Showing posts with label Cavemen. Show all posts
Showing posts with label Cavemen. Show all posts

Sunday, 31 May 2026

PITY THE CAVEMEN - an OD&D Horror Dungeon

By Frank Frazetta

Alack! Cry WOE and beseech your many-toothed god! For foul, oozing transfigurations befall this troglytic tribe! Let your bone-tipped mace hum - pulp down hordes of yammering, slimesome mutants. For you shall be bathed not in blood, but tears and biting, green spittle.   

A miserable dungeon of pulp savagery and oozing body-horror. 
  • Map, Monsters, gods, NPCs, Magic Items, 28 total rooms/subrooms - 5 pages. Free.

Seriously though, this took forever to write and was at times, a massive pain. 

Also available via Itch.io here

The map was generated via Dave's Mapper (my favourite online map generator) and modified by myself. 

You can check out some of my other dungeons here.

Monday, 25 May 2026

NOM-DE-GROTTE ~ d200 Caveman Names

Kennis & Kennis, MADRID SCIENTIFIC FILM

Cavemen have formal names (those with stretched vowels) and informal (without stretched vowels). Addressing a caveman with their full name may net the players a +1 to their reaction roll. Inspired by Idraluna Archive's OD&D Encounter SOPs. Don't dismiss the names as nonsense immediately, thought went into every one and are presented in the order I thought of them. 

The caveperson naming convention emerged on its own in my prior works - caveman-centric adventure sites. For previously named caveperson NPCs, see Lair of the Cavemen aka Thick Thews, Brutish Brows and Heaving Bosoms, the adventure site collection Six Savage Lairs and (the now unreleased) Pity the Cavemen:
  • Raugwalla ♂️
  • Grooon ♂️
  • Ooolpulgg ♂️ (what a feminine name 💃)
  • Eewallaaa ♀️
  • Bruugg ♂️
  • Big Boruguluu ♂️
  • The Oooogun ♂️
  • Muurrtunga ♂️
  • Lorrgga ♂️
  • Eeexpinik ♀️

Temple of the Bear, by Zdeněk Burian

Cavepeople Automatic Name Roller 
Thanks to Paper Elemental for the generator. 




Portrait of the author, by Zdeněk Burian
The Lists:
Cave-Masculine:
1. Duuurguunna
2. Jughmaaaa
3. Wanuuurgaa
4. Anuuurwal
5. Raaanaaa
6. Luuurg
7. Guuurgamaa
8. Uraaanlik
9. Grooogaa
10. Raspaaapaa
11. Naguuulaa
12. Shuhooog
13. Yuuugeenba
14. Krollgg
15. Quwooodaa
16. Wroguuulaa
17. Shobeeegzob
18. Akaaachagaa
19. Muuurzmaa
20. Crooovqwa
21. Ergooomaa
22. Druuuussssaa
23. Udaaaarshub
24. Hwaaaht
25. Oooooooooooo
26. Aaaaaaaaaaaaa
27. Simguuulaa
28. Lokkk
29. Baaatishmaa
30. Owowoon
31. Wahgaawaa
32. Gahaanaaag
33. Murrrkurrrk
34. Blurrrcaa
35. Hooltaalmaa
36. Jaaajaaanak
37. Mroonnwipp
38. Caaawuraa
39. Yuuunk
40. Craavaaanaa
41. Maaamootaa
42. Vaaangovaa
43. Pongopohaa
44. Zojnaaak
45. Orgooonaa
46. Burrrraaaan
47. Yorrrpaapruh
48. Haaapaaadraa
49. Ohwaaawo
50. Ksnaaacwaa
51. Ooowowgaa
52. Hoqaaw
53. Urggurrrgg
54. Oowhoop
55. Agannneeyarrrp
56. Worrrrtuuug
57. Qannnnnn
58. Kolpapaaan
59. Jhurrrgaaandeh
60. Hooshaamaa
61. Harrrrsuurraaan
62. Draaaahhhh
63. Errrrr
64. Uhhhhgggg
65. Snnnrrrrrt
66. Slrrrrrrrsh
67. Burrrrzaa
68. Hurrhurrhurr
69. Thoggggogg
70. Drrrrrr
71. Gerggggugg
72. Wwwwwowchaa
73. Ooogaahh
74. Boogaahh
75. Shrrrrrrkkkkaa
76. Chaaaach
77. Vongoooooo
78. Barrrrrbarrrrbah
79. Graggg
80. Llllllg
81. Ummmguh
82. Raaaaaak
83. Ssssmushhhh
84. Brsssskk
85. Fleeebitaa
86. Agurrrmmm
87. Odfurrrrzzz
88. Odcraaaasaa
89. Ilayaaarajaaa
90. Iskaamsssskk
91. Raaagafommm
92. Woookarayjaa
93. Mbaaa
94. Loooosoo
95. Poyyyytaaavarrren
96. Nnrrmmboo
97. Crooofu
98. Gzzzzmaa
99. Ssssuk
100. Brrurrannnndddaa


