Yoon-Suin inspired a certain amount of Punth: A Primer, notably some of the 'deliberate mystery' regarding the Qryth and their nature and motivations. Following my work reviewing the second edition of Yoon-Suin, it occurred to me that I hadn't applied used the structure of tables in the same way. Punth itself would make for a poor subject for something like the Starting Polity tables for the Hundred Kingdoms: the central regularising element of the Codes rather get in the way. But the fringe tribes of the Ka-Punth might benefit from this.
Leadership Style
- Paranoid - the leaders of the tribe are constantly on the look-out for foes within and without, as well as more insidious dangers.
- Acquisitive - the leaders of the tribe seek more: more territory, more resources, more weapons.
- Vain - the leaders seek acclaim and flattery.
- Quietist - the leadership are keenly aware of their relative smallness and seek not to disturb their neighbours.
- Fanatic - be it grudge, whim, passion, mission or djinn's command, the tribe's leadership have a cause in mind and dedicate themselves wholly to it.
- Opportunist - the tribe's leadership look to enrich themselves at any opportunity, no matter how slight.
- Scholarly - the tribe's leadership seek knowledge: of the Fallen Tower, of the Qryth, of the howling powers of the desert.
- Indecisive - these leaders are given to putting off decisions and consulting as many relevant parties as possible.
- Bloody-handed - the leadership maintain power inside (and project power outside) with spectacular examples of cruelty.
- Unifier - the leadership seek to pool resources among the Ka-Punth.
- Scrupulous - the leadership are painstaking about details and proprieties.
- Client Kings - the leadership owe their rule or prosperity to a foreign power, and will act to benefit that power.
Manner of Rule
- Shamanic College: An Oligarchy tempered by Fits and Visions - and always open to Talent.
- Warlord and Comitatus: A Charismatic Warrior and their closest comrades, with succession determined by by impromptu democracy, ritual duals and heavy drinking (or a combination of the above.)
- Mage-Blooded Lineage: The djinn speak clearest to a particular family line, for reasons of their own. The result is hereditary monarchy, of a kind - with competition for right-hand man status.
- Kritarchy: Rule by makers of law, precedent and tradition and interpreters of law, precedent and tradition. No-one wants to do something unprecedented around a djinn, or for a djinn to do something unprecedented.
- Merchant Prince: The tribe is led by a master trader and negotiator who maintains their prosperity in the shifting state of the Punth borderlands. Until they don't.
- Priest and King: spiritual leadership and temporal power are given to two rulers, who each exercise full authority in their own sphere. The conditions for succession are particular to that sphere.
- Clan Council: the tribe regularly gathers into a Ka-Punth althing to decide on policy, distribute prizes and determine responsibility.
- Daimonocracy: a djinn governs the tribe directly, somehow.
Relation to Djinn
- No djinn are in this tribe's orbit.
- Spirits drift in and out of the tribe's awareness.
- One particular djinn has made this tribe their own.
- The tribe maintains careful ties to a number of shades and spirits.
- Several djinn take a special interest in the tribe.
- The tribe is fully attached to the djinn as a body.
Characteristic Customs
- This tribe wear ornate woven sashes to identify themselves.
- This tribe are 'born in the saddle' and form strong bonds with their mounts.
- This tribe has an excellent knowledge of Punthite Codes, frequently used for parody.
- This tribe are known as leaping, twisting, remarkable dancers.
- This tribe practices ritual scarification; whether or not the scars are displayed depends on the reason and placement of the scar.
- This tribe are known to use bizarre, difficult to master weapons.
- This tribe has a vivid and fascinating epic poem detailing an episode in their history committed to memory by some of their members (and often quoted by the rest).
- Many members of this tribe have a photographic memory.
- This tribe regards a certain animal as not just symbolic, but positively sacred. If domesticated, they will adorn them and their cages; if wild, they will leave offerings by their lairs.
- This tribe is either: a. Highly matriarchal, b. Highly patriarchal, c. alternate between a. and b. with the generations or d. Suspiciously egalitarian.
