Monday, September 30, 2019

Random Sundaland Culture Generator

One of the inspirations for how I'm creating this setting is the sandbox approach of the OSR movement.

I really want people to feel permission to play around in the setting I'm creating. So here's a set of tables to help you generate your own cultures. The descriptions are deliberately concise to give room for your imagination to fill in the details.

Use a 1d6, 1d10 or 1d20 where appropriate. Role multiple times for several results, leave out what you don't like or what conflicts with something else and leave suggestions for more tables.

In some cases I've created the table so that there is a higher chance of rolling certain options to fit with the Bronze to Classical Age Sword & Sorcery feeling that I'm going for. Some of the combinations should be rare to preserve that feeling. I also default to describing everything in terms of city-states or small kingdoms.

Sometimes you'll get results that don't seem like they should go together but try and come up with a story to justify it. After all, ancient societies had strange customs and beliefs that seem contradictory to our current culture.

1. Cultural Archetype (1d10)

What general archetype does this culture belong to? 
  1. New Born
  2. Nomadic
  3. Civilised
  4. Decadent
  5. Civilised
  6. Enlightened
  7. Nomadic
  8. Enlightened
  9. Decadent
  10. Fallen
New Born: This is a young culture that's unrestrained by too many or overly burdensome cultural traditions. People in this culture often behave and act more authentically, some would say impulsively, compared to older more established cultures. They can be brave and decisive but too naive and trusting. They may also be superstitious and ignorant of the wider world but confident in their ability to survive in multiple environments and under harsh circumstances.

Nomadic: Nomadic cultures have no fixed home so instead place great value on bonds such as familial and clan relationships. As free as they are in their movement, they are constricted in their ability to act outside of their traditions. The see the benefits of coming together in larger family, tribe or clan structures but are weary of the trappings of civilisation which they see as leading to weakness.

Civilised: Civilised cultures enjoy both the benefits and drawbacks of living in cities. The term civilised is not meant as a positive judgement contrasting with uncivilised. It is simply a description for a culture mostly living in urban environments. Living in cities allows greater division of labour and specialisation, as well as being exposed to people from different backgrounds. People from these cultures may struggle to survive outside of urban environments. They can be more cynical and individualistic.

Decadent: Corruption has started to eat away at this culture. The luxury, whether material or spiritual, that previous generations attained is now the seed of their future destruction. The foundations are weakening as the rot sets in. This culture is under no illusion as to the dark motivations and impulses that can drive humanity.

Enlightened: This culture views itself as having attained a special knowledge or wisdom compared to others. While this may indeed be the case they will have blindspots about their own limitations. Arrogance and detachment are also afflictions that can beset this culture.

Fallen: Whether due to inside or outside forces this culture is no longer what it once was. The shackles are off and the ensuing chaos is a violent catalyst for change that will burn brightly and quickly. Their towns and cities crumble and decay and they flee into the wilderness or remain behind in the ruins. Perhaps, once the dust has settled and with enough time they will forget their history and become the parents of a New Born culture.

2. Origin Story (1d6)

What is the origin of this culture, or how did they reach their current state?
  1. A wandering tribe. Now settled?
  2. Trace their lineage to a great fallen kingdom.
  3. The gods revealed special knowledge to the people.
  4. Overthrew their oppressors.
  5. Rose up through their own will and deeds.
  6. Brought here by the gods from somewhere else.
3. Rulers (1d10)

Who are the rulers?
  1. Kings and Queens
  2. Priest Caste
  3. Warrior Caste
  4. Merchant Caste
  5. Kings and Queens
  6. Council of Elders
  7. Scholar Caste
  8. Warrior Caste
  9. Priest Caste
  10. Kings and Queens

4. Main Sources of Income + Things The Culture Wants (1d20, roll twice) 

There is some overlap between what could be a culture's source of wealth and things they want to acquire, so I've combined them in one table. However some of these are only applicable as a source of wealth e.g. Raiding and Conquering. If you roll something non-sensical for 'Wants' just roll again.
  1. Elephants and Ivory.
  2. Jade or Obsidian.
  3. Gold or Silver.
  4. Rare spices.
  5. Tin or Copper.
  6. Salt
  7. Jewels
  8. Oils sourced from nuts, plants or animals such as whales.
  9. Artisanal products.
  10. Special stone types for construction such as granite or marble. 
  11. Agriculture or horticulture produce.
  12. Hides, pelts, furs, feathers.
  13. Captured rare animals.
  14. Spoils from raiding or conquering.
  15. Trading hub, toll road, bridge or ferry.
  16. Receiving tax or tribute from neighbours.
  17. A store of wealth or treasury, but running at a deficit.
  18. Weapons.
  19. Common goods such as pottery or non-spoiling food.
  20. Plant resources for medicine or textiles.

5. Motivation (1d6)

What is the general motivation of this culture?
  1. Conquer and dominate.
  2. Facilitate commerce and generate wealth.
  3. Attain spiritual goals or spread their religion.
  4. Develop knowledge and science.
  5. Cultural domination through art, peace and harmony.
  6. Remain insulated and hidden.