Cave-Feminine:
1. Eeeenpunwag
2. Aaaawinwuk
3. Oooolanag
4. Oooojughjugh
5. Ooookanook
6. Qeeepineg
7. Tseeelikan
8. Leeesipwip
9. Saaawupog
10. Duuumama
11. Oooozagdah
12. Oooopremib
13. Qeeesineeg
14. Ceeegineek
15. Aaaaxineep
16. Ieeenogog
17. Aeeestonot
18. Ooaaaxefu
19. Ooofofof
20. Aaakalak
21. Eeeekikik
22. Ofoooosecnag
23. Aaaayapeq
24. Aaaamalaig
25. Vehhhhulu
26. Goolaaaabaanig
27. Izaaaafazhin
28. Edreeegagag
29. Sssssehabag
30. Imaaaawenwen
31. Aaaajaajan
32. Aaaathangaachee
33. Ihaaagahoh
34. Athaaanag
35. Araaaagarej
36. Uzuuuulanam
37. Oooosofig
38. Woomaaanaag
39. Olooooomugug
40. Ecaaaahicah
41. Uhcaaamokop
42. Udoooomazaz
43. Ysssssswihog
44. Xeeeemidid
45. Xaaaazakop
46. Ezoooosusog
47. Uxaaaaaxaman
48. Ozuuuudugit
49. Ysaaaagrag
50. Eeeechaneek
51. Weeeezanope
52. Aaaaapalas
53. Oooopowalas
54. Ashaaaaaadeyet
55. Aaaaababab
56. Ogoooogoyog
57. Ebooooshimak
58. Voooolemish
59. Odooomivmuk
60. Ezeeeeegushek
61. Zzzzzzzbogig
62. Uzzzzzzanolok
63. Ohooo-ohooo
64. Omooookic
65. Ooooloogaloog
66. Igaaaajidec
67. Ubaaaashardoc
68. Okoooolanoom
69. Loooocatwees
70. Efeeescanik
71. Uhhhhgyug
72. Ummmmmeen
73. Ovooomulnam
74. Izzzzzlopig
75. Edeeeelumug
76. Oodaaaanuguk
77. Yoooodinid
78. Yeeegahyuk
79. Yaaaakwaneek
80. Neeelurrrmunk
81. Aleeeevogog
82. Olooomarag
83. Eeecayyyylik
84. Uhhhhuwakwak
85. Errrrluvluv
86. Arrrreeesilag
87. Aaaashoogik
88. Oooomoovipij
89. Eeevllllimig
90. Ayyyyukog
91. Oyyyhogin
92. Ooooshabosh
93. Eeekiwip
94. Ooozumzum
95. Aaazagzig
96. Eeezoonimp
97. Aaavaaliren
98. Urrrrrkuhrem
99. Ooomurug
100. Oooterag

Source unknown, but isn't it great?

Other posts for your consideration:




Wednesday, 31 December 2025

The Talismanic Caveman, Fetishist or Mountain Man* - an OSR class

The Bad Durrenberg Shaman

HD: 1d6
Level as: Magic-User
Save as: Fighter
Weapons: Any
Armour: Shields only, see below
Fights as: No progression, see below. 

You are What You Wear: A Talismanic Caveman may possess a number of Talismans equal to their level. Indeed, this Caveman derives all their power from these eponymous Talismans - trinkets, trophies, armour and apparel carved and shaped from their fallen foes. 

Each Talisman grants a special ability, a passive boon, inspired by the beast that the Talisman is made from. For example; a rhino horn amulet might grant +1d4 damage when charging into melee, an oxhide cloak may grant +2 STR (strong as an ox), a dragon scale headdress allows the wearer to take half damage from fire. When ideating abilities - think mythically. There are more example Talismans at the end of this post. 