- Members of this tribe endure physical hardship and other such trials with great forbearance.
- This tribe is widely regarded as cursed.
- This tribe go veiled at all times, as far as anyone on the outside can tell.
- This tribe are very keen on falconry. This has very little use in war, but everyone thinks it's pretty cool.
- This tribe regards raiding as not just a pleasant occupation to be practiced when opportunity presents, but as a way of life.
- This tribe are staunch Chauvinists.
- Perhaps as a result of living so near to the followers of the Codes, this tribe are terrifyingly literal.
- This tribe are known to be forthright and dramatic, and are given to monologuing.
- This tribe really want to hear about your god or gods and add them to their pantheon.
- Members of this tribe are known as being insatiably curious.
Size
- A Company.
- A Regiment.
- A Brigade.
- A Division.
Relationship with the nearest power
(The nearest powers being: Punth, The Nirvanite Empire, the River Kingdoms of the South, the Eight Vales of Marikylo to the east, the Hydraulic Dwarves of the Dividing Mountains and - occasionally - the League of Civic Etiquette from across the sea).
- The tribe fear and avoid the nearest power.
- The tribe frequently raid the nearest power.
- The tribe have been implacable foes of the nearest power for untold generations.
- The tribe benefit from an unspoken understanding with the nearest power that preserves their lands as a buffer.
- The tribe are maintain active and profitable relations with the nearest power.
- The tribe are in a formal alliance with the nearest power.
- The tribe are being employed as proxies by the nearest power for their own ends.
- The tribe are being employed as proxies by the nearest power and actively wish to cease this arrangement.
- The tribe are very eager to gain the protection and resources of the nearest power.
- The tribe are attempting to draw the nearest power into conflict with their enemies, to maintain their own independence.
Assets
- A series of concealed cisterns and watering-places.
- A small stable of successfully tamed and broken Qryth beasts.
- A number of interpreters who have a well-developed understanding of the speech and script of pre-Qryth Punth.
- Control of a shady canyon that serves as a meeting-place and trade hub for Ka-Punth tribes.
- More gold (or other portable wealth) than the tribe knows what to do with, and far more than anyone suspects.
- A hidden, wondrously fertile valley.
- Control of an entrance to ruins of the fallen tower.
- Possession of an ancient Qryth device.
- A major pilgrimage site (be it for another tribe, many other tribes or a regional power) lies in this tribe's territory.
- A sect of talented healers and hedge-wizards bolster the tribes capabilities.
- A group of some of the swiftest and most secret couriers in all Punth.
- A surprisingly large and extensive library; the tribe's leadership probably know far more about the outside world than they are letting on.
Problems
- There is broad, popular discontent among the many of the tribe.
- There is discontent and conspiracy among the tribe's elite.
- There is strong evidence of a witch among the tribe, cursing them and employing sorcery for their own selfish ends!
- Disease ravages the tribe (if there are talented healers in the assets above, it's an especially potent plague).
- Famine or drought ravage the tribe (again, if there is a wondrously fertile valley in the assets above, it is a very bad famine indeed!).
- A deep-seated feud within the tribe has bubbled into new and fervid life.
- Infiltration by a regional power or simply another tribe threatens one of the tribe's assets - or the tribe itself.
- On account of war or depression or disaster, trade through this tribe's territory has slowed.
- A key resource - arms, mounts, coin, salt, ritual cauldrons - is in dangerously short supply.
- There is a power vacuum at the head of this tribe, no obvious successor has yet stood up to direct it and no-one wants to take major decisions until they do.
- Some prompts for this also come from the Khanates and March of Empire tables for The Wicked City.
- As before, Punth has a lot of Near Eastern or Middle Eastern elements that can be whittled down by those using the Primer. This extends to the Ka-Punth. If you want to move away from the obvious Bedouin or Tuareg influences (or, indeed, Fremen - that is, Dagestani...), by all means do. Perhaps Bornu cavalry are an option. Or the Comanche.
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