Tables

Any and all tables are examples, you can roll on them using d10s or simply picking and choosing or take inspiration from them to craft your own unique scenarios, characters, cults, raiders and Velherak.

Characters

Names d100

d100 Titles Native Names
1-5 Moonsinger Neima
6-10 Boneweaver Noba
11-15 Manyhands Iiassan
16-20 Nightpaw Thera
21-25 Falling Goose t’Suna
26-30 Gnawing Rat Òran
31-35 Nightsrain Oweir’
36-40 Swiftwind Goolar
41-45 Leaping Frog t’Eimor
46-50 Summersbreeze Imori
51-55 Blunt spoon Sabía
56-60 Sharp Tooth Nozo
61-65 Hawkeye Naroul
66-70 Riversong t´Yuuka
71-75 Climbing Bear t´Maru
76-80 Sleeping Aurox Yuron
81-85 Little Acorn Belnaar
86-90 Large Boulder t´Iarno
91-95 Gentle Flame Geiwan
96-100 Fluttering Sparrow Rwnda

Details d100

Feel free to roll multiple features, desires and traits for a single character to add to their depth.

d100 Features Desire Traits
1-5 Tall Gratification Brash
6-10 Short Grace Kind
11-15 Aged Food Quiet
16-20 Young Worship Loud
21-25 Weak Competence Wise
26-30 Brawny Freedom Cunning
31-35 Fast Protection Cowardly
36-40 Beautiful Knowledge Stubborn
41-45 Slender Accomplishment Impatient
46-50 Scrawny Fun Submissive
51-55 Pale Justice Empathetic
56-60 Freckled Family Generous
61-65 Long Face Vengeance Loyal
66-70 Wide Eyes Tranquility Brave
71-75 Rough Skin Carnal Creative
76-80 Scarred Friendship Optimistic
81-85 Cursed Acceptance Pessimistic
86-90 Blessed Status Realistic
91-95 Malformed Loyalty Honest
96-100 Elongated Limbs Order Vain

Environment

Weather

d10 Type Intensity
1-2 Sunny Gentle
3-4 Cloudy Moderate
5-6 Windy Severe
7-8 Rain/Snow Intense
9-10 Foggy Extreme

Seasons

d10 Season of Special Season
1-2 Rain Flood
3-4 Light Drought
5-6 Storms Flame
7-8 Night Silence
9-10 Roll Special Pestilence

Encounters

Scenarios

The people are hungry - its been a sennight since any animal have been seen in the hunting grounds, and the reserves are wearing thin -

d10 Event Quest
1 A birth is taking place under a full moon. New Sacred Embers must be acquired from the Burning Wounds.
2 A child is coming of age. An Ancient must be guided to their final resting place
3 A festival is taking place to ease the passing of seasons. An Offering must be delivered to the god on the mountains.
4 The community is splitting up/coming together for/after the season The community’s Healer requires a rare flower growing in the far north
5 A union between two lovers Prove their worth in solving the riddle of a god
6 The Death of an Ancient A traveller requires guidance to pass through the land
7 Tumbling rocks have blocked a critical mountain path A Wise must venture into the highest peaks to prostrate themselves onto the gods and requires aid.
8 A member of the community has been gravely injured A Strider brings news of a legendary flower growing far beyond the peoples lands which will cure all ailments
9 A Brave has called upon a duel to find the strongest of the people A Wise elder must be found and retrieved for the seasonal festival.
10 The call of harvest has come and the people must pick up tools. A lost relic must be retrieved or the community will face the wrath of their god

Adversity

d10 Troubles Threats Calamities
1 A Child has gone missing in the forest People go missing, and none but the wardens remember them. The world is being forgotten, anything or anyone that is forgotten vanishes.
2 En Elder has become very sick Several more have gone sick, but they live beyond the community. A plague spreads across the land, killing all it touches.
3 Animals are coming down from the mountain, disrupting the area The earth shakes and smoke rises from the mountains A violent eruption destroys a mountain, raining fire and death down upon the land.
4 Animosity has risen between friends. All who feel the rage had been hunting together the day before Rage blinds the people as they attack their loved ones ripping each other apart.
5 The spring of water has become foul and cursed. Once cleansed the sickness it caused still persists. A Sickness spreads grave scars in the population of the region and the very landscape itself
6 All Elders Vanish during the Night The Elder returns from being lost, but are not quite the same as they once were. The Elders are no more than a ravenous god in the flesh of our Elders which now consume the young.
7 Food is being stolen and hunger is spreading Murder has struck the community. A great drought has struck the region, rivers run dry and no rain has fallen in a Moon.
8 Lies are spreading amongst the people A stranger has arrived spouting about the coming doom Falsehoods spread like disease, changing what once was to something new.
9 The Healer will not waken from their slumber A similar dream is being dreamt by the people, and they are beginning to weaken and become dazed. A Misty miasma of sleep falls over the region, all things have fallen asleep and will not awaken.
10 People have become obsessed over the night sky and roam around restlessly until they can see the stars Children speak of whispers in their ears at night, revealing dark secrets. In the quiet sky the stars reign down upon the land

