CC-Race-Events

Helper Sub-Charts for Cent.Casting with Egyptoid Hobbit/Halfling, Elvish, Dwarvish and Humanoid Events. Abulafia has no variable storage, so you cannot know the race from the chart calling this one.

1,In a cluttered storeroom, character finds a mysterious, dust-covered box which contains an odd item and no indication of where it came from. LEGACIES 1,Character wins a skill contest at a local fair and gains wide renown for this skill. [Half_Skills] superior skill ranks. 1,Character's hospitality is strained when strange visitors come, spend the night telling tall tales, leaving at dawn. Yet, they leave something behind. To find the nature of the forgotten item. LEGACIES 1,Family business fails and the family must seek a new home. Social Status falls one level. 1,Character stumbles upon a tumbledown mansion in a wood. The ruin contains lost lore, treasure, and a wondrous wine cellar. Yet upon leaving the ruin, he can't find his way back, and no one believe his stories. 1,Character becomes fat. Until he loses weight, all Dexterity-related skill rolls are reduced by 2. Movement minus 5. 1,The character gives an extravagant birthday party for himself. In order to pay the staggering bill, he must take out a huge loan at unfavorable rates. The loan is still unpaid and the interest due is now equal to the loan itself. 1,Freeloading relatives move into the characters home and according to custom, the character can neither refuse them nor evict them. 1,your shady uncle came over for the weekend, later you realize he stole your LEGACY off your mantelpiece 1,The character learns the elven language to moderate proficiency. 1,The halfling militia trains the character up to prowess in archery and use of the club. 1,Character deciphered the crazy uncle's old ciphers. It was an ale recipe, which was awesome. Triple your starting money. 1,Character's father was commander of the halfling militia. Inherit a full set of leather armor, masterwork crossbow, and platinum short sword. 1,Up in the hills lived ugly humanoids: [BUTT-HOLE_SUBTABLE], you traded with them, and speak their language. +2 Wisdom. 1,While digging a new cellar, your family disturbed a [BEASTIE]. You now wear a vest and matching belt of that hide. 1,Vile hordes: [BUTT-HOLE_SUBTABLE]; raided your homeland, and killed your youngest sibling, and worse, your pet burro.
 * HALFLING_EVENTS

ELVEN EVENTS

3,Forest home is ravaged by MONSTERS No friends or loved-ones are killed, but it will be centuries before the woodlands are restored to normal.

3,Character is given a magical bow by someone he knows. Go to Table 750: Others to determine who gave the gift. The GM must determine the bow's magical powers.

3,The character is given a special soul tree. As long as the tree survives and thrives, the character will gain +1 bonuses to his Strength, Constitution and Magical Ability attributes.

3,At least one sibling is a half-elf.

3,Character acquires an unusual pet. The type of animal acquired is always a natural forest creature of some kind. Go to Table 759: Unusual Pets to determine the pet and its powers.

3,Character was found as an adult, possibly 100 years old, sleeping in time-worn clothes in the crook of a giant tree in the woods. Character has no knowledge of true name, true past or actual skills and abilities. {tis like he was born upon waking (Non-elves wake at age 20). Character is cursed with human mortality. He ages as a human. A quest may be necessary to remove the curse from the afflicted elf.

3,Character's family adopts a young human.

3,Character gains Rank 5 proficiency skills in storytelling and singing.

3,from an ancient hermit, the character learns 1d3  languages to at least Rank 4 proficiency.

1,The Royal: you think you're a noble, and you've left home having been struck by wanderlust. Stranded in a far away land, you quickly spent your savings and now must lower your standards to survive by adventuring among the filthy common folk. 1,Unwanted Royalty: Your family is rich, and connected, and you're considered a noble ; but you don't want that. Maybe your large inheritance would tempt others, but you want adventure. So you've left home in seek of it. You tell clever lies to avoid that part of your past. 1,Dad's Chattel: You've always been dealt the short end of the straw. While others were born the child of a wealthy merchant or noble, you were born in a working family. You know little of science and history, but you can fight well enough. So you've escaped your family to taste freedom for once. 1,Pale Slave: The worst life imaginable. Your family were murdered by CC-DWARVEN.BUTTHOLES, and you were taken as a slave. You've been forced to fend for your life in horrid and terrifying ways, but you survived. Maybe your evil temperament helped you survive such monstrosities, or perhaps the goodness in your soul was so pure that you found a way to manage yourself in the abyss. Somehow escaped your captors and arrived on the home front. Speak their language. 1,Warrior of Good: You were raised in a clergy or joined a temple at a young age, and worked there for several years, but you've struggled with focusing on prayer. While others die on the fields of war, or work in interesting cities,   you were stuck there. Eventually you left the clergy to eventually become an adventurer, though you still revere the elvish gods. 1,Elvish Raised: You've learned of other races from elvish teachings. You are an elf that was raised in a closed off village, (you use mannerisms used by elves (Calling dwarves "cave dwellers", calling halflings “hole-dwellers” etc.) 1,The Guardian: You didn't want adventure, but someone you care for really does. So what could you do?  You tell them vicarious tales, and they live a good life through you. 1,your mother worked non-stop, and was the perfection of her hobby (craft table 2) 1,your father was much more important in elven politics and magic than you ever imagined, you did not know this as a youth. 1,The awful Truth, you were captured for a few years by CC-DWARVEN.BEASTIES, and instead of being eaten like normal, they used you as a monkey, fetching and running errands, because you had thumbs. You finally escaped, and are excellent at dungeoneering and survival. You can speak with them and they probably won't attack you.

