Easy-Roll Worldbuilding
Easy-Roll Worldbuilding
Easy-Roll Worldbuilding
T
his guide is an aid to quick worldbuilding for a What is the current Conflict?
D&D setting. It is inspired by the setting
creation system in Ironsworn, but adapted to Order
fit the inbuilt assumptions of D&D, such as A hostile and powerful realm is invading and seeking to
being fantasy adventurers battling monsters conquer this land. Some are already preparing to sur-
in dungeons and interacting with NPC's. It is render and join the winning side, whilst others er deter-
written to be broad and widely applicable to mined are to fight back and resist, but it would take a
many different campaigns, but generally staying within the miracle to win.
framework set up by the mechanics of the Player's What is the empire? (see "Countries")
Handbook (e.g. no magic-less settings or advanced What could possibly turn the tide?
civilizations). Neutral
This is intended as a tool to prompt your own A war is underway against the neighboring rival realm.
worldbuilding, or to allow groups to build a world to play in Troops are assembling at the border and a second tax has
as part of a session zero. The guide focussed on the aspects been called for. Few people care about the reason for war,
of the setting that are most relevant to a campaign. It is just knowing it will mean a hard year, while others look at
written to be a fast and evocative framework to inspire the it as a chance for glory.
making of your setting, and the countries and regions within Who is the enemy? (see "Countries")
it. Feel free to roll multiple times, pick and choose, or mix What are the consequences of this war?
different results to reach an idea that works best for you.
Chaos
The legitimacy of the ruling class has been toppled and
Truths of this land the country has turned on itself in a civil war. Factions
These are the general truths that describe how your setting fight for control, as some struggle to stay in power, while
interprets some of the main aspects of D&D. They are mostly others seek to gain it. Its bad to be caught in the middle.
questions to get you thinking productively in your world- What started the conflict.
building, with example suggestions to inspire your own What are the factions? (see "Countries")
ideas. Pick or roll d3 for the choices you like best or come up Other .......................................
with your own Other answer to the question.
The suggestions are roughly organized along the classic What role does Magic have?
sprectrum of Order -- Chaos, to give a rough outline of how
they relate and create conflict in the setting. Order
Mages are integral to the workings of the civilized world.
Why are there ruined Dungeons? Most towns have a resident mage, and cities might have
magical emporiums. They are educated at the best
Order universities to research the fringes of magic, craft
The last great empire conquered this land and its people. wonderous items, and aid the rulers of the land.
The people were made to build large monuments to their Magic is advanced and respected, but also heavily
glory and toil until they rose up and overthrew the tyran- regulated. Those outside the system tend to hide
nical empire. Their ruins are now shunned and seen as from the law or keep to the lawless wilderness.
cursed. Neutral
What was the empire building here? True mages are a rare sight in this world now. They are
Who leaad the uprising against the empire? hermits hidden away in faraway towers or councilors at
Neutral the right hand sides of great kings. Most people have
This land was once far more advanced in golden age for never seen a true mage, only the hedge-wizards and
this land. Law and peace ruled the land, and many charlatans that wander from town to town, peddling
wonders were built. But their splendor fell to chaos, and charms and simple trinkets.
their wonders are now lost. Aspiring mages have to piece together their own
What force brought down the golden age? knowledge of magic, from trial and error and
What wonders do legends tell of them creating? scavenged texts. Or they can brave the wilderness
Chaos to seek apprenticeship from a remote mage.
Mysterious ruins scatter these lands, older than record Chaos
or memeóry. Their purpose and origins are unknown to Black magic and witchcraft is a curse upon the world, a
us, but they feel corrupted and unnatural. Scholars and wild and corrupting force. They say it has a will of its own
mystics flock to study them, but most shun them. and cannot be controlled. Mages are sought out for
Dangers lie with those cursed place. desperate aid, but they are feared and possibly even
Why do these places feel cursed? criminal, pursued by witch hunters.
What is the alluring mystery hidden within them? Mages hide out in secret societies and glamoured
Other ........................................ hideouts, pursuing forbidden knowledge at great
Who were these people? risk. They walk in disguise through the crowds, or
What did they achieve? flee in exile to the borderlands.
How did they fall?
Other .......................................
1
What role does Faith have? Where do Monsters come from?
Order Order
There is but one true faith of the land, and it is overseen Legends tell of an ancient empire that went against the
by the holy church. Their clerics preach the doctrine and natural order. Through sorcerous experiments they
the saints' teachings, they heal the sick and perform corrupted the creatures of the land. The empire collapsed
miracles. Their paladins battle demons, the undead and in time, but the monsters they created live on.
worst of all the heretics. Their word is law on all spiritual Where are the empires ruins now?
matters. Have their techniques been passed on?