Signs

d10 Omens Hearsay Visions
1 A flock of birds fall dead from the sky. The shadow of an elder has disappeared and they now act strangely. A wolf hunts you through a cragged mountain.
2 Patterns of dead plants occur in the fields around the community. At a hidden pool in the forest, a spirit is granting wishes. Your dead mother speaks to you in riddles.
3 Those once dead have been seen walking again. There is a new tribe arriving from the south. Bloods rains from the skies.
4 Strange markings appear on those who awaken under the full moon. The northern tribes have all but vanished. A whispering god beckons you into the wilds.
5 The lame are healed of their affliction. A stranger is treating the great beasts of their sickness. A friend trapped in a deep crag calls out for help.
6 Seventh Son of a Seventh Son gains a Seventh Son. There is a cave that allows you to speak to the dead. A joyous festival being held by the people.
7 You hear echoing laughter on the westbound winds. There are hidden caverns running below the forest. A long and hard winter looms on the horizon.
8 Fresh fruits and roots reveal stinking rot when opened. A new god and its kin has arrived in the mountains. A shadowed Figure warns you of taking action.
9 Animals have grown vicious and attack the people unprompted. A giant black stone has appeared in the fields beyond the forest. Animals screeching in pain from deep within the mountains.
10 The sun becomes eclipsed by the moon during a communal rite. There is a ancient rock where you can trade memories for gifts. A loved one stands gazing at you with a gaping hole in their torso.

Cult

Worship is what entity or idea that the Cult has embraced

Temple is where the Cult conducts their Ceremonies

Purpose is why the Cult was formed, and is their ultimate goal.

d10 Worship Temples Purpose
1 Dread Gods A Secret Spring atop a Mountain Awaken the Dead
2 Blood Spirits A Dark cave in the Cliffside Ascend to Godhood
3 Arisen Ancestors Hidden in Plain Sight Fulfil the Prophecy
4 Awoken Nightmares An Underground Cavern Enter a new World
5 Unmoving Shadows A Circle of Sacred Stones Change What Was
6 Ravenous Tempests An Islet on a mist-shrouded lake Rapture the World
7 Sleeping Giants The Graveyard of Great Beasts Call upon the Red Rot
8 Serpentine Rebirth A Secret Pit of Fire The Rebirth of a God
9 Unseen A Clearing in the dark forest Rouse the Shadows
10 That which came before Carcass of a Dreaming God Cause Death and Destruction

Raiders

Motivation is what drives the raiders to continue their exile

Hideout is where they hide away after committing atrocities

d10 Motivation Hideout
1 Survival In huts built into towering trees
2 Violence In a hidden Ravine
3 Revenge In a secluded valley
4 Lust In the ruins of an abandoned community
5 Pleasure In the temple of a forgotten god
6 Bloodshed In a dark pit in the earth
7 Wealth In a floating barge on the grand lake
8 Amusement In an occupied settlement they have enslaved
9 Kinship No hideout, the valley and wilds are your playground.
10 Status In the Maw of an dead giant beast

Myths

A creature of Myth may have a certain behaviours. They may also follow laws they must abide, and may be bound to shrines where they can be communed with.

