Ruins

Result

Ruin Sites

Type

Roll on "Basic Type"

Framework of Inhabitation

Potential Reasons for Hostility
Roll on "Potential Reasons for Hostility"
Why Did They Come Here?
Roll on "Why Did They Come Here?"
Important Inhabitants
Roll on "Important Inhabitants"
Possible Causes for Alliances
Roll on "Possible Causes for Alliances"
Why Are They Staying Here?
Roll on "Why Are They Staying Here?"

Types of Inhabitants

These tables offer general suggestions as to what kind of inhabitants might occupy particular types of sites.

Ancient Sorcerer-King Ruin
Roll on "Ancient Sorcerer-King Ruin"
Alien Arratu
Roll on "Alien Arratu"
Subterranean Deep
Roll on "Subterranean Deep"
Modern Ruin Site
Roll on "Modern Ruin Site"
Trackless Wilderness
Roll on "Trackless Wilderness"

Some Rooms

Roll on "Rooms of Interest"
Roll on "Rooms of Interest"
Roll on "Rooms of Interest"
Roll on "Rooms of Interest"
Roll on "Rooms of Interest"
Roll on "Rooms of Interest"
Roll on "Rooms of Interest"
Roll on "Rooms of Interest"

Subcharts

Basic Type (d6)

d6 Result Site

1

Residential Site:

 Roll d12 on [1:Isolated rural estate of nobility; 2:Massive tenement or slum tower; 3:Compact fortified village; 4:Mazey urban residential block; 5:Ancient arcology or fragment of it; 6:Sprawling slum of shanties and huts; 7:Townhouse of minor gentry; 8:Rural grange with outbuildings; 9:Hidden shelter against calamity; 10:Rubble-wrought makeshift village; 11:Outpost of refugees or recluses; 12:Inhabited natural feature or cave]

2

Military Site:

Roll d12 on [1:Grand fortress of major significance; 2:Remote frontier keep; 3:Isolated watchtower; 4:Military training camp; 5:Half-subterranean entrenchments; 6:Battlefield littered with fortifications; 7:Hidden bunker or strongpoint; 8:Secret operations base; 9:Battered front-line fortress; 10:Gatehouse controlling a vital pass; 11:Military cache or storehouse; 12:Fortified waystation]

3

Production Site:

Roll d12 on [1:Illicit manufactory for illegal goods; 2:Sacred shrine for holy product; 3:Destroyed camp or extraction site; 4:Inexplicable ancient manufactory; 5:Outsider goods production site; 6:Magical production facility; 7:Mine or open pit for excavation; 8:Overgrown ancient plantation; 9:Managed woodland gone feral; 10:Farm for now-feral valuable beasts; 11:Repurposed ancient manufactory; 12:Fishery or salt extraction site]

4

Religious Site:

Roll d12 on [1:Lost pilgrimage destination; 2:Tomb of some mighty ancient; 3:Shrine repurposed for a newer; 4:Inexplicable sacred structure; 5:Outsider fane to an alien god; 6:Pilgrim hospital or waystation; 7:Fortified frontier monastery; 8:Prison-monastery for heretics; 9:Fragment of megastructure temple; 10:Place of some holy trial or test; 11:Prison for a sealed demonic force; 12:Holy archive or relic-fortress]

5

Cultural Site:

Roll d12 on [1:Inscrutable Outsider art structure; 2:Ancient culture’s gathering site; 3:Monument complex to lost glories; 4:Abandoned school or study center; 5:Indoctrination camp or prison; 6:Museum of a lost nation; 7:Library or ancient archive; 8:Resort for nobles at ease; 9:Enormous musical structure; 10:Massive ceremonial structure; 11:Preserved “heritage” village-resort; 12:Taboo site of dark magic]

6

Infrastructure Site:

Roll d12 on [1:Psychic or tech communications site; 2:Canal or aqueduct control center; 3:Reality-stabilizing Working ruin; 4:Massive bridge or tunnel; 5:Ancient power production center; 6:Semi-ruined teleportation node; 7:Subterranean transit tunnels; 8:Weather-control Working ruin; 9:Ancient road through an obstacle; 10:Huge ancient dam; 11:Outsider xenoforming engine; 12:Now-incomprehensible wreckage]

