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
- This nation rules other states
- This nation is independent and actively expanding its territory
- This nation is independent
- This nation is a free but lesser ally
- This nation is an unwilling ally
- This nation is occupied by enemy forces.
- This nation has collapsed from internal strife
- Predominant type of governance
- Single ruler (examples: King, Mayor, Village Headman)
- Ruling body (examples: Peoples Assembly, Village Council)
- Ad Hoc (examples: Anarchy, Revolutionary Government)
- Mixed (example: King with House of Lords)
- Conflicting (multiple groups claim power)
- Acquisition/Transfer of Power
- Appointed by superior power (Officers, Imperial Officials, Gods)
- Elected by peers or underlings (Senators, Mayors)
- Age
- Inheritance
- Seized
- Demagogue
- Divination
- Type of Power
- Symbolic (the position has no real power)
- Moral (the position has no temporal power, but their opinion matters)
- Limited
- Absolute
- Regency (ruling in another's name)
- Duration of Power
- Lifetime
- Limited Time
- Type of Society
- Nomadic
- Semi-Nomadic
- Herding/Agricultural Tribe/Clan
- City-State
- Kingdom
- Empire
- Nation
- Religiosity
- Non-religious government
- Nominally religious government
- Divine Descent/Divine Right
- Overtly Religious State
- Military
- War Parties - Groups of men gather, pick their war captains, and fight the enemy
- Militia - Groups of volunteers gather into prearranged companies
- Feudal Army - Landowners owe rulers military service and men
- Minimal Army - The rulers maintain a minimal army, and rely on Feudal or Militia for reinforcements
- Standing Army - The rulers maintain a standing army. Usually only wealthy nations.
- Wartime Army - The nation is at war, and its army is fully deployed on a war footing.
- Spartan - The entire society is part of the army.
- Justice
- Trial by peers
- Trial by religious courts
- Trial by civil authorities
- Vigilante Justice/The Law of Nature
- Split (different groups have different laws and different courts)
- Enfranchisement
- Universal
- Select Social Classes
- Select Races or Heritage
- Select Religion
- Select Genders
- Select Ages
- Select Wealth
- Select Military Rank
- Select Land Owners
- Select Education
- Select Magical Ability
- Select Divination
- Select Party(s)
- Select Achievement
- 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:
- War of Succession
- Invasion
- Oppressive Rulers
- Evil Usurpers
- Civil Unrest
- Quick Natural Disasters (volcano, tsunami, tornado, fire)
- Slow Natural Disasters (drought, cold blast, blizzard, plague of locust, etc)
- Invasion
- Cultural Powder keg
- Sinister Forces
- Criminal Gangs
- Bandits, Brigands, and Pirates
- Planar/Elemental Rift
- Terrorists or other insurgents
- Machiavellian Politics
- Slavery
- Stolen National Treasure/Holy Icon
- Kidnapping
- Return of Rightful Ruler
- Old Evil Returned
- Necromancers/Demonoligists/Etc.
Terrain
- Terrain Used
- Mixed
- Predominant Terrain
- Exclusive Terrain
- Environment Temperatures
- Cold
- Temperate
- Hot
- Environments
- Aquatic
- Desert
- Hill
- Marsh
- Mountain
- Plain
- Underground
- Urban
- Extraplanar
- Relative Size
- Tiny
- Small
- Medium
- Large
- Huge
- Gargantuan
- Colossal
Demographics
- Population
- Mixed Races
- Predominant Race
- Single Race
- Culture
- Mixed Cultures
- Predominant Culture
- Monoculture
- Population
- Collapsing Population
- Shrinking Population
- Stable Population
- Growing Population
- Booming Population
- Peoples
- Dwarf
- Elf
- Gnome
- Halfling
- Human
- 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
- Collapsing Economy
- Shrinking Economy
- Stable Economy
- Growing Economy
- Booming Economy
- Special Resources
- None
- Fertile Farmland
- Good Pastureland and Horses
- Forests
- Wild animal resources (horn, fur, feathers)
- Bountiful Sea
- Able Fleet
- Minerals
- Precious minerals
- Magical zone of unusual properties
- Holy site
- Full Storehouses
- Competent Government/Retired Rulers
- Well organized/supplied military
- Special materials (adamantine, crystal, darkwood, mithral, etc.)
- Committed allies
- Lucrative trade route/highway/waterway/gate
- Flying mounts/army units
- Dwarven-built fortresses
- Heightened Elemental Influences
- Extensive/Famous Ruins
- Famous Tombs
- History
- Recent
- Respectible
- Old
- Ancient
- Special Leadership
- Great General
- Great Holy Man
- Great Mage
- Great Politician
- Great NPC
- Relative Technology Level
How does the technology of this society compare with that of all the other countries that exist?
- Primitive
- Low
- Mainstream
- High
- Advanced
Religion
- Predominate Types of Religion (roll twice or more)
- Spirit Worship (Similar to Paganism, Druidism)
- Ancestor Worship
- Pantheism
- Monism (That all things in the universe are one, or stem from consciousness, itself, including deities)
- Monotheism
- Atheism
- Syncretic (That all beliefs are true due to one transcendent existence with many forms)
- Agnosticism (A dismissal of the knowledge of gods, but receptivity to possibility)
- King Worship
This is usually the major religion of a society. The society may have many minor religions and traditions.
- Predominate Worship
- Sacrifice (grain, animals, goods)
- Human Sacrifice
- Self Mutilation
- Honorary Events (games, festivals, processions, etc)
- Monasticism
- Predominate Clergy
- Ad-hoc
- Local expert
- Priest
- Monk
- Cleric
- Prophet
- Lawgiver
- Charismatic Leader
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