TEXT: TIDES OF GOLD V3.0 — CASSKDESIGNS
  Random GeneRatoRs
  
  tazwaRa          ___points of interest
  Stronghold
  Crossroads
  TRAITS
  Security starts at 3, everything else 
  is 1. Roll 1d6 two times. Add dots in 
  order: 3, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  TRAITS
  Isolation starts at 3, everything else 
  is 0. Roll 1d6 two times. Add dots in 
  order: 2, 1:
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  FACTIONS
  Roll 1d6 two times. The first result is the current 
  faction; the second result is the previous owners.
  1: Tazwaran Navy
  2: Royal Warband
  3:  Taymust Prison (secret prison site)
  4: The White Horde
  5: Eupraxia Legion
  6:Velian Armada
  FACTIONS
  Roll 1d6 two times. The first started the crossroads 
  trade; the second reported it to the authorities.
  1: Haile Group
  2: Itri Charter
  3:  Biaggio Company
  4: King Trade Company
  5: The Curse
  6: The Band of Amdiaz
  POSSIBLE SITUATIONS
   »
  Royal party is visiting
   »
  A mutiny is brewing
   »
  Owe a large debt to a local family
   »
  Last three supply shipments never 
  arrived
   »
  Leadership is being blackmailed by 
  a rival faction
   »
  Houses criminals from within the 
  warband (or other institution)
  POSSIBLE SITUATIONS
   »
  The only food in an area with famine
   »
  Meeting site of foreign conspirators
   »
  Watched closely by bounty hunters
   »
  Rumored source of new illness
   »
  Specializes in experimental adaption 
  of Sea Raider technology
   »
  Location of a formerly famous 
  artisan
  VISUAL DETAILS: Orange brick towers; windowless, low lying complex; wooden doors reinforced with gold-painted metal bars; maze 
  of shoulder-high walls inside; spiraling stairwells; thorny long-grasses
  VISUAL DETAILS: Maze of make-shift tents; fresh food displayed on the ground on blankets; walls made of stacked baskets full of 
  goods; horses huddled under a single tree; glass-blown lanterns hung at night; reed posts with dyed strips to identify trader origin
  
  tazwaRa         ____ points of interest
  Hideout
  Estate
  TRAITS
  Criminal Influence starts at 2, 
  everything else is 0. Roll 1d6 two 
  times. Add dots in order: 2, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  TRAITS
  Wealth starts at 3, everything else is 
  1. Roll 1d6 two times. Add dots in 
  order: 2, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  FACTIONS
  Roll 1d6 two times. The first is the group uses the 
  hideout; the second is a nearby rival.
  1: The Band of Amdiaz
  2: The Curse
  3: The White Horde
  4: Timeworn Blades
  5: The Black Reef
  6: Taymust Prison (recruit training site)
  FACTIONS
  Roll 1d6 two times; the first faction funds this estate, 
  the second is a secret ally of the local stewards.
  1: The Chronicle of Ancestors
  2: Royal Society of Architects
  3: Royal Treasury Group
  4: Traders of Violet
  5: Children of Mer
  6: Shadowhunters
  POSSIBLE SITUATIONS
   »
  Home of disgraced folk hero
   »
  All leadership died in the last raid
   »
  Development site of experimental 
  weapons and poisons
   »
  Have all adopted a fringe faction’s 
  beliefs
   »
  Only a few days of provisions left
   »
  Holding wealthy traders and family 
  leaders for ransom
  POSSIBLE SITUATIONS
   »
  Cargo is washing up on the beach, 
  pointing to a nearby shipwreck
   »
  The estate houses a highly dangerous 
  menagerie
   »
  Suffering from a prolonged drought
   »
  All their wealth recently stolen
   »
  Bizarre omens point to looming 
  trouble...or a prankster
   »
  They are hosting a foreign group—
  without royal approval
  VISUAL DETAILS: False trails in spiked grass; dry-well entrance; underground caverns; battered tents covered in red dirt camoflauge; 
  smokeless, lightless fires; wild herds crossing above ground, masking sounds
  VISUAL DETAILS: Built with the land: doorways carved into mountains; rounded clay bricks positioned with the elevation flow; wells 
  hugging a stream, etc.; palm trees overflowing walls; unnaturally bright blue fountain waters; hunting birds drifting lazily overhead
  
