Showing posts with label generator. Show all posts
Showing posts with label generator. Show all posts

2019/06/13

OSR: Horrible Burgher NPC Generator

Burghers are town-folk; members of the third estate who live and work in towns or cities. Some are richer than any lord. Some are more wretched than any rural peasant. Medieval urban centres were deathtraps. Mortality rates far exceeded birth rates.* Higher wages, greater security, and a greater availability of goods and luxuries drew new arrivals into cities.
*Infant mortality and plagues were the main contributing factors. If you made it to 20 in a city, you were nearly as likely as someone in the country to make it to 50.

Boccaccio, Des cas de nobles hommes et femmes (French version of De Casibus), France c. 1470

1d100 First Name Profession Guild? Demeanour
1 Richard Alchemist
Devout
2 Richard Apothecary
Devout
3 Charles Architect G Devout
4 Charles Banker G Devout
5 Louis Bookbinder G Devout
6 Louis Bureaucrat
Devout
7 Robert Chirurgeon
Devout
8 Robert Clock-maker G Devout
9 William Engineer G Devout
10 William Falconer
Devout
11 John Goldsmith G Stoic
12 John Herbalist
Stoic
13 John Illustrator
Stoic
14 Claude Land-merchant G Stoic
15 Thomas Lawyer
Stoic
16 Adam Poet
Stoic
17 Jean Sea-merchant G Stoic
18 Hugh Spice-merchant G Stoic
19 Joseph Storyteller
Stoic
20 Michael Tax Collector
Stoic
21 Raymond Armourer  G Ruthless
22 Roland Astrologer
Ruthless
23 Matthew Bag-maker G Ruthless
24 Gilles Baker G Ruthless
25 George Barber-Surgeon
Ruthless
26 Greggory Basket-maker G Ruthless
27 Edmund Belt-maker G Pragmatic
28 Phillip Blacksmith G Pragmatic
29 Geoffrey Brewer G Pragmatic
30 Henry Bridle-maker G Pragmatic
31 Gadifer Bronze-caster G Hopeless
32 Oliver Broom-maker G Hopeless
33 Stephen Butcher G Hopeless
34 Andrew Carder G Hopeless
35 Huguet Carpenter G Hopeless
36 Francis Cartwright G Hopeless
37 Peter Chandler G Hopeless
38 James Cheese-maker G Hopeless
39 Gilbert Clerk
Hopeless
40 Arthur Cobbler G Hopeless
41 Jules Cook
Lazy
42 Andre Cooper G Lazy
43 Jerome Copyist
Lazy
44 Guy Debt Collector
Lazy
45 Jacob Dyer G Lazy
46 Isaac Embroiderer
Gluttonous
47 Mark Farrier G Lustful
48 Nicholas Felt-maker G Greedy
49 Victor Fishmonger
Prideful
50 Roman Fletcher G Slothful
51 Alice Furbisher G Wrathful
52 Alice Furrier G Envious
53 Joan Gambler
Incompetent
54 Joan Glassmaker G Blasphemous
55 Agnes Glove-maker G Petty
56 Agnes Goatherd
Ambitious
57 Margery Gongfarmer  G Ambitious
58 Margery Gravedigger
Ambitious
59 Isabel Hat-maker
Ambitious
60 Isabel Inn-keeper G Ambitious
61 Mary Jailer
Ignorant
62 Mary Jeweler G Ignorant
63 Mary Leatherworker G Ignorant
64 Mary Locksmith
Ignorant
65 Margaret Mason G Ignorant
66 Emma Mercer G Diseased
67 Juliana Miller G Diseased
68 Christine Minstrel G Diseased
69 Katherine Miracle Play Actor G Diseased
70 Beatrice Needlemaker G Diseased
71 Elizabeth Lead Servant
Skeptical
72 Ellen Ointment-maker
Skeptical
73 Mary Pack Handler G Skeptical
74 Amice Painter G Skeptical
75 Sibilla Parchment-maker G Skeptical
76 Cecily Pewterer
Frantic
77 Sara Plasterer G Frantic
78 Avice Porter G Frantic
79 Isolda Potter G Frantic
80 Lucy Poultry-keeper
Frantic
81 Mariota Rat Catcher
Frantic
82 Ann Rope-maker G Frantic
83 Annabel Salter G Frantic
84 Anastasia Scullion
Frantic
85 Avelina Sculptor G Frantic
86 Letitia Servant (Domestic)
Surly
87 Agatha Servant (Military)
Surly
88 Eustacia Shipwright G Surly
89 Sabrina Siege Engineer
Surly
90 Susanna Stonecutter G Surly
91 Andrea Swineherd
Surly
92 Anna Tailor G Surly
93 Bianca Tanner G Surly
94 Colette Thatcher G Surly
95 Flo Toll-keeper
Surly
96 Lucia Weaponsmith  G Rebellious
97 Goody Weaver G Rebellious
98 Charity Woodcarver G Rebellious
99 Faith Woodcutter G Rebellious
100 Hope Woolwinder G Rebellious

Generally, membership in a guild was limited to men, but every system has an exception, and the sources sometimes show guildmaster's wives giving wise advice, interfering, supporting, or occasionally wreaking havoc.




