Table of Contents

CHAPTER X: THE CAMPAIGN WORLD


Kuranes had awakened the very moment he beheld the city, yet he knew from his brief glance that

it was none other than Celephais, in the Valley of Ooth-Nargai beyond the Tanarian Hills where his spirit had dwelt all the eternity of an hour one summer afternoon very long ago, when he had slipt away from his

nurse and let the warm sea-breeze lull him to sleep as he watched the clouds from the cliff near the village. He had protested then, when they had found him, waked him, and carried him home, for just as he was aroused he had been about to sail in a golden galley for those alluring regions where the sea meets the sky. And now he was equally resentful of awaking, for he had found his fabulous city after forty weary years. But three nights afterward Kuranes came again to Celephais. As before, he dreamed first of the village that was asleep or dead, and of the abyss down which one must float silently; then the rift appeared again, and he beheld the glittering minarets of the city, and saw the graceful galleys riding at anchor in the blue harbour, and watched the gingko trees of Mount Aran swaying in the sea-breeze. But this time he was not snatched away, and like a winged being settled gradually over a grassy hillside til finally his feet rested gently on the turf. He had indeed come back to the Valley of Ooth-Nargai and the splendid city of Celephais.

- H.P. Lovecraft

Celephais

Worldbuilding Design Triad for OSRIC: An essay on worldbuilding philosophy for the OSRIC rpg

Regional Groups: These tables can be used to detail nations or other regional groups.

Fortresses, Castles, Keeps & Towers: These tables can be used by the DM to detail strongholds, keeps and castles along with their inhabitants and rulers.

Settlements: These tables are for the DM use in detailing all sizes of settlements, from small camps up to capital cities. The Settlement Record Sheet in Appendix XX is ideal for recording the information generated here and elsewhere.

Inns & Taverns: These charts detail the different types of establishments the PCs may be likely to frequent.

Markets & Bazaars: These tables will generate the vendors and wares for common markets.

Schools & Training Halls: The DM can use the tables here to detail learning and training institutions.

Shops & Structures: These tables aid in detailing the most common mercantile, public sites, guilds and other settlement sites.

Crime & Punishment: These tables aid in determining crimes, bounties and sentences in a given locale and in detailing gaols & prisons.

Adventure Design: These tables offer a variety of adventure situations which can be expanded upon by the DM to create an entire adventure.

Exotic Times & Places: The DM can use these tables for inspiration when planning a new adventure or campaign. They might also be consulted when applying the effects of certain spells, like a Wish.

Esoteric Magic: These are inspirational tables sharing the common theme of magic. The DM may consult them for ideas when planning a scenario or campaign.

WORLDBUILDING DESIGN TRIAD FOR OSRIC


Those readers familiar with real-world military engineering may be familiar with the design triad for tanks: Armor, Firepower and Mobility. For instance, one cannot hope to build a very mobile tank with a lot of armor and a large gun. Likewise, a tank with a lot of armor is not going to be very mobile in the field. With that in mind, the OSRIC GM who is constructing a setting for his or her game would do well to consider the following Worldbuilding Design Triad: Functionality, Realism, and Adaptability in order to craft a top notch setting from scratch.

Functionality in setting design encompasses design considerations like how fun the setting will be for the players and GM, how durable the setting is for long-term campaign play and how suitable the setting is for the rules being used (in this case, OSRIC). Ideally, the GM's goal is to present a challenging setting for the players. In order to fully meet player expectations a good setting must include opportunities for player character development in several directions while also offering up appropriate rewards. While some might enjoy reading about a “dark and gritty” setting with very low levels of magic and treasure - players in a roleplaying game like OSRIC rarely enjoy grinding their way through adventures only to find they cannot make meaningful progress or that their actions had only a very limited impact on the setting at large. With this in mind, it is important for the GM to provide a setting that matches the players' expectations by including game-specific opportunities for training and advancement and treasure and magic items commensurate with the risks taken to acquire them. At first, the GM may find that a single well designed village or small area may be enough to satisfy player needs. As the campaign progresses however, it will become necessary to construct larger areas - a city or an entire nation in which the characters can expand into high level activities like stronghold construction, domain management and extra-planar adventuring.

The second consideration for the world-building GM is Realism. While by its very nature a fantasy role-playing game like OSRIC is not realistic - the very best settings like Gygax's Greyhawk, Stafford's Prax and Bledsaw's Wilderlands always include setting information that hightens the verisimilitude of the setting. Such considerations can encompass things like geography, weather, history and cultures that are consistently 'realistic' in that setting. GMs interested in hightening the realism of their own setting would be wise to borrow from real world history, natural science, culture and folklore as much as possible. while keeping in mind that the players do not simply expect to be tourists in the setting but active participants in their own right.

Finally, a good setting must be adaptable. This tenet mainly encompasses the GMs expectations for the setting and what kinds of adventures he or she plans on using. If the GM intends to present pre-published scenarios or modules there must be extensive room for dropping these into the setting as the need arises. Likewise, the GM should consider the purpose of the setting itself. If the intention is to play a single, regional campaign it may not be necessary to exhaustively detail the world at large.This could involve simply leaving extensive areas of the setting undefined until, or if required - and detailing only those areas where certain events and locations will be most likely be encountered during play or at least become known to the players - such as the venerable Keep on the Borderlands or the Tomb of Horrors. On the other hand, if the intention is to play a wideranging swashbuckling campaign on the high seas, the GM will want to spend some time preparing several islands and coastal nations, and consider deeper campaign-specific questions such as ocean currents, famous pirate or slaver bands and the like. Whatever the purpose, the GM should leave room for further expansion and remember that Gygax's World of Greyhawk was built in a series of steps beginning with only a single, small area (Avalon Hill's Wilderness Survival map).

In conclusion, the GM should remember these three tenets when using the random tables and optional design tools in this book. Simply designing an entire set-piece setting as one might for a novel is not the GM's primary purpose - that purpose is to present an interesting, dynamic and challenging environment for playing OSRIC. So, with that in mind - let's get cracking!

METHODOLOGY FOR CAMPAIGN WORLD DESIGN


1. Choose a Scale: This can be as large or as small as required. For general home play as opposed to publication, it is suggested that the GM limit the area to be developed to an area no bigger than the British Isles. Some real-world comparisons of popular commercial settings:

The British Isles: 315,159 square miles

Greyhawk (the Flanaess): @28 million square miles or a little bit bigger than Asia (17, 212,000 sq.mi.)

The Wilderlands: @795,000 square miles = a little bit bigger than the Mediterranean (970,000 sq. mi.)

The Forgotten Realms: @9,500,000 square miles = @ three times bigger than Europe (3,930,000 sq. mi.)

2. Make a map: It is recommended that the GM either create a hexmap or adapt one that is suitable for their purposes. The major advantage of a hexmap is that the GM can then set the scale of each individual hex for convenience (1 day's travel works well). Hexmaps also break up an area into easy to handle chunks when generating setting information like political boundaries, prominent terrain features, encounter locations and so on.

3. Determine the predominant regional groups: These groups can be as specific (individual nation-states, empires, tribes, etc.) or as vague (cultural spheres of influence) as the GM wishes. Depending on the focus of the campaign, the GM will probably want to decide now which portions of the map are predominately human, which are demi-human and if desired, which are under the sway of humanoids or social monster groups.

4. Determine a cultural motif for individual regional groups. These motifs are largely based on real-world historical cultures. Following this the GM should During play it will aid in player immersion if they have some preconceived notions about how such a culture behaves or is structured. Conversely, the GM could introduce completely fictional cultures into his or her campaign setting but in general, this will require a lot more background work on their part and later, during play will also require a lot of top-down explanation of setting details for the players - who presumably will not have access to the bulk of the setting background details.

If necessary, the GM can also make some notes on regional history, languages, religions etc. which might help guide their decisions later on.

REGIONAL GROUPS


(EMPIRES, NATIONS, LARGE TRIBES, EMPIRES, CITY-STATES, etc.)

DIRECTIONS: To determine a regional human group the GM should first generate the number of settlements or lairs in the group. Next, generate the general tech level, making note of the PC classes and spell levels available. If desired, a cultural motif and belief(s) can be generated as well.

Cultural Motifs (Roll 1d10: (1-8) Common (9-10) Rare)
1d20 COMMON CULTURE 1d20 RARE CULTURE
1 Pictish 1 Australian Aboriginal
2 Egyptian 2 Assyrian
3 Indian 3 Mayan
4 Finnish 4 Canaanite
5 Russian 5 Scythian / Hun
6 Byzantine 6 Central African
7 Germanic 7 Korean
8 Slavic 8 Phoenician
9 Celtic 9 Japanese
10 Anglo-Saxon 10 Amerindian
11 Roman 11 Aztec
12 Frankish 12 Carthaginian
13 Spanish 13 Polynesian
14 Norse / Viking 14 Hebrew
15 Persian 15 Mongolian
16 Arabic 16 Khmer
17 Babylonian 17 Peruvian
18 Chinese 18 Inuit
19 Hittite 19 Lost Culture (i.e. Atlantean)
20 North African 20 Degenerate (i.e. Lemurian)
1d20 DEFINING CULTURAL BELIEF CULTURE INDeXL
DM
1d10 RECENT CULTURAL
TREND
TECH LEVEL
DM
1 Superiority Tolerance-1 1 Brutal Repression -5
2 Strength War+1 2 Stagnation and Decline -4
3 Struggle War+2 3 Degeneration into Savagery -3
4 Education Religion+1, Trade+1 4 Pessimism -2
5 Rulership Law+2 5 Decline into Decadence -1
6 Wealth Trade+2 6 Sleepy ±0
7 Magic Magic+2 7 Renewed Idealism +1
8 Exploration Tolerance+2 8 Influx of New Ideas +2
9 Isolation Tolerance-2 9 Golden Age of Civilization +3
10 Harmony War+2 10 Renaissance +4
11 Honesty Law+2
12 Expansion War-2
13 Trade Trade+2
14 Labor All+1
15 Survival All-1
16 Family / Clan All-1
17 Secrecy All-2
18 Pacifism War+5
19 Weakness War
20 Inferiority Tolerance+3 War+3
CULTURAL INDICES
1d10 TOLERANCE WAR TRADE RELIGION MAGIC LAW
0 Xenophobia Belicose and Warlike Anti-Trade taboos Zealots Anti-magic taboos Corrupt/Hypocritical
1
2
3
4
5
6
7
8
9
10 Complete Equality Pacifistic Mercantilist Agnostic Avid Spellcasters Thoroughly Law-Abiding

Note: These indices are only intended to describe the overall cultural trend and not every individual with the given society.