  tazwaRa         ___supporting characters
  Names
  REPUTATION
  Roll 2d6.
  2: stern
  3: caretaking
  4: judgmental
  5: foolhardy
  6: ruthless
  7: inspiring
  8: devoted
  9: scheming
  10: backstabbing
  11: passionate
  12: eccentric
  APPEARANCE
  Roll 2d6.
  2: striking
  3: plain
  4: untidy
  5: rough
  6: stooped
  7: soft
  8: fashionable
  9: stout
  10: bland
  11: polished
  12: athletic
  AMBITION
  Roll 2d6.
  2: maintain peace
  3: redeem a mistake
  4: be admired
  5: win a competition
  6: reunite with family
  7: escape a bad situation
  8: disrupt monotony
  9: escape their past
  10: be a master in their field
  11: attain a coveted position
  12: gain community acceptance
  Masculine: Afer, Kussil, Idder, Izri, Menna, Usaden, Yani, Yuften, Zayar, Azulay, Hakku, Balluk, Burri, Jeggi, Zerdal, Yumas, Sulas
  Feminine: Avedda, Dassine, Chavha, Eya, Hannu, Jdira, Kenza, Mazzi, Meluna, Thizir, Onessa, Raissa, Setti, Syra, Thamelle, Wellen
  
  Velia___          ___points of interest
  Fort
  Trading Post
  TRAITS
  Security starts at 2, everything else 
  is 0. Roll 1d6 two times. Add dots in 
  order: 2, 2.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  TRAITS
  Wealth starts at 1, everything else is 
  0. Roll 1d6 two times. Add dots in 
  order: 3, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  FACTIONS
  Roll 1d6 two times. The first result is the faction in 
  power; the second has been raiding them.
  1: Velian Armada
  2: Premier Magistrate
  3:  Temple of Eligio
  4: War Merchant Co.
  5: Drusa Family
  6: Cult of Caelina
  FACTIONS
  Roll 1d6 two times. The first is the faction that 
  established the trading post; the second chased 
  them out.
  1: Acerbus League
  2: Sica League
  3:  Teres League
  4: Masked Magistrate
  5: The Five Families
  6: The Red Painters
  POSSIBLE SITUATIONS
   »
  A mysterious illness killed the 
  previous occupants
   »
  A locked vault was discovered under 
  the armory
   »
  Raiders have them under siege
   »
  A cache of Sear Raider weapons wash 
  ashore each night then disappear
   »
  Salt serpents have infested the docks
   »
  An Acerbus invention took on a life 
  of its own
  POSSIBLE SITUATIONS
   »
  Counterfeit money is coming from 
  someone at the post
   »
  A new trader is ambushed
   »
  An expensive gem was hidden in 
  pottery that is missing
   »
  Two cousins are competing to take 
  over the family trade
   »
  An 
  unmarked 
  ship 
  has 
  been 
  surveying the post
   »
  This post is popular with smugglers
  VISUAL DETAILS: marble walls; ornamental cypress trees; league flag displayed; war galley; narrow windows; warrior statues stare down
  VISUAL DETAILS: tables made from stacks slabs of rock; hired mercenaries in mistmatched armor; long grasses trampled flat; boats 
  hitched to temporary posts; goods resting atop league flags; traveling merchants eyeing new arrivals
  
  Pirate Haven
  Town
  TRAITS
  Criminal Influence starts at 3, 
  everything else is 1. Roll 1d6 two 
  times. Add dots in order: 3, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  TRAITS
  Every trait starts at 1. Roll 1d6 two 
  times. Add dots in order: 3, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  FACTIONS
  Roll 1d6 two times. The first is running the haven; 
  the second is angry for being banned from it.
  1: Coin Kings
  2: The Red Painters
  3: Brimstone Tide
  4: The Curse
  5: The Black Reef
  6: The Nameless
  FACTIONS
  Choose any of the three Leagues to control this 
  town. Roll 1d6 one time; this faction provides their 
  main connection to the wider world.
  1: The Velian Armada
  2: Temple of Eligio
  3: Annunziato League
  4: The Maelstrom Prophecy
  5: War Merchant Co.
  6: The Leviathan Path
  POSSIBLE SITUATIONS
   »
  A crew of mutineers just docked
   »
  They are plotting a prison break
   »
  A spy is about to reveal their location
   »
  The crew in charge has started 
  demanding “membership fees” and 
  discontent is spreading
   »
  A Sea Raider artifact brought a curse
   »
  A notorious ship has brought 
  unwanted attention
  POSSIBLE SITUATIONS
   »
  People are vanishing in the night, 
  perhaps kidnapped or  runaway
   »
  The local magistrate has become 
  unusually harsh
   »
  Wildlife are fleeing a threat nearby
   »
  Town guard abandoned their post
   »
  Expensive stolen goods are flooding 
  the local market
   »
  Home of a famous apothecary
  VISUAL DETAILS: a city of anchored boats; pure black waters; sailors all carrying multiple blades; rusty anchor of a sunken ship; 
  makeshift gaming tables litter the docks; a giantic creature swims below the surface
  VISUAL DETAILS: wide walkways bracketed with columns; square courtyards; interior walls covered with elaborate mosaics; flowering 
  vines covering stone walls; terracotta roofs painted bright colors; alcoves displaying pottery painted with the league’s achievements
  Velia___          ___points of interest
  
