Sie sind auf Seite 1von 14

FANTASY WORLD CITY GENERATOR

This package will allow you to quickly generate an interesting city for your characters to adventure in.

It can be fitted to almost any fantasy role playing game, as well as many character- driven miniatures games.

The goal of this package is not to establish every street and alley but to provide gaming potential.

There are a multitude of excellent fantasy city maps available for very cheap through outlets such as RPGnow. Rather than attempt to generate exact maps, we’ve ensured that you can use any such map you like.

WHAT YOU NEED

All you need to use this package is a pair of ten-sided or percentile dice and a notepad.

Some GM’s may prefer keeping lists of individual factions on a set of index cards.

ASSUMPTIONS

We’ve assumed a reasonably generic fantasy setting such as that used in most role- playing games. The results generated within this package should be easy enough to adapt to more gritty or high-adventure settings.

Since playable species tends to vary greatly by game system, we’ve tried to avoid explicit mention of particular species.

HOW TO USE

Simply go through each step in turn and generate the details you need them.

With experience, you may find that some components are not needed for your particular game.

AN EXCESS OF DETAIL

It is likely (and even probable) that using this supplement will generate more information than you realistically need for a game.

This is intentional:

You never know what paths the players will take and when they decide to go talk to somebody, you’ll be ready with an idea of how things fit together and possible adventure hooks you can o er them.

Even if the players don’t directly see the web you are weaving around them, they’ll feel its presence. Once you begin adding your own plots and conspiracies, you’ll have the making of countless campaigns.

GUILTY PARTIES

All design and writing by Ivan Sorensen.

Please direct all suggestions and questions to nordicweaselgames@icloud.com or runequester@gmail.com

FACTIONS

Each city is under the sway of a number of Factions. These are the movers and shakers as far as the player characters are concerned:

They are the typical employers, enemies or allies for groups adventuring in or around the city.

Rather than attempting to detail every possible group, we will focus on just a few specific Factions that are dominant.

The absence then, of a particular type of Faction, doesn’t mean that it has no representation in the city. Rather, it means that it tends to fade into the background.

In most cities, 3 Factions will let you get started but a major metropolis or corner of your campaign may have 5-6. If you roll the same Faction more than once, there is a 30% chance that it is a schism or splinter group in the primary Faction.

ROLL

FACTION

NOTES

1-9

City government

The law-makers and bureaucrats ensuring the day-to-day operation of the city.

10-18

Military force

Armed troops stationed here on a semi-permanent basis.

19-24

Mystical cult

A religious or magically-oriented group that prefers to remain in the shadows.

25-33

Merchant or craft guild

An organized guild dedicated to a particular craft or pursuit.

34-43

Mainstream religion

One of the well-known religions is formally established here.

44-49

Citizens movement

The poor and down-trodden occasionally band together for this or that political purpose.

50-58

Criminals

Smugglers, thieves guilds, mobsters and other crooks.

59-65

Aristocracy

Nobility ruling over the city with various degrees of kindness or iron fist.

66-71

Philosophical movement

A significant organization in pursuit of an idea.

72-79

Outsider group

A sizable enclave of outsiders: Whether foreigners or an unusual species.

80-85

Clandestine group

Organization with an agenda for the city, but forced to operate from the shadows. Typically not religious in nature.

86-91

Secret society

A secretive organization with goals that lie outside the city (or even the mundane realms at all).

92-100

Law enforcement

The strong arm of the law is taking an active interest in the city.

FACTION CAPABILITIES

If desired, each Faction can be given a general Capability using the tables below.

The capabilities are Influence, Resilience, Support and Covert. Influence governs how well the Faction can achieve goals within the city. This can take the form of political pressure or economic strength. Resilience is a measure of the backbone and stability of the Faction. Support represents outside resources that the Faction can draw upon. Finally Covert tells us how well the Faction can achieve things without obviously being involved.

These values are expressed on a scale from 1 to 100, allowing for simple percentile rolls to be made, if the Game Master needs to determine a level of success for a given action.

For example, if the Faction were attempting to infiltrate another organization, they might roll D100 against their Covert capability while they might roll Support to bring in additional money from backers and supporters. Broadly speaking, a Faction can attempt 2 actions after every gaming session, though many actions won’t directly impact the adventurers.