CC-DWARVEN.BUTTHOLES erupted from the earth in your home and you suffered injuries suffered social setback suffered family losses you and your family helped massively in their defeat and gained social status and nobility after the battle.

There was an unnatural conflagration, a beloved giant tree of the region burnt up, you rescued some animals from the fire, and you realized that though you were unharmed, you were not unchanged. You began to exhibit unusual abilities that you are just beginning to understand.

MONSTERS subtable {blessings chart}

(♂) (♀)              for later DWARVEN_EVENTS 1,become a hero 1,obtain rank or power 1,slay monsters and foes 1,fraternize with clan-mates and civilized neighbors 1,discover new sources of grandeur 1,invent or perfect engineering 1,solve legendary mysteries 1,prove him/herself 1,secure the fortress 1,swear the most fantastic oath in the last century 1,bring honor to the clan 1,avenge a loss 1,produce a wonder 1,keep being badass (and probably die trying).

Character grows to an undwarvish height.

Character is unable to grow a beard.

After you escaped from an unnatural smithy's conflagration, you realized that though you were unharmed, you were not unchanged. You began to exhibit unusual abilities that you are just beginning to understand.

Character receives an odd gift from an unnamed source. Go to Table 863: Gifts and Legacies to deter- mine the nature of the gift.

Character is given a magical hammer by someone he knows. Go to Table 750: Others to find who gave the gift. The GM will have to decide the powers possessed by the magical hammer (possibly it is a weapon).

Character stumbles upon lost dwarvish caverns. The caverns contain much lost dwarf lore, treasure, and wondrous devices. Yet upon leaving the caverns, he bumped his head, and he cannot find his way back, and none believe his stories.

A monster BEASTIE raid forces the character's family from their cavern homes and the monsters still occupy the caverns to the present day. Occurred a long time ago.

A monster BEASTIE raid forces the character's family from their cavern homes and the monsters still occupy the caverns to the present day. Occurred during the character's lifetime.

A BUTT-HOLE raid forces the character's family from their cavern homes and the arch-enemies  still occupy the caverns to the present day. Occurred a long time ago.

ABUTT-HOLE raid forces the character's family from their cavern homes and the arch-enemies still occupy the caverns to the present day. Occurred during the character's lifetime.

Character's family adopts a young gnome / halfling as an apprentice

Character befriended an BUTT-HOLE, traditonal arch enemy of dwarves. That was a long time ago. Character befriended an BUTT-HOLE, traditonal arch enemy of dwarves. This being is still a trusty travelling companion. Usually in disguise. COMPANION sub-call for some details.

Character discovers a trove of mineral wealth that raises him up to Wealthy Social Status (see Table 103: Social Status ). However, the newfound wealth is taken away after 2d8 years by a powerful monster. His Social Status then drops 1d3 levels.

The dwarven home guard trains the character to at least Rank 4 skill in war hammer, sword and shield usage.

Mom-wanted you to be: [MOM_TABLE]; she's not that proud of you now.

MOM_TABLE 4,artisan 2,brewer 2,cook 1,baker 1,architect 1,mason 2,stone-crafter 1,metal-crafter 1,leatherworker 1,jeweller 1,engraver 1,gold-smith 1,BUTT-HOLE slayer 1,BEASTIE slayer 1,master weaponsmith 1,siege engineer 1,gem-cutter 1,armor-smith 1,like Grand-dad was an [ADVENTURER]

BUTT-HOLE_SUBTABLE Orks Stone Giants Goblins Hobgoblins Gremlins Jermlaine Bugbears Kobolds Gnolls Duergar Derro Minotaurs Myconids Drow Dark-Elves Dark Stalkers Ogres Trolls Ghouls Petty-Dwarves {or other loser tribe.} Morlocks Grimlocks Meenlocks Kuo-Tua Mind-Flayers