Each Talisman also grants two of the three following bonuses, the same bonus can be selected twice:

  • +1 melee to-hit
  • +1 ranged to-hit 
  • +1 armour class bonus
- Talismans have no effect when worn by characters of a different class. 
- The oft bloody affair of harvesting and constructing a Talisman happens simultaneously. It takes 10 minutes and requires no specialist tools. 

Sacred Symbols: A Talismanic Caveman cannot carry more Talismans than their current level and swap them out as needs be. That would be sacrilege. A Talisman must be destroyed when it is replaced by another. This happens after the new Talisman has been created and it's powers defined. 
- Likewise, for example, one may not wear two helmets or two masks at the same time.
- A single Talisman takes up one inventory slot.

Kitted Out: The Talismanic Caveman's Talisman AC bonus caps at +6 (not including shields), any AC bonus above this has no effect. 
- Likewise, if a Caveman's to-hit bonus (either melee or ranged) exceeds +10, the excess converts to bonus damage. 

Lucky Charms: A Talismanic Caveman may shatter their Talismans to mitigate 1d4 points of damage of any type. This includes Stat Damage. A shattered Talisman is lost forever. 
Effects that damage armour, such as critical hit results, destroy 1 Talisman of the Caveman's choosing.
- But beware, for without their Talismans, these folk are little more than frightened, superstitious troglodytes.

Beast Lore: The Talismanic Caveman are animal experts but are prone to speak in myth and legend rather than useful, grounded facts. They knows the legends of all the 'natural' beasts and monsters of this land (and can instantly recognise unnatural things such as mutants, aberrations, aliens, Frankensteins and such like). The class can ask a question about any natural beast they can see with a 3-in-6 chance of getting an accurate answer. The DM will roll for this in secret. On sucess they DM will answer tersely yet accurately. If unsuccessful, the DM will give a false, albeit mythical answer. 

For example, a player asks 'what is the weakness of the Flightless Carrion Roc?'. The DM rolls a d6 in secret and is unsuccessful, so replies mythically: "You know the legend of how the Carrion Roc lost his wings, cursed for his arrogance - shame is his greatest weakness!" or "You heard that long ago, Jahooli, King of the Carrion Rocs was once enchanted by the pleasant flute playing of Otongo the Ape!". While false, knowing the nature of this game, sometimes false things can - in play - become true. 

Do I know this beast? Honey, I'm wearing it!: You gain a +1 bonus to your Beast Lore rolls Vs a particular creature for each Talisman of that species you are wearing. If wearing three Talismans of the same type of creature you automatically pass your 'Beast Lore' rolls for that type of beast.

Animal Mimicry: You can imitate the sound of any creature you have a Talisman of. You can only mimic sound and emotion but not true communicable speech. Additionally you can mimic not just a creature's verbalisations but other sounds they make, such as the fluttering of their wings, the sound of their feet padding the floor, the swish of their tail, the spurting of their acidic expulsions, etc.

Spirit Animal Visions: Should the DM feel a Talismanic bonus is too powerful, the spirit of that animal may appear to the caveman in a dream and renegotiate the ability as well as provide them a piece of guidance, advice or information to aid them in their current quest. Conversely, animal spirits may appear to boost the power of their Talismans. 

A level 1 Mountain Man
    

D12 Example Talismans:

  1. Monkey Veil: +1 ranged, +1 AC, Fruit eaten heals 1d8 (or one die size higher than consuming a regular ration)
  2. Sabretooth Skull Mask: +1 melee, +1 AC, Critical Hit range extends by 1
  3. Falcon Wing Crown: +1 melee, +1 ranged, immunity to falling damage
  4. Beaver Tooth Charm: +1 melee, +1 AC, Fell even large trees after a single round of chopping
  5. Chimp Pelt: +1 melee, +1 AC, +2 to climbing skill
  6. Goblin Bone Girdle: +1 melee, +1 AC, +3 to Hide when hiding in caves.
  7. Gorgon Hair Skirt: +2 AC, +4 to saves vs paralysis and petrification.
  8. Ostrich Feather Gaiters: +1 ranged, +1 AC, wearer can run and jump further and faster than any other party member.
  9. Bigfoot Hide Trousers: +1 melee, +1 AC, renders the wearer mostly immune to scrying, appearing as a fuzzy, indiscernible brownness.
  10. Hook Horror Vambraces: +2 melee, unarmed attacks do 2d4 damage.
  11. Elf Ear Earrings: +2 ranged, detect secret doors as an Elf (or +2 Awareness).
  12. Sloth Loin Cloth, +2 AC, the wearer sleeps as peacefully as a sloth and always heals the maximum amount of HP regained by sleeping.