Tolerance: This describes the culture's opinion of other races and cultures, and their standing in society. This figure can also be used to determine the frequency and standing of demi-human and humanoids in the area.

War: This describes the importance of war and conquest in the culture and the importance of Fighters. This figure also be applied as a modifier to determine the frequency and scale of castles and fortresses in the area as well as the overall level of preparadness of area troops.

Trade: This describes how welcoming of trade and commerce the society is and the importance of Merchants. This figure can also be applied as a modifier to determine the frequency and level of marketplaces and trading posts throughout the area.

Religion: This is the overall level of piety and religious institutions and the importance of Clerics. The figure can also be applied as a modifier to determine the frequency of temples, shrines and the like.

Magic: This represents the social acceptance of spellcasting, magic in general and the importance of Magic-Users and Illusionists. This figure can also be applied as a modifier to determine the frequency and scale of magical institutions and groups.

Laws: This describes the general attitude toward law/authority in the society and also the importance of Thief classes. This figure can also be applied as a modifier to determine the frequency and size of local criminal groups like Thieves' or Assassins' guilds.

The final step is to determine the Tech Level of the particular culure or nation by rolling on the following table and applying the modifiers to Tech Level according to the Recent Cultural Trend. The DM should add both the Cultural Level totals (all 6 categories to the Tech Level as rolled to determine the Overall Cultural Strength factor which is useful for comparing with neighboring cultures or nations to determine which side is probably dominant. Cultural Levels will also play a part in designing individual settlements later.

CULTURAL TECH LEVELS & AVAILABLE FEATURES

1d20* TECH
LEVEL
AVAILABLE TECHNOLOGY
(Results are cumulative)
AVAILABLE
PC CLASSES
AVAILABLE
SPELL LEVELS
1-2 0 - PRIMAL
“THE AGE OF SAVAGERY”
Settlements: camp, thorpe
Trade/Transport: barter / sled, raft, canoe
Information: oral
Materials : hide, stone, wood
Hand Weapons: club, spear
Missile Weapons: thrown only
Armour: hide shields
Druid
Witch
Fighter
Barbarian
Druid: 1d3 lvl
Magic-User: Nil
Illusionist; Nil
Witch: 1d3 lvl
3-5 I - PRIMITIVE
“THE STONE AGE”
Settlements: hill forts, village, tribes
Trade/Transport: market, barges, draft animal
Information: pictograms
Materials: ceramic, flint, obsidian
Hand Weapons: axe, dagger, hammer, mace
Missile Weapons: atlatl, blowgun, javelin, sling
Armour: leather, padded gambeson, wood shields
Cleric Druid: 1d3+1 lvl
Cleric: 1d3+1 lvl
Magic-User: Nil
Illusionist: Nil
Witch: 1d3+1 lvl
6-8 II - ARCHAIC
“THE BRONZE AGE”
Settlements:towns, cities, fortresses, kingdoms,
Trade/Transport: coinage, caravans, galleys, horses
Information: alphabet, Common, scrolls
Materials: copper, bronze, glass, electrum, silver
Hand Weapons: short sword, polearm, battleaxe
Missile Weapons: short bow, light crossbow
Armour: leather, ring, scale, metal shields
Magic-User
Ranger
Thief
Assassin
Kung Fu Monk\\
Druid: 1d4+2 lvl
Cleric 1d4+2 lvl
Magic-User: 1d3 lvl
Illusionist; Nil
Witch: 1d3 lvl
9-11 III - HISTORIC
“THE IRON AGE”
Settlements: empires, metropolis
Trade/Transport: banking, merchant/war ships
Information: books, tomes, sages
Materials: gold, iron, mithril, cut gems
Hand Weapons: long sword, broad sword, flail
Missile Weapons: longbows, compound bows
Armour: chain, splint, studded leather
Illusionist
Troubadour
Cavalier
Druid: All
Cleric: All
Magic-User: 1d4+1
Illusionist: 1d3 lvl
Witch: 1d4+1 lvl
12-17 IV - MODERN
“THE AGE OF STEEL”
DEFAULT
OSRIC TL
Settlements: nation-states
Trade/Transport: Merchant Guilds
Information: libraries, schools
Materials: adamantium, steel,
Hand Weapons: two-handed/bastard sword
Missile Weapons: heavy crossbow
Armour: plate
Druid: All
Cleric: All
Magic-User: All
Illusionist: 1d4+1
Witch: All
18-19 V - Anachronistic
“The Renaissance”
Settlements: colonial nation-states
Trade/Transport: corporations / cartels
Information: universities
Materials: steel, complex alloys
Hand Weapons: polearms
Missile Weapons: precise siege engines
Armour: field-plate
Druid: All
Cleric: All
Magic-User: All
Illusionist: All
Witch: All
20 VI - Science Fantasy
“GM's Choice”
Society: Inter-planar, Interstellar, etc.
Trade/Transport: cross-planar, space-travel
Information: digital networks, computers
Materials: alloys, lasers, radioactives, etc.
Hand Weapons: light sabres, vibro-blades, etc.
Missile Weapons: handguns, rifles, etc.
Armour: powered battle armor, energy shields, etc.
As above
+
Psionics
* Apply the die modifier from Cultural Trends - add this number to Cultural Level to get the Overall Cultural Strength factor.

Descriptions and Examples of Tech Levels

TL0 - Primal: These societies are utterly savage. They are mostly made up of small bands of nomadic or semi-nomadic hunter/gatherers. Examples: Paleolithic Men (tribesmen).Most cavemen, trolls, ogres, lizardmen

TLI - Primitive. Examples: Neolithic Men (tribesmen). Bugbears, Kobolds. Stone/Hill Giants.

TLII - Archaic. Examples: Bronze Age Men (Berserkers, Amazons, some Pirates, Buccaneers, Bandits, Brigands). Fire Giants.

TLIII - Historic. Example: Iron Age Men (Berserkers, Amazons, Bandits, Brigands, Girovaghi). Dwarves. Halflings, Orcs, Goblins, Hobgoblins.

TLIV - Modern. Examples: Steel Age Men

TLV - Anarchronistic.

FORTRESSES, CASTLES, KEEPS & TOWERS


picture_1

Castle Size, Construction & Defences
d% SIZE/TYPE CONSTRUCTION BALLISTAE/
SCORPIONS
LIGHT
CATAPULTS
OIL
CAULDRONS
01-10 A - Small
(TL I)
Small Keep 2 - 1
11-25 Tower 1 - 1
26-35 Moat House/Fortified Manor - 1 2
36-45 B - Medium
(TL II)
Large Keep 1 1 2
46-65 Small Walled Castle 2 1 4
66-80 Medium Walled Castle 2 2 5
81-88 C - Large
(TL III)
Concentric Castle 4 2 6
89-95 Large Walled Castle 4 4 8
96-00 Fortress / Citadel 6 6 12
Castle Occupants
d% SIZE OCCUPANTS/OWNERS
01-45 Small
(Type A)
Totally Deserted
46-60 Monster Lair *
61-70 Men *
71-00 Adventurer Class *
01-30 Medium
(Type B)
Totally Deserted
31-50 Monster Lair *
51-65 Men *
66-00 Adventurer Class *
01-15 Large
(Type C)
Totally Deserted
16-40 Monster Lair *
41-60 Men *
61-00 Adventurer Class *
* Roll on the appropriate sub-table to determine exact type
Lord of the Castle: Adventurer Class
(roll once each for class and level)
Lord of the Castle: Men
d% CLASS d% LEVEL d% TYPE
01-10 Cleric / Sage 01-10 7th - 8th level 01-25 Bandits
11-15 Magic User / Illusionist 11-20 9th - 10th level 26-85 Brigands
16-30 Fighter / Barbarian 21-25 11th - 12th level 86-97 Berserkers
31-40 Paladin / Cavalier 26-35 5th - 6th level 98-00 Dervishes
41-45 Ranger / Troubadour 36-48 3rd - 4th level
46-55 Thief / Assassin 49-50 2nd - level
56-60 Witch / Sorceror 51-55 1st - 4th level (1d4)
61 Kung Fu Monk 56-60 5th - 8th level (1d4+4)
62-65 Anti-Paladin 61-70 9th - 12th level (1d4+8
66-70 Necromancer 71-80 13th - 14th level
71-75 Warlock / Elementalist 81-90 15th level
76-85 Berserker / Amazon 91-95 1st - level
86-95 Druid / Shaman 96-97 16th - level or above
96-00 GM's Choice 98-00 GM's Choice
Note: GM should either generate an NPC of the appropriate class & level
or choose one from the Pre-generated NPC Assortments.
Castle: Monster Lairs Lord Type: Men & Adventurers
d% TYPE d% POLITICAL SITUATION
01-30 Humanoid* 01-25 Owned by a more powerful local ruler / group
31-40 Undead* 26-60 Allied to a local ruler / group
41-50 Demi-humans* 61-85 Loosely allied to a local ruler / group
51-60 Giant* 86-00 Independent
61-70 Non-human* Monstrous
71-80 Dragon* 01-20 Owned by a more powerful local ruler / group
81-90 Extra-planar* 21-40 Allied to a local ruler / group
91-00 Other 41-70 Loosely allied to a local ruler / group
71-00 Independent
Note: GM should roll on the appropriate sub-table in Chapter V: Random Monsters by Type

