with orcs as scouts and skirmishers
5 Marsh Goblins are yellow skinned living in swamps and water ways living of fish, frogs and lizards. They practice self mutilation and pierce themselves with bones and teeth. Practice bizarre noisy rituals led by belligerent shaman. Leave hideous fetishes, mutilated enemy corpses on posts and totem poles around their territory. Hostile but cowardly outside their home areas
6 Hobgoblins appear when goblins wage war for several generations and they begin to eat each other. Eventually they become hobgoblins and undergo many changes notably growth in height. They often live among goblin kin but more and more hobgoblin tribes live separately. They are very disciplined and hard working but prone to violent vindictive tantrums if insulted.They often use weapons for war rather than just hunting and work together to exterminate enemies not just skirmish as most peoples do
7 Bugbears are the next stage of goblinoid evolution induced by cannibalism and constant warfare in a community. Singly they are deadly and silent head hunters. As a group they are fearsome warriors. Might live with goblins and serve as champions but whole clans of bugbears are more common now. They like to use strangling cords and weapons of war rather than just hunting. They will negotiate peace for food 
8 Thoul these green skinned goblinoid-troll-ghoul hybrids made by wizards in the time of darkness are in decline due to their inability to breed naturally. Many are joining other humanoid tribes as champions or guards. They use little technology and eat anything. Not bright the see benefits of more advanced peoples but their attempts to copy them fail. Often ally with other local humanoids who respect and fear them
9 Marsh Orcs are red skinned and came from dark and dismal swamps living in stilt houses or reeds, catching fish and using canoes and rafts to move around. Some come out of the swamps to hunt and occasional their swamps dry out and the whole clan moves. Their weapons are often tainted by filth or mild poison
10 Cave Orcs are white skinned albinos and live in deep dark underland caves and come to the surface to raid mostly by night. Many serve dark elves as slave warriors. They will hunt most other races for food. They are bow legged and stooped over from cave living 
11 Hill Orcs are green skinned live in rocky barren areas for protection and raid more affluent surrounding areas. Expert skirmishers and prefer missile attacks. They get along with humans better than most goblinoids and hate elves. They prefer raiding by night and are mostly peaceful by day living in their entrenched semi underground huts
12 Great Orcs are mighty black skinned orcs bred as troops by the monster empire but they too like humans revolted and helped to bun that empire to ashes. They are savage hunters often employing pet wolves or even dire wolves. They constantly wage war against humans and demihumans and are actually more like abhumans (d12 HD) than other orcs and don't mind sunlight. Some serve evil priests and wizards

d12 Exotic

Most of these lie in half size clans and often alone. They are thought of as supernatural

1 Fox Spirit Changeling are mischievous folk who often try to steal and murder and use trickery for a easy kill or theft. If one lives with humans it is often up to some evil plot 

2 Tree Spirit Changeling live mostly as trees but occasionally adopt human form to act as protectors of woodlands and their inanimate tree kin
3 Cat Spirit Changeling are cunning hunters but often curious about humans and will trade with them or live with them
4 Rat Spirit Changelings who lived in ancient cities long ago serving as agents of evil and plague gods
5 Snake Spirit Changeling related to serpent folk who hybridised with humans to survive
6 Hare Spirit Changelings are mischievous tricksters who mostly avoid others especialy meat eaters. They sometimes weave grass huts and are nomadic but might live among humans for protection
7 River Spirit are kin to river gods and swell underwater in service to their greater divine kin. Will protect water purity and might go live humans and explore the surface 
Diabolic Spirit Changeling spawn of devils from hell who served monster empire long ago. Many are evil but some keep their taint hidden and live among humans 
9 Trolls in the dawn age were civilised and magical but most perished long ago or are sleeping deep in the earth. Most remaining are cancerous chaos abominations bred for war long ago but instead spread like a plague. They live in caves and burrows, use no tools and hate fire
10 Ogre are lesser kin of giants and man eaters. They use simple weapons like clubs and rocks and are very dim witted. Some are mutated and a few are smart enough to worship evil gods
11 Giants are man eaters and waged war with the gods and lost in the dawn age. The most advanced giants are hidden in far away places but hill giants are the most common seen today. Use crude weapons and no fire but some will have a pet like a bear or lion or boar. Some young giants pass as human until they grow too huge
12 Tako are octopus faeries originaly from the sea who came to explore the surface. Many stayed living in caves and woods. Most are shy and cowardly but can be friendly and playful. Some worship dark gods, nature or prefer arcane magic. They are very alien and seldom ever seen. They like to live near water, among rocks or thick vegetation to hide. Build crude shelter and use simple tools and still distrust fire