  Velia___         ___supporting characters
  Names
  REPUTATION
  Roll 2d6.
  2: decadent
  3: grim
  4: proud
  5: dramatic
  6: ambitious
  7: corrupt
  8: cheerful
  9: temperamental
  10: naive
  11: mechanical
  12: rowdy
  APPEARANCE
  Roll 2d6.
  2: scarred
  3: militaristic
  4: bulky
  5: lithe
  6: tattered
  7: muscular
  8: dramatic
  9: expensive
  10: imposing
  11: faded
  12: neat
  AMBITION
  Roll 2d6.
  2: uncover a mystery
  3: find excitement
  4: outshine a family member
  5: increase their riches
  6: a secret revenge
  7: improve their skills
  8: join a religious order
  9: become a respected leader
  10: protect their community
  11:overthrow a local power
  12: support a loved one
  Masculine: Marco, Luca, Davide, Alessio, Nicolo, Mauro, Tommaso, Isaio, Nevio, Vittorio, Saverio, Domenico, Cirino, Elia, Ilario
  Feminine: Chiara, Valentina, Serena, Ginevra, Viola, Nadia, Mia, Renza, Ambra, Cosima, Dania, Febe, Gemma, Luna, Micaela, Polissena
  
  aRGyRos          points of interest
  Camp
  Market
  TRAITS
  Isolation starts at 2, everything else 
  is 0. Roll 1d6 two times. Add dots in 
  order: 1, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  TRAITS
  Wealth starts at 3, everything else is 
  1. Roll 1d6 two times. Add dots in 
  order: 2, 1.
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  FACTIONS
  Roll 1d6 two times. The first result is the faction in 
  power; the second result is the faction funding them.
  1: Eupraxia League
  2: Argyros Royal Military
  3:  Office of Conscription
  4: Temple of Sphagos
  5: Naturalization Consulate
  6: Brimstone Tide
  FACTIONS
  Roll 1d6 two times. The first is the most established 
  faction in the market; the second result is the faction 
  pushing for more control.
  1: King Trade Company
  2: Office of Commerce
  3:  Sage’s Fund
  4: Biaggio Company
  5: Haile Group
  6: Traders of Violet
  POSSIBLE SITUATIONS
   »
  This is the site of a recent battle
   »
  There is a mutiny in camp
   »
  They are stranded and resources are 
  running out
   »
  They are escorting a large collection 
  of prisoners to the city
   »
  They are protecting the site of newly 
  discovered Sea Raider artifacts
   »
  They are preparing to raid a rebel 
  stronghold
  POSSIBLE SITUATIONS
   »
  They were recently raided by pirates
   »
  There are new rumors of a nearby 
  blackmarket
   »
  Someone is kidnapping stall owners
   »
  The market is a front for rebel 
  conspirators
   »
  A new product has brought in a 
  flood of new traders
   »
  The sale of religious texts has drawn 
  royal attention
  VISUAL DETAILS: Fraying tents; shined armor and weapons; alert sentries; smelly latrines; pale yellow cliffs; spiky shrubs
  VISUAL DETAILS: Maze of packed stalls; woven, colorful robes; jostling crowd; sleepy guard dogs; vendors resting on short stools; 
  wares hanging from ropes strung overhead
  