Laws & Behaviour

d10 Laws Behaviour
1 - 2 Cannot pass thresholds without invite Indifferent
3 - 4 Must extinguish all flames Playful
5 - 6 Cannot walk in Light Wicked
7 - 8 Cannot pass running water Mischievous
9 Cannot cause Harm Benevolent
10 Must Consume All Life Malicious

Shrines

d10 Location Form
1 Submerged in a raging river A stone-cut statue
2 In the Community Centre A wood-carved statue
3 At the bottom of a dark crevasse An ornate rock
4 In the nethermost part of the Forest A divine gate
5 By the Cross-paths A giant skull lit from within by fire
6 At the temple of gods An idol illuminated by many candles
7 Hidden under the overgrowth A painted memory stone
8 In the home of an Elder A symbol carved in earth
9 Under the Ancestral Tree A mask symbolising the Velherak
10 At the centre of a lake A construction of bone and wood

The Unbound

Manifestation is what medium they reveal themselves through

Offering is what they may require to be sated

Threshold is where or what they enter the wilds through

d10 Manifestation Offering Threshold
1 Earth Blood The embrace of young lovers / Birth of the Seventh son of a Seventh Son
2 Water Memories The lies of an old man
3 Wind Flesh The reflections of a springs water
4 Thought Legends The corner of a creatures eyes
5 Light Stories The plunge of a thundering waterfall
6 Shadow Relics The edge of an eclipse
7 Plant Loved Ones The rotting flesh of the dead
8 Disease First Born A single grain of sand lying on the beach
9 Flesh Ones Future A crystal hanging from the neck of a young woman
10 Sound Death An ancient stone weathered by wind and heat

The Wise

These are the gods of the land, ancient spirits and other things whose lives stretch far beyond the ordinary.

Shape is what they once were, or the shape they have taken

Purpose is what they still exist for

Throne is where they hold dominion

d10 Shape Purpose Throne
1 Of Wolf Hunt A fog-laden Islet
2 Of Bird Scavenge An eternally sunset valley
3 Of Elk Protect A crag of broken bones and vile echoes
4 Of Insect Build The exact centre of a vast forest
5 Of Man Command The bottom of a forgotten lake
6 Of Snake Gratify A Hilltop drenched in an eternal eclipse
7 Of Fish Reclaim Within a valley of unmoving fog
8 Of Owl Rule In a cave resembling a great maw
9 Of Thought Destroy A majestic glade of fruit filled trees
10 Of Memory Consume The wellspring of the great rivers

The Unseen

These are unseen shadows, spirits and entities that stalk the lands

Presence is how the Unseen make themselves known.

Nascence is how the entity came to be

Hunger is what they crave and work to make happen.

d10 Presence Nascence Hunger
1 Sudden flash of Cold or Heat Through untold deaths it rose Bloodshed
2 Uncontrollable Emotions / Change of heart Through gentle care over ages it came to be Hate
3 Whispers in your Ears Through aeons it came to be Care
4 Flickering Light From a single seed it sprouted Love
5 Moving Shadows Through collective Trauma it grew Peace
6 A Gentle Breeze From repeated use it emerged Novelty
7 Distant Echoing Laughter Through despair it came to be Violence
8 Unseen Touch From the joy of youth it grew Kinship
9 Retching Stench Through rage it made itself known Fear
10 Visions of loved ones It has been here since before the gods Courage

The Accursed

These are accursed entities that have become of a singular though, embodying their obsession.

Obsession is their singular focus and influences their every move

Domain is where their hunting grounds are

Nature is how they embody their Obsession

Deviation is how their curse manifests on them

Lair is where they fester, feed and scheme.

Severity is how clear or extreme the Deviation is.

d10 Obsession Domain Nature
1-2 Hoard Teras - The Earth Patience
3 -4 Ruin Thalassa - The Depths Hunger
5-6 Prey Welkin - The Skies Fury
7-8 Fear Umbrae - The Dark Terror
9-10 Vision Yorah - The Ages Cunning

Fear + Umbrae + Hunger: You awaken in the night to find half of your toes eaten, a strange creature slinks out pf your abode and vanishes, each night it returns for a nibble, only after you sleep, causing great fear and suffering.

d10 Deviation Lair
1 Teeth growing where they should not A deep cave covered in teeth
2 Clinging to life with flesh falling apart An impossibly tall peak
3 Growing features alien to its kin Deep within a retching boiling lake
4 Multitudes of eyes A forest with bleeding trees
5 Ruptures of skin and pus Beneath the very earth
6 Complete loss of hair, teeth and nails Within the nightmares of a child
7 Glowing in the dark A glade captured in eternal night
8 Walks with a body missing all its bones A vast cave hidden within a rotting boar
9 Takes on the likeness of those it encounters A hut in the community
10 Grows to enormous size A hidden place that captures any pray that fall into
d10 Severity
1-2 Hidden
3 -4 Minor
5-6 Subtle
7-8 Clear
9-10 Extreme