1d10 Guild Troubles
1 Supplies of a vital material or resource are running low.
2 The treasurer absconded with the guild's savings.
3 Feud with a rival guild is nearing a bloody climax.
4 Desperate drive to recruit new members.
5 Preparations for an annual procession paralyze guild.
6 Factions within the guild fight for power and control.
7 Disaster cripples both guild members and guild finances.
8 Guild has earned the wrath of local rulers.
9 Rival town seeks to undermine and bankrupt guild.
10 The lower ranks of the guild are in open revolt.
Bible Historiée, France c. 1250

Quotes

Concentration of wealth was moving upward in the 14th century and enlarging the proportion of the poor, while the catastrophes of the century reduced large numbers to misery and want. The poor had remained manageable as long as their minimum subsistence could be maintained by charity, but the situation changed when urban populations were swelled by the flotsam of war and plague and infused by a new aggressiveness in the plague’s wake.

As the masters became richer, the workers sank to the level of day labor, with little prospect of advancement. Membership in the guilds was shut off to the ordinary journeyman and reserved under complicated requirements and fees for sons and relatives of the master class. In many trades, work was farmed out to workers in their homes, often at lower wages to their wives and children, whose employment was forbidden in the guilds. Obligatory religious holidays, which numbered 120 to 150 a year, kept earnings down. Although forbidden to strike and, in some towns, to assemble, workers formed associations of their own to press for higher wages. They had their own dues and treasuries and connections across frontiers through which jobs and lodgings could be secured for members, and which doubtless served as channels of agitation.


[...]

They worked at fixed wages, often below subsistence level, for sixteen to eighteen hours a day, and their wages might be withheld to cover waste or damage to raw materials. The alliance of the Church with the great was plain enough in a bishop’s pastoral letter declaring that spinners could be excommunicated for wasting their wool. Workers could be flogged or imprisoned or suffer removal from the list of employables or have a hand cut off for resistance to employers. Agitators for the right to organize could be hung, and in 1345 ten wool-carders had been put to death on this charge.

-A Distant Mirror, Tuchman



Naturally the merchants, whose rise preceded the coming of industries to Siena, lead the way in the formation of a general society planned to protect their common interests... But the crafts were not slow to follow suit, and presently the masons, carpenters, inn-keepers, barbers, butchers, millers, and other classes of workmen and artisans were organized as arti, with the usual apparatus of constitution, officers, regulations, prohibitions, and fines... Among many excellent regulations which concerned themselves with obtaining for the consumer a full measure and an honest product, were to be found others which, by paralyzing the free activities of the workers, must have caused grave harm. Thus the statues of the wool guild required that only one pieces of cloth be woven at a time, that it be neither longer nor shorter than a certain standard, and that only native wool be put on the looms; and all guilds alike pursued a selfishly exclusive policy, imposing a heavy tax on all candidates for admission, and positively forbidding the exercise of their respective occupation to all but guild members in good standing. Add minute regulations regarding the hours and quantity of labour and the observation of so many church festivals that about one hundred and thirty days of the calendar year were devoted to enforced rest, and we get some idea of the mischievousness of that spirit of over-regulation which characterized both the guilds and the government.


[...]
The proletariat of [the wool] industry, concentrated largely in the quarter of Ovile, numbered several thousands. In the recurrent periods of industrial depression or in time of high bread prices, their condition must have been terrible. That they organized in 1371 and sought redress by violence proves that they were growing desperate; decimated for their pains by a cowardly massacre... they and other workingmen of a too independent leaning were expelled, to the number of four thousand, from the city. This almost ludicrous act of party fury may be taken to mark the end in Siena of capitalistic production on a large scale.

-Siena, Ferdinand Schevill


Other Useful Tables

Horrible Peasant NPC Generator  
1d100 Peasant Grievances  
Horrible Baron NPC Generator
1d100 Baronial Grievances
If you want a more refined sort of person, from a different age, try the Dickensian NPC Generator. If not, try the Table of Camp Followers.

2019/05/15

OSR: Elsewhere Creatures and Elsewhere Rifts

There are three types of teleport spells. The first, the False Teleport, transforms the caster into a cloud of smoke, a tiny insect, or a floating spark. It’s used for short jaunts of 100’ or less. All transformative magic has risks, but the False Teleport’s short duration makes it relatively safe.

