Character Generation - Heritage [30NOV08] c_herit.htm
   
NATIONALITY: 01-20 21 22-39 40-52 53-64 65-74 75-86 87-99 00 = Roll on Birthplace table, 'Special' section
SOCIAL CLASS Melderyn Chybisa Barbarian Kaldor Kanday Orbaal Rethem Tharda  Roll on Birthplace table for Town/Tribe of origin
Nobility 01 01-02 01-02 01 01 01 01 01 (Tharda: Patrician; Barbarian: Chief)
Priestly 02-03 03 03 02 02 02 02 02-03 (Barbarian: Shaman; Melderyn: Mage, 50%)
Military, Urban 04-05 04 - 03-04 03-04 03-07 03 04-06 (Orbaal: Clansman)
Military, Rural 06-11 05-10 - 05-08 05-10 08-17  04-06 07 (Orbaal: Clansman)
Guildsman, Urban 12-16 11-12 - 09-13 11-15 - 07-10 08-12  
Guildsman, Rural 17 13 - 14 16 - 11 13  
Freeman, Urban 18-26 14-16 - 15-22 17-24 18-20 12-20 14-21  
Freeman, Rural 27-40 17-28 - 23-30 25-35 21-27 21-25 22-25  
Serf 41-00 29-98 04-90 31-00 36-00 28-95 26-85 26-83 (Barbarian: Tribesman)
Slave - 99-00 91-00 - - 96-00 86-00 84-00 (Orbaal: Thrall)
                   
CLASS/RACE OCCUPATION(S)
Nobility d100: 01 Title Holder; 02-05 Sheriff/Count/Earl; 06-20 Baron/Lord; 21-55 Knight (enfoeffed); 56-00 Knight-bachelor
Patrician d100: 01 Office Holder; 02-05 Senator; 06-20 Patrician (rich); 21-55 Patrician (average); 56-00 Patrician (poor)
Chief Most tribes are compelled to employ themselves in securing food. Treat as Reeve (Chief Serf, but without a lord).
Priestly GM discretion for sect (Barbarian: Shaman; Melderyn: 50% Mage; Other Pandarian: 25% Mage)
Military, Urban d100: 01-10 Adventurer; 11-50 Mercenary; 51-00 Thardic Republic: Legionaire; Elsewhere: Town Militia. 
Military, Rural 01-85 Yeoman; 86-00 Mercenary. (Clansman?)
Guilded, Urban 01-02 Apothecary; 03-04 Chandler; 05-09 Clothier; 10 Courtesan; 11 Embalmer; 12 Glassworker; 13-16 Harper; 17 Herald; 18-21 Hideworker; 22-24 Innkeeper; 25 Jeweller; 26 Lexigrapher; 27 Lia-Kavair; 28-29 Litigant; 30 Locksmith; 31-32 Mason; 33-38 Mercantyler; 39-51 Metalsmith; 52-61 Miller; 62-65 Ostler; 66-69 Perfumer; 70 Physician; 71 Pilot; 72-76 Potter; 77 Salter; 78-80 Seaman; 81 Wright (cart/ship); 82 Tentmaker; 83 Thespian; 84-85 Weaponcrafter; 86-00 Woodcrafter. 
Guilded, Rural 01-03 Charcoaler; 04-05 Innkeeper; 06-42 Metalsmith; 43-78 Miller; 79-81 Miner; 82-83 Ostler; 84-85 Salter; 86-93 Timberwright; 94-95 Weaponcrafter; 96-00 Woodcrafter. 
Free, Urban 01 Swordmaster; 02-05 Beggar; 06 Cartographer; 07-10 Cook; 11 Executioner; 12-14 Fisherman; 15 Gaoler; 16 Iceman; 17 Tutor; 18-69 Labourer; 70-73 Longshoreman; 74-75 Porter; 76-80 Prostitute; 81-82 Ratter; 83-85 Scribe; 86-92 Servant; 93 Animal Trainer; 94-96 Teamster; 97-98 Thatcher; 99 Toymaker; 00 Jester/Fool.
Free, Rural 01-65 Tenant Farmer (rentpayer); 66 Animal/Bird Trainer/Breeder; 67 Beggar/Fool/Idiot; 68-74 Farm Labourer (small landholder); 75 Fisherman; 76 Iceman; 77-83 Hunter/Trapper/(Poacher); 84 Thatcher (maybe part-time); 85-00 Re-roll twice.
Serf/Tribesman 01-80 Farmer, tied to the land (Barbarian: Hunter); 81-85 Herdsman; 86-95 Unguilded occupation + Farming; 96-97 Dairyworker; 98-99 Domestic Servant (in manor, etc); 00 Reeve (Chief Serf).
Slave/Thrall Slaves may practice any unguilded usual menial occupation - roll as 'Freeman, Rural'.
   
