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Shattered World Clans/Tribes/Societies

Roll d% to determine affiliation, choose, or make something up, unless I tell you otherwise. The affiliation can be as loose or as tight as you wish. The “Generally” column just gives you a rough idea of what populates your [proverbial or literal as the case may be] neighborhood. The player is encouraged to invent an interesting background as to the nature of his tribal/clan/societal structure affiliation, and for the structure itself. A clan or tribe can also be a club, secret society, guild, merchant house, and so on.

In several cases, these social structures overlap with character’s family or homeland. In these cases the character’s Clan/Tribe is a tighter affiliation than the homeland or family. For example, in cases where a character is a citizen of a nation such as The Empire, but his Clan/Tribe ends up being Falconhand, he is probably an active member of Falconhand, and his Liege/Patron probably resides within their ranks.

Many of these Clan/Tribe structures overlap or at least have relationships with one another. Additionally, these are largely independent from, but layer with, other types of social structures such as Kingdoms, City-States, Empires, Municipalities, and Fiefdoms. The details of these relationships and benefits/hindrances of any Clan/Tribe should be worked out by Player and DM collaboration of they have not been already.

d%

Dwarf Clan:

(½) Orc Tribe:

Halfling/Gnome Tribe:

Elf Society:

Human/Other Structure:


Generally:

01-03

Sandguts

Pigstikkas

Fatcats

Merchant House

Merchant Guild


Traders/Merchants

04-06

Coalbreath

Mountin’ Eatas

Gematologists

—Reroll—

Miner’s Guild


Miners

07-10

Hammerface

Bloodied Axe

Fighting Cocks

Dragonprinces

Champions of Thalos Nor


Warriors

11-13

Boldershot

Kin Killas

Rams

Scr. WarHawks

Widows’ Templars


Warriors

14-16

Fireguts

Boar Eatas

Fiery Troll

Cav. of Altruuk

Knight’s Guild


Warriors

17-20

—Reroll—

—Reroll—

Puissant Ducks

Xiantiinne

Circle of Incognus


Wizards/Chroniclers

21-23

Stoneshapers

—Reroll—

Shiningsun

Symnuntinne

Falconhand


Wizards

24-26

Redflame

Bloody Eyes

Lucky Strike

Foundation

Flagellants Rift


Priests

27-30

Guzzleflame

Ovaak Bug

Drunk Monkey

Laibbuoda

Green Griffon


Brewers

31-33

Balderk

Black Ice

Goldbrick

Dak’Lael

Thieve’s Guild


Thieves

34-36

Anninn Dorr

Skullsplittas

Triplepockets

Flingsting

Rogue’s Guild


Rogues

37-40

Stonechant

Drumbeatas

WhistlePub

Musicians o/t Wind

Blessed Choir


Bards

41-43

ForgeCore

—Reroll—

NimbleFrog

Amoteppe

Tinkers


Engineers

44-46

Stonefoot

Grozkul

Red Velvet

Purple Pentad

Foundation


Nobility/Royalty

47-50

Dorhumguard

Bloodfang

—Reroll—

Conquerers of Yar

Brognor’s Overlords


Barbarians

51-53

GrimFlame

Stinkinbile

Underburrow

Crysanthus

Ascetics


Pilgrims

54-56

HammerersOfKahtsu

Bone Mountain

Dogs of Limn

Red Corsairs

Black Talon


Mercanaries

57-60

Morbek

GoblinPoop

—Reroll—

Windriders

Manatucket


Nomads

61-63 

Grunuk’s Adept

—Reroll—

Stomehouse

Apt of Hiiattu

Inventors Guild


Inventors

64-66

Warplight

—Reroll—

Stemleaf

Numnullites Arcanus

Black Wind


Sorcerers

67-70

Wheatsow

Ashbringers*

Green Pasture

Raindancers

Farmer’s Guild


Farmers

71-73

The Empire

Bloodied Axe

Thistletwist

Symnul

Corhelland


Nationals

74-76

Morbandorr

Krogg

Meadowhill

Crysänth

Grimlock


Nationals

77-80

Ironspire

Zevulok’s Children

HillyDale

Singnngnusant

Yar


Nationals

81-83

Kagir

Blackfang

SpringDale

Arrulle

Akbarr Nor


Nationals

84-86

Stoneclaw

Blackblood

DiamondDale

Amusanth

Waverton


Nationals

87-90

Redgar

—Reroll—

SunnyDale

Starshine

Finningland


Nationals

91-93

Shingard

Bloodbone

Tarssa

Fiorentinne

Black Angels


Varies

94-96

Bortahngorr

Blood Drinkers

Bimhop Duhr

Cliffjumpers

RogueHeart


Varies

97-00

Flametongue

Wyvernspur

SparrowGrove

Fiorenzanth

Kaarj


Varies

*This tribe does not farm, but actually destroys crops and makes life difficult for other farmers.

[#_CLANTRIBE_FALCONHAND]

Falconhand

A group of human-centric arcane magic users, commanding sizable legions of elite fighting troups. Their heraldry is a white falcon on various backgrounds according to locality, usually with the word “Falconhand” emblazoned beneath it.

The consortium of portal overseers is ostensibly a diverse group, but Falconhand represents 7/12 of its members. There are rumors and whispers of conspiracy, but none dare oppose them. They are powerful and have few to no enemies. They are often the first to defend any portal city from attack or disaster.

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