This system is intentionally open-ended to allow the Game Master to make Factions take as much front or back stage as desired.

To establish each capability, roll 3D10 , add 20 points. Apply any modifiers indicated below.

The scores are intentionally on the lower end, to reflect that Factions tend to be somewhat ponderous, often requiring multiple attempts to take a given action.

A more dramatic or fast-paced game might increase all chances by 20.

Player character actions can modify capabilities by anything from +/-5 (permanently) to +/-10 (for an extended period of time) +/-20 (for a single roll or adventure).

FACTION

INFLUENCE

RESILIENCE

SUPPORT

COVERT

City government

+10

0

+5

-10

Military force

0

+10

0

-10

Mystical cult

+5

0

-5

+10

Merchant or craft guild

+10

+5

+10

0

Mainstream religion

+10

+10

+15

0

Citizens movement

-5

-5

0

0

Criminals

0

0

+5

+10

Aristocracy

+10

0

+10

0

Philosophical

-10

-5

0

0

movement

Outsider group

-5

0

-5

+5

Clandestine group

+5

0

0

+15

Secret society

0

+5

+5

+5

Law enforcement

0

+5

+5

-10

FACTION CHARACTERISTICS

Optionally, you may roll below to add a characteristic to each Faction.

Some will a ect the Capabilities of a Faction, others are purely for adding flavor and role playing opportunities.

ROLL

CHARACTERISTIC

MODIFIERS AND NOTES

1-9

Meritocratic

Advancement is largely by skill. +5 Influence.

10-19

Populous

The Faction has a wealth of people at its command. +5 Resilience.

20-30

Cut-throat

Do everything to advance, within and without. +5 Covert. -5 Resilience.

31-39

Cautious

Risk-averse and calculating. -5 Covert. +5 Resilience.

40-49

Stagnant

Things are as they always were. -5 Influence.

50-58

E

cient

A well-tuned operation. +5 Influence. +5 Support.

59-68

Struggling

Hard times these days. Hard times. -5 to all.

69-76

 

Chaotic

A lack of consistent structure. -5 Resilience.

77-85

Energetic

Fast moving and forward thinking. +5 Influence.

86-93

Principled

The Faction is strongly motivated by social consciousness +5 Influence +5 Support.

94-100

Ideological

A consistent ideological belief underpins everything. +10 Resilience.

CONFLICTS

For adventure to happen, we need some conflicts.

While many fantasy adventures will use the city only as a home-base, others will embrace the city and its chaotic tangles of influence and alliance as an adventure setting.

Conflicts are essentially adventure opportunities that can inspire game ideas. Adventurers may be hired to do the dirty-work of a given Faction or they might swear allegiance to a group, only to find something else hiding beneath the surface.

The number of conflicts you generate is up to you. We suggest starting with 1 less than the number of Factions in play. Note that it is possible for some Factions to not be involved in any conflict at all. This is fine, though a GM may wish to tweak results as they see fit.

ROLL

CONFLICT

MODIFIERS

1-9

Random Faction is subject to internal corruption.

-5 Stability

-5 Influence

10-21

Random Faction is hugely unpopular with the common population.

-10 Support

22-38

2 Random Factions are long-time rivals.

+5 Covert each

39-48

Random Faction is run by a leader that is insane.

-5 Covert

-10 Stability

49-54

Random Faction openly allied with outside force or influence.

+10 Support

55-60

Random Faction has been infiltrated by outside group.

+5 Covert

-5 Stability

61-66

Random Faction has heavily infiltrated or subverted by another Random Faction.

-10 Covert

67-73

Random Faction was forced to operate under ground or in relative secrecy.

-10 Influence

-10 Support

 

+5 Covert

74-81

Random Faction is planning a seizure of power.

+5 Influence

82-94

2 Random Factions are in active conflict (overt or covert)

0

95-100

A new Faction (randomly generated) is trying to establish a foothold.

Generate as a new Faction. -10 to all capabilities.

PERSONALITIES

The players will need interesting people to meet and mingle with. If you are playing a long-running campaign, you may already have characters in mind. These can simply be placed around the city as needed.