Dwarf 01-08 Armourer; 09-10 Baker; 11-15 Brewer; 16-17 Butcher; 18 Cook; 19-21 Cooper; 22-25 Jeweller; 26-35 Mason; 36-55 Miner; 56-59 Potter; 60-63 Smith (black); 64-65 Tailor; 66-72 Weaponsmith; 73-80 Merchant; 81-82 Thief; 83-97 Soldier; 98-99 Priest; 00 Noble.
Gnome 01-03 Armourer; 04-05 Baker; 06-10 Brewer; 11-12 Butcher; 13 Cook; 14-16 Cooper; 17-18 Entertainer; 19-33 Farmer; 34-48 Herder ; 49-54 Jeweller; 55-58 Mason; 59-60 Miller; 61-65 Miner; 66-69 Potter; 70-73 Smith (black); 74-75 Tailor; 76-78 Weaponsmith; 79-80 Woodworker; 81-88 Merchant; 89-92 Thief; 93-97 Soldier; 98 Priest; 99 Magician; 00 Noble.
Elf 01-05 Cook; 06-20 Entertainer; 21-40 Gardener; 41-50 Herbalist; 51-55 Leatherworker; 56-60 Smith (red); 61-70 Weaver; 71-80 Woodworker; 81-95 Warrior; 96 Priest; 97-99 Magician; 00 Noble.
Halfling 01-03 Baker; 04-05 Brewer; 06 Butcher; 07 Cook; 08 Cooper; 09-69 Farmer; 69-78 Herder; 79-80 Miller; 81-82 Potter; 83 Smith (black); 84 Tailor; 85-88 Weaver; 89 Woodworker; 90-95 Merchant; 96-99 Reeve; 00 Mayor.
   
UN EX RELATION TO CLANHEAD - Nobility (inc. Patrician/Chieftain) use EX (Extended family), others use UN (Unextended).
01-15 01-10 Spouse: If applicable, else treat this result as Offspring.
16-85 11-60 Offspring: Roll twice more, for Sibling Rank and of how many Siblings:
01-30 Eldest; 31-60 2nd eldest; 61-80 3rd eldest; 81-90 4th eldest; 91-95 5th eldest; 96-00 Re-roll, +5 ranks.
01-30 Of #eldest; 31-60 Of #eldest+1; 61-80 Of #eldest+2; 81-90 Of #eldest+3; 91-95 Of #eldest+4; 96-00 Re-roll, +5 ranks.
86-88 61-65 Acknowledged Bastard: Roll again for actual relation to clanhead
89-90 66-70 Unacknowledged Bastard: Roll again for actual relation to clanhead
91-95 71-75 Adopted: (50% chance that character will not know the identity of real parents, or even that he is adopted...). Re-roll for actual birth status and consider present operation to apply to adoptive parents.
96-00 76-80 Orphan: Clanhead is deceased. Roll again to determine former relationship (character may be the clanhead).
  81-87 Grandchild: Roll on this table for father's and own sibling rank.
  88-92 Nephew/Niece: Roll again as necessary.
  93-95 Grandnephew/Grandniece: Roll again as necessary.
  96-00 Distant Relation: GM discretion - a more distant relation than any above (but subtract 20 when rolling for Estrangement).
     
