Randomland
I love using tables to fire off my imagination, rationalizing the random elements that pop up to form some sort of coherency. Here's some tables I use for wilderness creation:-
One Civilized Hex = 6 miles
One Borderlands Hex = 10 miles
One Wilderness Hex = 30 miles
Plains Forest Desert Hills Mountains Marsh
Plains 1-12 1-4 1-5 1-3 1-2 1-4
Forest 13 5-14 - 4-5 3 5-6
Desert 14 - 6-11 6 4 -
Hills 15-16 15-16 12-15 7-14 5-10 7-8
Mountains 17 17 16-17 15-16 11-18 -
Marsh 18 18 18 17 - 9-15
Water 19 19 19 18-19 19 16-19
Depression 20 20 20 20 20 20
Habitation 18-20
% Type Population Community Modifier
1-10 Thorp 20-80 -3
11-30 Hamlet 80-400 -2
31-50 Village 400-900 -1
51-70 Small Town 900-2,000 0
71-85 Large Town 2,000-5,000 +3
86-95 Small City 5,000-12,000 +6
96-99 Large City 12,000-25,000 +9
00 Metropolis 25,000+ +12
Number of Character Class NPC's = Population/200
Level (add Community Modifier)
1-10 Men at Arms 1-14 Fighter 1d8
15-17 Barbarian 1d4
18-19 Ranger 1d3
20 Paladin 1d3
11-14 Scoundrels 1-18 Rogue 1d8
19-20 Bard 1d6
15-18 Priests 1-16 Cleric 1d6
17-19 Druid 1d6
20 Monk 1d4
19-20 Magic Users 1-7 Wizard 1d4
8-20 Sorcerer 1d4
01-91 Commoner 1d8
92-96 Warrior 1d6
97-99 Expert 1d4
00 Noble 1d3
Community Alignment NPC Alignment
Lawful Good 1-35 Same as Community 1-25
Neutral Good 36-39 Opposite of Community 26-30
Chaotic Good 40-41 Lawful Good 31-45
Lawful Neutral 42-61 Neutral Good 46-55
Unaligned 62-63 Chaotic Good 56-60
Chaotic Neutral 64 Lawful Neutral 61-73
Lawful Evil 65-90 Unaligned 74-80
Neutral Evil 91-98 Chaotic Neutral 81-83
Chaotic Evil 99-00 Lawful Evil 84-93
Neutral Evil 94-98
Chaotic Evil 99-00
Village 1d3-1
Small Town 1d5
Large Town 2d6
Small City 1d20+1d8
Large City 3d20+ 1d10
Metropolis 7d20+ 1d6
Types of Features :-
Mines
Quarry
Logging Mills
Fishing Fleet
Pirate or Navy Base
Harbour
Shipyard
Shrine / Temple / Cathedral
Prison / Gulag / Gaol
Arcane Tower / Spellcasters' Guild
Alchemists Cabal
Street Gang / Thieves' Guild / Spy Network
Smugglers' Cartel
Anarchist Band / Freedom Fighters
Martial Academy
Knightly Order
Druidic Grove / Stone Circle / Sacred Mound
Holy Order / Fringe Cult
Courthouse / Community Hall
Theater / Music Hall / Playhouse
Palace / Noble Estate
Oracle / Soothsayers / Philosophers School
Monument / Geographic Feature
Arena / Coliseum / Fighting Pit
Trade Guild
Ancient Ruins / Catacombs
Library / College
Mercantile House / Market / Traders
Town Council
Bounty Hunters / Mercenaries / Hired Blades
Monastery
Garrison / Castle / Citadel / Fortified Manor House / Keep / Tower
Renowned Craftsman
Smelter / Metalworks
Orchards / Vineyards / Gardens
Others...
One Civilized Hex = 6 miles
One Borderlands Hex = 10 miles
One Wilderness Hex = 30 miles
Plains Forest Desert Hills Mountains Marsh
Plains 1-12 1-4 1-5 1-3 1-2 1-4
Forest 13 5-14 - 4-5 3 5-6
Desert 14 - 6-11 6 4 -
Hills 15-16 15-16 12-15 7-14 5-10 7-8
Mountains 17 17 16-17 15-16 11-18 -
Marsh 18 18 18 17 - 9-15
Water 19 19 19 18-19 19 16-19
Depression 20 20 20 20 20 20
Habitation 18-20
% Type Population Community Modifier
1-10 Thorp 20-80 -3
11-30 Hamlet 80-400 -2
31-50 Village 400-900 -1
51-70 Small Town 900-2,000 0
71-85 Large Town 2,000-5,000 +3
86-95 Small City 5,000-12,000 +6
96-99 Large City 12,000-25,000 +9
00 Metropolis 25,000+ +12
Number of Character Class NPC's = Population/200
Level (add Community Modifier)
1-10 Men at Arms 1-14 Fighter 1d8
15-17 Barbarian 1d4
18-19 Ranger 1d3
20 Paladin 1d3
11-14 Scoundrels 1-18 Rogue 1d8
19-20 Bard 1d6
15-18 Priests 1-16 Cleric 1d6
17-19 Druid 1d6
20 Monk 1d4
19-20 Magic Users 1-7 Wizard 1d4
8-20 Sorcerer 1d4
01-91 Commoner 1d8
92-96 Warrior 1d6
97-99 Expert 1d4
00 Noble 1d3
Community Alignment NPC Alignment
Lawful Good 1-35 Same as Community 1-25
Neutral Good 36-39 Opposite of Community 26-30
Chaotic Good 40-41 Lawful Good 31-45
Lawful Neutral 42-61 Neutral Good 46-55
Unaligned 62-63 Chaotic Good 56-60
Chaotic Neutral 64 Lawful Neutral 61-73
Lawful Evil 65-90 Unaligned 74-80
Neutral Evil 91-98 Chaotic Neutral 81-83
Chaotic Evil 99-00 Lawful Evil 84-93
Neutral Evil 94-98
Chaotic Evil 99-00
Number of Town Features
Thorp 10% chance of One
Hamlet 50% chance of OneVillage 1d3-1
Small Town 1d5
Large Town 2d6
Small City 1d20+1d8
Large City 3d20+ 1d10
Metropolis 7d20+ 1d6
Types of Features :-
Mines
Quarry
Logging Mills
Fishing Fleet
Pirate or Navy Base
Harbour
Shipyard
Shrine / Temple / Cathedral
Prison / Gulag / Gaol
Arcane Tower / Spellcasters' Guild
Alchemists Cabal
Street Gang / Thieves' Guild / Spy Network
Smugglers' Cartel
Anarchist Band / Freedom Fighters
Martial Academy
Knightly Order
Druidic Grove / Stone Circle / Sacred Mound
Holy Order / Fringe Cult
Courthouse / Community Hall
Theater / Music Hall / Playhouse
Palace / Noble Estate
Oracle / Soothsayers / Philosophers School
Monument / Geographic Feature
Arena / Coliseum / Fighting Pit
Trade Guild
Ancient Ruins / Catacombs
Library / College
Mercantile House / Market / Traders
Town Council
Bounty Hunters / Mercenaries / Hired Blades
Monastery
Garrison / Castle / Citadel / Fortified Manor House / Keep / Tower
Renowned Craftsman
Smelter / Metalworks
Orchards / Vineyards / Gardens
Others...
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