The Talismanic Caveman (or Mountain Man, Fighting-Shaman or Fetishist) is directly inspired by James Young's Inheritor class, which is in turn inspired by Hack and Slash Master's Blue Mage.

*Additional, rejected class names include; the Fighting-Shaman, Scrimshaw Sailor, Mad Taxidermist, Skin-Wearer, Totemic Caveman and Trophy Hunter. I like Mountain Man best. Likewise Talismans can be renamed depending on the class vibe. A Mountain Man may have Trophies, a Fetishist would have Fetishes and so on.


Taken from God of War 'Raider' concept art, pretty good for this class's vibe



Friday, 4 July 2025

Six Savage Lairs

Lo, warriors! In ill caverns, places-weird and ruins-haunted, squat and gibber; lair-lurks, foul fiends, sea-things and stooped troglodytes, all atop spilling heaps of forgotten treasures. So leap, spring cunning and battle-crazed - broadsword humming - indue your thick-thewed frames in blood, gold - glory and legend!

Here are six, free, lair-style dungeons, inspired by the 3lbb and written for an OD&D lair design contest. They are lurid, savage and pulpy. The layout was predetermined quite stringently. Most notably, each lair must fit on a single side of A5. This proved a fun, albeit tricky, constraint. My first attempt; Caveman Lair, 15%, though terse, spilled over this single side limit, - though Diogenes of Dio's Dungeon did ascribe it "vance-quality" (while discussing its disqualification). See:

😏

Remember these are Lairs, different but closely related to 'true' dungeons. While largely occupied by a single 'monster' type, do not assume these are not places of tension and of simmering conflict that your players cannot explore and exploit. Some of the lairs are linked narratively but can be played in any order, making them a good fit for sandbox campaigns or linked one-shots. Each lair should be a good fit for a single session of play. 

Also four of the lairs belong to cavemen 💪

Herein you shall find:

  • The Lair of the Cavemen (Oopulg's Tribe), suffering in a sea-cave under the yoke of savage merman conquerors.
  • The Lair of the Mermen, a hub of imperial conquest, led by an imperious queen blinded to the traitors in her midst by the loss of her daughter. 
  • The Lair of the Brigands who took her, and the foul fate they are suffering at the hand of their disinterested and capricious dark-lord.
  • The Lair of the Cavewomen (Lankimbirizin's Tribe), hunted by chaotic humanoids and led by a dying magic-user who seeks to a new chief to lead his tribe to safety. 
  • The Lair of the Cavemen (Big Borguluu's Raiders), a vicious band of raiders encamped in a ruined minster that holds its own secrets. 
  • The Lair of the Cavemen (Bruug and Eewallaaa's Tribes), two tribes joined by the pairing of the chief and chieftainess suffer clashing cultures and the moral predations of two human missionaries.

Most art by Frank Frazetta with maps by Dyson Logos and Watabou's dungeon generator.


 

Thursday, 6 February 2025

CAVEMAN, Lair 15%

Beneath the light of a blood-red star, a loping horde of savage hominids cross a primeval plain - a scantily-clad maiden slung across the sinewy shoulders of their brutish chief...

Captured princesses! Rampaging ape-men! Jewels for the plunder! Here’s a 3LBB-style caveman lair for an OD&D lair design contest. Inspired by the lurid, two-fisted illustrations of Frank Frazetta. I leaned into pulp, into cavesploitation - and shan't apologize for it!

As an OD&D neophyte, I’ve done my best to ape (pun intended) the '70s style, tone, and idiosyncrasies, though some modern sensibilities may have crept in. Hopefully, it still feels right and carries some of those early-days fantasy weirdness. Writing this was enjoyable. The formatting was decided by the contest, the expectation that the entries should be easily inserted into a campaign and the fact this is a lair, rather than a true dungeon really contributed to that. I planned to publish more dungeons this year, this wasn't one of them, so stay tuned!

All art by Frank Frazetta, map by Dyson Logos

EDIT: Here is the updated and non-copyright infringing (basically artfree 😢) 2 page version (the illustration is taken from Weird Tales):

And here's the original 🫣:

My Savage World Personality Generator may pair well with the dungeon. Find it here.


Tuesday, 24 December 2024

1d8 Arctic Hominids

This post is for Loch of the Nothic’s Eye blog. I have previously written of the arctic, with the post; Doomed Polar Expeditions to Dread Hyperborea. This post shares some linkage with it and they can be used in conjunction with each other - while generating your polar expedition ask; ‘Which arctic hominid does the Imperial Zoological Society expect us to study and capture?’