ROLL RELATIONS WITH CLANHEAD - ESTRANGEMENT 
01-05 Favourite: Apple of the clanhead's eye, receives special attention, even over older siblings - perhaps causing jealousy... 
06-40 Popular: Gets on well with most relatives, may receive favours/privileges but should not push his luck.
41-60 Average: No particular advantages or disadvantages; character may live at home, but few will be heart-broken if he does not.
61-90 Unpopular: Clanhead will not talk to him, although other family members may (probably mother, at least). The character will receive no favours and will be discouraged from living at home. Birthright will be given grudgingly, if at all.
91-00 Outcast: Ignored or perhaps even attacked when encountered by other family members.

Birthplace Tables - Non-Humans

Dwarf Gnome Elf Half-Elf Halfling BIRTHPLACE Details
01-40 - - - - Khuzan (central)   
41-50  - - - - West Khuzan  
51-55 - - - - Ironholm   
56-65 - - - - Azadmere   
66-75 - - 01-05 01-05 Haber Keep   
76-85 - - - - White Mountains   
86-90 01-70 - 06-15 06-10 Silver Hills (Dinaria)  
- -  01-70  16-40 - Quendor (ElvenWood)   
- -  71-80  41-50 - High Forest  
- -  81-95  51-55 - Greenheart Forest   
- 71-90  -  - - Stumblehole Leigh   
- 91-95  -  - - Cragside   
- -  -  - 11-80 Shires of Kaldor   
91-00 96-00  96-00  56-00 81-00 Human Lands* * Re-roll on the main (Human) Nation/Birthplace tables

Birthplace Tables - Humans
Characters of a 'Rural' class will be from a village near the indicated town: generate a village name from the Village Names table.