Technology


d6 Technology
1 Simple
2-4 Standard
5 Single exotic
6 At least three exotic

Simple Technology
Most primitive cave folk and many abhumans

fire hardened wood spear, clubs, thrown rocks, stones used as axes, throwing sticks, flint scrapers, no fire (but if find any can keep alive or transport it) no weaving, hunting and gathering, nomadic or find or enhance natural shelters, use log to cross water

Standard Technology

Most common technology for most tribes

flint or obsidian tools, knives, javelins, darts, spears, hafted stone axe, flint fire starter, weaving (rope, baskets, thread, traps, houses), hide tents, simple construction (sticks, mud, stone, mammoth tusks), built stone fish traps, encouraging food plants near homes or paths, canoes and rafts, druidic nature magic

Exotic Technology
Tribes might have a few of these forms of technology if advanced, demihumans are often masters of several of these forms of technology.

short bows, slings, bola, mace, blowpipes, 2-h weapons (spear, axe, maul), atlatl or woomera (with javelin or darts), woven cloth, needles (improved clothing), fish hooks, some copper tools, moving monoliths, pictographic language, stone carving and sculpture, painting, large scale earthworks, some domestic animals (small animals of larger herd animals) and plants, bread and flour, beer, clay pots, shields (wood or whicker), leather armour, simple leather helmets, wheel, granary, building villages or temples or ritual sites, priestly and wizardly magic

Customs
Each tribe has a core alignment.
This can vary within the tribe but leaders and shamans are biggest influences.
To change alignments major changes to the hierachy must occur.

Chaotics are more likely to have loose societies and nomadism and lots of bickering
Law are prone to rigid hierarchies from a leader or assembly of elders
Balanced groups will become more hierachical in a crisis and looser in good times
Good tribes are friendly and look after the welfare of the whole group
Evil societies are cannibalistic, brutal and practice slavery and murder
Nuetral societies look after 
themselves and kin first, outsiders are treated warily

More easy going and less desperate people tend to live equally and will debate issues over communal gatherings like meal times. Age and skill are main sources of authority. When such big decisions are made many submit to wisdom of the assembly of elders and experts. In moments of a great crisis like war or dealing with a monster a great warrior or hunter strongman may be elected as a temporary ruler. Sometimes these rulers don't give up position of authority. In some cultures brute force is the rule all the time but they might consult elders or experts on some manners. Parents are usually obeyed by children. Some tribes prefer one gender. Next stop is kingship....

Adornment

1 Naked as often as possible weather permitting
2 Wear symbol of a sacred totem creature on clothes, skin or jewellery
3 Dress as a sacred totem creature 
4 Always wear special jewellery
5 Tattoos or scarification over body
6 Piercings like rings or bones or lip plugs through flesh
7 Cover selves up as much as possible with clothing or furs
8 Fanciful hair styles that they spend lots of time with
9 Cover themselves in mud or ochre or paint
10 Always wear masks for occasions or in sight of strangers

11 Wear elaborate head dresses or hats
12 Wear certain colours, possibly vary for certain conditions or occasions 

Below is a table of customs but I would consider the racial type first and what sort of tribes you want players to meet. In my setting there are strong brutish tribes using strength with sub normal technology. There are some tribes that will become friends but require careful negotiation and encounters first. Helping a tribe or a tribe member might make surprising friends. A mutual enemy such as a tribe of hyena folk arriving and eating locals might make traditional foes unite.


d10 Customs Types
1 Politics
2 Others
3 Violence
4 Territory
5 Food
6 Children
7 Gender
8 Death
9 Rituals
10 Magic