Otherwise, generate personalities using the rules below. Roll as often as needed. For a starting campaign 4-5 notable characters is probably plenty. Interpret the entry below as broadly as needed. For example “Military” could also mean a guard or other such man/woman/elf at arms.

ROLL

PERSONALITY

ROLL

PERSONALITY

1-8

Military personnel

57-61

Activist

9-15

Craftsman

62-68

Agent

16-24

Scholar

69-73

Inventor

25-32

Professional

74-82

Merchant

33-39

Teacher

83-90

Priest

40-49

Administrator

91-96

Artist

50-56

Criminal

97-100

Drifter

Each personality has a 30% chance of being a liated with a Faction. You can choose at random or pick the one that seems most appropriate. In some cases, it may seem obvious what Faction a personality should be associated with, but don’t be afraid to be creative.

If the campaign has a plethora of species, you can roll below. This table can also be used for campaign settings where nationality is a major factor.

ROLL

SPECIES

ROLL

SPECIES

1-45

Primary species for region

81-85

Rare species for region

46-70

Common species for region

86-90

Unique or unknown species

71-80

Uncommon species for region

91-100

Cross-breed or other exceptional species

If you want to have an unexpected element to a given personality, you can generate their motivations below. Each personality will have 1-3 motivations that can be detailed by 2 consecutive rolls on the tables, establishing the subject and emotion. Motivations can be viewed as a short-hand on how the character operates and what drives them.

For example, a character that has Disdain for Power may be morally opposed to authority, while a character with Hatred of Power could be an anti-government rebel.

ROLL

SUBJECT

 

EMOTION

1-9

Romance

 

Love

10-18

Material wealth

 

Admiration

19-27

Reputation and glory

 

Hatred

28-36

Power

 

Disdain

37-45

Influence

 

Pride

46-54

Worldly pleasures

 

Suspicion

55-63

Faith and divinity

 

Yearning

64-72

Cause or principle

 

Abstinence

73-81

Friends and allies

 

Curiosity

82-90

Ancestry and legacy

 

Fear

91-100

Knowledge

 

Ambivalence

You may add a Quirk to each personality as well, if desired.

 

ROLL

 

QUICK

ROLL

QUIRK

1-4

 

Old injury

51-54

Truthful

5-9

 

Distinctive pattern of speech

55-59

Bitter enemy

10-13

 

Unusual hobby

60-64

Dark secret

14-18

 

Distinctive style of dress

65-69

Well liked around town

19-22

 

Significant wealth

70-74

Part of conspiracy

23-26

 

Embarrassing secret

75-77

Strong principles

27-30

 

Unusual pet

78-81

Family artifact

31-34

 

Mystical ability

82-86

Secret motivation

35-39

 

Impressive past deed

87-91

Distinctive appearance

40-45

 

Secret faction a liation

92-96

Unusual friends

46-50

 

Odd personality

97-100

Secretive

CONTACTS

Where a Personality is typically a person of import to the city or characters, a Contact is essentially there to provide the characters with something. They may be arms dealers, smugglers, the guy who knows a bit about everything or any number of other people. When a character say “They know a guy”, they’re thinking of a Contact.

The primary characteristic of a Contact is what they can provide.

Determine how many Contacts you want in the city, then simply roll below.

A typical adventure location may benefit from 4-5 contacts.

If the players become a liated with a Faction, you may add 1-2 additional Contacts within the Faction itself.

ROLL

CONTACT

ROLL

CONTACT

1-10

Training and skills

51-60

Equipment

11-20

Knowledge and information

61-70

Rare and unusual items

21-30

Guide to the area

71-80

Social support

31-40

Mystical or magical aid

81-90

Shelter

41-50

Contraband and illegal goods

91-100

Network of contacts within groups and factions

Contacts don’t typically need a lot of details, but you can use the guidelines established in the Personality chapter as desired.

Lacking a Contact doesn’t prevent the players from acquiring something, but it typically means

it will take longer, and is less likely to be available.

A Contact has a 35% chance of being a liated with a random Faction.

Each Contact also has a 15% chance of being secretly a liated with (or sympathetic to) a random Faction.

It is possible to be aliated both openly and secretly with the same Faction, representing a secret group within the Faction network.