The church is a force to be reckoned with. A Neutral
member of one of its many orders would gain many A magical calamity struck this world in the past, changing
advantages from the church's power. Followers of its natural order. Large areas are still scarred from this
other faiths do best however to stay in the event, and the malformed creatures that spawned from it
shadows to evade the inquisition. still roam the world.
Neutral How do these scarred lands look?
Many different gods are worshipped across cultures and Did the event have any other effects on the world?
borders. Countries or towns have patron gods or local Chaos
deities, while other gods are worshipped widely or in What we call monsters are remnants of an older world,
secret. Countless conflicts have transpired between relics of when nature ruled unchallenged. Now they roam
these different sects. the wild places, guardians against the encroaching taming
Few doubt the existence of the gods, who's might is of the land.
evident in the power of their followers. But the What kinds of places do they guard?
gods are anything but united and clear in their Do the creatures have any cultural significance?
purpose. Other .......................................
Chaos
Some say the gods are dead. Others say civilization has How do Dragons affect the World?
moved past the need for such primitive rituals. The gods Order
are seen as dangerous, and their worship is therefore With their willpower and might, dragons are masters of
banned. Belief persists however in hidden altars, small the land, ruling like kings or being worshipped as gods.
trinkets and desperate offerings in the night. Some see this as acceptable and a fair price for peace,
Though most clerics still have powers, these are while other fight back and some even succeed in
seen as simple magic and old tricks. Still they are overthrowing their overlords.
feared, as you can never be entirely sure who What does it mean to be ruled by a Dragon?
answers your prayers. No-one doubts the How does one overthrow a Dragon?
existence of demons.
Neutral
Other ........................................ Dragons used to rule these lands, but now they are a rare
breed, remnants of an older world. Those that havent
Where do Undead come from? been hunted down now hide away in the wilderness. Do
Order not be fooled though, for the once who have survived this
A great evil enacted a foul ritual, cursing the land for long are fearsome to behold.
miles around, and breaking the natural order of life and Why hunt down the dragons?
death. All nearby life perished and then rose again, like What are the dragons planning in their hiding?
macabre puppets. Great armies of corpses now besiege Chaos
the living, threatening to conquer life. Whatever legends tell of dragons, the real creatures are
Who is this great evil? nothing but dangerous beasts, who stalk the skies for
Who does battle against the dead? prey. Most consider them alike a natural disaster when
Neutral they arrrive, although some have learned to tame them.
Old lore teaches that the dead do not rest if wronged. What defence is there against a dragons
Bodies must be properly cleansed and hallowed, violent *Who are able to tame them?
deaths must be atoned for, offerings given, and tombs left Other .......................................
in peace. Sadly too few observe the old ways, and some
willfully disturb the dead in search of power. Additional Questions:
What puts the dead to rest? How do normal people view Adventurers?
Who still care for the dead? Are they heroes or troublemakers?
Chaos What is the newest invention in this world?
A plague is spreading through the land, a plague of the Gunpowder? Crossbows? Concrete? Plate Mail?
living dead. Some say it is vengeance from nature itself, Printing? Clockwork? Airships? A Spell?
others see it merely as a terrible disease, but all flee from What is known about other worlds?
the stink of death approaching. Whole cities lie dead as Are there gateways? Is there trade or invasions?
the people either flee or join the risen.
How does the sickness spread?
Who is trying to stop it?
Other ........................................
2
The Law
Countries Who upholds the law and judges the accused?
Whether it's a city state or an empire, a country is an
independent collection of regions ruled by the same people. 1 Local Constables 4 Knight Justices
The main relevance of the country in a setting is mostly its
culture and laws, so those will be the focus. 2 Travelling Magistrates 5 Church Inquisators
Roll 3+ countries, where one is the main country and the 3 Masked Judges 6 Supernatural arbiters
others are its neighbors, who are either hostile or neutral.
Culture Local Laws
What laws are special in this country?
National Character
Roll the Character Traits (next page) for the people of this 1 Military draft for all adults 4 Legal trials by combat
country and interpret how others perceive them. 2 Serfdom binds peasants 5 Only nobles wield swords
E.g. (Brave, Stubborn, Hard-hearted) 3 Healing potions are illicit 6 Arcane law is seperate
Virtue
Which three virtues does the culture value most? How would Outlawed
this affect their society? Their religion ? Their way of life ? Who is guaranteed a bounty on their head?
