These steps are provided so that you can create an orc character that is invested in the world and feels like a part of it. It can also help you learn the world.
Step 1: Determine Nation & State
This doesn't represent actual demographics: it is skewed towards adventurers. This means a PC is more likely to be deserters because they're more likely to be travelers, wanderers, adventurers, and mercenaries.
Transplant
A transplant is an orc who's family is from one orcish nation but is currently living in another, for whatever reason. This could be due to being hired on, a turn cloak, laying low, or simply that they align more with the new nation.
Roll twice: the first roll represents your native nation, the second roll is your new nation. If you roll the same or roll "Transplant" again, simply reroll.
Deserters
Additionally, if you're not
Vorhut, there is a 15% chance of being a
Deserter or from a deserter family. This is rolled after you figure what is your native nation.
Step 2: Determine Hometown
Now it's time to figure out where your hometown is.
If you're a Transplant, you gain a -25 to your roll.
|
S.o. Bancs |
Deserter |
Dun's H. |
Free C. |
Freslorf C. |
D.o.t. Highlands |
H. Council |
Jopvi's H. |
D.o.t. Middle Sea |
Stronghold |
1 - 75 |
1 - 20 |
- |
- |
- |
1 - 15 |
1 - 30 |
1 - 20 |
1 - 45 |
Notable Village |
- |
21 - 25 |
- |
- |
- |
16 - 20 |
31 - 45 |
21 - 25 |
46 - 70 |
Small Village |
76 - 90 |
26 - 30 |
1 - 10 |
1 - 50 |
1 - 35 |
21 - 50 |
46 - 80 |
26 - 40 |
71 - 90 |
Isolated Community |
91 - 100 |
31 - 50 |
11 - 25 |
51 - 75 |
36 - 50 |
51 - 80 |
81 - 100 |
41 - 70 |
91 - 100 |
Nomadic |
- |
51 - 100 |
26 - 100 |
76 - 100 |
51 - 100 |
81 - 100 |
- |
71 - 100 |
- |
|
D.o. Nenyo |
New H. |
S.o. Niekernkinn |
Ogyso's H. |
O.o.t. Dragon |
D.o. Sern |
South D. |
T. Others |
Vorhut T. |
Stronghold |
1 - 30 |
1 - 5 |
1 - 100 |
- |
1 - 80 |
1 - 30 |
1 - 25 |
1 - 45 |
- |
Notable Village |
31 - 35 |
6 - 10 |
- |
1 - 75 |
- |
31 - 45 |
- |
46 - 70 |
- |
Small Village |
36 - 40 |
11 - 15 |
- |
76 - 80 |
81 - 85 |
46 - 60 |
- |
71 - 90 |
1 - 45 |
Isolated Community |
41 - 45 |
16 - 20 |
- |
81 - 85 |
86 - 90 |
61 - 65 |
- |
91 - 100 |
46 - 50 |
Nomadic |
46 - 100 |
21 - 100 |
- |
86 - 100 |
91 - 100 |
66 - 100 |
26 - 100 |
- |
51 - 100 |
Definitions
Stronghold
Strongholds are centers of power. Even if they don't have a city surrounding them, they're usually the seat of the regional, if not baronial, if not duchal, power.
Head to the world map and filter down to the Strongholds and find the area your orcish nation controls (either the "Sovereign States" or the "Vassal States" layer). Once there, select a Stronghold that feels right (although, sometimes you'll only have one choice).
Notable Village
Notable villages are the large enough villages that most other people in the Middle Realm will know of it (even if they can't exactly point it out on the map). This could be because it's large and influential or because a notable event occurred in/near it). Sometimes both.
Head to the world map and filter down to the Villages and find the area your orcish nation controls (either the "Sovereign States" or the "Vassal States" layer). Once there, you'll probably have 2 or 3 choices. Pick whichever one feels right.
Small Village
Small villages are villages that don't meet the criteria to be notable.
Head to the world map and find the area your orcish nation controls (either the "Sovereign States" or the "Vassal States" layer). Once there, turn on the "Region Maps" layer.