RELATIONSHIPS

As the cast of characters fills in, you may have characters that are in contact with each other.

If you don’t have a clear idea of how they should relate, you can roll below. Adjust as needed. Characters in opposing Factions roll at minus 10. If the Factions are bitter enemies, roll twice and pick the lower score instead.

ROLL

RELATIONSHIP

ROLL

RELATIONSHIP

Below 5

Bitter hatred

46-55

Distant or neutral

5-9

Loathing

56-65

Ambivalent or mixed

10-14

Scheming

66-80

Business like

15-25

Severe dislike

81-85

Admiration

26-35

Mild dislike

86-90

Friendship

36-45

Uninterested

91-95

Allies

   

96-100

Devoted or romantic

You may end up with some unusual results that can generate a good story.

What happens if two characters from rival Factions are in fact Allies? Is one of them an infiltrator? Do they have history between them prior to current events?

Don’t shy away from results like this, but use them to add further detail to a complex world.

OPPORTUNITIES

By now, you should hopefully have a range of ideas for trouble your characters can get involved in.

If you want to add some more detail, roll a few times on the table below.

Opportunities are largely adventure hooks: Individual tasks and problems that tend to require the help of a band of heroes to contend with, as well as chances to make a few bucks.

Take a moment to place Opportunities within the context of the Factions and rivalries you’ve already developed.

ROLL

OPPORTUNITY

ROLL

OPPORTUNITY

1-5

Smugglers

51-55

Noble / merchant family feud

6-10

Mob / gang feud

56-60

Strong social divisions

11-15

Looming war

61-65

Gang activity

16-20

Resource shortage

66-70

Organized crime gang

21-25

Monster lair near city

71-75

Virulent disease

26-30

Monster infestation in or below city

76-80

Political pressure from outside political entity

31-35

Magical or mystical disturbance

81-85

Bandits near city

36-40

Crime-riddled slums

86-90

Incompetent city o cial

41-45

Civil or social unrest

91-95

Territorial disputes

46-50

Tyrannical city ocial

96-100

Resource feud with nearby city

MYSTERIES

Mysteries make adventure gaming go around.

Go ahead and roll a few times to add some spots that can be used as plot points if desired.

If you use this generator for multiple games, it is suggested that you make your own version of this table and replace results once they have been used.

ROLL

MYSTERY

ROLL

MYSTERY

1-5

Disappearances

51-55

Strange murders

6-10

Gathering of birds

56-60

Rumor of haunting

11-15

Strange statues

61-65

Strange shipments into city

16-20

City o cial never seen in public

66-70

Strange shipments out of city

21-25

Visions and dreams

71-75

New prophet

26-30

Underground tunnels

76-80

Place nobody goes

31-35

Locations of magic distortion

81-85

Water well with strange properties

36-40

Strange howls

86-90

Mysterious stranger

41-45

Recent influx of cloaked travellers

91-95

Masked vigilante

46-50

Strange ruin near city

96-100

Wise old man/woman

ACQUISITIONS

If the adventurers are trying to find a particular item that isn’t mundane tools or equipment, you can use the system below.

You will have to assign the relative rarity of the item, apply any modifiers to the chance, then simply make a percentile roll.

A character can attempt to locate one item per week.

Located items will sell for a premium of D100% added to the base cost. For example, a roll of 37 would raise the cost by 37%.

If the player has a relevant Contact, the premium cannot exceed 50%.

A roll of 1-5 allows a bargain: The item is found at no premium.

A roll of 96-100 means the character ran into trouble while looking: Rival buyers, old enemies

or thieves.

ROLL

RARITY

MODIFIER

SITUATION

55%

Uncommon

+15

Relevant contact

25%%

Rare

+ Support/

liated with relevant Faction

A

10

10%

Very rare

-10

City is isolated

3%

Exceptional

+5

Player character is famous

1%

Legendary

   

CLOSING WORDS

There’s a near-infinite number of elements that could be added to a booklet such as this: The composition of the guard, the nature of local religions, the number of candle makers at market on any given day.

In the end, I’ve selected the features that I felt were most likely to generate interesting gaming

situations and encounters.

I hope you have as much fun with your games as I had writing and testing it.

Peace and love Ivan Sorensen.