NATION/RACE Town/Tribe Details
MELDERYN   (1% = 1000 or 500?) 
01-10  Cherafir The 'Mages City', capital of the Ancient Kingdom of Melderyn (pop. 10,000?)
11-20  Chyrefal Ducal seat of the Grand-Duke of Elorinar
21  Cosyuh  
22 Cundras  
23-26 Cupeth  
27 Fosumo  
28 Glenoth  
29 Gosus  
30-32 Gythrun  
33-37 Harden  
38-41 Huvos  
42-44 Jetust  
45-46 Jothet  
47-51 Karveth  
52-53 Laket  
54-55 Lyf  
56-57 Menio  
58-59 Moque  
60-64 Nurisel  
65-67 Ontur  
68-69 Parios  
70-72 Parnam  
73 Racyn  
74-76 Ramere  
77-80 Shenap  
81-93 Thay Provincial capital of Elorinar - occupied by Tharda
94-96 Wharo  
97-98 Yael  
99-00 Zuilos  
CHYBISA   (10% = 1000)
01-40 Burzyn tribe   
41-60  Geda tribe  
61-75 Lerenil tribe   
76-00 Onden tribe   
BARBARIAN   (1% = 10,000)
01-05 Adaenum tribe Plains nomads (Totem: antelope (sable))
06-09 Anoa tribe Plains nomads (Totem: impala)
10-12 Bujoc tribe  
13-16 Chelni tribe  
17  Chymak tribe  
18-23  Equani tribe Plains nomads (Totem: pure horse (zebra))
24-27 Gozyda tribe  
28-43 Hodiri tribe  
44-45 Kamaki tribe Plains nomads (Totem: human/tapir (morokanth))
46-47 Kath tribe  
48-55 Kubora tribe Remnants of the people of Koss
56-68  Pagaelin tribe  
69-70 Solori tribe  
71-82 Taelda tribe  
83-91 Tulwyn tribe  
92-98 Urdu tribe Plains nomads (Totem: bison)
99-00 Ymodi tribe Plains nomads (Totem: llama)
KALDOR   (1% = 1000 or 500?)
01-02 Athelren   
03-04  Baseta  
05-06 Bidow  
07-09 Esenor  
10-11 Fisen  
12-17 Gardiren  
18 Getha  
19-20 Heru  
21-22 Hutop  
23 Jedes  
24-31 Kiban  
32-33 Kobing  
34-36 Kolorn  
37-38 Kyg  
39-46 Minarsas  
47-48 Nenda  
49-50 Nubeth  
51-56 Olokand  
57-58 Pendeth  
59-62 Qualdris  
63-67 Querina  
68-70 Semeth  
71-72 Setrew  
73-75  Shebra  
76-77 Sirendel  
78-88 Tashal The 'Jewel in the Crown of Kaldor', capital city of the principality (pop. 11,000?)
89-91 Ternua  
92-93 Tonot  
94-96 Uldien  
97-98 Yeged  
99-00 Zoben  
KANDAY   (1% = 1000)
01-16 Aleath Capital city of Kanday/Corsh Confederacy (pop. 8,000?) (1000/1%)
17-18  Avertu  
19-20  Chison  
21-22 Cuton  
23 Dunir  
24-31 Dyrisa  
32-33 Edino  
34-38 Ewen  
39-40 Findumon  
41 Gimon  
42 Hebon  
43-46 Heroth  
47 Ibonost  
48-51 Imiden  
52-57 Kedis  
58-62 Menekod  
63 Minilaous  
64-66 Ohetis  
67-68 Pinde  
69-72 Quivum  
73-78 Sarkum  
79-85 Selvos  
86-91 Sepire  
92-97 Sumon  
98 Torthan  
99-00 Zerien Ruins 
ORBAAL/ZISHI   (1% = 1000) 
01-02  Aaldem  
03-04 Antir  
05-07 Arathel  
08-09 Arone  
10-11 Asax  
12-13 Daasen  
14-15 Ebein  
16-17 Fjaga  
18-23 Geldeheim The fortress-harbour, capital city of the New Orbaalese Empire
24-25 Gwaeryn  
26-27 Gyfyn  
28-29 Hjael  
30-33 Keiren  
34-35 Kjen  
36-39 Leriel  
40-44 Lorkin  
45-49 Marby  
50-51 Mul  
52-53 Pethwys  
54-55 Pjagel  
56-58 Pled  
59-60 Pyberg  
61-62 Quiam  
63-64 Quimen  
65-67 Sherwyn  
68-69 Shese  
70-71 Shien  
72-75 Tandir  
76-77 Tawheim  
78-79 Teryff  
80-81 Thoen  
82-83 Thrand  
84-85 Thursa  
86-87 Utera  
88-91 Vaagel  
92-93 Vold  
94-95 Wethom  
96-98 Zuden  
99-00 Zynholm  
RETHEM   (1% = 1000 or 250?)
01-02 Arketh  
03-04 Bedenes  
05-07 Bekar  
08-12 Chakta  
13-15 Dasen  
16-22 Golotha Free city, ruled by Hexarchal Council of Evil Churches
23-24 Henwe  
25-27 Hyen  
28-31 Ithiko  
32-35 Ithius  
36-40 Menekai  
41-45 Norienar  
46-49 Omnis  
50-54 Phira  
55-58 Quiso  
59-61 Quste  
62-67 Senun  
68-72 Shostim  
73-79 Techen  
80-85 Themeson  
86-89 Thiri  
90-92 Tormau  
93-94 Weseda  
95-98 Winen  
99-00 Zaza  
THARDA   (1% = 1000 or 500?)
01-03 Bythe  
04-06 Cestor  
07-12 Chenat New capital city of the Thardic Republic (previously named Sparnford)
13-15  Claburg (Clayborough)
16-22 Coranan Ex-capital city, now overrun by warring rebel gangs; Corani provincial capital
23-24 Derten  
25 Dumon  
26-30 Eidru  
31-33 Esuron  
34-36 Firis  
37-38 Floten  
39-42 Fobin  
43-44 Geminost  
45-46 Geshtei  
47-51 Grefod (Greatford)
52-54 Hediro  
55-58 Hibut  
59-61 Imrium  
62-66 Kuseme Eidel provincial capital
67-68 Lilfod (Littleford)
69 Marfeld (Marshfield)
70-72 Moleryn  
73-76 Noru  
77-78 Ostenor  
79-84 Parnan  
85-86 Peden  
87-92 Shiran The 'City of Sins', Shira provincial capital
93-94 Stimos  
95-96 Sutton  
97-98 Telen  
99-00 Wem (Waymeet)
SPECIAL   (10% = 1000)
(01-90) Haber Keep Occupied by Dark Empire
(91-95) Noron  
(96-00) Trobridge