Random Nation Generation Tables (3.5e Variant Rule)

Random Nation Generation Rules

The Random Nation Generation Rules exist to help you to quickly create places for adventurers to adventure in. Rather than present a country in full TechnicolorTM detail, the table aims to quickly fill in the major blanks about a country, leaving you to add the color and work out the gritty details both about the actual place, and about the major plots in that place.

How you chooses to use these tables is up to you. You may roll die, you may read down the list until you find something interesting, or you may pick out a detail that catches your eye.

This table is not specific to d20. It should work equally well with any game system, from medieval to space.

The tables in this document are meant more for you to choose the elements of a nation for yourself.

Tables

Independence
  1. This nation rules other states
  2. This nation is independent and actively expanding its territory
  3. This nation is independent
  4. This nation is a free but lesser ally
  5. This nation is an unwilling ally
  6. This nation is occupied by enemy forces.
  7. This nation has collapsed from internal strife


Predominant type of governance
  1. Single ruler (examples: King, Mayor, Village Headman)
  2. Ruling body (examples: Peoples Assembly, Village Council)
  3. Ad Hoc (examples: Anarchy, Revolutionary Government)
  4. Mixed (example: King with House of Lords)
  5. Conflicting (multiple groups claim power)


Acquisition/Transfer of Power
  1. Appointed by superior power (Officers, Imperial Officials, Gods)
  2. Elected by peers or underlings (Senators, Mayors)
  3. Age
  4. Inheritance
  5. Seized
  6. Demagogue
  7. Divination


Type of Power
  1. Symbolic (the position has no real power)
  2. Moral (the position has no temporal power, but their opinion matters)
  3. Limited
  4. Absolute
  5. Regency (ruling in another's name)


Duration of Power
  1. Lifetime
  2. Limited Time


Type of Society
  1. Nomadic
  2. Semi-Nomadic
  3. Herding/Agricultural Tribe/Clan
  4. City-State
  5. Kingdom
  6. Empire
  7. Nation


Religiosity
  1. Non-religious government
  2. Nominally religious government
  3. Divine Descent/Divine Right
  4. Overtly Religious State


Military
  1. War Parties - Groups of men gather, pick their war captains, and fight the enemy
  2. Militia - Groups of volunteers gather into prearranged companies
  3. Feudal Army - Landowners owe rulers military service and men
  4. Minimal Army - The rulers maintain a minimal army, and rely on Feudal or Militia for reinforcements
  5. Standing Army - The rulers maintain a standing army. Usually only wealthy nations.
  6. Wartime Army - The nation is at war, and its army is fully deployed on a war footing.
  7. Spartan - The entire society is part of the army.


Justice
  1. Trial by peers
  2. Trial by religious courts
  3. Trial by civil authorities
  4. Vigilante Justice/The Law of Nature
  5. Split (different groups have different laws and different courts)


Enfranchisement
  1. Universal
  2. Select Social Classes
  3. Select Races or Heritage
  4. Select Religion
  5. Select Genders
  6. Select Ages
  7. Select Wealth
  8. Select Military Rank
  9. Select Land Owners
  10. Select Education
  11. Select Magical Ability
  12. Select Divination
  13. Select Party(s)
  14. Select Achievement
  15. Select Power

Crisis

No place is perfect. Every place has crisis. There would be no adventures if there were no crises. These are some possible troubles that a country may have:

  1. War of Succession
  2. Invasion
  3. Oppressive Rulers
  4. Evil Usurpers
  5. Civil Unrest
  6. Quick Natural Disasters (volcano, tsunami, tornado, fire)
  7. Slow Natural Disasters (drought, cold blast, blizzard, plague of locust, etc)
  8. Invasion
  9. Cultural Powder keg
  10. Sinister Forces
  11. Criminal Gangs
  12. Bandits, Brigands, and Pirates
  13. Planar/Elemental Rift
  14. Terrorists or other insurgents
  15. Machiavellian Politics
  16. Slavery
  17. Stolen National Treasure/Holy Icon
  18. Kidnapping
  19. Return of Rightful Ruler
  20. Old Evil Returned
  21. Necromancers/Demonoligists/Etc.

Terrain

Terrain Used
  1. Mixed
  2. Predominant Terrain
  3. Exclusive Terrain
Environment Temperatures
  1. Cold
  2. Temperate
  3. Hot
Environments
  1. Aquatic
  2. Desert
  3. Hill
  4. Marsh
  5. Mountain
  6. Plain
  7. Underground
  8. Urban
  9. Extraplanar
Relative Size
  1. Tiny
  2. Small
  3. Medium
  4. Large
  5. Huge
  6. Gargantuan
  7. Colossal

Demographics

Population
  1. Mixed Races
  2. Predominant Race
  3. Single Race
Culture
  1. Mixed Cultures
  2. Predominant Culture
  3. Monoculture
Population
  1. Collapsing Population
  2. Shrinking Population
  3. Stable Population
  4. Growing Population
  5. Booming Population
Peoples
  1. Dwarf
  2. Elf
  3. Gnome
  4. Halfling
  5. Human
  6. Humanoid Other (any one)

* Populations always refers to predominant population. There will almost always be pockets of foreigners or isolated travelers of other races.

Economy
  1. Collapsing Economy
  2. Shrinking Economy
  3. Stable Economy
  4. Growing Economy
  5. Booming Economy
Special Resources
  1. None
  2. Fertile Farmland
  3. Good Pastureland and Horses
  4. Forests
  5. Wild animal resources (horn, fur, feathers)
  6. Bountiful Sea
  7. Able Fleet
  8. Minerals
  9. Precious minerals
  10. Magical zone of unusual properties
  11. Holy site
  12. Full Storehouses
  13. Competent Government/Retired Rulers
  14. Well organized/supplied military
  15. Special materials (adamantine, crystal, darkwood, mithral, etc.)
  16. Committed allies
  17. Lucrative trade route/highway/waterway/gate
  18. Flying mounts/army units
  19. Dwarven-built fortresses
  20. Heightened Elemental Influences
  21. Extensive/Famous Ruins
  22. Famous Tombs
History
  1. Recent
  2. Respectible
  3. Old
  4. Ancient
Special Leadership
  1. Great General
  2. Great Holy Man
  3. Great Mage
  4. Great Politician
  5. Great NPC
Relative Technology Level

How does the technology of this society compare with that of all the other countries that exist?

  1. Primitive
  2. Low
  3. Mainstream
  4. High
  5. Advanced

Religion

Predominate Types of Religion (roll twice or more)
  1. Spirit Worship (Similar to Paganism, Druidism)
  2. Ancestor Worship
  3. Pantheism
  4. Monism (That all things in the universe are one, or stem from consciousness, itself, including deities)
  5. Monotheism
  6. Atheism
  7. Syncretic (That all beliefs are true due to one transcendent existence with many forms)
  8. Agnosticism (A dismissal of the knowledge of gods, but receptivity to possibility)
  9. King Worship

This is usually the major religion of a society. The society may have many minor religions and traditions.

Predominate Worship
  1. Sacrifice (grain, animals, goods)
  2. Human Sacrifice
  3. Self Mutilation
  4. Honorary Events (games, festivals, processions, etc)
  5. Monasticism
Predominate Clergy
  1. Ad-hoc
  2. Local expert
  3. Priest
  4. Monk
  5. Cleric
  6. Prophet
  7. Lawgiver
  8. Charismatic Leader

Government

See: Wikipedia: Form of Government

Government-Like Organizations

In the world world, these are called non-governmental organizations (NGO's).

  • Guilds
  • Formal Institutions (religious, educational, secret societies)
  • Families
  • Clans and Tribes
  • Charities, Aid, and Assistance Societies

Back to Main Page 3.5e Homebrew Rules

gollark: https://github.com/fish-shell/fish-shell/issues/2674
gollark: I think it has a size limit?
gollark: It saddens me that it doesn't keep shell history forever, though.
gollark: fish has that built-in. It's quite good.
gollark: Yes, ANOTHER abstraction layer fixes all problems.
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