Family Development

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If several players are generating characters at the same time and plan to form an adventuring team, it may be desirable their characters be siblings or childhood friends. This explains how they know each other, and gives them a common bond.

Characters related by blood will have similar social and economic backgrounds, and attributes such as Birthplace and Social Class need be generated only once and then applied to all. This also allows the GM to spend more time creating one memorable family history, ripe with family politics and other adventure possibilities, rather than several sketchy lineages.

SIBLING RANK [1d100][edit | edit source]

Even if a PC group is not closely related, family development is worth every minute of a GM’s time. A close relative may have considerable leverage on PCs. Having a PC’s mother or sister kidnapped by demon-worshipping brigands will usually spur all but the most lethargic of characters to some sort of action. If the GM wants this kind of handy plot device, a detailed family background is helpful.

Roll 1d100 on sub-table (Sindarin and Khuzdul subtract 20) to determine Sibling Rank, and then roll 1d6-1 plus Sibling Rank to determine Family Size. Both stats are entered on the Profile in the format Sibling Rank of Family Size. Hence, for the second of five children, the entry should read 2 of 5. The sex and age of each sibling may be determined by the GM and whether each still lives (60% chance). A family tree can be prepared later.

1d100
Sibling Rank
01–25
Eldest
26–50
2nd Child
51–70
3rd Child
71–85
4th Child
86–95
5th Child
95–00
6th Child

PARENT [1d100][edit | edit source]

The character’s biological Father and Mother. Roll 1d100 on the table below and generate additional data as necessary.

01–50 OFFSPRING: Character raised by natural parents. Re-roll on sub-table:
01–60 Both parents alive and living together.
61–70 Father Absent: desertion, divorce, etc.
71–75 Mother Absent: desertion, divorce, etc.
76–80 Father dead.
81–85 Father dead. Mother remarried.
86–90 Mother dead.
91–00 Mother dead. Father remarried.

If a surviving spouse has remarried, some interesting step-parent and half-sibling data can be generated at GM discretion.

51-70 FOSTERED: Character lives with another family for social, economic, or political reasons. Guilded apprentices are usually fostered with their masters, as are squires training for knighthood. Poor families, especially those with only one parent, commonly foster one or more children with a relative or neighbor. Generate foster parent status as desired. Fostered children are usually aware of their parents’ identity: reroll on Offspring sub-table at +30.

71-75 ADOPTED: Character has been adopted by another family for social, political, or economic reasons. Adoption is generally only done if both parents are dead, but there are exceptions if parental consent is given or if a character is over 21 years of age. Consider present birth generation to apply to adoptive father. The GM may secretly generate character’s actual birth status. Adopted children are often unaware of the fact.

76-90 BASTARD: Character’s parents never married, most likely because the father was of a higher social class, or one (or both) parents were already married or betrothed. Character is acknowledged by father if roll was 76–80. Character probably lives with mother, but may reside with father if acknowledged.

91-00 ORPHAN: Father and mother are deceased. Character is:
01–80 Fostered with another family/clan.
81–95 Adopted by another family/clan.
96-00 Living alone. Brothers and sisters (if any) may have been fostered/adopted by another family.

Bastidy[edit | edit source]

It is the habit of the upper classes to spread their oats throughout the lower classes; if unacknowledged, your PC’s real father may never be known to you, but then again, he may be someone of wealth and power who could be helpful...

Acknowledging a bastard is a significant act; the admission can have important emotional ramifications for both parents, especially to their respective spouses. In families where there is property and/or titles to inherit, acknowledged bastards usually follow the youngest legitimate heir, but dynamic characters may do better, especially if they happen to be a father’s eldest son and the legitimate heirs are weak. Many a dynastic bonfire has been ignited with such a spark.

Orphans[edit | edit source]

In a violent and disease-rampant world, the death of one or both parents occurs quite often. Part of your adventuring may involve finding out the true identity of your parents.

ESTRANGEMENT [1d100][edit | edit source]

Estrangement measures a character’s popularity in the clan, tribe, and/or family. It has a significant effect on opportunities, including any inheritance. Being the eldest child of a knight is less advantageous if he hates you.

Siblings with different estrangements are often jealous of each other; this can produce interesting family politics.

Estrangement may be generated to assess any relationship. The character’s popularity with any individual (boss, retainers, or spouse) or institution (army, church, or guild) can be generated as needed. The player may not be informed of all Estrangements generated. Record only the interpretation.

1d100 Estrangement Table
01–10
OUTCAST: Character is ignored or may even be attacked on sight by other family members. Clanhead may be the character’s nemesis.
 
11–40
UNPOPULAR: With the likely exception of mother, the family dislikes the Character, who is discouraged from living at home, and receives few (if any) favors. Any birthright is given grudgingly, if at all.
 
41–60
AVERAGE: No advantages. Character may live at home, but few will care much if the Character leaves.
 
61–95
POPULAR: Character liked by most relatives and may enjoy special favor, but should not take things for granted.
 
96–00
FAVORITE: The character almost certainly gets special attention or privileges, possibly at the expense of older siblings.
 
Eldest Child is often favored over younger children. Add 5 when generating Estrangement.
 

Small Clans tend to like their children more; add 20 when rolling Estrangement in an unextended clan, but always treat a natural roll of 01 as Outcast.

CLANHEAD [1d100][edit | edit source]

A character’s relationship to the Clanhead is often more important than to parents. Hârnic clans tend to be large. Some live in close proximity. Some number in the thousands and are widely dispersed. Estrangement is generated for a character’s clanhead as necessary. If your clan is important/wealthy, it’s a good idea to determine your relationship to the Clanhead. Only extended clans need be developed in this way. Your occupation is the best guide to whether a clan is extended. Wealthy and noble clans are often extended. Poor clans are likely to be smaller, especially if they live in major settlements. Poor families in the same town or district may have the same clan name, but have been out of touch for generations.

1d100
Clanhead
01-50
Distant Relation*
51-75
Aunt or Uncle
76-85
Cousin
86-00
Father or Mother
* If distant relation is generated, roll again to determine your Father’s relation to clanhead. If distant relation is generated again, roll for the grandfather’s relation to clanhead, and so on. In some cultures, maternal relationships are more important.

Clanhead[edit | edit source]

The Clanhead space on the Character Profile expresses the character’s blood relationship to the clanhead. In small, poor clans, the clanhead will likely be a parent or grandparent. Except for outcast characters, the clanhead can always provide shelter and a hot meal.