Castle Rooms & Facilities

1d20 ENTERTAINMENT FACILITIES PENAL POLITICAL
1 Amphitheatre Agora Asylum Great Hall
2 Archery Range Bath Brainwashing Center Meeting Room
3 Arena/Fighting Pit Calendar Room Cell Block Throne Room
4 Art Gallery / Exhibition Hall Canteen Crucifixion Gallery Audience Room
5 Aviary Dining Room Executioner's Room Courtroom
6 Ball Court Emergency Shelter Gaol Cell Reception Room
7 Bar Escape Tunnel Gaoler's Post Waiting Room
8 Casino Garden Gibbets Office
9 Conservatory Hospital / Clinic Hanging Cells (cages hang from the ceiling) Study
10 Dance Studio Kitchen Holding Cell Vestibule
11 Game Room Laboratory Impaling Pit Oratory
12 Lounge Lavatory Interrogation Room
(50% have adjoining Observation Rooms)
Treasury
13 Museum Library Oubliette Toll Booth
14 Play Room Lounge Sensory Deprivation Chamber Hall of Records
15 Puppet Theatre Market Solitary Confinement Senate Chamber
16 Reading Room Office Special Cell (Anti-Magic, Multi-Planar, Non-Detection, Giant-sized, etc.) Advisory Chamber
17 Smoking Room School Stockade Guard Room
18 Swimming Pool Scriptorium Torture Chamber Intelligence Office
19 Trophy Room Scullery Visitation Room Viewing/Spying Room
20 Zoo/Menagerie Toilet / Privy Walkway Secret Escape Passage
1d20 MILITARY RELIGIOUS RESIDENTIAL STORAGE WORKSHOP
1 [Facilities] Ablution Room Bedroom Armory Agricultural
2 [Storage] Belfry Boudoir Casemate Bakery
3 Arena Chantry Bower Cistern/Well Brewery / Bottlery
4 Armorsmith Chapel Dormitory Closet Butcher
5 Barbican Choir Loft Drawing Room Depository Buttery
6 Barracks Divination Chamber Dressing Room Genizah Carpenter
7 Checkpoint Meditation Cell Harem Granary Cobbler
8 Escape Tunnel Monastery/Nunnery Hostel Larder Farrier
9 Excavation-works Oracle Kennel Pantry Herbalist
10 Fortification Oratory Living Room Storeroom Jeweller
11 Guard Room Parsonage Parsonage Strongroom/Safe Painter
12 Map Room Refectory Salon Tank Potter
13 Mechanical/Architectural Trap Reliquary Seraglio Toolroom Sculptor
14 Observation Post Ritual Bath Servant's Quarters Trash Heap Seamstress
15 Portcullis Ritual Pathway Sitting Room Treasure Vault Silver/Goldsmith
16 Siege Engines Robing-Room Slave Pen Undercroft Smithy
17 Staging Ground Scriptorium Solar Vault Tannery
18 Training Room Shrine Stable Wardrobe Taxidermy
19 War Room Statuary Hall Study Warehouse Wainwright/Wheelwright
20 Weaponsmith Summoning Room Suite Wine Cellar Weaver

Wizard's Towers (Roll once per column)

1d6 HEIGHT SHAPE MATERIAL COLORATION SURROUNDINGS
1 1d3 stories Round Stone Black Gardens
2 1d3+3 stories Square Marble White Moat / Pool
3 1d6+3 stories Hexagonal Crystal Green Thornbushes
4 1d8+3 stories Oval Mud-brick Blue Barren
5 1d10+3 stories Triangular Wood Golden Traps
6 1d10+6 stories Pyramidal Metal Silver Illusions

SETTLEMENTS


DIRECTIONS: To generate a settlement of a given type, first generate the population and note the base availability of goods for sale. Next generate the resources available, modifying according to size, population or other factors and modify the base availability as noted in the sub-table. Third, generate the tech level and note the primary feature of the settlement, and generate a settlement theme if desired. Finally, generate the settlement ruler.

Settlement Population
TYPE POPULATION BASE GOOD(S)
AVAILABILITY
Camp 2d6 x 5 (10-60 people) 0%
Thorpe 1d4+5 x 10 (60-100 people) 5%
Hamlet 1d00 + 100 (100-200 people) 15%
Village 1d10 x 100 (100-1,000 people) 25%
Town 1d4 x 1000 + 1000 (1,000-5,000 people) 50%
City 1d20 x 1000 + 5,000 (5,000-25,000 people) 75%
Metropolis 5d10 x 5,000 (25,000 - 250,000) 100%
Settlement Wealth
1d20 RESOURCES AVAILABILITY
MODIFIER
1 Very Poor (Subsistence) -15%
2-5 Poor -10%
6-10 Fair +/- 0%
10-14 Average +5%
15-17 Comfortable +15%
18-19 Wealthy +25%
20 Rich +40%
WEALTH MODIFIERS
City or Metropolis +5
Town +3
Port +3
On Major Inland Trade Route +2
Purely Agricultural Economy -2
Population less than 500 -1
Cultural Trade Index 5 +2
Cultural Trade Index 6 +4
Cultural Trade Index <2 -4

RESOURCES: This table determines the general resource around which the settlement was built. As always the GM should exercise common sense to place settlements in or near terrain appropriate for the resource. (i.e. a fishing village must be near the sea or a river while a mining settlement should be near hills, mountains or another source of ore, etc.)

Settlement Resource(s)
d% RESOURCE
01-40 Farming
41-50 Fishing
51-60 Trade
61-70 Market
71-80 Mining
81-85 Logging
86-95 Crafts
96-98 Religious
99-00 Magical

THEMES: A settlement's theme roughly provides the GM with some “hook” around which to design the rest of the locale, and may even inspire adventuring ideas.

DEFENSES:

Settlement Themes Settlement Defences
1d20 FEATURE d% Wall
1 Temporary Shanty Town 1-25 None
2 Amazing Innovation(s) 26-40 Picket (5')
3 Barbarian Meeting Ground 41-70 Palisade (10')
4 Abandoned / Ghost Town 71-85 Stone Wall (10')
5 Plague-ridden 86-00 Stone Wall + Towers (20')
6 Under Siege
7 Still Under Construction d% Ditch
8 Boom Town 0-50 None
9 Ruined / Falling Apart 51-80 Ditch
10 Predominately Good / Evil 81-00 Moat
11 Very Liberal - all races coexist peacefully
12 Religious with Big Temple / Many Temples
13 Large Wizard's Tower
14 Large Theatre / Fighting Arena / Coliseum
15 Thieves' / Assassins' Guild Town
16 Cursed
17 Haunted - Undead / Lycanthropes
18 Free Market Town
19 Large Necropolis
20 Heavily Fortified

GOVERNMENT & RULER(S):

Settlement Government/Ruler(s)
1d10 TYPE d% CLASS 1d20 RACE 1d8 SPECIAL CLASS
1 Clan/Dominant Family 01-30 Fighter 1-10 Human 1 Assassin
2 Marshal 31-40 Magic-User 11-12 Dwarf 2 Witch
3 Elder(s) 41-66 Cleric 13 Gnome 3 Druid
4 Guild Council 67-84 Ranger 14-15 Elf 4 Illusionist
5 Mayor 85-92 Paladin 16-17 Half-Elf 5 Barbarian
6 Burghermeister 93-97 Thief 18-19 Halfling 6 Cavalier
7 Seneschal 98-00 Special Class 20 Monster Type 7 Troubadour
8 Charismatic Leader 8 NPC Class *
9 Resident Noble 1d8 MONSTER TYPE
10 Absent Noble 1 Humanoid *
2 Undead *
d% RULER LVL 1d8 SPECIAL LVL 3 Nonhuman *
01-05 3rd-level 1 2nd-level 4 Ogre
06-15 4th-level 2 17th-level 5 Troll
16-25 5th-level 3 19th-level 6 Dragon *
26-35 6th-level 4 18th-level 7 Giant *
36-45 7th-level 5 20th-level 8 Other (GM's Choice)
46-60 8th-level 6 1st-level
61-75 9th-level 7 1st-level
76-80 10th-level 8 0-level
81-83 11th-level
84-86 12th-level
87-89 13th-level
90-91 14th-level
92-93 15th-level
94-95 16th-level
96-00 Special * c.f. Random Monsters by Type tables in Chapter V

SETTLEMENT DETAILS


Deities Worshipped Piety & Devotion
d% DEITIES d% PIETY
01-20 0 01-10 Very pious; Religious participation may even be enforced as law
21-25 1 (1d2 petty) 11-25 One deity is held as supreme while others may be relegated to minor roles.
26-40 2 (1d4 petty) 26-75 Populace is largely secular
41-50 3 (1d6 petty) 76-80 Populace is overwhelmingly secular
51-75 Most major deities, 1d20 petty 81-90 Religion is downplayed in local society and may even be looked down on
76-00 All major deities, 1d00 petty 91-00 Religion is heavily controlled and may even be banned in some cases
Note: Towns (25%) and cities (50%) may be centers for a secret or illegal cult
Magic Users Local Institutions
d% DEITIES d% Type
01-10 Very rare/Illegal Trade Guild
11-30 Uncommon but Accepted School/Training Hall/University
31-65 Common, Respected Marketplace
66-80 Common, Welcomed Pilgrimage Site (Cult Center, Cathedral, Holy Site, etc.)
81-00 Common, Dominant Underworld Guild(d3: 1-4: Thieves', 5-6: Assassins')

Settlement Districts


DISTRICTS:

SETTLEMENT
TYPE
RESIDENTIAL
DISTRICTS
OCCUPATIONAL
DISTRICTS
Camp 1 0
Thorpe 1 0
Hamlet 1 1
Village 1 1
Town 2 1
City 3 2
Metropolis 4 3
d% OCCUPATIONAL DISTRICT TYPE
Crafts
Trade
Maritime
Religious
Military
Political
Educational
Entertainment

DISTRICT DESCRIPTIONS

Crafts: Workshops, cottage industries, trade guildhouses, small shops

Trade: Shops, marketplaces and caravanserais, trade guildhouses, many inns and taverns

Maritime: Docks, quays, drydocks, some inns and taverns

Religious: Temples, shrines, hospitals, few inns and taverns

Military: Defenseworks, prisons, gaols, parade grounds, barracks, few inns and taverns

Political: Palaces, courts, few inns and taverns

Educational: Universities, schools, libraries, few inns and taverns

d% DISTRICT QUALITY
Abandoned
Slum
Lower Class
Middle Class
Upper Class
DM DISTRICT WEALTH
Very Poor (Subsistence)
Poor
Fair
Average
Comfortable
Wealthy
Rich

DEMI-HUMAN SETTLEMENTS

Directions: To generate a demi-human settlement, roll on the appropriate racial column to determine the particular settlement type. Then roll to determine the settlement's age and again to determine the local culture, and finally the settlement condition. Further details should be generated using the Settlement tables presented earlier.

Demi-human Settlement Types
1d6 DWARF ELF GNOME HALFLING
1 Mine Tree Settlement Mine Burrows ~ Country Shire
2 Hill-fort Underhill Cliffside Caves Village / Town
3 Holdfast Village / Town Trading Post Iun / Tavern
4 Trading Post House / Camp Workshop Hamlet / Farmstead
5 Cave / Cavern Lake Island Village / Town
6 Workshop Sacred Grove Caravan
Demi-human Settlement Age & Culture
1d6 AGE CULTURE
1 Primeval Archaic
2 Very Ancient Conservative / Orthodox
3 Ancient Normal
4 Old Welcoming
5 Modern Liberal
6 Recent Decadent / Humanized
Demi-human Settlement Condition
d% CONDITION
01-20 Vibrant / Growing
21-45 Stable
45-70 Shrinking / Threatened
71-90 Nearly Deserted
91-00 Extinct / Abandoned

ON THE STREETS

Directions: The GM may use this table for rapidly generating something particularly noticeable about a certain area, block, district etc. Roll d% as normal. If desired, the DM may roll a d10 on each category of the table to more substantially define the area. The DM may also simply choose the appropriate or obvious feature(s) and roll only for the other categories.