d100 Tribal Customs

1 Tribe squabble and feud over every decision at group gatherings
2 Tribe defer to wisdom of tribal elders
3 Tribe defer to wisdom of specialists experts and most talented
4 Tribe vote on various decisions
5 Tribe elect a chief in times of trouble until crisis past
6 Tribal chieftain seizes control mostly by violence
7 Tribal chief is inherited
8 Tribe prefer leaders to be male or female
9 Tribe refer to tribal magicians on all kinds of matters
10 Tribal magicians read omens and divination to direct group decisions
11 Tribe regard themselves as the one true people all others are trouble
12 Tribe believe other tribes are monsters who are to be avoided
13 Tribe shun certain peoples for one of their unwholesome customs
14 Tribe will try to trade with others warily but don't mix
15 Tribe will marry outsiders and often seek outsiders as mates
16 Tribe kidnap mates from other peoples
17 Tribe practice slavery to others who are not really like them
18 Tribe are cannibals and others fit for cattle
19 Some tribes recognised as kin and seasonal meetings occur
20 Tribe fears they are small and weak and adopt outsiders
21 Enemy peoples and fights are best avoided
22 Enemy people are to be abused and insulted but avoid fights
23 Enemy people if found will have rocks thrown at them till someone gets hurt then flee
24 Enemy tribes are insulted till a fight breaks our and first injury ends conflict
25 If a enemy is wounded or killed further fighting is avoided with compensation and gifts
26 After a fight tribe will offer to exchange hostages like children to ensure peace
27 Enemies are to be hunted and exterminated preferably by ambush
28 Enemies are to be driven away with repeated skirmishes
29 Enemies are to be robbed at every opportunity for heroic status
30 Enemies are confronted and battled to the death till all dead or they flee
31 Certain areas are forbidden to tribe members or spirits are offended
32 Lands occupied by other lands are best shunned and avoided
33 Scouts are constantly searching for new resources and lands to utilise
34 Certain resources in area belong to tribe and defended (water, caves, ochre)
35 Certain holy places are sacred to tribe and defended or ancestors angered
36 Territories are marked with totems to ward off other tribes and bad spirits
37 Certain areas belonging to another tribe is required for a yearly pilgrimage
38 Another people occupy land considered tribal property causing conflict
39 Other lands considered tribal property are inhabited who disagree
40 Other people must be made to obey the tribe demands or leave area forever
41 A certain animal is important ancestor to the tribe and revered
42 Tribe members have personal or clan totems and certain ones must never marry
43 A certain animal type is shunned and other eating it causes great distress
44 An important ritual food is hard to find and obtaining it gets harder and harder
45 Tribe only mainly eats one type of food they rate above all others
46 Tribe only cook some foods, many are eaten raw or even alive
47 Tribe burn and cook everything for some reason
48 Tribe anoint all food with water before eating it
49 Tribe ritually eats a important drug plant or fungus featured in their religion
50 Tribe shun drug abuse and drinking and scorn those that do
51 Children are initiated with scarification or tattoos when adult
52 Children must survive a quest or ordeal to become adults
53 Children live apart but near adults and older ones look after young in their own tribe
54 Children are raised by whole tribe and all elders are their parents
54 Children are initiated when they marry an elder
55 Children have own taboos for food and where they may travel
56 Unusual or unwanted children are abandoned and left to perish in a bad place
57 Children wear distinctive clothes, decorations and hairstyles until adults
58 Children are tormented by adults dressed as monsters to toughen them up
59 Children are spoiled and play until they are initiated as adults
60 Children have a separate religion or spirits until they are initiated as adults
61 Labour is divided by gender such as hunting or gathering or fighting and childcare
62 Certain tasks and rituals require certain genders and getting it wrong upsets tribe
63 Certain magician types are always certain genders
64 Certain magicians or specialists are considered both genders or no gender
65 Tribal members are assigned or select a gender when initiated
66 Genders live apart and seldom are alone together unless married
67 Genders have own distinct rituals, taboos, dress and even language
68 The tribe treat all genders the same and think it odd to do otherwise
69 Families buy and sell their children for arranged marriages
70 Tribe prefer to marry their close relatives
71 Dead tribe members are ritually cooked and eaten by whole tribe

72 Dead tribe members are mummifies and hidden, but brought out in rituals
73 Tribe has a sacred burial ground they visit seasonally for rituals
74 Parts of the dead are carried about as trinkets or artworks by kin
75 Dead are exposed for a certain holy animal to devour
76 Dead are shunned and not mentioned for several years so they don't return as undead
77 Dead family are consulted via shrines, rituals and dreams and merely changed form
78 Dead are buried in a ancient tomb within a hill or cave used for centuries
79 Dead are cremated and ashes cast into water or wind
80 Dead arise as as labourers or guards, by magic or at certain forbidden locations
81 
Tribe erect monuments like monoliths, totem poles or earthworks at seasonal events
82 The tribe perform elaborate rituals for days before confronting a enemy
83 The tribe have periods of mourning for the dead where they all wail and sob
84 Tribe seasonally spend days dancing to please the spirits and ancestors
85 During certain times tribe must shun from letting blood flow but strangulation is fine

86 Tribe challenge rival tribes to contests of athleticism or magic as part of celebration
87 Tribe play a brutal sport often with captives and might sacrifice winners or losers
88 Tribe obsessed with omens and portents, watching signs in nature at certain festivals
89 Tribe select a scapegoat they attach their sins too then drive them from their lands
90 A tribal specialist absolves all tribe members of sin and impurity in a ceremony
91 Tribe shun all magic as evil and blasphemous, practitioners are killed
92 Tribe fear all magic and rely on own magicians to keep them safe
93 Tribe worship ancestors whose bloodlines often are kin to a sacred beast or spirit
94 Tribe worship nature, plants and animal spirits through druids
95 Tribe worship a great spirit or god through a idol at a sacred site 

96 Tribe only tolerate their own form of magic and shun others
97 Tribal magicians are frauds with no powers but they fear real magicians
98 Tribe have wizard who works in their lair often with an assistant
99 Tribe have necromancer who speaks with dead and enslaves enemy fallen as undead
100 The tribe has multiple magicians of various types for various purposes