This post is very much inspired by Man after Man, a speculative look into mankind’s future evolution, as well as All Tomorrows (check them both out). The illustrations bookending this blog post are taken from Man after Man. There is something of a horror tone to this post and (hopefully?) the same kind of biological, deep-time nihilism that can be felt in my inspiring texts.



Look and see! There, across the bitter expanse of the biting ice, those desperate, god-severed beasts. Descended from the proto-human thralls that, in long-ancient times, fled the eldritch and beetling-fortresses of Dread Hyperborea. These creatures are but uncanny reflections of humanity, bent by weird eons - in and by this accursed arctic landscape.


1. Homo Hyperboreus Servilis

Said by liberal-minded zoologists to be our closest relative in the Dread North. They're stocky and hirsute, with short yet powerful limbs to help retain warmth and their smooth and pale, mask-like faces are framed with  

and ringed with bristling white fur that flows down to cover the rest of their bodies. These hominids have formed various tribes and cultures - Cadaver-Dwellers who shelter in the beached bodies of great sea-things, the Topaz-Eyed who pierce their cheeks and brows with jewels or the Autophagic Tribes of whom we’d rather not speak. Their myths tell obscurely of their primordial thralldom in the cities of Hyperborea and may prove useful in our expedition. Likewise their guttural language is likely derived from a primordial Hyperborean slave creole and may be useful in the study of the Dread Hyperborean language itself.

4. Siateen1
Numbering only a few hundred, these coast-dwelling beings are humanoid and well-proportioned, their skin in grey and smooth save for their wisened, whiskered faces. They wear no clothing save for thongs of dried seagrass. While their grey-mottled blubbery hide shields them from much of the cold, they nonetheless huddle for warmth around smoky fires and live in unadorned wickiups made from dried leathery seaweed on the stony beaches of Hyperborea. They are well adapted to the sea and can swim at speed in the frigid waters of the arctic in search of sustenance. Their language is unpronounceable to us, just as ours is to them, and while we struggle to understand their barks and gruff purrs, they can quickly grasp the meaning of our words. They are sea-cave worshippers, revering those deep and inaccessible places as sacred.

5. Simiformis Carnifex2
The apex predator of the frozen north. Twelve feet tall at the shoulder, its loping legs propel it with speed, digitigrade across the snow and its hunched spine and long-bristled back supports its over developed simian head and toothsome jaw. Their balance is kept by a swollen, fleshy protuberance or pseudo-tail (not too dissimilar to that of a baboon3) and two long gibbon-like arms remain tucked close to their white-furred bodies. These arms have considerable reach and are deployed with speed to snatch up smaller prey, drawing them into a Simiformis’ hungry and powerful jaws. The Simiformis Carnifex are solitary and keenly cunning predators; they hunt elk ravenously, make havoc in Throngling colonies and even prey on crawling whales and polar bears.

2. The Manotherium 

Great, lumbering shaggy beasts, their hunched body’s enormous weight rendering them incapable of human bipedalism. The Manotherium’s wizened, drooping face and sad baggy eyes suggest a human intelligence. The index finger and thumb on a manotherium’s forehands have developed into powerful yet dexterous pseudo-pincers that it uses to uproot the tundra shrubs and grasses on which it subsists and can easily pulp a man or elk. The Manotherium is becoming less extant as their favoured shrubs and mosses have been overgrazed and while revered by the hominids of Hyperborea, the humans of the southern tundra see them as prize hunts.


3. Thronglings

A gawking, yammering horde of brown tufty beings. These squat hominids, bound in frost-rimed, matted brown down, huddle against the cold in enormous, foetid colonies. Their colonies range from a few hundred beings to several thousand. They use their cruelly hooked thumbs for prying open shells and molluscs and can be seen gathering and eating washed up seaweed and mouthing the blubber of beached sea creatures like cud. Socially, they practice a form of survival-first feudalism wherein the warrior-nobility bully their way to the warm middle of the colony. However, these warriors are expected to rush to the colony's perimeter at times of danger. Should warriors become lazy and indolent, they will be exiled or trampled to death. They exhibit tribalism and should two colonies converge on the same territory, the resulting clash is bloody and brutal. Victories are often pyrrhic with the arctic ice stained with blood and littered with frost-rimed tufts of the dead and dying. They have no discernable language.