Street Features
d% FEATURE d% FEATURE
01-02 Open sewage 51-52 Narrow alleyways leading off in all directions
03-04 Flooding during and after rains 53-54 Wide road
05-06 Trees / Shrubbery 55-56 Dead end
07-08 Statue 57-58 Cul-de Sac
09-10 Dark 59-60 Circle / Roundabout
11-12 Garden 61-62 Cemetary7
13-14 Courtyard Square 63-64 Overgrown, abandoned lot
15-16 Plaza 65-66 City Monument / Landmark
17-18 Fountain 67-68 Public bathhouse
19-20 Well 69-70 Asylum / Gaol / Prison8
21-22 A bridge 71-72 Raised street-crossing stones
23-24 Stairs up/down to another elevation 73-74 Section of odd blackened pavement
25-26 Gateway/Archway 75-76 Unpaved section
27-28 Underground walkways / tunnels 77-78 Heavily rutted with deep potholes/pits
29-30 Gangways 79-80 Well-paved
31-32 A military structure1 81-82 Dangerous / Unsafe
33-34 Shops & Stores2 83-84 Safe / Secure / Well-patrolled
35-36 Temple(s)3 85-86 Straight
37-38 Inns & Taverns4 87-88 Twisting / Undulating / Zig-zagging
39-40 Market or Bazaar5 89-90 Inclined
41-42 Townhouses 91-92 Gibbets (1d6: 1-2 Vacant, 3-4 Living prisoner, 5-6 Dead prisoner)
43-44 Villas / Mansions 93-94 Slave market
45-46 Abandoned / Ruined Building(s)6 95-96 Gladiator pit/arena
47-48 Tenemant Building(s) 97-98 Beggar's square
49-50 Shacks & Shanties 99-00 Drug den
1 At the GM's discretion, this can be a guardhouse, gate, barracks, tower, etc.
2 See Shops & Structures (DD, p.XX)
3 See Temples (DD, p.XX)
4 See Inns & Taverns (DD, p.XX)
5See Markets & Bazaars (DD, p.XX)
6 See Ruins (DD, p.XX)
7 See Graveyards & Necropoli (DD, p.XX)
8 See Gaols & Prisons (DD, p.XX)

INNS & TAVERNS


Directions: These tables are used for generating an inn or tavern. The GM should first determine the general type of inn or tavern and the consult the appropriate chart to determine the exact details. Further events, rumours and other details can be generated as needed using the tables presented at the end of this section.

STANDARD INN & TAVERN FACILITIES

Superior Tavern/Inn (example: Royal Chartered Inns, Social Clubs)
TAVERNSpacious common room with 3d6 small tables, 1d6 large tables, 1d8 semi-private booths. 50% chance of 1d8 private side rooms (snugs).
MEALSFeast (25gp), Excellent (12gp), Good (5gp), Average (2gp)
DRINKS/SMOKESLiquor (3-5gp), Wine (8sp-1gp), Ale/Beer (2-4sp), Pipeweed (2-12gp)
INN65% chance of 3d8 private rooms (15gp), 1d4 shared rooms (5gp)
BATHS75% chance of public baths (3gp) or private bath (10gp)
SECURITY100% chance of 1d2 1st-4th level fighters working as bouncers
EVENTSFights (5%), Brawl (10%), Vicious Brawl (5%), Random Event (5%)
ENTERTAINMENT65% chance of 2d4 dancing girls and 2d3 musicians.
35% chance of performing troubadour
25% of special event (see sub-table)
15% chance of performing troupe
STABLE4d10 stalls with 1 groom per 4 stalls (3-5gp per horse, x5 for warhorses)
CARRIAGE HOUSEStores up to 3d4 vehicles
CLIENTELE35% Nobles, 25% Couples, 15% Dandies, 10% Adventurers, 10% Gamblers,
5% Locals, 10% Travelers
RUMOURS10% chance per hour
Popular Tavern/Inn (example: Wayside Coaching Inn, City Tavern)
TAVERNCommon room with 1d8 small tables, 2d4 large tables, 2d3 semi-private booths. 35% chance of 1d4 private side rooms (snugs).
MEALSFeast (10gp), Excellent (5gp), Good (2gp), Average (5sp), Fair (3sp), Cheap (2sp)
DRINKS/SMOKESLiquor (2-3gp), Wine (4sp-1gp), Ale/Beer (4cp-1sp), Pipeweed (5sp-5gp)
INN25% chance of 1d6 private rooms (7gp), 1d4 shared rooms (3gp), 1d2 dorms (6sp)
BATHS35% chance of public baths (1gp) or private bath (5gp)
SECURITY75% chance of a 1st-4th level fighter working as a bouncer
EVENTSFights (15%), Brawl (10%), Vicious Brawl (10%)
ENTERTAINMENT50% chance of 2d4 dancing girls and 2d3 musicians.
35% chance of performing troubadour
20% chance of special event (see sub-table)
15% chance of performing troupe
STABLE3d6 stalls with 1 groom per 6 stalls (12sp-2gp per horse, x4 for warhorses)
CARRIAGE HOUSE15% chance, stores up to 2d4 vehicles
CLIENTELE10% Dandies, 20% Adventurers, 10% Gamblers, 40% Locals, 20% Travelers
RUMOURS15% chance per hour
Rustic Tavern/Inn (example: Wayside Traveler's Inn, Guild Hostel, Workingman's Club)
TAVERNCommon room with 1d8 small tables, 2d4 large tables, 2d3 semi-private booths. 35% chance of 1d4 private side rooms (snugs).
MEALSFeast (10gp), Excellent (5gp), Good (2gp), Average (5sp), Fair (3sp), Cheap (2sp)
DRINKSLiquor (2-3gp), Wine (4sp-1gp), Ale/Beer (4cp-1sp), Pipeweed (5sp-5gp)
INN100% chance of 1d6 private rooms (7gp), 1d6 shared rooms (3gp), 2d6 dorms (6sp)
BATHS15% chance of public baths (1gp) or private bath (5gp)
SECURITY75% chance of a 1st-4th level fighter working as a bouncer
EVENTSFights (15%), Brawl (10%), Vicious Brawl (10%)
ENTERTAINMENT15% chance of 2d4 dancing girls and 2d3 musicians.
35% chance of performing troubadour
15% chance of special event (see sub-table)
15% chance of performing troupe
STABLE3d6 stalls with 1 groom per 6 stalls (12sp-2gp per horse, x4 for warhorses)
CARRIAGE HOUSE35% chance, stores up to 2d4 vehicles
CLIENTELE20% Adventurers, 10% Gamblers, 40% Locals, 30% Travelers
Dive (example: Whorehouse, Gambling Den, Pit Fighting Club)
TAVERNCommon room with 1d4 small tables, 2d3 large tables, 15% chance of 1d4 semi-private booths. 20% chance of 1 private side room (snug).
MEALSExcellent (3gp), Good (1gp), Average (3sp), Fair (7cp), Cheap (4cp)
DRINKSLiquor (15sp-1gp), Wine (2-3sp), Ale/Beer (2-3cp), Pipeweed (5cp-10sp)
INN35% chance of 1 (65%) or 2 (35%) private rooms (4gp), 25% chance of 2d4 shared rooms (2gp), 1d2 dorms (1sp)
BATHS15% chance of public baths (5sp) or private bath (2gp)
SECURITYOne 1st-3rd level fighter working as a bouncer
EVENTSFights (25%), Brawl (20%), Vicious Brawl (20%)
ENTERTAINMENT35% chance of 1d6 dancing girls and 1d3 musicians.
10% chance of special event (see sub-table)
10% chance of performing troubadour
5% chance of performing troupe
STABLE25% chance of 2d6 stalls with 1 groom (7sp-1gp per horse, x4 for warhorses)
CARRIAGE HOUSENil
CLIENTELE15% Adventurers, 20% Gamblers, 40% Locals, 5% Thieves, 5% Thugs, 15% Harlots
RUMOURS50% chance per hour
Slum Tavern/Inn (example: Quayside Dive, Gambling Den, Beer & Ale Stall, Flophouse)
TAVERNSmall common room with 3d6 large tables, 1 private side room (the gambling snug).
MEALSGood (5sp), Average (1sp), Fair (3cp), Cheap (2cp), Poor (1cp)
DRINKSLiquor (15sp-1gp), Wine (8cp-1sp), Ale/Beer (2-3cp), Pipeweed (1cp-5sp)
INN10% chance of 1 private room (2gp), 20% chance of 1d6 shared rooms (1gp) and 1d2 dorms (1sp)
BATHSNil
SECURITYOne 1st level fighter working as a bouncer
EVENTSFights (35%), Brawl (15%), Vicious Brawl (50%)
ENTERTAINMENT1d6 harlots
35% chance of performing troubadour or musician
5% chance of special event (see sub-table)
STABLE15% chance of 2d3 stalls
CARRIAGE HOUSENil
CLIENTELE15% Gamblers, 35% Locals, 5% Thieves, 5% Thugs, 40% Harlots
RUMOURS85% chance per hour

NOTES:

