Silent Legions - Kelipot Generator

Description (more info)

You can find a collection including all of my public charts here: https://chartopia.d12dev.com/collection/2569/

Result

Basic Traits

The size of the realm: Roll on "The Size of the Realm"

The terrain is: Roll on "Terrain"

An element: Roll on "Element"

The element is warped in this way: Roll on "Warped"

The flora is: Roll on "Flora"

The fauna is: Roll on "Fauna"

Inhabitants

Inspiration: Roll on "Inspiration"

Rigidity: Roll on "Rigidity"

Population: Roll on "Population"

Material Technology Level: Roll on "Material Technology Level"

Magical Prevalence: Roll on "Magical Prevalence"

Number of Major Factions: Roll on "Number of Magic Factions"

Ruling Authorities: Roll on "Ruling Authorities"

Values, Desires and Attitudes

Values Prized by the Culture:
1. Roll on "Values Prized by the Culture"
2. Roll on "Values Prized by the Culture"

Desires of the rulers or people: Roll on "Desires"

Attitude toward outsiders: Roll on "Attitude"

Cultural Elements:
1. Roll on "Cultural Element"
2. Roll on "Cultural Element"

Subcharts

The Size of the Realm (d6)

d6 Result

1

Tiny. The Kelipah is a single room, clearing, glade, or pool.

2

Small. The Kelipah is a single structure or building, though it may be a large one.

3

Substantial. The Kelipah is as large as a small town, with multiple interesting features in it.

4

Large. The Kelipah is as vast as a city, dozens of kilometers in diameter if it were reduced to mundane measurements.

5

Region. The Kelipah is the size of a small nation, with multiple communities or concentrations of features.

6

World. The Kelipah is a complete world, though it may not respect the geographic laws of mundane reality.

Terrain (d20)

d20 Result

1

Airless Rock

2

Arid Badland

3

Blasted Waste

4

Desert

5

Endless Sea

6

Forest

7

Glassed-over

8

Icy Waste

9

Island Archipelago

10

Jungle

11

Landless Sky

12

Moorland

13

Mountains

14

Plains

15

River

16

Savannah

17

Swamp

18

Tundra

19

Underwater

20

Volcanic

Element (d20)

d20 Result

1

Caverns

2

Clouds

3

Earth

4

Earthquakes

5

Fog

6

Geysers

7

Hills

8

Lakes

9

Lightning

10

Rain

11

Rivers

12

Seas

13

Seasons

14

Shores

15

Sky

16

Stars

17

Storms

18

Thunder

19

Tides

20

Wind

Warped (d20)

d20 Result

1

Births monsters

2

Comes from strange sources

3

Found where it shouldn't be

4

Ignites in unclean flames

5

Induces a great emotion

6

Induces madness

7

Is a home for dark things

8

Is a road to evil places

9

Is a slow poison

10

Is a strange color

11

Is acidic or noxious

12

Is an ancient ruin remnant

13

Is sentient

14

Issues terrible commands

15

Is made of something strange

16

Is murderously dangerous

17

Punishes those who offend

18

Scours or wounds

19

Serves dark powers

20

Whispers something

Flora (d20)

d20 Result

1

Carnivorous

2

Colonial or hive-like

3

Gelatinous / tentacular

4

Geometric in structure

5

Grows in alien matter

6

Jewel-colored

7

Largely parasitic

8

Like prehistoric cycads

9

Made of strange stuff

10

Mobile

11

Nauseating in hue

12

Sentient to a degree

13

Produces strange drugs

14

Produces strange music

15

Resembles animals

16

Spongy and moss-like

17

Strangely fragrant

18

Symbiotic with animals

19

Vine-like and creeping

20

Violently invasive

Fauna (d20)

d20 Result

1

Avian or feathered

2

Made of strange stuff

3

Cries with human voices

4

Dead but still moving

5

Feeds largely on carrion

6

Ghostly or semi-tangible

7

Insatiably voracious

8

Inscribed with glyphs

9

Insectile or arthropodic

10

Intelligent as humans

11

Made of light or fog

12

Metallic or artificial

13

Warped and tormented

14

Parasitic on each other

15

Piscine or crablike

16

Plotting against humans

17

Reptilian or serpentine

18

Resembles humans

19

Warped in its shape

20

Swarm or hive entities

Inspiration (d12)

d12 Result

1

Ancient Rome or Greece

2

Contemporary native land of the PCs

3

Historical China or Southeast Asia

4

Historical India or subcontinental

5

Historical Japan - Heian, Meiji, Sengoku, etc.

