Quick Kingdom
Quick Kingdom
Continent Generation
This is often a place where it is easiest to get lost in the details or fall into the trap of writing two pages of
information where you only need two sentences. Fortunately for us, /u/famoushippopatamus recently
posted a wonderful generator that we formalize here:
> Take your first hex sheet and draw any shape. If you want inspiration try your favorite landmass on earth or
choose a feature found on the moon, Mars, or Venus.
> Next, add (1) mountains, (2) hills radiating from the mountains, (3) rivers flowing from mountains to shores or
lakes, (4) forests, (5) and swamps in areas with a lot of rivers or where they meet the shore.
> Then, name each geographical feature. If you are having problems coming up with some names poke
around to find a name generator. BETTER YET, let your players name geographical features then theyll
already be interested in them.
> After that it's time to add political boundaries before deciding what races you want to include. This helps
break up fantasy stereotypes of putting elves in forest and orcs in mountains.
> Once the boundaries are made, roll on the tables below to generate a race, religion setup, and relationship
to neighbors for each nation. Then, roll for a government and an event that happened in the last 10-20
years. Need a pantheon?
> Helpful DMG tables: Religion (DMG 10); Government (DMG 18); Events (DMG 27);
d10
Races
d6
Religion
Setup
d6
Human
Elves
Loose Pantheon
Neutral with
Orcs
Drow
Tight Pantheon
Hostile to
Dwarves
Lizardfolk
Monotheistic
Closed borders
Hobgoblin
Halfing
Dualism
At war with
Goblin
10
Gnoll
Animism
Friendly with
Are allies
d8
Government
d8
Event
Monarchy
Civil War
Oligarchy
Theocracy
Republic
Democracy
Meritocracy
Military dictatorship
Economic collapse
Plutocracy
Kingdom Generation
This scale will be the focal point for the rest of the document. Generally the first 10 levels or so will find
enough in the region to keep them occupied. As the party moves onward, each of the next sections could
be applied to each subsequent kingdom.
> Within each kingdom create one major city (capital), 2 large economic centers, and 1 place of importance
(religious, arcane, military, port etc.)
> Next, create a relationship map with each city using the table below. It might be important to adjust each
citys background to take in account the government. For example, if the government is a republic, each city
might be a capital of a smaller state within the kingdom. Or if the government is a militocracy perhaps each
city represents the camp of a general. Also mark which city is: (a) the capital and (b) most affected by the
kingdom event.
> Then, for each city roll for a Polity Ruler and Complication. For the kingdom, roll for its current overarching
goal (Kingdom Ruler seeks)
> Then, fill in the kingdom with twice the number of smaller cities, forts, places of mining/manufacture, etc.
These can have their own relationships if you want, but could also be small enough that they dont have as
much social pull. They can be further characterized by DMG 112.
> Helpful DMG tables: Chapter 4: Creating NPCs is a nice quick way to fill out leaders of the kingdom and
polities
d6
Polity Relationship
d6
Polity Ruler
d6
Polity Complication
Enemies
Fighter
Trade Partners
Rogue
Allies
Cleric
Marriage
Wizard
Hostile in secret
Figure-head
In debt to
Monster-indisguise
d6
d10
1
...a lost city of the yuan-ti which contains brass plates etched with the promises of power
...a beast that fell from the stars which can fulfill any prophecy
...an arcane machine powered by blood which brings forth change unintended
...a throne made of iron and gold, which seats an old god willing to make a deal
...a portal to distant planes or the forest that can be seen on the moon (DMG 43)
...the last of a long forgotten race in search of their last hope- an infant god
...a miracle plant that blooms only in the presence of the right ideals
10
>
d6
Next the three tables below will add conflict in the form of Hostile Life, Environmental Complication, and
History about that region. These can be adjusted slightly to take into account the table result above.
Hostile Life
d6
Environmental Complication
d6
History
Weather
Rough Terrain/Insects
Wild Magic
Unrecognized nation
Alien Ecology
Predominance of feywilds
Hard to Forage
d20
Group
d10
NPC Contact
d12
Smugglers Ring
Leader
Artisans Guild
Second in Command
Arcane Society
Lackey/Initiate
Illicit affair
Military Order
Neophyte
Drug addiction
Veteran
Powerful Family
(declining)
Excommunicated
Member
School of
Philosophy/Sages
Quartermaster
Divine Society
Healer
Secret Society
Zealot
Schism in group
10
10
Average member
10
11
Merchants Guild
11
12
Assassins Guild
12
13
Mercenary Company
14
City watch/guard
15
Thieves guild
16
Sailing/fishing boat
17
Manor staff
18
Monastic Order
19
Engineering Order
20
Tavern Regulars
d12 Type
Forest
Mountains
Plains
Swamp
Water
INT Predator
Hag coven
Kobolds
Hill Giant
Nothic
Merrow
Predator
Large cat
Wyvern
Dire Wolf
Pack
Giant
reptile/amphibian
Shark
Beast
Stag/deer
Bats
Boar
Quipper
Swarm
Beast
Hawk/Raven/Owl
Eagle
Stag/deer
Bats
Dolphin
Beast
Rabbit/Fox
Mountain goats
Blood Hawk
Alligator
Giant crab
Monster
Owl Bear
Cyclops
Manticore
Bullywug
Dragon turtle
Monster
Basilisk
Griffon
Bulette
Troll
Kuo-toa cabal
Monster
Drake
Chimera
Cockatrice
Hydra
Sea Hag
Monster
Displacer beast
Minotaur
Death dog
Phase spider
Water
elemental
10
Aberration
Ettercap
Beholder
Death Knight
Otyugh
Aboleth
11
Non-Combat
NPC
Elvish Ranger
Nomadic Goat
herder
Dwarven
Prospector
Reclusive
shapeshifter
Wise Boatman
12
Non-Combat
NPC
Eccentric witch
Wandering Bard
Goblin Scout
Lizardfolk
Shaman
Devious Naiad