The second type, the Reciprocal Teleport, exchanges the caster and an approximately equal mass of air or stone at the destination. Safe range is a few miles. Botched Reciprocal Teleports lead to tales of wizards embedded in stone, split neatly in half, or dropped from great heights.

The third type, the True Teleport, has effectively unlimited range. The caster is “folded Elsewhere”. They vanish with a warp and a thunderclap of displaced air and, almost immediately, unfold at their destination. Sometimes, a little too frequently for comfort, the caster fails to reappear or emerges mangled and torn by unseen forces. Outside of Dread Necromancy, True Teleportation has the greatest number of cautionary tales attached to it. Merely memorizing a teleport spell is risky. A botched fireball might melt your earwax and painfully scorch your sinuses, but an accidentally triggered teleport can launch your prefrontal cortex into the air.


Even worse, creatures from Elsewhere
sometimes slip back into our world.
Aexion

Elsewhere Creatures

# Appearing: □ 1 □ □ 1d6 □ □ □ 2d6. (□ = tempo). Can be all of the same type or all different types.


The HD, Appearance, Voice, Move, and Damage of Elsewhere Creatures varies widely. See the Tables below.


Wants: completely inscrutable. To observe, to devour, to change, to freeze; who can say?

Morality: none detectable.

Intelligence: mechanical.


Move: equivalent to fly normal. 

Morale: 12

 or 1d12 or 2d6.

Elsewhere Creatures come from... Elsewhere. Other worlds, other dimensions, other planes; it’s unclear and a topic of wild speculation among fringe wizards. Classification is nearly impossible. They might be seed pods, angels, exploratory ships, or blind rampaging animals. They don’t obey local physical laws.

Sorry for the images. I usually prefer to post text, but it seems blogger doesn't like my formatting right now. Oh well.
Astronomers Bartholomeus Anglicus, ‘Livre des propriétés des choses’ (‘De proprietatibus rerum’, French translation of Jean Corbechon), Bruges ca. 1470 BnF, Français 134, fol. 169r

Elsewhere Rifts

Elsewhere Rifts are portals to other worlds. They are typically ringed with white fog and octarine sparks. Creatures and objects can pass through a rift, though the world on the other side may be hazardous, toxic, or actively hostile. There’s a rubbery forcefield across a rift. Objects require a little push to enter or exit.



Portals remain stable for  □ 1 hour □ □ 1d6 hours □ □ □ 1d6 days. Exploring the “other side” is possible and occasionally rewarding. It can also strand explorers.


 Read straight across for “sensible” rifts or roll for each column (6x d10s) for more unusual and esoteric worlds.

Igor Vitkovskiy

PDF Version

This post is also available as a fancy PDF. This content (after editing and additional playesting) will appear in Magical Industrial Revolution, but it might be useful right now for your games.
Aexion
I've tried to make a truly alien creature and environment generator that can still be used at the table. I don't expect it to be used every session, so I've tried to make it as compact as possible while still providing plenty of inspiration and flavor.

2017/08/25

Horrible Baron NPC Generator

Other useful articles:
Horrible Peasant NPC Generator
1d100 Peasant Grievances 1d50 Reasons the Peasants are Revolting If you want a more refined sort of person, from a different age, try the Dickensian NPC Generator

The PCs need to pay taxes to someone, and most of the time, that's a baron. Local warlords given legitimacy and power, barons form the lower part of the upper Third Estate. They are supported by scores of local knights, landowners, and other members of the Third Estate, while facing constant pressure from their Count, Duke, or the Monarch directly. Barons have last names based on their barony's name. They are rarely referred to by their first names. This table is designed for a society of male landowners and their male heirs. Adjust as needed for your setting. 



Veteran Soldier, Dimlife


Roll as many times as you need to on each table, ignoring or adapting incompatible results.