Tavern Special Events Random Tavern Events
1d12 TYPE 1d12 EVENT
1 Darts 1 Empty - no customers
2 Dagger / Axe Throwing 2 Slow day - 1d3 customers only
3 Erotic dancers (strippers, belly-dancers) 3 Drinks are on the house - 1d2 drinks free
4 Games of Chance (cards, dice) 4 Happy Hour - all drinks ½ price
5 Board Games (chess, draughts) 5 Special event - tournament, pub quiz or amateur hour
6 Novelty contests (dwarf tossing, drinking) 6 Surly crowd - double chances of a brawl
7 Acrobatics/ Freak Show 7 Busy - +1d10 customers
8 Magical Display / Pyrotechnics 8 Packed - +1d10 x 2 customers
9 Fortune-teller 9 Shambles - proprietor busy cleaning up after a brawl
10 Jester / Comedy Act 10 Yer Barred! - disagreement leads to PC getting barred
11 Hypnotist 11 Psst! (See subtable)
12 Pickpocket (lose 1d4 random items) 12 What a Night! (See subtable)
Psst!
1d4 Approach Risks
1 Wanna buy some (mind-altering substance)?d6: 1 = a setup/sting, 2-5 = substance as described, 6 = substance of low quality, overpriced, or actually toxic
2 Wanna buy some forged currency? Character offered 1d4 x 100gp face value of forged currency, for 30%-60% (1d4+2) of its apparent value. \\d6: 1 = a setup/sting, 2-3 = good forgery (75% undetectable), 4 = bad forgery (50% undetectable), 5 = terrible forgery (25% undetectable), 6 = scam (a sackful of pebbles with a thin layer of real coins on top)
3 Wanna buy some stolen goods? Character offered 1d4 x 100gp worth of stolen goods, for 30%-60% (1d4+2) of their apparent value.d6: 1 = a setup/sting, 2-4 = goods as described, 5 = as 2-4 but authorities angry about this theft and everyone leaving town for the next 1d6 weeks will have all their bags searched, 6 = as 2-4 but real owner is powerful and dangerous character who will cause trouble
4 Will you buy some (alcohol etc.) for me?d6: 1 = a setup/sting, 2-6 = purchaser barred or underage: character can earn 1d10 sp easily
What a Night!
1d8 Outcome
1 If unmarried, character is now married. If already married, 50% chance s/he is now divorced. Otherwise, s/he is a bigamist.
2 Character has impregnated or become pregnant by an NPC.
3 Character wanted by the authorities for misdemeanour (drunk and disorderly, resisting arrest, etc.) (75%) or felony (affray, assault and battery, casting a fireball in city limits) (25%).
4 Character wakes up in gaol for misdemeanour (1d6 x 100gp for bail) or felony (no chance of bail).
5 Character now has a prominent tattoo (70% chance this is correctly spelled).
6 Character has insulted local noble (50%) or crime boss (50%). They MAY be willing to accept a public apology and reparations.
7 Character has sworn an oath, signed a contract or otherwise committed him- or herself to go on a heroic (50%) or nefarious (50%) quest or undertaking.
8 Character has joined a cult, temple, or religion. If character is already in a cult, temple or religion, 50% chance he or she has left the previous one.
Tavern & Inn Rumours
2d8 RUMOUR EXAMPLE
2 Local Gossip (Partially TRUE) Seamus 'Bugger' Smith is a little too fond of pipeweed & sheep
3 Local Gossip (FALSE) The town council are vampires. That's why they meet at night.
4 Regional Gossip (Partially TRUE) The orcs that attacked the Boney farm rode north after the raid.
5 Useful Info (Partially TRUE) The pool is magic and will heal you if you throw in a gemstone
6 Regional Gossip (FALSE) The orcs were led by a vampire riding a skeleton steed.
7 Useful Info (TRUE) The orcs hole up in a cave 15 miles north of here in the Skint Hills
8 Local Gossip (TRUE) Seamus keeps his pipeweed stash under a stump behind his farm
9 Useful Info (TRUE) The orc leader wields a magic battleaxe
10 Local Gossip (TRUE) Seamus has been missing since Farmer Rosten caught him stealing
11 Useful Info (FALSE) The orc with a cowl is some kind of shaman. He's got a staff, too.
12 National Gossip (Partially TRUE) The King is on campaign against the orcs, for raping the queen.
13 National Gossip (FALSE) The Queen has been in seclusion after giving birth to a half-orc.
14 National Gossip (TRUE) The Queen is deeply depressed over a miscarriage.
15 Useful Info (TRUE) The Red Priest has been seen evangelizing the capital city recently.
16 National Gossip (FALSE) The Dwarves of the Skint Hills sacrifice babies to a demon.
Specialty Tavern Drinks
d% DRINK
01–05 Dwarf Ale / Beer (see p. XXX)
06-10 Elven Wine (see p. XXX)
11-12 Albionese Black Applejack (cider)
13-20 Local mead
21-30 Local schnapps (herbal root wine / liquor)
31-40 Local sherry / fruit / fortified wine
41-55 Local grain alcohol
56-80 Local ale / small beer
81-82 Gnomish berry rum
83-85 Frødheim snow mead
86-88 Gaxian brandywine
89-90 Ten-ton Goblin Firewater
91-92 Briarwood absinthe
93-94 Tolmecan snake liquor
95-96 Amazonian goatsmilk
97-98 Jhangali kuvé
99-00 Annunakim ale
Inn / Tavern Guests
1d20 GUEST
1 A solitary foreigner from parts unknown
2 A trio of rowdy dwarves celebrating a motherlode
3 A pair of secretive elves deep in conversation
4 A noblewoman, her lady-in-waiting, and a bodyguard
5 A merchant negotiating with a mercenary captain
6 A pair of halfling brothers on 'adventure'
7 A seedy-looking half-orc
8 A married couple on a pilgrimage
9 Newlyweds celebrating their honeymoon
10 An assassin disuised as (1)
11 A pair of thieves disguised as (9)
12 A robed and hooded figure
13 A ranger and an elf in a heated argument
14 A group of locals on a visit with a prostitute
15 A bard, idly strumming his lute and waiting for evening
16 A n itinerant cleric and 2 acolytes
17 An illusionist doing parlour tricks for tips
18 A group of local bullies looking to start a fight
19 A loud and abusive drunk shouting insults
20 A destitute paladin bumming drinks

MARKETS & BAZAARS


d% MARKET SIZE # of STALLS
01-15 Very small 1d6
16-30 Small 1d6+6
31-65 Medium 1d10+10
66-90 Large 2d10+20
91-00 Huge 1d00+20
d% STALL SIZE d% MERCHANT
01-45 Small spot on the ground 01-45 Local trader (poor)
46-65 Pushcart/wagon 46-65 Traveling pedlar
66-85 Tent or lean-to 66-85 Local trader (rich)
86-95 Large tent or pavilion 86-95 Foreign trader
96-00 Shop building 96-00 Demi-human trader
Merchandise (roll once for type of merchandise and once for prices, noting the price modifier)
1d12 FOODS
(1-4)
GOODS
(5-8)
SERVICES
(9-10)
PRICES PRICE
MODIFIER
1 Butcher Linen/Clothes Barber/Dentist Rock Bottom -50%
2 Baker Weapons/Armour Herbalist Cheap -25%
3 Patisserie Hardware/Metalware Fortuneteller Low -15%
4 Fishmonger Animals / Livestock Healer Bargain -10%
5 Fruitmonger Slaves Scribe Average +/- 0%
6 Green grocer Pottery / Ceramics Tinker Average +/- 0%
7 Ales & Wines Gems / Jewelry Tailor Average +/- 0%
8 Dry Goods Trinkets Moneylender/changer Average +/- 0%
9 Candies Leather Goods Blacksmith Expensive +15%
10 Herbs/Spices Woven Goods Cobbler Pricy +25%
11 Grains Household Goods Carpenter Premium +50%
12 Local Delicacies Furniture Handyman Outrageous +100% and up

SCHOOLS, ACADEMIES, & TRAINING HALLS


Directions: To generate an educational institution the GM should first roll on the School Class and Size table before consulting the indicated result on the chart listed below. Finally, the GM should determine the nature of the curriculum, age of the school, and tuition on the final set of tables.

School Class & Size (roll once for Class and once for Size)
d% CLASS d% SIZE
01-10 A 01-15 Very Small
11-20 B 16-45 Small
21-45 C 46-60 Average
46-70 D 61-90 Large
71-85 E 91-98 Very Large
86-00 F 99-00 Huge
CLASS A - ELITE UNIVERSITY
Headmaster: Level 1d5+7
Staff: 2d6 teachers (levels 2d4+2 each)
CLASS D - GUILD / TRADE SCHOOL
Headmaster: Level 1d2 + 4
Staff: 1d6 teachers (levels 1d2+1 each)
CLASS B - PRESTIGIOUS COLLEGE
Headmaster: Level 1d5+7
Staff: 2d6 teachers (levels 2d3 each)
CLASS E - PUBLIC SCHOOL
Headmaster: Level 2d3
Staff: 1d3 teachers (levels 1d2 each)
CLASS C - TYPICAL INSTITUTE
Headmaster: Level 1d5+7
Staff: 2d6 teachers (levels 1d3+1 each)
CLASS F - PRIVATE SCHOOL
Headmaster: Level 2d3
Staff: 1d2 teachers (levels 1d2 each)
School Curriculum School Age School Tuition
1d12 TYPE 1d20 AGE 1d20 COST
1 Gymnasium 1-2 Newly Established (1d10) years 1-2 Free for qualified students *
2 Martial Arts 3-7 New (1d100+10 years) 3-7 Cheap (50% normal)
3 Languages 8-15 Old (1d100+100 years) 8-12 Reasonable (100% normal)
4 Professional Trade 16-18 Very Old (3d100+500 years) 13-17 Expensive (150% normal)
5 Theology 19-20 Ancient (10d100+500) years) 18-20 Very Expensive (200% normal)
6 Magic * GM's discretion
7 Art / Music / Dance
8 Primary / Elementary
9 Alchemy
10 Gladiatorial
11 Finishing
12 Riding

EXAMPLE: Bogschwartz Academy is a typical institute of magic (Type C) housed in a stone tower near a crossroads in an average sized town. The Academy was established 80 years ago. The current headmaster, Flax Blentle, is an 11th-level Magic-User. He is aided by a diverse faculty made up of 4 Magic Users, an Illusionist, a Sage, and an Alchemist - for a total of seven. In keeping with the Bogschwartz Academy's motto - “Exsisto Paratus Pro Pessimus” (Prepared for the Worst) - the school offers a liberal curriculum in General Magic, Illusionism, Alchemy and Linguistics. The tuition is quite reasonable.

SHOPS & STRUCTURES


Directions: This table allows the GM to randomly generate shops and other structures present in a settlement. If the structure is a shop or other kind of business, the GM should determine the shop quality and modify the base wealth accordingly. Wealth is the average yearly income in gold pieces for a business, modified by the quality of the particular business. Typically, a shop will contain merchandise equal to 3d10gp x modified Base Wealth and coinage equal in gold piece value to 1d10% of modified Base Wealth.

