But tonight I was bored and my mental gears felt the need to grind out something...anything!
Thus I give you this
For random rolling NPCs or quick, who-cares characters with a d4
Gender | Race | Class | |||
1 | male | 1 | Gnome | 1 | Rogue |
2 | female | 2 | Elf | 2 | Mage |
3 | male | 3 | Human | 3 | Ranger |
4 | female | 4 | Dwarf | 4 | Warrior |
You could also use a d6 if you want a higher percentage of the population to be of a particular race. Say dwarves and humans are the most common race. You could add 5 = dwarf and 6 = human, thus increasing the likelihood towards those as 2 in 6, instead of 1 in 4.
Or if you want to go with more options, use a d8. Again even = female, odd = male.
Race | Class | ||
1 | Gnome | 1 | Warrior |
2 | Elf | 2 | Battlemage |
3 | Human | 3 | Mage |
4 | Dwarf | 4 | Druid |
5 | Half-Elf | 5 | Ranger |
6 | Half-Orc | 6 | Thief |
7 | Goblin | 7 | Rogue |
8 | Orc | 8 | Assassin |
If you're concerned with the levels of NPCs you could roll 2d10 and add them together, but this might skew towards very high or low, which may not fit your wants.
Then I devised these tables for random d10 geography...
Geography | |
1 | Tavern |
2 | Forest |
3 | Swamp |
4 | Mountains |
5 | Jungle |
6 | Desert |
7 | Plains |
8 | Ocean |
9 | Wastelands |
10 | Dungeon |
And d8 locations.
1 Camp - population consists of <10-15 campers. It's only defenses are natural terrain formations, such as thorny bushes, a creek, or cliff wall to deter approach. Defenders are equipped with whatever they have packed for their travels.
2 Outpost/Fort/Tower - population consists of <20-30 guards. It's defenses might be spikes, trenches, and barricades to slow attackers. The weapons and armor of the guard depends on what they are being supplier by their employer. The more guards with better equipment indicates better stuff worth protecting.
3 Hamlet - population of 50-100. It has no walls or defenses other than cleared ground to prevent ambush from the surrounding area. It may have a central watchtower with a single lookout. Defenders are an ill prepared militia with improvised weapons, longbows, and farm tools.
4 Village - population of 100-500. Like the hamlet it has no defensive structures expect perhaps an encircling moat/trench. It may have a warning bell to be sounded in case of emergency. Defenders are unarmored militiamen with spears, clubs, and assorted small blades. Depending on its proximity to a larger town, the village may have a semi-permanent force of armored guards with poleaxes and swords. Typically it is 1 guard per 50-75 civilians.
5 Town - population of 500-1,000. Defense is limited to a motte and bailey, wooden palisade with an elevated walkway connecting a few watchtowers. Patrols are infrequent, typically only after dark. Defenders are lightly armored, full time guards armed with crossbows, swords, and shields. Guards number 1 per 40 residents.
6 City - population of 1,000-10,000. Defense is stone walls with evenly spaced watchtowers. Every other watchtower is equipped with a beacon and ballistae. There are limited points of ingress with iron-banded, wooden gates and perhaps a moat and drawbridge. The walls and gates are under constant watch by the city guard who patrol in regular shifts.
7 Grand City - population of 10,000+. This is a monument of civilization, boasting a fortified castle/palace, bustling marketplace, and even an academy/university. The city guard numbers in the hundreds with conscripts and thanes at the ready. Defense is made up of high, thick stone walls. A moat, portcullises, and catapults are essential to keep attackers at bay. These burgs are built to repel invaders, but most could not outlast a prolonged siege.
8 Ruins - these ragged, tumbledown relics bear the signs of battles long past. Most are now weathered stones, reclaimed by nature. These haunted husks are now inhabited by brigands, beasts, or worse. But where the risk is high, there can also be great reward.
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