These nobles are (1d6):
- the last scions of a fading dynasty.
- a small and tight-knit crew.
- an extended clan of half-siblings, cousins and adoptees.
- multiple branches at odds over the family money and land.
- an obscure distant cousin and blood relatives who inherited from the main line.
- a recently-elevated fighter & family, trying to act respectable.
Their family head is (1d6):
- a stolid warrior, experienced in war and administration.
- a second son who inherited when his brother died. Possibly mad.
- a disciplinarian grandmother who rules her descendants with an iron fist.
- a scheming uncle, always looking for ways to increase his family's fortunes, and therefore, his.
- a weak-willed figurehead with a cunning spouse whispering evil plans to them.
- a brash and impatient hunter who prefers entertainment over business.
Their realm is mostly (1d6):
- farmland.
- riverland.
- forest.
- rocky.
- marshy.
- mixed (roll twice).
It sometimes suffers from (1d6):
- drought.
- flooding.
- heatwaves.
- freezing winters.
- crop blight.
- plague.
Their income is from (1d6):
- collecting rent.
- investment and moneylending.
- mining on family land.
- timber and sawyering.
- charging tolls on a trade route.
- sources they don't talk about.
A notable family accomplishment is (1d6):
- victory in a historic battle.
- victory in an honour duel.
- ridding the district of a dangerous monster.
- cultivating a new wine grape.
- pacifying a warlike people.
- draining a swamp to create arable land.
A family misfortune is (1d6):
- madness in the bloodline.
- no suitable heirs.
- a rivalry with another noble family.
- a debt to a supernatural creature.
- declining finances.
- a generational curse.
An advantage they have is (1d6):
- an alliance by marriage to a more powerful family.
- a sturdy and well-provisioned keep.
- a busy trade route through their land.
- a local religion which venerates their ancestors.
- a powerful knight sworn to them.
- a wise and loyal advisor.
Their current biggest problem is (1d6):
- unrest among the peasants.
- evil cults gaining a foothold in their territory.
- monsters killing people at night.
- banditry.
- a dismal prophecy.
- omens and portents.
In their lands, adventurers are (1d6):
- expelled.
- barely tolerated.
- watched, but allowed to work.
- ignored for the most part.
- encouraged.
- celebrated.
Click here to randomly generate:
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
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