BEASTIE SUBTABLE cave creeper umber hulk cave fisher flumph trapper khargra cave spider cloaker hook horror piercer beholder carrion crawler aboleth deep-spawn

Invasion from BUTT-HOLES that resulted in  injuries. Invasion from BUTT-HOLES that resulted in loss of loved ones Invasion from BUTT-HOLES that resulted in loss of  social status Invasion from BUTT-HOLES that resulted in family gaining social status stealing from BUTT-HOLES that resulted in family gaining serious wealth & nobility

Beard trimming at age 3

your little brother hopped in a mining cart for fun, rolled down the shaft, and was not seen again

Befriend a BEASTIE or some other tunneling denizen "taming" BEASTIE as a pet barbecuing a beastie field dress. BEASTIE

Due to using infravision all-the-time, then being accidentally exposed to natural sunlight bomb (surface dweller expedition to The Deeps attempting to eradicate BUTT-HOLE haven) makes the dwarves character blind to other light sources and becomes a 'cavern guide' to the tourists visiting the underdark.

mom prayed fervently for you to be special, and you are. You have infra-vision, ultra-vision, dark-vision, and low-light vision. And she hassles you all the time to use your gifts for the greater good of the dwarven people. Born with physical defect ; compensated by local master forge prostheses

Depending on how deep underground and how wealthy you were, you might never see wood until you leave home to go adventuring. Almost for sure you would never see trees or sky until then.

Trees are super scary. They have natural armor, can grow to colossal size, and have enough limbs to get numerous attacks per turn.

Dwarf sees squirrel for first time....

You pulled a family out of a fire at a young age, saving their life. But you were scarred horribly on your face that resulted in your inability to properly grow a beard. You worried you'd be ridiculed, but once on a holiday; the entire community shaved their beard in solidarity. To this day your home is often initially mocked for their less grandiose facial hair than other dwarven communities until they hear the tale of your heroics. At birth you would have been lain upon the clan's greatest anvil. The clan would laud you as the greatest creation of your parents. Blessings of strength, wisdom, and loyalty will be bestowed and your first cold iron ring given to you by the clan head. (becomes a gold ring if you finish your apprenticeship.) At your coming of age, it is explained to you how Durin's folk came first, but then went back to sleep. It is considered rude to remind the Elves of this fact.

Visions from the avatar of the  Silverbeard  (deity) - he impresses on you the great sorrow he feels because the Mother of all Mountains has infected roots, and it will be your life's challenge to remove the BUTT-HOLE kingdom that has taken up residence there.

Visions from the avatar of the  Great-Maker  (deity) - he impresses on you the great sorrow he feels because the Mother of all Mountains has infected roots, and it will be your life's challenge to remove the BEASTIE infestation  that has taken up residence there.

The surface dwellers think of them as fairy tales, but you have survived BUTT-HOLE raids, your brother was taken as a slave a few years back during a mining expedition. There might be an insane asylum for survivors or those that have been rescued after being mindslaves for years that you visited relatives at as a kid.

The family history is told to you, of how everyone used to be handsome and noble, in spite of big noses, when family portraits were done in the 70s by the Brothers Hildebrandt, but then how the blood must have thinned and everyone became a spiky punk rocker drawn by John Blanche in the 80s. Finally the 90s came and you realized that your ancestors all sounded like John Rhys Davies.

no-one talks about crazy uncle Vinlum anymore: he got the berzerker mohawk, swore fealty to the death gods, and like to slay BUTT-HOLES

MONSTER EVENTS:

Adventurers attack the character's home, kill 1d6 family members (select on Table 753: Relatives jand steal the family's belongings, including 1d3+1 heirlooms. Go to Table 863: Gifts and Legacies to determine what these lost items were.

Character is driven out by his kind for being “different.” Character participates in several raids against human- kind in which he slays 1d3 opponents. He gains at least Rank 4 skill in one of his natural or cultural weapons.

The character has an unmonsterlike craving for fresh vegetables (this does not mean elves!).

The character is a natural master of an occupation (Rank 6 proficiency) and goes to live peacably among humankind to practice the profession. Go to Table 422: Barbarian Occupations, to determine the occupation. Character befriends a human. Go to Table 750: Others to determine the type of person befriended.

Character learns to speak a common human language at Rank 4 proficiency.

Character learns to read and write a common human lan- guage at Rank 3 proficiency.

Character knows of a great treasure owned by rival mon- sters of the same species. Character must determine whether or not he would betray his own kind for reward. Character has a natural ability to either appear as a be- nign humanoid, or to at least effectively disguise the more monstrous aspects of his appearance.

[Half_Skills] 1Cooking 1,Singing 1,Archery 1,Farming 1,Slinging stones 1,Story-telling 1,Riddle Mastery 1,Speechifying 1,Sheepdog Herding