6

Middle East - Islamic, Pre-Islamic, Golden Age, etc.

7

Medieval Africa - Dahomey, Ethiopia, Mali, etc.

8

Medieval continental Europe or Scandinavia

9

Pre-Colonial Polynesia

10

Pre-Columbian New World - Aztecs, Incas, Mayans, etc.

11

Pre-modern tribal of a region of choice

12

Re-roll and Re-roll, stitched together

Rigidity (d4)

d4 Result

1

Frozen. The Kelipah's nature is such that the society can never change, but only be destroyed.

2

Variations. The culture can change in its details, but will always be fundamentally the same society.

3

Changeable. They can change as easily or as painfully as any normal Earth culture.

4

Flux. The culture will inevitably alter in drastic ways.

Population (d8)

d8 Result

1

One household. Or even one person, if they happen to be a sole survivor or an avatar of the Kelipah itself.

2

One clan. A few hundred at the most. If they persist, it's usually because the Kelipah requires them to exist rather than any scientific question of genetic viability.

3

One town. A few thousand, sufficient to make a viable population in a more rational Kelipah.

4

Many towns. A few tens of thousands, whether spread out in numerous towns or clustered in a single city as survivors of a formerly greater population.

5

Many cities. A few hundreds of thousands, sufficient for a small nation or a great feudal domain.

6

A nation. A million or more members of the society.

7

Several nations. Hundreds of millions of people.

8

A world. Billions of these beings are within the Kelipah.

Material Technology Level (d8)

d8 Result

1

Stone Age. The locals are unable even to work metals.

2

Bronze Age. They have metalworking and muscle-powered devices and tools.

3

Renaissance. Complex muscle, wind, and water-powered devices are possible, perhaps with crude firearms.

4

Victorian. Steam power, firearms, and industrial plants are possible for them.

5

Modern. They have equivalents of computers, synthetics, internal combustion, and other modern trappings.

6

Futuristic. Their technology encompasses many of the things we would consider plausible for hard sci-fi.

7

Alien. They have devices that work on logical but unknown principles and perform soft sci-fi miracles.

8

Enigmatic. Their tech is indistinguishable from outright magic, and it may actually be as much.

Magical Prevalence (d6)

d6 Result

1

None. This culture has absolutely no magical tradition, and may be incapable of using it.

2

Lost. This culture may have once had magical arts, but they have since been lost or rendered unusuable. It may be they never had any, but a predecessor culture did.

3

Hidden. Sorcery is deplored and despised, and those who shepherd knowledge of it must hide that fact.

4

Reserved. These people have a magical tradition, but it  is restricted to a specific group - rulers, priests, specially ordained wizards, or some other subgroup.

5

Limited. While there is no cultural bar on the practice of magic, only a limited number of the inhabitants have the talent or interest necessary to pursue the art.

6

Widespread. Most of the culture are either practitioners or participants in magical rituals. Elements of their society are likely strongly colored by their arcane arts.

Number of Magic Factions (d6)

d6 Result

1

One. The culture is unified around one authority.

2

Two, either near-equal or one strong and the other weak.

3

Roll d4+1 groups, each with a largely fixed membership consisting of traditional allies and mutual interest.

4

Roll d4+1 major alliances, each composed of a shifting constellation of groups, castes, or occupations.

5

Clan against clan, where real trust only exists within the scope of extended families, castes, or communities.

6

All against all, where any formal organization is just a thin skin over a seething mass of treachery.

Ruling Authorities (d12)

d12 Result

1

Anarchy. The culture recognizes no authority beyond brute force and immediate convenience. Optionally, they are so cooperative and peaceful as to require no authority.

2

Caste leaders. Members obey the leader of their occupational or birth caste.

3

Clan elders. The heads of extended families work together to arrange affairs.

4

Democracy. Whether direct or in the form of a republic, the culture rules by general consensus.

5

Feudal lordship. A great lord rules through lesser ones.

6

Hive mind. They obey the will of the collective.

7

Magocracy. Sorcerers may rule them, or some other special caste of gifted entities.

8

Monarchy. A strong autarch directly rules the domain.

9

Narrative. The natives obey the theme or narrative of the Kelipah, compelled into fulfilling their destined roles.

10

Oligarchy. A group of powerful nobles, merchants, or other figures of importance make decisions.

11

Subjection. The culture is subjected by a strong power, whether neighbors, dark gods, or uncaring aliens.