Potential Reasons for Hostility (d12)

d12 Result

1

They raided us and stole our resources

2

They’re from a rival religion

3

Our kinds naturally hate each other

4

They took advantage of us in the past

5

They’re weak and ripe for plunder

6

They broke an alliance in a treacherous way

7

They caused a local disaster or problem

8

Our leader has a personal hatred for them

9

Local resources are insufficient for us both

10

They’re crowding into our territory

11

They tricked us and led us into a disaster

12

They stole a treasure or an important slave

Why Did They Come Here? (d12)

d12 Result

1

Driven here by a terrible monster

2

No one remembers when they first came

3

Forced out of their old home by enemies

4

Sent out as a colony from their parent group

5

Gathered from scattered exiles and outcasts

6

Enlisted to come by a powerful leader

7

Drawn by the prospect of resources or loot

8

Making a cultural or religious pilgrimage

9

Came to fight an enemy that lairs here

10

Sent by visions, prophecy, or oracles

11

It’s a refuge from some pursuing foe

12

To guard something precious here

Important Inhabitants (d6)

d6 Result

1

One major monstrous beast, with the other inhabitants avoiding it or supplicating it

2

One major intelligent leader with their followers, slaves, or associates

3

Roll d4 on [1:2; 2:3; 3:4; 4:5] major inhabitants, at least two of which are hostile to each other

4

A major inhabitant and the remnants of another group or pack they deposed

5

A relatively harmonious group of Roll d4 on [1:2; 2:3; 3:4; 4:5] significant figures

6

No discernible major figures, only a disorganized congery of beasts and beings

Possible Causes for Alliances (d12)

d12 Result

1

We have a shared enemy

2

Our leaders are personal friends

3

We intermarry or have a blood relation

4

We each have goods the other needs

5

Each has skills the other lacks

6

We give protection for a tolerable price

7

We share the defense of the territory

8

We share the same religion

9

We overcame a great peril together

10

We used to be under the same leader

11

We recognize them as our rightful masters

12

We gain a great profit by mutual cooperation

Why Are They Staying Here? (d12)

d12 Result

1

It’s rich in resources useful to them

2

A foe outside threatens them if they leave

3

They’re trying to find something specific here

4

It’s simply always been their home

5

An important member is immobile somehow

6

Some drug or pleasure here has caught them

7

They’ve been enslaved by a power here

8

They’re being paid to do so by someone

9

They haven’t anywhere better to go

10

They’re waiting for someone else to arrive

11

They’re trapped here by something

12

Their leader has a personal reason to stay

Ancient Sorcerer-King Ruin (d12)

d12 Result

1

Altered human servitors of the former owner

2

Magic-forged monstrous beast

3

Adventurers searching for loot

4

Heirs of the last human inhabitants

5

Cult dedicated to a now-dead faith

6

Summoned creature that broke its fetters

7

Magical automaton servitors of the ruler

8

Decorative magic animals gone feral

9

Necromancer and their undead servitors

10

Outsider prisoners gone native here

11

Restless dead of the inhabitants

12

Zealots in service to a long-dead mage

Alien Arratu (d12)

d12 Result

1

Animate and lethal plant life

2

Remnants of the Outsiders who made it

3

Adventurers daring the perilous terrain

4

Human natives trapped here for generations

5

Humanoids adapted to life there

6

Blighted raiders semi-native to the place

7

Automatons built to serve or fight the arratu

8

Outsider ruler still controlling a site within

9

Undead shades of swallowed cities or lands

10

Vicious alien fauna

11

Human cultist-servitors of the Outsiders

12

Explorers searching for a route through

Subterranean Deep (d12)