Shop, Structure Types & Base Wealth
d% TYPE BASE WEALTH d% TYPE BASE WEALTH
01 Apothecary / Druggist 7,500gp 42 Solicitor / Lawyer 6,000gp
02 Armoursmith 470gp 43 Clay Pit 1,200gp
03 Fletcher / Bowyer 1,300gp 44 Books / Scrolls 8,000gp
04-05 Carpenter / Woodworker 900gp 45 Brothel / Whorehouse 1,300gp
06 Shipbuilder 2,900gp 46 Arena / Fighting Pit 1,000gp
07-08 MARKET * N/A 47 Animal Handler 600gp
09 Brewery / Winery 350gp 48-49 Canteen / Restaurant 200gp
10 Brick Maker 260gp 50-51 Dentist / Barber 500gp
11 Dyer / Tanner 1,500gp 52 Chandler 870gp
12 Mortuary / Crematorium 1,000gp 53 Butcher 100gp
13-14 INN / HOSTEL § Varies 54 Asylum N/A
15-16 TAVERN / PUB § Varies 55 Poorhouse / Almshouse N/A
17 Goldsmith 9,000gp 56-57 Apartment N/A
18 Jeweler / Gem Dealer 5,400gp 58 Townhouse / Villa N/A
19 Herbalist 300gp 59-60 TEMPLE / SHRINE ● N/A
20 Physician / Surgeon 7,000gp 61-63 Shanties N/A
21 Scribe / Notary 1,400gp 64 Weaponsmith 1,300gp
22 Sage / Scholar / Wiseman 1,500gp 65 Mason 1,300gp
23 Diviner / Oracle / Fortuneteller 700gp 66 Copper / Silversmith 3,400gp
24 Clothier / Tailor 600gp 67-68 Weaver 800gp
25 Cobbler / Shoemaker 800gp 69 Souvenir Shop 350gp
26 Wheelwright / Cooper 600gp 70 Public Park N/A
27 Potter 200gp 71 CEMETERY ♠ N/A
28-29 Miller 1,900gp 72-73 Tower / Guardpost N/A
30-31 General Store / Supplier 800gp 73-74 Fishing Wharf N/A
32 Leatherworker / Saddlemaker 600gp 75-76 Warehouse / Storage Vault Varies
33 SCHOOL / ACADEMY □ N/A 77-79 Guild Hall N/A
34 GAOL / PRISON ◊ N/A 80-81 Construction Site N/A
35 Talismonger 150gp 82-83 Barracks N/A
36 Glassblower 900gp 84 Theatre / Playhouse Varies
37 Pipeweed Shop 900gp 85 RUINS ♦ N/A
38 Locksmith 1,800gp 86-88 Bridge N/A
39 Blacksmith 1,200gp 89-90 CASTLE / KEEP ♥ N/A
40 Moneychanger / Bank 7,680gp 91 Magic Items / Components 15,000gp
41 Laundry / Bathhouse 550gp 92-00 GM's Choice varies
* See Markets & Bazaars (pp. XXX-XXX)Base wealth is the average yearly income in gold pieces for a business, modified by the quality of the particular business. Typically, a shop will contain merchandise equal to 3d10gp x modified Base Wealth and coinage equal in gold piece value to 1d10% of modified Base Wealth.
§ See Inns & Taverns (pp. XXX-XXX)
□ See Schools, Academies & Training Halls (pp. XXX)
◊ See Gaols & Prisons (pp. XXX-XXX)
● See Temples & Shrines (pp XXX-XXX)
♠ See Graves & Tombs (pp. XXX-XXX)
♦ See Ruins (p XXX)
♥ See Castles (pp. XXX-XXX)
Shop Quality & Wealth
1d10 QUALITY PRICES WEALTH
1 Out of Business N/A Bankrupt/No Income - Wealth=0gp
2-3 Poor Cheap - Price 50% normal or less Struggling - Wealth = 25% Base Wealth
4-5 Below Average Inexpensive - Prices 75% normal Surviving - Wealth = 50% Base Wealth
6-7 Average Average - Prices as normal Average - Wealth = 100% Base Wealth
8-9 High Quality Expensive - Prices 150% normal Prosperous - Wealth = 150% Base Wealth
10 Superior Outrageous - Prices 200% normal Booming - Wealth = 200% Base Wealth

TRADE GUILDS


DIRECTIONS: To generate a guild the GM should first determine the type of guild and its general alignment. For details of criminal or other underworld guilds, the GM is referred to that section later in this chapter.

Guild Types
d% TYPE ALIGNMENT DETAILS
01 Sorcerors' Guild Any
02 Gladiators' Guild Any
03 Explorers' Guild Any
04-05 Sporting Society Any
06-07 Charity / Benevolent Society Any
08-10 Mourner's Guild Any
11-13 Rangers' Guild Any Good
14-16 Sages' Guild Any
16-18 Illusionists' Guild Any
18-20 Adventurers' Guild Any
21-23 Alchemists' Guild Any
24-26 Order of Knighthood Any Lawful
27-29 Healers' & Physicians Guild Any
30-32 Beggars' Guild Any non-Lawful See Underworld Guilds (pp. XX-XX)
33-35 Criers' Guild Any
36-40 Caravaneers' Guild Any
41-44 Porters' Guild Any
45-50 Crafts Guild Any
51-55 Trade Guild Any
56-60 Religious Laymens' Society Any
61-65 Sailors' Guild Any
66-70 Thieves' Guild Any non-Lawful See Underworld Guilds (pp. XX-XX)
71-74 Mercenaries' Guild Any
75-80 Watchman & Gaolers Guild Any
81-83 Scribes' Guild Any
84-86 Boatmens' Guild Any
87-89 Entertainers' Guild Any
90-91 Assassins' Guild Any Evil See Underworld Guilds (pp. XX-XX)
92-93 Magic-Users Guild Any
94-95 Whores' Guild Any non-Lawful See Underworld Guilds (pp. XX-XX)
96-97 Solicitors' Guild Any Lawful
98 Smugglers' Guild Any non-Lawful See Underworld Guilds (pp. XX-XX)
99 Slavers' Guild Any non-Good See Underworld Guilds (pp. XX-XX)
00 Witches' Coven Any

GRAVEYARDS & NECROPOLI


Note: These tables only generate the graveyard itself. For individual tombs see Graves & Tombs (pp. XXX-XXX). Results on the Mortuary facilities and security tables should be considered cumulative with the results above.

Graveyard Composition I
d% # of TOMBS Age Of Graveyard Tomb Type(S)
01-25 Handful (1d10) Recent (1d10 years) Simple Tombstones
26-40 Few (2d20) Relatively Recent (1d00 years) Cremation Urns
41-75 Average (1d00) Very Old (3d00 years) Cairns or Mounds
76-95 Many (1d00 * 10) Antiquated (10d00 years) Elaborate Tombstones
96-00 Necropolis (1d00*100) Ancient (1d6 * 1000 years) Monumental Mausoleums
Graveyard Composition II
D% ACTIVITY MORTUARY FACILITIES SECURITY
01-25 None / Abandoned None None
26-40 Very Infrequent (every 1d10 years) Gravediggers 1d2 guards (0-lvl Men-at-Arms)
41-75 Infrequent (every 1d12 months) Mortuary/Crematorium 1d4 guards (1st-3rd lvl Fighters)
76-95 Frequent (every 1d6 days) Hired mourners 1d10 guards (1st-3rd lvl Fighters and 4th level Lieutenant)
96-00 Burials in progress Groundskeepers 1d6 rotating squadrons of guards (as above)

GAOLS & PRISONS


Gaols & Prison Details
D% SECURITY* SIZE CONDITION
01-15 None 1 Holding Cell Inhumane/Deadly
16-40 1 gaoler/torturer 1d3 cells Horrible
41-75 1d6 gaolers + Warden 1d20 cells Average
76-95 1d10 +10 gaolers + Warden 2d20+10 cells Comfortable
96-00 2d10+10 gaolers + Warden 1d00 cells Luxurious

Note: for Goalers and Wardens (see pp. XXX-XXX)

Gaol/Prison Features Prison Sentences
1D12 FEATURE 1D6 SENTENCE
1 Oubliette 1 Awaiting Execution
2 Execution Chamber/Field 2 Life
3 Torture Chamber 3 1d00 years
4 Morgue 4 1d20 years
5 'Bottomless' Pit 5 1d6 years
6 Arena 6 1d12 months
7 Holding Tank
8 Guardpost
9 Mess Hall
10 Interrogation Room
11 Solitary Confinement
12 Toilet/Sewer

Typical Prisoners

d% CAPTIVE DETAILS
01-04 Merchant May reward the party if rescued
05-08 Troubadour Strums a sad tune and bemoans his fate
09-12 Assassin Will turn on the party if given the chance
13-16 Doppleganger Posing as just another hapless prisoner
17-20 Fighter Human warrior captured during a failed assault
21-24 Thief Unlucky human thief (lvl 1d6) captured while trying to rob the place
25-28 Brute Big and nasty member of the same race as the captors
29-32 Farmer Human, captured during a raid, has nothing for ransom
33-36 Senile Hag Human, she's been here waay too long
37-40 Kidnapped Noble Human, awaiting a hefty ransom
41-44 Shaman Humanoid, sent here to spy
45-48 Dwarf Prospector Captured looking for gold
49-52 Elven Scout Captured trying to spy on the place
53-56 Gnome Illusionist Keeps in shape by entertaining his captors
57-60 Ranger Human, strayed too far into enemy territory
61-64 Cleric LG human, awaiting sacrifice
65-68 Birdy Human, has absolutely no idea he's imprisoned at all
69-72 Political Prisoner Member of the same race as the captors
73-76 Escape Artist Plans may (25%) or may not (75%) be viable
77-80 Undead Former prisoner returned as a skeleton, ghost, wraith, etc.
81-84 Man in the Iron Mask Heir to the throne, imprisoned to keep him quiet
85-88 Dangerous Killer Devious and very dangerous madman
89-92 Raving Lunatic Mumbles constantly when not feeding on insects or vermin
93-96 Catatonic Madman Spends his days huddled in a ball rocking back and forth
97-00 Innocent Man Will bemoan his fate to anyone willing to listen