6. Anathema (1d6)

What does this culture hate or dislike more than anything else?
  1. Violence
  2. Homogeneity
  3. Diversity
  4. Pacifism or perceived weakness
  5. Decadence or overindulgence
  6. Unbelievers

7. Internal Conflict (1d6)

What is or could soon be the main source of conflict within the culture?
  1. Governing or succession disputes.
  2. Resource misuse, mismanagement or restriction by one of the castes or rulers.
  3. Population or demographic problems caused by wars, famine or disease. For example a lop sided gender ratio or too few children.
  4. A new religion or cult is gaining followers and influence.
  5. A foreign entity is sowing discord amongst a caste or inciting rebellion amongst lower classes.
  6. Corruption and bribery by foreign entities or bureaucratic incompetence and inefficiency.

8. External Threats and Dangers (1d10)

What are or could soon be the external threats and dangers that this culture faces?
  1. Volcanoes
  2. Earthquakes, hurricanes or tsunamis.
  3. Diseases affecting humans, plants or animals.
  4. Flooding from rivers and in later times from the sea.
  5. Aggressive and violent neighbours.
  6. Famine from over-population, soil degradation, loss of productivity or overconsumption.
  7. Plague or pest infestations such as rats or locusts.
  8. Mass delusions or madness.
  9. Fire
  10. Drought

9. Religion (1d6)

To fit the Bronze to Classical Age feeling of my setting it's likely that each culture will have a religion that has some or all of the aspects listed below. So think of the result you roll as the aspect that is most prominent in the culture. Even the Monotheists (as they existed in Bronze Age societies) acknowledge the existence of other gods, just that theirs is the most powerful or uniquely favours them.

The sixth option: Philosophy, could be likened to early Western (Socrates, Plato, Aristotle) or Eastern (Zen, Daoism) traditions. Another inspiration could be Aztec Philosophy. Any philosophical tradition would likely still exist within a framework that acknowledges the existence of gods, spirits and such. Atheism or agnosticism is likely non-existent in this setting.

10. Moral Compass (1d6)

What guides their behaviour towards each other and or outsiders, especially for big decisions? Roll twice if there is a difference between how they treat outsiders compared to their own.
  1. Might makes right.
  2. Discern the will of the gods.
  3. Let fate decide.
  4. Strict rule of law.
  5. Will of the people.
  6. The rulers decide.

11. Preferred method of punishment (1d6)

People in the ancient world could be brutal towards each other or outsiders. Roll twice if there is a difference in their treatment of each.
  1. Heavy fines, imprisonment, forced labour or slavery.
  2. Ritual sacrifice.
  3. Banishment or abandonment to the wilderness.
  4. Quick execution.
  5. Cultural or religious conversion and assimilation through benign or malign means.
  6. Forced to take part in gladiatorial or ritual combat and / or sports.

12. Great Works (1d6)

What are they compelled to build or construct?
  1. Giant statues: Statues like the Moai of Easter Island or even larger.
  2. Pyramids (including step pyramids)
  3. Ziggurats
  4. Mounds
  5. Megaliths: Stone Circles with Henges.
  6. Subterranean complex: Saflieni HypogeumLongyou Caves

13. Prominent Symbol (1d20)

What do they put on their flags, banners, shields and seals?
  1. Lotus or another important flower or plant.
  2. Elephant
  3. Monkey
  4. Crocodile
  5. Sun
  6. Moon
  7. Stars
  8. Tiger or Leopard
  9. Peacock, Vulture, Eagle or other bird.
  10. Hyena
  11. Fish, dolphin, whale or shark.
  12. Bat
  13. Banteng (wild cow)
  14. Babirusa (wild pig)
  15. Badak Jawa (Javan Rhinoceros)
  16. Orangutan
  17. Snake
  18. Tapir
  19. Komodo Dragon
  20. Butterfly
Find specific animal types here: EcologyAsia.com

Example

As an example I rolled: 
  1. Civilised
  2. A wandering tribe: Now settled
  3. Ruled by Kings and Queens.
  4. Tin or Copper, Artisanal Products.
  5. Their motivation is to conquer and dominate.
  6. They dislike decadence or overindulgence.
  7. A new religion or cult is gaining followers and influence.
  8. Aggressive and violent neighbours.
  9. Totemism.
  10. Strict rule of law.
  11. Banishment or abandonment to the wilderness.
  12. Pyramids
  13. Hyena 

Weaving a story around these results I came up with:

A city-state ruled by a queen. They believe they used to be a wandering tribe before an omen convinced them to settle at the foot of a row of hills. Their source of wealth is a tin mine in those hills which is needed for the production of bronze. They do not have skilled artisans but the queen wants beautiful carved totems for the palace and their stepped pyramid so that benevolent spirits will be drawn to inhabit them. 

Their religion advocates personal restraint and this is something they want to convert other cultures to, through any means necessary, although they believe in the strict rule of law for both themselves and outsiders.

There is a new cult growing in influence amongst the common people that advocates for the enjoyment of material things in a world where death and destruction can come suddenly and without warning. If members of higher castes convert to this new religion it could cause internal conflict and rebellion against the queen.

Their main external threat is an aggressive neighbour that wishes to capture the tin mines for themselves so that they increase their weapon production and subjugate other city-states.

If anyone is found to have broken the laws of the city they are banished to the wilderness outside the borders of the state where they are sure to be hunted down by Hyenas. The dangerous animal is the symbol of the city to remind the people of what lies outside the boundaries of civilisation.

2 comments: