r/d100

▲ 69 r/d100

(Let's make) 100 significant weather events during a fantasy adventure

In the last two adventures I wrote, I had a but of fun coming up with weather events that could change the environment in a significant way, and it seems to me there must be so many more, so let's build a table!

Not all events have to be fantasy in and of themselves. The only requirement is that they have an effect beyond aesthetics. For example, here's what I have so far:

  1. Rain from the Ground. Water rises slowly from the ground. Clothes and items get wet very easily unless held upright or covered from below. Items that rely on combustion may not work.

  2. Touchy Fog. A strange mist envelops the area. While in it, at times creatures feel as if something was poking them or brushing against them.

  3. Blizzard. Visibility is greatly reduced; temperatures drop significantly.

  4. Hail. For every round a creature spends in it, roll two attacks against them without no bonus. On hit: 1d4-1 damage (minimum of 1).

  5. Will o' the Wisps. Will o' the Wisps appear in random locations nearby. They float 15' above the ground and shed bright light in a 20' radius.

  6. Scented Gale. A relatively strong wind rises from a cardinal direction (roll 1d4 or pick one). While walking in that direction, Save or move at half speed. To each creature in it, the wind smells like a specific food from home.

  7. Hurricane. A dangerously strong wind rises from a cardinal direction (roll 1d4 or pick one). Any creature hit by it must Save or be pushed 20' in the direction the wind is blowing. Objects that are not fixed in place are moved automatically and may hit creatures as they fly.

  8. Extreme Heat. It's much easier to become Exhausted. This effect can be ignored for 10 minutes upon drinking water.

  9. Heavy Rain. Visibility is reduced; items and clothing get wet unless covered or water-resistant; vehicles are harder to maneuver.

  10. Dry Thunderstorm. Every round, a bolt of lightning hits a random spot in the area, setting flammable ground and objects on fire.

  11. Thunderstorm. Heavy Rain and Thunderstorm combined.

  12. Elven Aurora. Mesmerizing lights fill the sky. Any creature who can see them must Save or be compelled to attack their allies. If no allies are nearby, they must instead use all their movement to flee from their enemies. They repeat the Save at the start of each of their turns. If successful, they must still repeat it as long as they can see the Elven Aurora.

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u/edoardos_hurdygurdy — 4 days ago
▲ 3.1k r/d100+423 crossposts

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u/GaryNOVA — 6 days ago
▲ 103 r/d100

New Moderators

For the benefit of anyone who didn't see the admin message earlier, the previous mod (u/dndspeak) was flagged for inactivity, and a call for volunteers for new moderators was put out. This appears to have been an automated process, as the only record visible over on r/redditrequest to take over the sub is six years old.

The new mod roster is as follows: myself, u/Haksteinman, u/IvanDrake, and u/flyer_higher.

In the near term, the sub should keep operating as normal, with adjustments to the rules and procedures being considered. Any large changes will be announced before going into effect.

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u/Vote_for_Knife_Party — 7 days ago
▲ 35 r/d100

Advantages and weaknesses of a city, province, or culture

Advantages and weaknesses of a people (city, province, culture, etc)

Based on this post: strengths and weaknesses of different civilizations by i_dont_know_why-

Advantages:

  1. Access to Advanced Technology - They have access to but can't manufacture technology that is more advanced than normal. Origin: (alien, discovered a [artificer, mad scientist] lab or cache, pre-apocalypse, precursor civilization, spacefaring ancestors, spaceship wreckage).

  2. Access to a Magical Terrain Feature - They have access to a magical (cave, cenote, grotto, grove, hot springs, lake, pool, spring, tree, etc) that grants some benefit to the community.

  3. Access to a Place of Power - They have access to a place of magical power. Benefits: (boost certain types of magic, higher mana levels than normal).

  4. Access to a Resource Dungeon - They have a dungeon in their (city, territory). The dungeon magically respawns resources and monsters within the dungeon. They regularly harvest resources from the dungeon / They charge adventurers, that want to go into the dungeon.

  5. Air Power - They have the power of flight. Type: (airships, flying mounts, flying machines, etc).

  6. Amphibious Citizens - Some or all of the citizens are amphibious. They can harvest underwater resources from (lakes, rivers, the sea) / When under attack they can retreat underwater.

  7. Animal Breeding (farming animals) - They have (domesticated, engineered, selectively breed) a type of farm animal that produces (higher quality, larger quantities) of a resource (bone, feathers, fur, hide, honey, honey dew, ink, ivory, meat, nectar, oil, silk, wax, wool).

  8. Animal Breeding (work animals) - They have (domesticated, engineered, selectively breed) a type of animal that is (stronger, faster, more enduring) than others of its kind. Ex: camels, dogs, elephants, elk, horses, oxen, reindeer, wolves, yaks, (fantasy creature).

  9. Arctic People - They live and thrive in harsh arctic conditions. Bonus to: (arctic survival / arctic travel / cold resistance / non-arctic cultures are at a disadvantage when fighting in the arctic).

  10. Avatar Protector - This place is protected by an extremely strong entity or monster.

  11. Blessing (land) - A powerful entity or god has blessed the land.

  12. Blessing (people) - A powerful entity or god has blessed the people. Ex: Blessings.

  13. Body Enhancement - A large number of people have been enhanced by (bioware, bio-engineering, cyberware, magical enhancement). These enhancements help them to survive and prosper.

  14. Byzantine Bureaucracy - Everything in this place is cataloged, noted, and written down. Finding information is a breeze, as the government works like a clock.

  15. Clean - They have fairly high standards of cleanliness. May be the result of (culture, laws, medical knowledge, religion, etc). Reduced disease within (city, culture).

  16. Concealment (camouflage) - Their communities are hidden via (camouflage, natural terrain). Its very difficult to find their communities unless you know where it is or they want to be found. Average citizen gains bonuses to camouflage and stealth.

  17. Concealment (invisibility) - Their communities are cloaked via magical or technological (disinterest, illusions, invisibility, subtle misdirection or repulsion). It's nearly impossible to find their communities unless you know where they are or they want to be found.

  18. Communications - They possess communication (magic, technology). This allows for nearly instant communication over long distances.

  19. Constructs - They possess constructs (automatons, clockwork, golems, robots, skeletons) that they use as workers or soldiers.

  20. Cosmopolitan - Visitors and merchants are common, so the people are knowledgeable about other cultures and regions. If native expertise is needed for hire, it's easy to find.

  21. Cultural Chameleons - The average citizen can effortlessly adapt to, blend in with, and assimilate into other cultures. Bonus on all social rolls when dealing with outsiders. Bonus to conceal themselves within another culture.

  22. Cultural Diversity - This place has a large number of different cultures, who seem to all get along with each other. Mostly.

  23. Cultural Powerhouse - Something about this place's culture entices people. The music, the food, the people, the art. The culture is so intoxicating, other cultures desperately try to emulate it.

  24. Defensible Location - The natural terrain makes their city easy to defend.

  25. Desert People - They live and thrive in harsh desert conditions. Bonus to: (Desert survival / Desert travel / Heat resistance / Craftsmen are better at making glass / non-desert cultures are at a disadvantage when fighting in the desert).

  26. Diplomacy - They are highly trained in diplomacy.

  27. Diverse Population - This place has a significantly large population of strange and unusual races. Winged humanoids fly through the sky as monstrosities walk and talk amongst the population as normal citizens. Human, Monster, Devil, Angel, so long as you behave, you have a place in this city.

  28. Egalitarian - This place treats everyone as equals. Even high-ranking officials have a desire to be seen as an everyday Joe.

  29. Entrance / Exit to the Underworld - They control an entrance or exit to a giant cavern system. Ex: Blackreach (Skyrim) / Hollow Earth / Journey to the Center of the Earth / The Gloom (The Bad Guy series) / The Sunless Sea / The Underdark (D&D).

  30. Everyone has Military Training - At a certain age everyone goes into the military for "x" years. Every citizen knows the basics of how to use a weapon and work together as a group.

  31. Fertile Soil - The land is good for agriculture. Crops are easier to grow and typically produce a (larger, higher quality) harvest.

  32. Gossip's Paradise - This place is swarming with the latest news, gossip, and other titillating information. Gossip rags, info boards, and even the average bartender are all eager to share.

  33. Historians - These people are well versed in local and world history, and they have extensive archives kept for generations. The average citizen gets advantage on history checks and all successes to research a historical topic (History, Religion, Nature, or Arcana Checks) count as a critical success to gain the maximum amount of information.

  34. Hive Mind - A large portion of the population is part of a hive mind or that have the ability to join with a hive mind in times of need. While a part of the hive mind, they gain perfect coordination when working as a team.

  35. Honor Code - (Anti-social, illicit) behavior is rare due to intense indoctrination.

  36. Hyper Vigilant - The average citizen is hyper vigilant. Bonus to detect illicit actions or behavior. Bonus to save vs the Surprised or Flat-footed condition.

  37. Indoor or Underground Farming - They have the ability to grow crops or raise animals indoors or underground. Crops are no longer weather or season dependent and can be grown year round. Farm animals are sheltered from predators and the weather.

  38. Law Enforcement (magic) - They have a division of law enforcement dedicated to stopping criminal use of magic.

  39. Less Baggage - They are a new (colony, settlement). They are far enough away from their progenitors, that they are no longer beholden to the restrictive (cultural, legal, religious) practices that stifle innovation.

  40. Long Lived - The average person's lifespan is longer than normal. This may be due to diet or (cultural, medical, religious, sanitation) practices.

  41. Magic (general) - They have more mages than normal / They have stronger mages than normal.

  42. Magic (specialty) - Their mages are stronger at a particular type of magic. Ex: divination, elemental, healing, summoning, etc.

  43. Major Trade Hub - The average citizen is more wealthy. Bonus to skills of appraisal, haggling / Locating merchants that deal in exotic goods / Average merchant knows more languages.

  44. Master Craftsmen (general) - They have a higher standard of craftsmanship that most civilizations.

  45. Master Craftsmen (specialty) - They are better at making "x", than any other civilization.

  46. Medicine - They have a higher degree of medical knowledge than other (cities, civilizations).

  47. Memory Recording - They have a (magical, technological) way to record their memories. The memories of citizens with worthy skills and knowledge are preserved in a type of library. Ex: Bob the Skull from the Dresdin Files / Cyberpunk: Uploading memories to a computer / The Pensieve from Harry Potter.

  48. Mental Fortified - The practices of their culture means the average citizen has above average mental defenses. The average citizen is resistant to Psychic Damage and attempts to read their minds ,hear their thoughts, or control their minds have disadvantage.

  49. Metallurgy - They know how to make metals that are (stronger, tougher, lighter) than normal.

  50. Military Might - They have a very strong military.

  51. Mobile City - Their (settlement, town, city) is mobile. Ex: On a floating island / On a moving island. It can move through the sea like a ship / On the back of a giant creature or construct / Teleports from one place to another

  52. Monster Hunters - Bonus to attack, defense, tracking, lore roles vs various types of monsters, harvesting monster parts, crafting with monster parts.

  53. Mutations - The citizens have one or more mutations that aid in their (prosperity, survival). Ex: Mutations

  54. Nautical - The live by the sea. They have better: (fishermen / ships / sailors / a stronger navy / knowledge of the sea / May have a higher number of people that know how to swim).

  55. Noblesse oblige - This place has a strong aristocratic tradition. Fortunately, the rules and traditions have led to them being mostly tame and well-mannered. They even believe in acting charitable, and will actively fight for their country.

  56. Nomads - They are always on the move. Bonus to: (faster long distance travel times / more efficient packing / wilderness survival / average citizen knows more languages from dealing with other civilizations.

  57. Pass / Tunnel Through a Barrier - They control a pass or tunnel though an impassable natural barrier. They can tax anyone wanting to use their pass. Going around would cost travelers hundreds of miles. Ex: bridge across a grand canyon / canyon, pass, or tunnel through a mountain range / tunnel from the main land to an island.

  58. Patriotic - It's easy to rouse the populace into shared or altruistic effort by appealing to their love of country.

  59. Physical Prowess - People are just (bigger, stronger, tougher, etc) than other civilizations. Could be a result of (culling the weak, cultural training regimen, diet, divine blessing, mutation, selective breeding, etc).

  60. Portal Network - They have access to a portal network that grants nearly instant travel to various locations.

  61. Power of Cuteness - Their race is considered adorable by many sapient beings. They have learned to weaponize their cuteness to get what they want and lull their opponents into a false sense of security.

  62. Protected by God - Their (city, people) are protected by a powerful entity (celestial, lich, god, old one, outsider, primordial, etc). This "god" takes a very active role in defending them or getting revenge on those who would harm them.

  63. Protected by Nature - Some naturally occurring thing drives away the (monsters, supernatural creatures, undead, etc).

  64. Rare Resource - They have access to a rare and valuable resource, as well as the ability to make use of it.

  65. Resistance to Corrosives - The average citizen has resistance to Acid Damage

  66. Resistance to Disease - There are a lot of diseases in their region. They have adapted a resistance in order to survive.

  67. Resistance to Magic Type - The people are resistant to a particular type of magic

  68. Resistance to Petrification - The culture is used to [petrifying element] and so the average citizen is immune to petrification caused by [petrifying element].

  69. Resistance to Poison - There are a lot of toxins in their region. They have adapted a resistance in order to survive.

  70. Robust Courier / Mail System - They can rapidly send mail or packages to anywhere in their (city, civilization).

  71. Scholarly - Average citizen has a higher level of education.

  72. Shape Changers - The average citizen can transform into one or more other forms. These other forms give them distinct advantages when performing certain tasks. Ex: Transforming into a: (dog or wolf to track prey by scent / dolphin or squid to work underwater / horse or donkey when muscle power is needed.

  73. Significant Landmark - A beautiful statue/building/natural feature draws people to this place. Tourists commonly talk about the beauty and wonder of this place.

  74. Skilled Traders -

  75. Spirits of their Ancestors - They have a way to contact the spirits of their ancestors. Their ancestors can provide useful advice and knowledge.

  76. Strong Allies - They have strong allies that they can call on in times of need.

  77. Strong Currency - The local currency is typically worth more than other types of currency / The local currency is almost always (accepted, exchangeable) in other (cities, countries, kingdoms). Economically they are stable, reliable, and trusted.

  78. Talking Beasts - For better or worse, this place has a large population of sentient and speaking animals.

  79. Technology - They can produce one or more technologies that the rest of the world doesn't know how to make yet.

  80. Trained for Emergencies - The average citizen knows what to do and where to go during various types of emergencies. Ex: (earthquake, fire, flood, invasion, monster attack, raider attack, tsunami, etc). Bonus: Higher survival rates and reduced panic during emergencies.

  81. Unique Product - They have access to a unique resource / They produce a product that no one knows how to make or no one has the appropriate resources to make.

  82. Unpalatable Food Source - Their primary food source is unpalatable to (outsiders, animals). (Outsiders, animals) have no interest in stealing their food.

  83. Well Planned Cities - The cities are planned out to take into consideration: (bad weather, crime prevention, defense, needs of different races, pollution, population growth, trade, traffic flow, waste disposal, etc).

  84. Zen - The average citizen is considered pretty calm and zen. They have advantage on wisdom saving throws.

Weaknesses:

  1. Accent - They speak with an accent that makes them difficult to understand.

  2. Agoraphobia (fear of open spaces) - An underground civilization. They have a crippling fear of the outside world / If force onto the surface, most of them suffer from panic attacks and dizziness.

  3. Bad Reputation - They have a (true, exaggerated, false) reputation, that makes other (people, societies) dislike or distrust them.

  4. Can't Speak Common - They can speak their own language. They may be able to speak a few esoteric languages. Unfortunately, Their mouth parts or vocal cords aren't capable of producing the sounds needed to speak many common languages.

  5. Can't Look Away - The average citizen has disadvantage on any checks to not see something or avoid a sight-based attack, debuff, or trap.

  6. Clashing Cultures - The civilization is made up of several different cultures. Each culture wants its own set of customs, rules, and regulations. This causes a lot of friction between the different cultures.

  7. Company Town - This place is owned by a particularly strong corporation/merchant's guild. People are paid in company script and must follow the rules put forth by the company.

  8. Conspicuous Consumption - Wasteful spending in pursuit of status.

  9. Corrupt Aristocracy - The aristocratic tradition of this place has rotted. Over-consumption, gaudy fashions, and kangaroo courts are normal, everyday occurrences here, as well as the occasional assassination.

  10. Cowards - The average citizen is easily frightened, startled, or intimidated. Bonus to All Intimidation checks against the average citizen. Citizen have disadvantage on all fear based saves.

  11. Cursed (land) - The land itself has been cursed. The nature of the curse makes it difficult to survive there.

  12. Cursed (people) - The people have been cursed. The curse: (makes interacting with outsiders difficult, makes survival difficult, reduces birth rates, reduces lifespan, etc).

  13. Deal With the Devil - The people have made a deal with some sort of powerful entity or monster. The deal allows them to survive or prosper, however the price is very high. If the price is not paid each (week, month, year, full moon, harvest, season, etc), their prosperity ends or turns to ruin.

  14. Dependency - Their people are dependent on "x" for their survival. It is a critical point of failure for their civilization. Ex: (They all require a special medicine / They can only eat "x" / A failing power source is powering their civilization).

  15. Detrimental Practice - Some of their (cultural, religious, work) practices are detrimental to their civilization. Effect: (hazardous, ostracizes potential allies and trade partners, reducing the quality of products or work, slows or stifles innovation, slows work).

  16. Drug Problem - Many of the people are addicted to a type of drug. Symptoms may vary, but they are always detrimental.

  17. Dueling - Jockeying for status via combat continually bleeds off a portion of society.

  18. Egotistical - Every person here believes they are the gods' gift to the world. Even the lowest of the low think it's a matter of time before they reach the top.

  19. Enemy - Their (culture, race) has a grudge with another (culture, race). Their will be hostilities when members of the two (cultures, races) encounter each other.

  20. Failing Resource - Their primary resource is starting to dry up. Ex: (animals scarce from over hunting / forest over forested / mine nearly depleted / soil depleted by over farming / etc).

  21. Friend Computer - This place has an immortal ruler. Sadly, it's not a SANE immortal ruler, as they constantly issue new rules and punishments.

  22. Grand Mikado - Strange and ironic punishments are commonly used to punish criminals in this place. Worse yet, the victims of such punishments are commonly paraded around. This can be as violent or funny as you wish.

  23. Harsh Environment - The surrounding environment can easily be lethal to those aren't prepared for it. Even those with knowledge and preparation may find it difficult. Ex: (arctic, desert, wasteland).

  24. Harsh Laws - The laws are very strict and punishment for breaking the law is very severe.

  25. Hive Mind - A large portion of this population is part of a hive mind. Their presence is off-putting, and harming one of them harms them all.

  26. Hostile Neighbors - A neighboring (country, kingdom, tribe, horde) raids or invaded often.

  27. Inbred - Resulting medical problems abound.

  28. Internal Strife - A large and diverse population can have its downsides, and in this case seem to result in constant bickering and fights between different groups and cliques.

  29. Illiterate - The majority of the population is illiterate / The entire population is illiterate.

  30. Isolationists - They do not have an abundance of allies and distrust strangers. The surrounding cultures may be eager to aid anyone but them.

  31. Knuckle Draggers - Their society is obsessed with physical strength. They look down on and discourage intellectual pursuits. The average citizen will be very strong and tough but they will be lacking in intelligence. Their tactics tend to very straightforward.

  32. Lacking a Skill - They never developed "x" skill or the skill was somehow lost (everyone that knew it died). Characters from this (city, civilization) cannot start with this skill.

  33. Last of Their Kind - The (village, town, city) is the last remnants of a particular (culture, race). The loss of any of their people is a major blow.

  34. Lawlessness - There is a high crime rate due to: (criminals have become too powerful for local government to deal with / lackadaisical enforcement / poorly written laws / the lack the resources and manpower to deal with the problem / too much corruption).

  35. Live in the Now - They do not keep records, and the average citizen has disadvantage on all History Checks.

  36. Mayfly Leadership - A particularly turbulent time period has led to the constant death/resignation of it's leadership. It's lucky to have a leader last longer than a few years, if not a few months.

  37. Monstrous Aristocracy - The aristocrats of this place can hardly be called human....mostly because they're not. A group of powerful monstrosities rules this land.

  38. Mutants - A large population of people in this area has a variety of positive and negative mutations. The cause of the mutations is unknown, but could be technological, spiritual, or magical. The mutations are unnerving to the average traveler, though not necessarily disgusting.

  39. Nationalistic - People of this place are heavily invested in it and refuse to believe in any flaw it might have.

  40. No Written Language - Their society either never developed a written language or somehow lost it. The average citizen cant read or write.

  41. Paris Syndrome - While this place may be spectacular, the rumors are even more grandiose. People who are excited to come here are commonly heartbroken by their disappointment.

  42. Peasant-Minded - What's the point of eking out a better life when you'll still be on the bottom? Best to appease your masters and not question any rule or law that they put forward. These individuals make wonderful servants and yes-men, though they lack the creativity or ambition for other crafts.

  43. Photosensitivity - An underground civilization. They find normal daylight blinding. They are more vulnerable to sunburn than normal.

  44. Poor - The (city, culture) is economically poor. The average citizen has less money. It's more difficult to find certain products.

  45. Prejudice Against Magic Users - They fear and discriminate against magic users. They likely have dedicated witch hunters or mage hunters.

  46. Primitive - Their society is more primitive than other societies.

  47. Protection Racket - The (city, civilization) is paying a (money, resources, sacrifices) to (a foreign power, bandits, a powerful monster, cultist, hostile neighbors, monsters, pirates, raiders, etc) so they don't attack.

  48. Recently Assimilated - The (city, civilization) has recently been (annexed, conquered). The people are still not familiar with the new (currency, customs, laws, rules) / There may be some animosity or friction between the people and their new rulers.

  49. Recovering from a Disaster - The (city, civilization) has been through some kind of disaster (magical disaster, natural disaster, war). It's slowly recovering.

  50. Red-Tape Wonderland - The bureaucracy in this land made sense....at one point in time. However, rule after rule has turned any simple task into an administrative quagmire.

  51. Required Garb - Citizens must wear a specific form of clothing to survive here. It might be a gas mask against smog, or it might be a king's ruling to identify outsiders.

  52. Required Protective Gear - The environment is hazardous in some way. People have to wear protective gear whenever they are outside. Shelters have mostly keep the hazard out, but some shelters protection may be failing. Ex: (life draining magic, radiation, toxic atmosphere, toxic fungal spores, etc).

  53. Ruler is an Evil Overlord - The current ruler is unnecessarily cruel and harsh.

  54. Ruler is Incompetent - The current ruler makes very bad decisions.

  55. Ruler is Insane - The current ruler is insane.

  56. Ruler is a Warlord - The current ruler is constantly trying to conquer other civilizations and expand their territory.

  57. Single Sex - Their population is all (male, female). They have to (interact with, capture) outsiders in order to reproduce. Ex: Amazons from Greek mythology.

  58. Sinner's Paradise - This place is particularly thick with gambling, vice, and pleasures. If you're not careful, you might get sucked in.

  59. Sitting on a Gold Mine - They have access to a resource that they can't use. Other civilizations consider this resource to be extremely valuable, and would likely invade if they find out about it.

  60. Slaver's Guild - This place has a particularly strong slaver's guild, where people are treated as property. Travelers regularly go missing, only to show up later on the market.

  61. Slow Birth Rate - They have a very slow birth rate compared to other civilizations.

  62. Spy Network - Those in power have a particularly strong spy network in this place, and commonly overhear and react to any gossip.

  63. Strange Customs - This country has a number of strange and uncomfortable customs which are done regularly and out in the open.

  64. Strict Gender Roles - Each half of the population deliberately cultivates incompetence in the realms assigned to the other gender / The (culture, laws, religion) punishes or ridicules people, who try to do jobs outside of their gender roles.

  65. Superstitious - Most of them believe in something that isn't true. Other people can easily use this belief against them.

  66. Thalassophobia (fear of deep water) - They have a crippling fear of the sea. They don't craft or travel on boats or ships / If forced on a ship, most of them suffer panic attacks / No one starts out knowing how to swim.

  67. The Curse of Cuteness - Their race is considered adorable by many sapient beings. It's often difficult to get other races to take them seriously or not treat them like small children.

  68. Tied to Tradition - They are determined to follow their customs and traditions, even if it (is proven to be detrimental, puts them at a disadvantage, works against them).

  69. Trusting - The average citizen is too trusting or gullible. Bonus to all Persuasion or Deception checks made against the average citizen.

  70. Unsanitary Practices - Some of their (cultural, religious, work) practices are very unsanitary resulting in a higher disease rate.

  71. Vulnerability to a Disease - Their people are particularly vulnerable to a particular disease.

  72. Vulnerability to a Toxin - Their people are particularly vulnerable to a poison.

  73. Weak - They are smaller or weaker than other civilization. Could be a result of (disease, divine exposure to toxin, curse, inbreeding, mutation, poor diet, etc).

  74. Weak Currency - The local currency is worth less than other types of currency / The local currency may not be (accepted, exchangeable) in other (cities, countries, kingdoms).

  75. Weak to Cold - They are used to hotter climates and don't do well in the cold.

  76. Weak to Dryness - Their skin must be moist at all times or they suffer. In arid environments they have to constantly wet their skin or wear an encounter suit.

  77. Weak to Heat - They are used to colder climates and don't do well in the heat.

  78. Xenophobic (fear of strangers) - The people just dislike or distrust (different races, outsiders)

Contributors, Sources, Inspiration:

comedianmasta

gnurdette

Paranoia RPG

snakebite262

World_of_Ideas/

Various fantasy and scifi (anime, books, comics, films, games, manga, TV shows)

reddit.com
u/World_of_Ideas — 8 days ago