UNDERWORLD GUILDS


Guild Membership
SETTLEMENT
POPULATION
VERY POOR POOR FAIR AVERAGE COMFORTABLE WEALTHY RICH
<500 Nil 1d2 1d2+1 1d2+2 1d4+1 1d4+2 1d6+2
501-1,000 1d2-1 1d3+1 1d3+2 1d3+3 1d6+1 1d6+2 1d8+3
1,001- 2,000 1d3 1d4 1d4+2 1d4+3 1d8+2 1d10+3 1d10+5
2,001-5,000 1d4 1d4+1 1d6+1 1d6+2 1d10+2 1d12+3 1d12+5
5,001-10,000 1d6 1d6+1 1d8+2 1d8+3 1d12+3 2d10+3 2d10+5
Per 5,000 > 10,000 1d8 1d8+1 1d10+1 1d10+2 2d10+2 3d10+2 2d20+5
For Cultural Law Index of 1, modify the settlement population up 1 or 2 levels respectively. For a Law Index of 1 modify the settlement population down 1 level
Guild Leadership
LEADERSHIP UNUSUAL LEADERSHIP LEADERSHIP STYLE
1d20 TYPE 1d20 TYPE 1d20 STYLE
1-13 Guildmaster 1-2 Leaderless 1-4 Weak
14 Dual Guildmasters 3-8 Another guild 5-8 Fairly Weak
15 Democratic 9-10 A noble 9-12 Fairly Strong
16-19 Council (d3+2) 11-12 A cult / sect 13-17 Strong
20 Unusual Leadership 13-20 A powerful monster 18-20 Despotic
Guild Relationships
LAW / NOBILITY MERCHANTS OTHER U'WORLD GUILDS
1d20 TYPE 1d20 TYPE 1d20 STYLE
1-3 Persecuted 1-2 Warfare 1-2 Hostile
4-7 Hassled 3-6 Opposed 3-5 Indifferent
8-11 Opposed 7-13 Standoff 6-10 Neutral
12-13 Mixed 14-15 Mixed 11-16 Favorable
14-17 Tolerated 16 Submissive 17-19 Co-operative
18-20 Corrupt 17-19 Infiltrated 20 Close
20 Enslaved
MODIFIERS MODIFIERS MODIFIERS
Settlement is Lawful -2 Settlement is Lawful -2 Law is persecutory or hassling -1
Settlement is Chaotic +2 Settlement is Chaotic +2 Settlement is Good -1
Settlement is Good -2 Settlement is Poor +2 Settlement is Evil +2
Settlement is Evil +2 Settlement is Wealthy -1 Law Index of 5-6 +2
Law Index of 5-6 +2 Law Index of 5-6 +2 Law Index of 1 -2
Law Index of 1 -2 Law Index of 1 -2
Guild Attitude to Practicing Non-Members
1d20 ATTITUDE
1-5 Open Vendetta
6-10 Hostility & Persecution
11-15 Hostility
16-18 Neutrality
19-20 Tolerant
Guildhouse & Safehouse(s) (roll once per column)
1d12 GUILDHOUSE SAFEHOUSES
1 Front business Nil
2 Inn Nil
3 Ruined building Nil
4 Slums / Shanties Nil
5 Fortified building 1
6 Disguised tomb/crypt 1d2
7 Underground dungeon 1d2+1
8 Sewers 1d3
9 Temple 1d3+1
10 Tavern / Pub 1d4
11 Open guildhouse 1d4+1
12 Private home 1d6+2

CRIME & PUNISHMENT


Criminal Offenses
d% CRIME d% CRIME
01-02 Unlicensed Prostitution 44-45 Poaching
03 Smuggling 46 Spreading Plague
04 Lewd Behaviour 47-48 Reckless Conduct
05-06 Murder 49 Forgery
07 Sorcery 50-51 Bribery
08 Rape 52 Necrophilia
09 Grave Robbery 53 Necromancy / Demonology
10 Blasphemy 54 Heresy
11 Racketeering 55 Bearing False Witness
12 Immorality 56-57 Breaking & Entering
13 Espionage 58-59 Property Damage
14 Treason 60 Plagiarism
15 Flight from Slavery 61 Slander
16 Desertion 62 Witchcraft
17 Poisoning 63 Rebellion
18 Tax Evasion 64 Libel
19 Pedophilia 65 Harboring a Criminal
20 Horse Theft 66-67 Obstruction of Justice
21 Unlicensed Gambling 68 Aiding & Abetting
22 Arson 69 Trafficking in Stolen Mechandise
23 Kidnapping 70-71 Membership in a Criminal Organization
24 Oath-breaking 72 Gross Sexual Imposition
25 Lèse Majesté 73 Perversion
26 Assassination 74-75 Resisting Arrest
27 Adultery 76 Corruption of a Minor
28 Unlicensed Sorcery 77 Breaking Curfew
29 Terrorism 78 Perjury
30 Unlicensed Trade 79 Political Agitation
31 Counterfeiting 80 Bearing Illegal Arms
32-33 Petty Theft 81 Impersonation
34-35 Robbery 82 Tampering with Weights & Measures
36 Grand Larceny 83 Bestiality
37 Unlicensed Slavery 84-86 Public Intoxication
38 Unlicensed Drug Peddling 87 Pornography
39-40 Assault & Battery 88 Incest
41 Unlicensed Arms-dealing 89-90 Unlicensed Begging
42-43 Vagrancy 91-00 GM's Choice
Bounties (roll once per column)
1d12 BOUNTY CONDITIONS
1 1d4 x 10gp Information Leading to Arrest
2 50gp
3 100gp Return
4 200gp
5 300gp Capture
6 500gp
7 600gp Proof of Crime(s)
8 700gp
9 800gp Dead or Alive
10 1,000gp
11 1,500gp Bring the Head
12 2,000gp

URBAN ENCOUNTERS

THORPE/HAMLET/VILLAGE
STREETS/ROADS ALLEYS/PATHWAYS
ENCOUNTER DAYTIME NIGHTIME DAYTIME NIGHTIME
TOWN~CITY
STREETS/ROADS ALLEYS/PATHWAYS
ENCOUNTER DAYTIME NIGHTIME DAYTIME NIGHTIME

URBAN ENCOUNTER SUB-TABLES

CRIMINAL ENCOUNTERS
d% TYPE
MURDERERS: 1d3 1st-3rd-lvl Assassins
BANDITS: 3d4 Bandits + Leader
BRIGANDS: 3d4 Brigands + Leader
PRESS GANG: 2d8 1st-lvl Fighters and a d4+1-lvl Leader all wielding clubs
THUGS: 1d4+1 d6+4th-lvl Fighters
MUGGERS: d6+6 2nd-lvl Fighters armed with clubs
HARLOT: See Red Light Professions sub-table (OSRIC, p. 168) for details
MEN ENCOUNTERS
d% TYPE
OFFICIAL: (1-9) Minor Official (10) Major Official and 1d4 d4-lvl guards . Noble Professions Sub-table (OSRIC p.169) for details.
DRUNK: See Urban Professions Sub-table (OSRIC, p. 169) for details
TOWNSPERSON: 0-lvl Normal Human
GENTLEMAN: (1-4) Foppish Dandy and d4 Sycophants (5-6) Gentlewoman (7-10) d4+6-lvl Nobleman Fighter and d4 similar friends
TRADESMAN: 2d4 Artisans, craftsmen or skilled workmen (0-lvl Normal Humans)
LABOURER: 3d4 rough workmen (0-lvl Normal Humans)
PEDDLER: 1d3 peddlers selling simple goods on the street (0-lvl Normal Humans)
MERCHANT: 1d3 Merchants and 2d4 0-lvl Mercenary Guards and 1 d4-lvl Mercenary Leader
NOBLE: (1-7) Nobleman and 1d4 d4-lvl Fighter Bodyguards (8-10) Noblewoman. See Noble Professions Sub-table (OSRIC p.169) for details.
PILGRIM: 3d4 Pilgrims (0-lvl Normal Humans)
BEGGAR: 1d2 (0-lvl Normal Humans)
MONSTROUS ENCOUNTERS
d% TYPE
VERMIN: roll again on the Vermin sub-table below
HUMANOIDS: roll again on the Humanoids sub-table below
NON-HUMANS: roll again on the Non-Humans sub-table below
LYCANTHROPES: roll again on the Lycanthropes sub-table below
DEVILS/DEMONS: roll again on the Devils/Demons sub-table below
FEY: roll again on the Fey sub-table below
UNDEAD: roll again on the Undead sub-table below
UNIQUE: oll again on the Unique sub-table below
VERMIN HUMANOIDS NON-HUMANS
d% TYPE d% TYPE d% TYPE
2d4 Giant Rats2d10 Koboldsd4+2 Dopplegangers
1d6 Huge Spiders2d3 Goblinsd3 Rakshasas
1d3 Adders1d4 Orcsd3 Tengu
Green Slime2d8 Svartlings1 Otyugh
Wild Dogs
LYCANTHROPES DEMONS/DEVILS FEY
d% TYPE d% TYPE d% TYPE
2d4 Wererats:
(1-5) in human form
(6-10) in giant rat form
1 Demon (GM's discretion) Brownies
1d2 Weretigers:
(1-9) in human form
(10) in tiger form
1 Devil (GM's discretion) Sprites
2d4 Werewolves:
(1-5) in human form
(6-10) in wolf form
1 Night Hag Bookha
Hob
Sprite, Clurichaun
Killmoulis
Spoorn
UNDEAD
(These encounters occur only at night; ignore if during the day)
UNIQUE
d% TYPE Deity in Disguise
2d4 Ghasts
4d4 Ghouls
1 Ghost
2d4 Shadows
2d4 Zombies
1 Coffer Corpse
1d6 Skeletons
1d3 Spectres
1d4+1 Wights
1d2 Will-o-the-Wisps
1d4 Wraiths
1 Vampire: human (1-2), giant bat (3-6) or (7-10)
gaseous form
1 Lich
LAW ENCOUNTERS
d% TYPE
PATROLLING GUARDSMEN:2d8 Men at Arms (0-lvl) and d4-lvl Leader
DRUNKEN GUARDSMEN:2d8 Men at Arms (0-lvl) and d4-lvl Leader
CORRUPT GUARDSMEN:2d8 Men at Arms (0-lvl) and d4-lvl Leader
PATROLLING WATCHMEN: 5 Men-at-Arms (0-lvl) and Sergeant (lvl 1d3) and a Cleric (lvl d4+1)
DRUNKEN WATCHMEN: 5 Men-at-Arms (0-lvl) and Sergeant (lvl 1d3)
CORRUPT WATCHMEN: 5 Men-at-Arms (0-lvl) and Sergeant (lvl 1d3)
ON-DUTY MERCENARIES:3d4 d6-1-lvl Fighters
DRUNKEN MERCENARIES:3d4 d6-1-lvl Fighters
BOUNTY HUNTERS: Posse of d4 d4-lvl Fighters and a d6+1 lvl Leader
ADVENTURER ENCOUNTERS
d% TYPE
FIGHTER: 2d4+4-lvl Fighter with 1d4-1 d4-lvl Henchmen
BARBARIAN:
PALADIN: A d4+5-lvl Paladin
RANGER: A d4+6-lvl Ranger
CAVALIER:
THIEF: A d4+7-lvl Thief and 1d3-1 d4-lvl Apprentice Thieves
ASSASSIN:
CLERIC: A d6+5-lvl Cleric with 1d6-1 d4-lvl Assistant Clerics
DRUID: A d6+5-lvl Druid with (1-5) 1d4-1 d4-lvl Lesser Druids or (6-10) 1d4 d6-lvl Fighters
WITCH:
SAGE:
TROUBADOUR: 1d4 d4-lvl travelling Troubdours
KUNG-FU MONK:
MAGIC-USER: A d6+6-lvl Magic User with (1-4) d4 d6-lvl Apprentice Magic users (5-7) d4 d4+3-lvl Fighter Bodyguards or (8-10) d2 Apprentices and d2 Bodyguards as above
ILLUSIONIST: A d4+6-lvl Illusionist with (1-5) d4-1 lvl Apprentice Illusionists or (6-10) 1d3 d6-lvl Fighter Bodyguards
MULTI-CLASS:
NPC CLASS:
EVENTS (DAYTIME)
d% EVENT
A local OFFICIAL has ordered the local law to round up 'undesirables.' Criminals and foreigners going into hiding.
A CLERIC of a (1-3) despised (4-7) popular (8-10) unknown deity is preaching in public
A PC overhears a RUMOUR in the street
Local merchants are raising prices 1d4 x 10%
Local merchants have lowered prices 1d3 x 10% percent

ADVENTURE CREATION


ESSAY: RANDOM ADVENTURE CREATION.

- jot down some must-haves before beginning, A location, etc.

-

Primary Adventure Location(s) (roll once on appropriate location column)
1d20 WILDERNESS 1d20 BORDERLANDS 1d20 CIVILIZED
1 A huge sandswept desert 1 A small keep 1 A capital city
2 A distant jungle 2 A field of barrows 2 A well-traveled road
3 On another plane 3 An abandoned mine 3 An arena
4 An arctic tundra 4 A ruined / deserted town 4 A sewer system
5 A mountain peak 5 On a riverbank 5 A trading house / caravanserai
6 The middle of the ocean 6 A workcamp 6 A pub / tavern / inn
7 An infamous wasteland 7 An oasis 7 A prison
8 A trackless plain 8 Mist-shrouded moors 8 A boom town
9 An uncharted island 9 A dark wood 9 A large citadel
10 In a deep forest 10 A box canyon 10 A temple / shrine
11 A vast swamp 11 An old battlefield 11 A palace / castle
12 Deep underground 12 An old hill fort 12 A guildhouse
13-20 (1-5) Borderlands
(6) Civilized
13-20 (1-3) Civilized
(4-6) Wilderness
13-20 (1-5) Borderlands
(6) Wilderness
Temporal Locations
3d6 ERA
3 The Dawn of Creation
4 The Pleistocene / Ice Age
5 1d00 x 10 years in the past
6 1d00 years in the past
7 1d00 hours in the past
8 Yesterday
9 The present
10 Tomorrow
11 1d00 hours in the future
12 3d00 days in the future
13 1d20 years in the future
14 1d00 years in the future
15 1d00 x 10 years in the future
16 1d00 x 100 years in the future
17 1d00 x 1000 years in the future
18 1d10 million years in the future
Objectives
1d20 OBJECT(s) BEING(s) PLACE ACTION
1 Food Deity CAVE/CAVERN
2 Water Dragon DUNGEON
3 Coinage EVIL ANTAGONIST MINE
4 Livestock GOOD PROTAGONIST SCHOOL
5 Ship(s) NEUTRAL ANTAGONIST KINGDOM/DOMAIN
6 Gem(s) NEUTRAL PROTAGONIST SETTLEMENT
7 Jewelry GUILD CRYPT/TOMB
8 Information
9 Weapons/Armor
10 Slave(s) Normal Humans/Men
11 Land(s) Humanoids
12 Non-humans
13 Normal Humans/Men
14 Magic Spell Humanoids
15 Magic Weapon HORDE
16 Misc. Magic Item
17 Minor Relic
18 Minor Artifact
19 Major Relic
20 Major Artifact Another Plane

NPC FRIENDS & FOES


Antagonists / Protagonists / Patrons By Alignment
1d20 EVIL 1d20 GOOD 1d12 NEUTRAL
1 A Necromancer 1 Paladin(s) 1 Druids
2 Demonic Cultists 2 Ranger(s) 2 Thieves
3 Assassins / Thieves 3 Inquisitor(s) 3 Clerics
4 Diabolical Cultists 4 Healers 4 Fey Creature(s)
5 Slavers 5 Peasants / Farmers 5 City Guard / Watch / Gaolers
6 Brigands / Pirates 6 MARTIAL ORDER 6 BARBARIAN TRIBE
7 A Warlock 7 Secret Benefactor(s) 7 MERCENARIES
8 Maniac / Psychopath 8 Dwarfs 8 Sly Illusionist
9 Political Rival / Traitor 9 Elves 9 Wealthy Merchant
10 Undead 10 Pilgrims 10 Beggars
11 Ancient Dragon 11 Clerics 11 Sage
12 ARCH-ENEMY 12 Halflings 12 GUILD
13 Lycanthrope(s) 13 Kindly Wizard 13 Annunakim
14 Doppleganger(s) 14 Knightly Order 14 Elementalist
15 CABAL 15 Relatives / Family 15 Bandits / Buccaneers
16 Power-mad Wizard(s) 16 Prince/Princess 16 Lizard Men
17 Humanoid Tribe 17 A Deity in Disguise 17 Mongrel Men
18 Evil Demi-human(s) 18 Hapless Villagers 18 Witch
19 Anti-Paladin 19 Revolutionaries 19 Kung Fu Monk
20 Cephaloids 20 The Unjustly Accused 20 Restless Spirit
Entries in BOLD can be further detailed by consulting the appropriate sub-table.
Powerful Arch-Enemies Guilds
1d12 TYPE 1d12 TYPE
1 Memnhisir the Undying (Ancient Necromancer / Lich-king) 1 Thieves' Guild
2 Serpedon (The prince of assassins) 2 Craftsmens' Guild
3 The Ebon Web (Dark Elf demon-worshippers) 3 Adventurers' Guild
4 The Iron League (Lawful Evil slavers cartel) 4 Engineers' Guild
5 The Krll (Alien Cephaloids & their minions) 5 Entertainers' Guild
6 The Sons of Iniquity (Bloodthirsty Anti-Paladin reavers) 6 Merchants' Guild
7 Garl Osthar & Grevous Phleg (Serial murderers & lovers) 7 Jewelers' Guild
8 The Chain Gang (Aggressive and hostile flagellent mobs) 8 Alchemists' Guild
9 Yebora & Joffrei (Succubus / Incubus couple) 9 Miners' Guild
10 The Baphomet Society (Wealthy devil worshippers) 10 Beggars' Guild
11 Aurak-Nabal (Ancient wyrm emperor of evil dragons) 11 Fighters' Guild
12 Cthoone (Queen of the Cephaloids) 12 Assassins' Guild

Example:

Adventurers of Great Renown
1d12 NAME
1 Elspeth, the Builder Queen (Elf Fighter / Magic-User)
2 Argom, the Defender (½ Elf Cavalier)
3 Mauxephilon the Blue (Human Barbarian)
4 The Green Sorceress, Luges (Human Magic-User)
5 Thraxes the Usurper (Human Anti-Paladin)
6 Dercian the Conqueror (Human Fighter)
7 The Nicean Solar (Human Paladin)
8 Rex Talmudi, the Benevolent Savant (Human Cleric / Sage)
9 Lysiso the Huntress (Amazon Champion)
10 Zommus the Bard (Human Troubadour)
11 Ganades the Sailor (Human Fighter / Thief)
12 Judge Suvel (Human Inquisitor)
Mercenaries
1d20 NAME
1 Harngrim's Breach Brigade (Dwarf Fighters)
2 Sir Pelbric's Solar Lancers (½ Elf Fighter / Magic-Users)
3 Grubbag's Boys (½ Orc Fighters)
4 The Sophite Phalanx (Human Fighters)
5 The Gryn Aelfen Archers (Elf Fighter / Magic-Users)
6 Zerbix' Horde (Human Barbarians)
7 The Golden Cohort (Human Fighters)
8 The Red River Squadron (Human Rangers)
9 The Old Hairfoot Guard (Halfling Fighters)
10 The Rainbow Condittieri (Human Fighters)
11 Sissaline's Slingers (Human Fighters)
12 Everoth's Cavalry (½ Elf Cavaliers)
13 Kellri's Company (Dwarf Fighter / Thieves)
14 The Farahni River Patrol (Hippo-mounted Amazons)
15 Grim Krabbisson's Shield-brothers (Berserkers)
16 Martial Light & Magic (Gnomish Illusionists)
17 The Lost Cernathi 101st (Mixed race adventurers)
18 The Red Turban Society (Human Thieves / Assassins)
19 Trumbert's Crew (Human Fighters / Clerics/ Magic Users)
20 The Narsican Fighting Guildsmen (Human Fighters)
Magical Cabals
1d12 NAME
1 The Unknown Heirophants of Zufar
2 The Sons of Memn
3 The Brown Druids of Briarbarrow
4 The Reformed Octagon
5 The Conclave of the Fiery Ankh
6 The Theosophic Society
7 The Grand Illuminated Magi Prime
8 Constellation of Dweomercrafters
9 The Circle of Eleven
10 The Main Ten
11 The Orthodox Union of Clergy and Hedgewizards
12 Super-Planar & Ethereal League of Legerdemain
Martial Orders
d12 NAME
1 Knights of the Hammer (Protectors of Pilgrims)
2 Sisterhood of Justice (Witch-Hunters & Inquisitors)
3 Knights of the Rose (Chivalric Romancers)
4 Order of the Golden Scabbard (Noble Poseurs)
5 Fraternity of the Arcane Philippic (Bards & Rangers)
6 Brothers of the Bear / Wolf (Berserker Lycanthropes)
7 The Black Knights (Anti-Paladin Spies)
8 Brotherhood of the Corsairs (Buccaneers & Pirates)
9 Order of the Thistle & Acorn (Elven Noblemen)
10 Immortal Chain of Champions (Paladins)
11 Maritime Brotherhood (Sailors & Seamen)
12 The Wild Hunt (Rangers & Troubadours)
Barbarian Tribes
d12 TYPE & REAL WORLD COROLLARY
1 Arctic hunters (Inuit)
2 Sub-Arctic herdsmen (Laplanders)
3 Seaborne raiders (Vikings)
4 Woodland farmers & herders (Celts)
5 Horse mounted nomads (Scythians)
6 Horse mounted archers (Mongols)
7 Jungle hunters (Amazonians)
8 Ocean explorers (Polynesians)
9 Desert nomads (Bedouin)
10 Woodland hunters (Iroquois)
11 Headhunters + Roll again
12 Cannibals + Roll again