Skaven Clan Creation Tables

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Very much a work in progress on my part and it is a project that I plan to have expanded to all the fantasy factions.

Clan’s Environment[edit]

Where does the clan call home?(d100)
1-20: Under a human city. This clan lives under a large population of humans. Their wastes and occasional lost individual make for decent food, but special care has to be taken if they want to remain undiscovered. Well, if they want to remain undiscovered.
21-30: A wasteland. This clan has adapted to live where everyone else can't or refuses to do so. Whether this was a ruined land or it was always this way, not it serves as the clan's base of operations.
31-40: Deep in the skaven's tunnel system. This clan never really ventured too far away from the tunnels connecting the underworld, and because of that managed to find a somewhat suitable place to live down there. They may enter in contact with other skaven more frequently than they'd like, but the safety of the dark cannot be overstated.
41-55: On a river. Like a colony of beavers, this clan has found their home in a river, turning the previously pristine waters into a dumping ground for skaven disease and filth. The river's fauna and flora might be dead after the rats arrived, but that just means they have more space for themselves.
56-60: In a desert. This clan has found itself living in the emptiness of a desert. Whether cold or hot, the poor land means they won't have to compete with many for the scarce resources, but that just means that any living being actually living there will fight like cornered rats before death.
61-65 Mountain. This skaven got lost digging and ended up in the middle of a mountain range. Instead of going back, they decided to set up their clan there. Higher altitude means easy defensive positions from the many possible threats lurking, but don't expect to find many flora to feast upon.
66-70: The dire swamps. A place full of mud, disease and mosquitoes might not be an attractive prospect for many, but for this skaven clan this is the closest thing they can call home. From time to time some rat gets sunk into the depths of a mudpit, but what is life without a little risk?
71-75 On a coastline. The smell of salt and a fresh breeze has attracted this clan to the edge of the sea. From this position they can access to the richness of the ocean and the occasional lost ship following the coastline searching for the closest dock. Be careful, though, as the coast is always plenty full of people, and big storms might be more dangerous than most foes.
76-80: In an abandoned or overrun dwarven city. The bearded men have long ago left this place, and the strong constructions and the low light remind this rats to their precious tunnels. This place offers great possibilities, but be careful, as the dwarves don't abandon their homes without reason...
81-85 In the rubble of a human city that they have overrun. The man-things were not as tough as initially thought, and now their city is for the taking. Plenty of resources to scavenge and the occasional slave to eat or work to death.
86-90 Under an elf forest. Somehow, this clan has managed to create their homes hidden from the vigilant gaze of the elves. Now they have to keep the elf-things from discovering them, or just drive them away from the woods.
91-95 The Chaos wastes. Few places in this world are as scary and dangerous as the Chaos Wastes, but rats have to make do with what they can. The corrupting effect of the land doesn't really affect the lifestyle of the skaven, and there's the possibility of plenty of warpstone. That is, of course, if they can keep the warped man-things away.
96-99: Lustria. The lizards and the rats have been enemies for many centuries, and this clan keeps the fighting close to the coldblooded ones. Plenty of things to do in the jungle, but hiding and surviving from the vicious lizardmen may be the most important. Plenty of gold though, and that can be useful to trade with whatever is stupid enough to make business with rats.
100: Skavenblight. This clan has achieved the incredible after surviving the mad game of of thrones that is Skavenblight's politics. From here the clan possesses disproportionate influence to and attention from all other skaven in the world.

How did the clan rise to its current state of power?[edit]

What is their secret to success? (d10)
1 Rags to Riches: The clan dragged its way up from the bottom of Skavendom without any advantages or luck.
2 Rising Atop the Bodies: After betraying the most prominent clan in the area, this clan is gaining prestige.
3 Unholy Boon: The clan stumbled upon something that gave them a distinct advantage.
4 Politicking Masterminds: The clan is ascendant after blackmailing a Lord of Decay. They need to watch their backs though, as their powerful leaders hate losing control....
5 Strategic Choke point: This clan holds a highly valuable piece of territory, possibly holding warpstone deposits, metals for weapons, or other resources.
6 Final Survivors: Other Skaven clans in the area were wiped out. Be it civil war, plagues run amok, or attacks from enemies, this clan is all that remains. They have also likely absorbed the survivors of other clans, who are now Skavenslaves.
7 Fragile Merger: Two smaller clans decided to combine their forces. There is no way the alliance can last though, as Skaven are selfish and would never ally for long without trying to subjugate each other.
8 Verminous Overlord: The clan is ruled by a powerful patriarch who commands fear and respect not only from his subordinates, but also from other Skaven clans.
9 Bold New Despots: The clan has struck out from a parent clan to make its own name, taking slaves and establishing themselves as tyrannical rulers of their own corner of the Under Empire.
10 It's complicated: This clan has quite the colorful history. Roll 3 times and disregard rerolled 10s.

Which great clan are they most associated with?[edit]

The clan they're grouped with(d10)
1 They are not associated with any of the four clans, as their name should strike enough fear in their enemies!
2-3 Clan Skyre.
4-5 Clan Moulder.
6-7 Clan Pestilens.
8-9 Clan Eshin.
10 This clan is heavily connected to the Grey Seers (and they're all the more dangerous for it!).

Their relations to this great clan?[edit]

How do the two clans feel about each other?(d10) Don't roll if you got 1 or 10 on the prior table.
1–2 This clan is an offshoot and functionally still part of the parent clan.
3–4 This clan broke away from it's parent clan and they are on good terms with them.
5–6 This clan broke away from it's parent clan and are not on good terms.
7 This clan is independent and the two are indifferent to each other.
8 This clan is independent and allied with their parent clan.
9 This clan is an independent rival or on bad terms with their parent clan.
10 They are independent and at war with their parent clan.

Strategic Tendencies[edit]

What is the clan's speciality in battle? (d100)
1-10 Melee.
11-20 Ranged
21-30 Magic.
31-40 Swarm tactics (more so than usual)
41-50 War of attrition.
51-60 Hit and run.
61-70 Experimental weapons
71-80 Fighting underground
81-90 Mopping up already broken armies.
91-100 Superweapons.

Loyalty to the Council of Thirteen[edit]

How prepared to serve is the clan? (d10)
1 The council members are just another group of skaven we must scheme around to grow our power. Never in public though, they would crush-crush us if we rebelled like that.
2-4 We'll do what they say, but we only need to follow their commands to the bare minimum.
5-9 We do what they say because they have the authority to say so and the power to punish us if we step out of the lines they set.
10 We must obey the horned rat's chosen at all costs! Death-Death to all who oppose us!