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Dwarfs Faction Creation Tables
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==Origins== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Where is the faction found in the world? (1d100) |- ! 1-20 | Dispersed: Scattered by misfortune or the nature of their group, these Dwarfs remain united as a larger faction but live in smaller groups for various reasons and must travel in order to reunite when summoned. Merchants, explorers, traveling craftsmen in great demand, mercenary warbands, refugees, and Dwarfs on a personal mission such as [[Josef Bugman]] are likely candidates. |- ! 21-80 | Concentrated: This faction has a central location, and rarely sends members away from it. Their works are central to their homeland, and make it famous. Examples are a guild which sells arms and armor from their Hold, a professional army which defends the homeland, a clan which makes up most of the population of a settlement or a family which rules it. |- ! 81-90 | Foreign: This group lives away from their Dawi kin, and is relatively unconnected to the rest of the race. Isolationist Dwarf settlements, colonies in foreign lands, traders living among other races, or settlements cut off from the rest of the race by physical or political boundries. |- ! 91-100 | Scattered: These Dwarfs may no longer have a single home, may have stretched themselves thin in their endeavors, or may not be fully aware of where their much of their kin are currently located. Wanderers by profession or nature, or else they lost each other in flight when fleeing from the destruction of a home. Dwarfs of the Underway who must constantly keep the path clear in order to facilitate fast and safe inter-Hold travel, naval Dwarfs who spend much time at sea, guilds which operate in a greater region or even the greater world, clans and families which have undergone multiple projects such as Hold reclamation or expeditions. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |In which region does/did the group most call home? (1d100) |- ! 1-20 | Karaz Ankor, north |- ! 21-40 | Karaz Ankor, south |- ! 41-50 | Badlands settlements |- ! 51-65 | Grey Mountains |- ! 66-80 | Black Mountains |- ! 81-85 | The Empire (Gnomes/Imperial) |- ! 86-90 | Southwest Old World |- ! 91-92 | Lothern |- ! 93-94 | Norse Region |- ! 95-96 | Southlands |- ! 97-98 | East of Karaz Ankor |- ! 99 | Lustria |- ! 100 | Inter-dimensional Warp hole (Squats, Blood Bowl universe, or roll again if silliness isn't desired) |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |From which Ancestor Gods did the leaders of the faction descend? (1d100) |- ! 1-30 | Valaya+Grungni (possibly through Smednir, Thungni, or Snorri Whitebeard) |- ! 31-60 | Valaya+Grimnir (possibly through Morgrim) |- ! 61-80 | Gazul |- ! 81-90 | OC Ancestor God (make up your own) |- ! 91-100 | Non-god ancestors (an important ancestor is still venerated) |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Who was the faction’s greatest hero? (1d100) |- ! 1-15 | A king and descendant of Valaya |- ! 16-30 | A famous Runesmith who invented a new technique or rune |- ! 31-45 | A Longbeard whose lifelong exploits have become the stuff of legend that will never be surpassed |- ! 46-60 | A beardling who has honored his ancestors far more than most Dwarfs can ever hope to |- ! 61-75 | A minor Ancestor God, revered by his or her descendants and disciples |- ! 76-90 | A stout general who achieved great victory, saving his kin or striking a terrible Grudge out forever |- ! 91-100 | A skilled craftsman whose work has inspired songs, and is treasured in the vaults of heroes and kings alike |}
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