12

Theocracy. Priests of the elder gods or adepts of some mystical dream-faith are obeyed.

Values Prized by the Culture (d20)

d20 Result

1

Domination, conquest, and control of others.

2

Envy, despite, and desire to despoil others.

3

Fanaticism for a god, cause, nation, or race.

4

Greed for wealth, power, or dark secrets.

5

Hatred for outsiders, enemies, the weak, or the stronger.

6

Hedonism of the flesh and mind, heedless of the cost.

7

Ignorance, desiring the concealment of certain truths.

8

Obedience even to self-destruction or ruining others.

9

Treachery executed at the most profitable moment.

10

Violence and the delight in bloodshed and war.

11

Beauty in form, art, and creation.

12

Compassion and mercy toward the suffering.

13

Courage in the face of danger or horror.

14

Excellence in whatever role is chosen for a person.

15

Honesty in all things, especially when it costs.

16

Honor and the keeping of promises and duties.

17

Justice and the fair application of laws and rules.

18

Knowledge and enlightenment shared with all.

19

Loyalty to friends, lieges, and those pledged with it.

20

Selflessness and self-sacrifice for noble causes.

Desires (d12)

d12 Result

1

Creation. They want to build something.

2

Expansion. They seek to push into a new region.

3

Knowledge. Some great secret obsesses them.

4

Peace. They desire and end to some terrible conflict.

5

Reform. They wish to renew their corrupt society.

6

Rescue. They want to save themselves or an ally.

7

Restoration. They want to bring back an old glory.

8

Stasis. They want to stop some threatening change.

9

Unity. They want to reunite their fractious people.

10

War. They seek the bloody ruin of a foe.

11

Wealth. They want riches and material wealth.

12

Worship. They seek to glorify their gods or masters.

Attitude (d8)

d8 Result

1

Oblivious. They are unaware that strangers exist, and will respond to outsiders with shock and disbelief.

2

Frightened. Outsiders are fearful emissaries of dark powers or bringers of plague and terror. They are to be shunned and avoided.

3

Hateful. Outsiders are loathsome and foul, to be killed or driven away by the people.

4

Exploitative. Outsiders are useful, to be enslaved, cheated, or tricked into performing dangerous work.

5

Indifferent. Outsiders are of no importance, to be tolerated so long as they do not annoy.

6

Hospitable. Outsiders are to be greeted and allowed courteous participation in the community.

7

Welcoming. Outsiders are wonderful, to be gladly welcomed and provided all reasonable aid.

8

Reverent. Outsiders are holy, the be worshiped as gods.

Cultural Element (d50)

d50 Result

1

Accidents of birth mark people as slaves

2

Polygamy is common to the wealthy

3

All behavior must conform to a certain book

4

Prevalent use of a drug colors their customs

5

Cannibalism is normal for them

6

Rigid castes divide the populace

7

Common infant sacrifice to gods or necessity

8

Ritual tribute to leaders dominates their production

9

Communities are hidden from outsiders

10

Ritually forbidden taboo zones exist in places

11

Crime is punished hideously

12

Rulers are always carried; they never touch earth

13

Dangerous initiation rites for adulthood

14

Scarring or ritual mutilations are common

15

Each community is convinced of their superiority

16

Slavery is integral to their basic survival

17

Atheism is enforced on pain of awful torments

18

Temples are everywhere among them

19

They favor a single type of weapon

20

They are a decayed remnant of a greater past

21

Food is scarce and controlled by the rulers

22

They came from another Kelipah

23

There are harsh sumptuary codes of dress

24

They came originally from Earth

25

Herds of sacred animals wander freely

26

They drove out a remnant race before them

27

Human sacrifice is common

28

Tey favor living on ships or houseboats

29

Impractical, scanty, or elaborate clothing is worn

30

There is a sacred beast they dare not harm

31

Institutional misogyny or misandry is normal

32

They have an inhuman feature

33

Music is a secret vice for them

34

They have been cursed for some old offense

35

Music is vital to them

36

They need an exotic substance to live

37

No money; all trade is barter

38

They prefer underground homes

39

Nomadic customs keep their towns moving

40

They shun or lack writing or written documents

41

Not all children are born human

42

They speak only on certain topics

43

Only the elite may marry

44

They transform with age into something else

45

They make use of oppressed inhuman slaves

46

Unique gender roles exist among them

47

Outcasts have no rights and may be abused at will

48

Veils or masks are worn among non-family

49

Polite lies are always expected in social settings

50

They worship an alien race as gods


Citation
Silent Legions