If you don't see a region map, pick a notable village or Stronghold to be near.
Otherwise, go to the regional map and choose a village that appears on that map but not the world map.
Isolated Community
Isolated Communities are those communities way out in the sticks. It could be as small as a single family living in a fortified farmstead or even just a homesteader's cabin. Some of these communities are ancient, with their buildings built centuries ago.
Head to the world map and find the area your orcish nation controls (either the "Sovereign States" or the "Vassal States" layer). Once there, turn on the "Region Maps" layer.
If you don't see a region map, pick a notable village to be near.
Otherwise, go to the regional map and choose a village that appears on that map but not the world map to be near.
Nomadic
Your family called no single land home. They might be traveling along or with a larger caravan. They might be traveling with the army - after all, there are still wars going on. Depending on when the family become nomadic, they could have a seasonal rotation or be true nomads (True nomads: 25% chance).
Step 3: Determine Social Class
Now you need to determine where you fall in the social order.
Roll (d20) |
Social Class |
Abbreviation |
<=1 |
Lower Lower Class |
LLC |
2 - 3 |
Middle Lower Class |
MLC |
4 - 7 |
Upper Lower Class |
ULC |
8 - 12 |
Lower Middle Class |
LMC |
13 - 17 |
Middle Middle Class |
MMC |
18 - 19 |
Upper Middle Class |
UMC |
>=20 |
Lower Upper Class |
LUC |
Hometown Modifiers |
|
Stronghold |
+1 |
Notable Village |
+0 |
Small Village |
+0 |
Isolated Community |
-3 |
Nomadic |
-5 |
Transplant
If you're a Transplant, gain an additional +3.
Lower Lower Class (LLC)
Slaves, drifters, leppers, outlaws
Middle Lower Class (MLC)
Tinkers, beggars, petty thieves, actors
Upper Lower Class (ULC)
Laborers, mercenaries, soldiers
Lower Middle Class (LMC)
Parish priests, craftsmen, petty merchants
Middle Middle Class (MMC)
Guild merchants, artisans
Upper Middle Class (UMC)
Guild officers, priests, doctors
Lower Upper Class (LUC)
Non-landed nobles, knights, bishops, lawyers
Middle Upper Class (MUC)
Heads of guilds, abbots, counts
Upper Upper Class (UUC)
Dukes, barons, powerful cardinals
Step 4: Determine Childhood Religion
Now it is time to determine the religion you were raised in as a child. This might not be the religion you associate with now but it is the one you're most knowledgable about. Accepting and/or rejecting it would form a part of your character's beliefs.
Find your homeland's column and roll a d100 on each row. If you roll under the percentage, that faith was part of your culture growing up
If a favored sect is noted in parentheses next to the percentage
Rolling under half the percentage results in you being apart of that sect,
Otherwise, you're just part of a local or familial sect.
If there are two or more noted, they'll have percentages, roll for those chances as well
If you get two or more, that means that you're apart of syncretic religion that blends the beliefs of all of them
This includes rolling for sects
If you don't roll any, default to your nation's favored religion
Transplant
If you're a Transplant, roll on your native nation first, then your new nation, then use your native nation's favored religion.
Deserters
If you're a deserter, use your original nation's column and favored religion.
Other Modifiers
Other things might play a part in your family's religion:
If from the Stronghold of Bancs & >=UMC, +25 towards Keys of Gulyas
If from the Freslorf Clans & <=ULC, +50 towards Covenant of the Old Gods
If from South Duchy & <=MMC, +25 towards Covenant of the Old Gods
Step 5: Name
Now is the final step of getting to know your character, which is their given name. These are based on Hungarian names.
You can generate Hungarian names here:
Male
Female
I don't care
Human Monikers
Monikers, for humans, are very common in the Middle Realm but they're very rare among orcs. Even rarer are orcs who actively use monikers given to them, except in the case of the
Szabolck, who are making an effort to integrate into human society.
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