First Name Appearance Dress, Style, and Other Information
1 Charles blubber lips keeps a whispering advisor close at hand
2 Charles deep, booming voice new, fur-lined robes
3 Charles languid, calm speech magnificent scarlet robes
4 Charles rolling gait thin, worn robes
5 Charles pig-like nose fashionable boots
6 Louis extraordinarily huge scar always has a trio of priests in the background
7 Louis tufts of irregular hair breeds peerless horses
8 Louis slab-faced drinks and eats constantly
9 Louis extraordinarily crooked nose fingers coated in rings
10 Louis one dense eyebrow long, winding, gold and silver chains
11 Robert half-asleep  incomparable court musicians
12 Robert ragged, patchy facial hair wise court physician
13 Robert extraordinary compressed  terrifying court wizard
14 Robert lazy to a fault accurate court astrologer
15 Robert vein-coated neck rumours of spies and spymasters
16 John wild, tangled hair hunting hawks beyond compare
17 John terrifying laugh unusual hunting hounds
18 John prominent, angular chin well-trained hunting hounds
19 John oddly effeminate unusual creature or monster as a pet/captive
20 John hideous grin and winking eyes hilarious, wise, truth-to-power-speaking jester
21 Claude surprisingly young so-bad-it's-almost-funny jester
22 William permanent grimmace beautiful tapestries
23 Alexis astonishingly old worn, threadbare tapestries
24 Jean irregular, yellow teeth silks from Foreign Parts
25 Rene little goggling eyes trinkets from Foreign Parts
26 Joseph crooked back minor magical item
27 Michael flat, pancake face magic sword or shield
28 Raymond waddling gait an extensive library of 2d6 books
29 Roland prominent mole or boil  dozens of well-trained servants
30 Constant widely set eyes very few, surly servants
31 Gilles missing fingers suspicious, whispering servants
32 George unusually large head  servants clearly chosen for their looks, not competence
33 Ingleram sagging lips silver bowls, cups, and trays
34 Owain flicking tongue, cracked lips life-like wood carvings
35 Phillip squat, short body immaculate hair, skin, and clothes
36 Geoffrey hissing, raspy voice stained, scarred, and well-used clothes
37 Henry stump-fingered half-collapsed manor
38 Gadifer no chin at all large, well-stocked manor
39 Olivier sweats profusely fortified manor
40 Pierre potato-shaped nose sprawling, decrepit manor
41 Yvain smiling, open face manor built on the ruins of an ancient settlement
42 Huguet almost bald spindly lookout tower on a nearby hill
43 Francis vein-coated neck garlands of honour won at tournaments
44 Peter small, tightly pursed mouth  disproportionately large kitchens
45 Luc loose skin religious icons in private chapel
46 Gilbert long, greasy beard a truly ancient family crest or shield
47 Arthur stiff as a board famous local hero buried in crypt
48 Jules thin like a reed indoor plumbing (cold water only)
49 Andre carbuncle many glass windows
50 Jerome furious eyes extensive orchard or personal garden
Plantagenet Family Portrait, Hark, a Vagrant.


Roll a few d50 times, or roll 1d20, 20+1d20 and 40+1d10



Family
1 wife, young and beautiful
2 wife, young, beautiful, and deeply bored
3 wife, haggard and disreputable
4 wife, plain, extremely wise
5 wife, plain, heart of iron, really the one in charge
6 wife, lingering illness, rarely seen
7 wife, secretly a spellcaster
8 wife, very literate, of better stock than her husband
9 wife, cunning and treacherous
10 wife, devout, stoic, and well-educated
11 no wife (widowed, heartbroken)
12 no wife (widowed, too busy or old to bother)
13 no wife (widowed, vengeful)
14 no wife (desires a match to raise his status)
15 no wife (previous marriage annulled)
16 heir, infant, fragile. 1d4 years old.
17 heir, sickly. 1d10 years old.
18 heir, comically stocky. 1d10 years old.
19 heir, sly. 1d10+5 years old.
20 heir, lazy and languid. 1d10+5 years old.
21 heir, idiotic but loved. 1d10+10 years old.
22 heir, uncertain and doubtful. 1d10+10 years old.
23 heir, depraved. 1d10+15 years old.
24 heir, stoic and sensible. 1d10+15 years old.
25 heir, rebellious and covetous. 1d10+15 years old.
26 no heir (recently died)
27 no heir (exiled)
28 no heir (disowned)
29 no heir (died bravely in battle)
30 no heir (died of a terrible illness)
31 heir, infant, 1d4 years old, plus 1d4 other infant children.
32 heir, infant, 1d4 years old, plus 1d4 older female children.
33 heir, infant, 1d4 years old, plus 1d4 older male illegitimate children.
34 heir, infant, 1d4 years old, 2d10 scattered illegitimate children.
35 heir, infant, 1d4 years old, plus 1 much older male illegitimate child.
36 1 female child, studious, 1d10+5 years old.
37 1 female child, spoiled, 1d10+5 years old.
38 1 female child, bored, 1d10+5 years old.
39 1 female child, cruel and malicious, 1d10+10 years old.
40 1 female child, needs to marry, 1d10+15 years old.
41 1d4+1 female children, feuding.
42 1d4+1 female children, painfully religious.
43 1 illegitimate child, raised in the household.
44 1 illegitimate child, nearby but not loved, striking resemblance.
45 1 illegitimate child, scheming furiously, will recruit PCs.
46 1d10 illegitimate children (by reputable mistress)
47 1d10 illegitimate children (by disreputable mistress)
48 2d10 illegitimate children (by anyone, really)
49 2d10+2 squabbling children of all ages and legitimacies. Madness.
50 3d10+2 squabbling children of all ages and legitimacies. Utter disaster.
Battle of Bouvines, Horace Verne

EDIT: Also, this table is very good.