  aRGyRos         ____ points of interest
  Refuge
  Settlement
  TRAITS
  Criminal Influence starts at 1, 
  everything else is 0. Roll 1d6 two 
  times. Add dots in order: 3, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  TRAITS
  Security starts at 2, everything else 
  is 0. Roll 1d6 two times. Add dots in 
  order: 2, 1.
  1: Wealth
  2: Security
  3:  Foreign Presence
  4: Criminal Influence
  5: Mystical Influence
  6: Isolation
  FACTIONS
  Roll 1d6 two times. The first is the group hiding in 
  the refuge; the second is threatening to reveal them.
  1: Mirza and Mokri
  2: Brimstone Tide
  3: The Nameless
  4: Dastar’s Chosen
  5: The Red Painters
  6: The Black Reef
  FACTIONS
  The settlement is primarily populated by the 
  citizenry of the closest port city. Roll 1d6 one time; 
  this faction is the true power behind the settlement.
  1: Dastar’s Chosen
  2: The Nameless
  3: Temple of Sphagos
  4: Argyros Royal Military
  5: Jalali Band
  6: Celestials
  POSSIBLE SITUATIONS
   »
  A part of the community has gone 
  missing
   »
  An enemy is closing in
   »
  A leader of the community recently 
  betrayed them
   »
  They recently discovered a source of 
  wealth
   »
  A new group just joined the refuge
   »
  They are preparing to relocate
  POSSIBLE SITUATIONS
   »
  Recently survived a natural disaster
   »
  Two influential families are feuding
   »
  Gossip about a forbidden romance 
  has become their focus
   »
  They raise a unique livestock found 
  nowhere else
   »
  Most of the population has migrated 
  away, leaving behind empty homes
   »
  A local temple is spreading heretical 
  beliefs
  VISUAL DETAILS: Elevated guard posts; emptied canal city; small orchard; floating docks; dirt-colored robes; pens of lean livestock
  VISUAL DETAILS: Dirt roads with grooves from wagon tracks; rounded, mud brick buildings; woven blankets strung across roads as 
  sun protection; tall archways; wooden ladders to roofways; towering walls without walkways
  
  aRGyRos      ____   supporting characters
  Names
  REPUTATION
  Roll 2d6.
  2: greedy
  3: gossip
  4: lethal
  5: long-winded
  6: compassionate
  7: rigid
  8: clever
  9: cowardly
  10: well-connected
  11: liar
  12: brave
  APPEARANCE
  Roll 2d6.
  2: tattooed
  3: weathered
  4: elegant
  5: ravaged
  6: hulking
  7: youthful
  8: gnarled
  9: delicate
  10: bland
  11: ambiguous
  12: scrawny
  AMBITION
  Roll 2d6.
  2: seize control
  3: expand influence
  4: protect family
  5: gain wealth
  6: discover the truth
  7: outshine a rival
  8: restore family name
  9: prove their worth
  10: undercut an enemy
  11: elevate a friend
  12: gain knowledge
  Masculine: Petros, Markos, Alexandros, Panther, Zeno, Nikanor, Demon, Timon, Sophos, Bion, Babak, Sasan, Tus, Naudar
  Feminine: Myrrine, Hagne, Melitta, Isidora, Roxana, Eirene, Zenais, Korinna, Rhode, Adrina, Delara, Katin, Lilya, Pari
  
  Type 
  / 
  Name: 
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  Wealth
  Security
  Foreign Presence
  Criminal Influence
  Mystical Influence
  Isolation
  Notes: ___________________________________________________________________
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  Isolation
  Notes: ___________________________________________________________________
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  tazwaRa          points 
  of 
  interest
  
  Type 
  / 
  Name: 
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  Wealth
  Security
  Foreign Presence
  Criminal Influence
  Mystical Influence
  Isolation
  Notes: ___________________________________________________________________
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  / 
  Name: 
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  Wealth
  Security
  Foreign Presence 
  Criminal Influence
  Mystical Influence
  Isolation
  Notes: ___________________________________________________________________
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  / 
  Name: 
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  Wealth
  Security
  Foreign Presence
  Criminal Influence
  Mystical Influence
  Isolation
  Notes: ___________________________________________________________________
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  Velia         ______ points of interest
  
  Type 
  / 
  Name: 
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  Wealth
  Security
  Foreign Presence
  Criminal Influence
  Mystical Influence
  Isolation
  Notes: ___________________________________________________________________
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  Type 
  / 
  Name: 
  _________________________________________
  Wealth
  Security
  Foreign Presence 
  Criminal Influence
  Mystical Influence
  Isolation
  Notes: ___________________________________________________________________
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  Type 
  / 
  Name: 
  _________________________________________
  Wealth
  Security
  Foreign Presence
  Criminal Influence
  Mystical Influence
  Isolation
  Notes: ___________________________________________________________________
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  aRGyRos         ____ points of interest
  
SOURCE: textdata/thevault/Blades in the Dark (PbtA) [multi]/Forged in the Dark (Games built from BitD)/Tides Of Gold/Sheets/TOG Random Generators.pdf