d12 Result

1

Cruelly Outsider-warped original humans

2

Outsider monster that once ruled here

3

Swarm or pack of scavenger-beasts

4

Blighted intruders that sacked the Deep

5

Outsiders descended from the local lords

6

Degenerate or crazed native humans

7

Outcast surfacers lairing in the Deep

8

Non-human sentients who now live here

9

Undead relics of former inhabitants

10

Still-sane human heirs of the original folk

11

Surfacer colonists forgotten by their kin

12

Automaton servitors now lacking their lord

Modern Ruin Site (d12)

d12 Result

1

Local bandits or highwaymen

2

Cult of some unacceptable god

3

Deposed noble and their retinue

4

Adventurers trying to plunder the place

5

Troops garrisoned there by the local ruler

6

Remnants of the original inhabitants

7

Sorcerer of detestable inclinations

8

Refugees or runaway peasants

9

Vicious local monster lairing here

10

Foreign raiders using it as a base

11

Whatever ruined the place is still here

12

Interlopers with some tie to the original place

Trackless Wilderness (d12)

d12 Result

1

Alpha predator of the area

2

Intelligent monstrous beings

3

Swarms or packs of dangerous beasts

4

Violently reclusive local natives

5

Remnant of a destroyed state

6

Survivors of a displaced ethnic group

7

Demihumans who prefer isolation

8

Bestially savage tribals, perhaps inhuman

9

Expedition from a surrounding nation

10

Prospectors or resource-hunters

11

Spirit or elemental related to the wilderness

12

Sorcerers, cultists, or other solitude-lovers

Rooms of Interest (d6)

d6 Result Example

1

Residential Room (Exemple):

Roll d12 on [1:Dormitory barracks for servants; 2:The owner or ruler’s bedchamber; 3:High-ranking resident bedroom; 4:Latrine or privy; 5:Kennel or beast pen; 6:Prison or slave cages; 7:Meager room for minor servant; 8:Sickroom for patients; 9:Guest chambers for visitors; 10:Kitchen or dining hall; 11:Bathing chamber or washroom; 12:Study or private library]

2

Work Room (Exemple):

Roll d12 on [1:Smithy or forge; 2:Smokehouse or food preparation; 3:Sewing or weaving room; 4:Torture chamber; 5:Healer’s work room; 6:Arcane laboratory; 7:Alchemist’s workshop; 8:Artisan’s work area; 9:Artist’s workroom; 10:Washroom or scullery; 11:Brewery room; 12:Processing room for a raw good]

3

Cultural Room (Exemple):

Roll d12 on [1:Plaza or meeting area; 2:Amphitheater or recital room; 3:Art gallery; 4:Cultural monument; 5:Grave, cemetery, or ossuary; 6:Library or archive; 7:Garden or flowing water feature; 8:Ornately iconographic chamber; 9:Room for a particular cultural rite; 10:Drinking hall; 11:Performance stage or area; 12:Drug den or place of debauchery]

4

Martial Room (Exemple):

Roll d12 on [1:Armory or martial storage; 2:Training area; 3:Barracks for soldiers; 4:Guard post; 5:Parade ground; 6:Commemorative hall; 7:Map or planning room; 8:War machine fabrication or storage; 9:Dueling area; 10:Beast-fighting arena; 11:Strong point or fortification; 12:Gate or fortified entrance]

5

Religious Room (Exemple):

Roll d12 on [1:Private shrine; 2:Altar room; 3:Monastic prayer cell; 4:Ritual chamber; 5:Monument to a deity; 6:Ceremonial bath; 7:Room for a labor holy to the god; 8:Storage for religious equipage; 9:Secured chamber for holy relics; 10:Secret or unofficial chapel; 11:Priest’s private chambers; 12:Public area adorned with icons]

6

Utility Room (Exemple):

Roll d12 on [1:Work materials storage; 2:Pantry or food storage; 3:Storeroom for random detritus; 4:Furnace or boiler room; 5:Exotic ancient power or light room; 6:Pool or water source room; 7:Concealed servant’s passage; 8:Domestic staff head office; 9:Vault for valuables; 10:Secret or unobtrusive entrance; 11:Grand passage or ornate corridor; 12:Barn or fodder storage]