What you need:
- A standard 52-card deck with French suits (♠♥♣♦); remove the jokers and the 2's.
- Dice.
1. Draw cards to make a 7×7 grid; leave centre of grid empty. The rectangle represents the tula, and the dark grey centre is the main settlement, the clan's capital:
2. Terrain the remaining 48 areas according to card suit; face cards mean there is a steading. See tables below:
| Terrain |
|---|
| ♦ plains |
| ♣ woods or swamp |
| ♥ hills |
| ♠ mountains |
| Steadings |
|---|
| Jack: hamlet or stead |
| Queen: temple, shrine, other holy place |
| King: manor or mansion |
| Ace: small town or village |
Choose or draw another card for sub-types, e.g.:
| Second Card Drawn | Settlement Sub-Type | Temple Sub-Type | Manor Sub-Type |
|---|---|---|---|
| ♦ | Sartarite | Orlanthi | Retired Rune Lord/Priest |
| ♣ | Sartarite | Ernaldan | Guildhouse |
| ♥ | Sartarite | other Sartarite | Local Thane |
| ♠ | non-Sartarite (e.g., Sun Domers, Lunar colonists) | pre-Sartarite | Wealthy Landowner |
| Third Card Drawn | other Sartarite Sub-Type | pre-Sartarite Sub-Type |
|---|---|---|
| ♦ | Humakt | True/Dream Dragon |
| ♣ | Issaries | Major Spirit |
| ♥ | Lhankor Mhy | Mysterious otherworldly being |
| ♠ | other | other |
3. Encounters and events. Now, whenever the player characters are travelling throughout the clan territory, random encounters may happen! For each card, roll d20 and compare to card value (Jack = 11, Queen = 12, King = 13, Ace = 14). If the die roll is = card value, look at the encounter on the table below.
Variant: Use a d10 in the light grey area.
| Die | Civilised Encounters Die roll < card value |
Events Die roll = card value |
|---|---|---|
| 1 | Farmers ♦travelling ♣foraging ♥poaching ♠fleeing | |
| 2 | Fishermen ♦working ♣mending nets ♥famished ♠building a dam | |
| 3 | Merchants ♦caravan ♣lost ♥being robbed ♠loaded with silver | Ambush or trap |
| 4 | Initiates ♦preaching ♣looking for help ♥begging ♠on a pilgrimage | Impromptu market |
| 5 | Warriors ♦professional ♣rural militia ♥urban militia ♠press-gang | Freak weather |
| 6 | Orlanthi from Another Clan ♦mercenaries ♣traders ♥transients ♠pilgrims | Blocked roads |
| 7 | Orlanthi from Another Tribe ♦warband ♣migrating ♥raiding ♠hiding | Fire |
| 8 | Non-human ♦Tusk Riders ♣Elves ♥Beast Men ♠Trolls | Flood |
| 9 | Adventurers ♦bruised & beaten ♣hostile ♥friendly ♠richly equipped | Battle |
| 10 | Lunars ♦tax collectors ♣missionaries ♥colonists ♠soldiers | Ghosts |
| 11 | Bandits ♦river raiders ♣on the run ♥hiding ♠carrying plunder | Country fair |
| 12 | Thieves ♦street thugs ♣running from the law ♥spies ♠burglars | Bandit Lair |
| 13 | Sun Domers ♦merchants ♣ambassadors ♥prisoners ♠pilgrims | Siege |
| 14 | Plague |
Feedback and suggestions welcome.


No comments:
Post a Comment