6. Arctic-Shrew Men

Hopping, sable-furred rodent-like things with pink simian faces. Small and chittering, they live in snow warrens not unlike our rabbits. They exhibit social organisation and planning skills, so much so that despite being less than a foot tall they predate on Crawling Whales; it takes an entire troupe to bring one down. The Crawling Whale typically does not make attempts on prey as small as the Shrew Men and they take this to their advantage, positioning their entire troupe strategically around the whale with their bone-harpoons. Once slain, the troupe must act with haste, devouring and harvesting the crawling whale’s carcass, the white fur of their mouths ringed with crimson, before scavengers arrive. The sight is something to behold.


7. Mørketid Worm

Unlikely the result of natural evolution, the Morketid Worm is a horrific and undulating, neotenic slitherer that hunts exclusively during the long winter months of 24-hour darkness. Its larval stage, buried in the earth, during the summer of the midnight sun is strangely human, a smooth and statuesque humanoid. But when the sun sets for winter, there emerges a 15-foot long, mottled black worm, set against the black leathery folds of its ‘face’, two human eyes sit above a round and gnashing maw - vestigial arms and legs that attempt to propel the Mørtid worms slithering mass through the deep snow with a useless, driven aggression. The Morketid Worm’s unusual hunting method is to jet tepid gouts of water onto its prey - a death sentence in the icy cold of the arctic night. The hypothermic prey is then pursued with a relentless, pseudo-human intelligence through the dark and snow, the worm sniffing the air with a long human-looking tongue, bifurcated many times. 


8. Snow-Heads or the Demon Ice-Kappa of Ur-Tzk Flow. 

Solitary creatures with hairless, rubbery, white skin and black-ringed eyes, the Snow-Heads are most known for their bowl-like craniums, ever-packed with snow. These inexplicable creatures gibber endlessly on the icy expanse, performing their gangly pendulous, directionless dancing. They don’t appear to eat or sleep but when viewed from above it can be seen that they have walked strange sigils into the snow and can likewise be seen clawing eldritch monograms into exposed rock. If looked upon they react with aggression. While their dense rubbery flesh resists most damage, they are mortally wounded by boiling water, and should their cranium be emptied of snow they will die. An explorer that survived a close encounter with a Snow-Head swore that it began to speak in his language, with his own accent, of things that only he knew.



1. I dreamt of these creatures. In the dream, deep within one of their sea-caves they discovered some rock formation that proved the existence of ‘the Greater God’.
2. Inspired by the Alaskan Tyrannosaur, which apparently did not migrate southward during the cold months.
3. An ‘ischial callosity’

Sunday, 25 August 2024

The Ape, race-as-class

 

And lo! From the ancient depths of misty primeval jungles and the murky, antediluvian, ruined worlds beneath our own, there emerged the Ape! Hirsute, thick-thewed and sullen-eyed, to humble mankind as it did in ancient days and shall again - now, to tread the jeweled thrones of the earth under its grasping, prehensile paws.

Wednesday, 14 February 2024

Savage World Personality and Character Generation

This generator is based on my Simple Card-Driven Personality Generation post but repurposed for a solo game I am currently playing which is set in a tropey, savage and primeval land. All the gifs are from Fire and Ice.

The How
Draw two cards from a standard deck of playing cards (jokers removed) and consult the table below. The first card drawn indicates the adjective - the second indicates the noun. Combine the words to form the character's personality type. Depending on its use, this table go a little beyond the remit of the previous generator and can suggest things that veer beyond personality, therefore it is as much a generator of characters as it is of personalities. 

The Table

Card

♦️ Red 

♠️ Black ♣️

King

Feral/Savage

Stone-faced/Stoic

Queen

Lustful/Lecher

Messianic/Idolator

Jack

Vigorous/Meathead

Die-Hard/Survivor

Ten

Covetous/Snatcher

Superstitious/Spirit-Heeder

Nine

Wicked/Bully

Thrill-Seeking/Bravo

Eight

Kowtowed/Toady

Cunning/Cut-Throat

Seven

Superior/Tyrant

Hot-blooded/Trickster 

Six

Obnoxious/Clamourer

Cold-blooded/Killer

Five

Simpering/Simian 

Wolf-like/Recluse

Four

Smug/Posturer

Unclean/Wallower

Three

Stubborn/Grump

Unsuspecting/Oaf

Two

Treacherous/Snake

Obscure/Madman

Ace

Preening/Aesthete

Civilised/Eccentric