1 Ambition & Courage 6 Sacrifice & Generosity 1 Deserters & Spies 4 Former Knights & Nobles
2 Honor & Loyalty 7 Balance & Order 2 Heretics & Cultists 5 Freaks & Mutants
3 Justice & Duty 8 Passion & Action 3 Rebels & Revolutionaries 6 Roll for "Population"
4 Might & Perseverance 9 Knowledge & Wit
5 Success & Luck 10 Purity & Honesty Government and Ruling Class
What part of society forms the ruling class of the country?
Language (Optional) 1: Monarchy
Giving the country a set language base can help be a A single dynastic leader, the monarch, rules the country for
touchstone. It gives you a list to draw names from, and acts life, through a court administration and feudal subjects.
as a shorthand for your country's cultural conotations.
Gary Gygax' Extraordinary Book of Names is a good 2: Theocracy
resource, as are many online tools. Alternatively you could A clerical hierarchy, headed by a church leader, rules the
choose dialects from the language you are running your country politically aside from their spiritual power.
game in. Here are some suggestions of languages:
3: Aristocracy
1 Spanish 5 Japanese A council or parliament of the country's landowning nobles
2 Turkish 6 German govern the land, lead by a coalition of their most influental.
3 Polish 7 Arabic 4: Thaumocracy
4 Irish 8 Hindi The strongest mages govern the country, their power directly
derived from their arcane abilities and knowledge.
Population 5: Federation
Roll (d100) 3+ peoples to be the most influential inhabitants. Many self-governing regions loosely rule the country through
a central council of their representatives.
1-20 Humans 86 Aarakocra 6: Fantastical Being
21-30 Dwarves 87 Loxodons A powerful creature rules through their own might and will:
31-35 Halflings 88 Tabaxi
1 Chromatic Dragon 4 Vampire / Lich
36-40 Gnomes 89 Tortles
2 Metallic Dragon 5 Naga / Sphinx
41-45 Half-elves 90 Kenku
3 Collossal Giant 6 Genie / Fiend
46-50 Elves 91 Lizard folk
51-55 Drow 92 Tieflings Name
56-60 Dragonborn 93 Aasimar Here are some examples of common naming conventions for
61-65 Half-giants 94 Air Genasi countries, to inspire the name that fits your country:
66-70 Half-orcs 95 Earth Genasi
1 Region: Spain, Germany 4 Landmark: India, Egypt
71-75 Orcs 96 Fire Genasi
2 Tribe: France, England 5 Location: Norway, Austria
76-80 Goblinoids 97 Water Genasi
3 Dynasty: Saudi Arabia, 6 Person: Georgia, Bavaria
81-85 Yuan-ti 98-00 Even rarer Ottoman empire
3
Who is the Ruler? Origins of Power
How did the Ruler gain control of the country? Where does
Roll their Character Traits and assign them a name and goal. their legitimazy come from? Who do they owe their power to?
(E.g. Infamous, Clever, Sick. - King Reginald VI. - Seeks
after a cure for his illness) 1 Conquest of the Realm 4 Succession War Victory
2 Familial Inheritance 5 A Heroic Achievement
Goal, What do they want?
3 Election by a Council 6 Puppet Appointment
1 Secure legitimacy 5 Defeat an enemy
2 Acquire an asset 6 Forge an alliance Other Political actors (optional)
3 Seize real power 7 Defend a friend If politics are central to the campaign, more Characters can
4 Learn a truth 8 Remove a problem
be assiged to different offices of power. They can also act as
enemy lieutenants if the Ruler becomes a campaign villain.
1 Chaplain (Faith) 5 Chancellor (Treasury)
Character Traits - 3d100 2 Wizard (Lore & Magic) 6 Emissary (Diplomacy)
3 Spymaster (Intelligence) 7 Guard Captain (Security)
1 Stoic 35 Dangerous 69 Manipulative
4 Marshal (Military) 8 Heir (Succession)
2 Attractive 36 Quirky 70 Relaxed
3 Passive 37 Cheery 71 Stealthy Roll for their Character Traits and give them names, a goal
4 Aloof 38 Disfigured 72 Confident and relationships. Make two of them rivals and another a spy
or a traitor.
5 Affectionate 39 Intolerant 73 Weak
6 Generous 40 Skilled 74 Friendly
(E.g. Cunning, Stern, Old. -- Captain Harvey -- Grooming
the king's heir to be his puppet)
7 Smug 41 Stingy 75 Wise
Titles
8 Armed 42 Timid 76 Influential Titles are a great war to show power relations and positions
9 Clever 43 Insensitive 77 Young in society. Below are examples of common titles shown
10 Brave 44 Wild 78 Adventurous roughly in orders of rank. To customize them, you can find
equivalent titles fitting the cultures of your setting, mix
11 Ugly 45 Bitter 79 Oppressed different titles together, or add words like High, Vice or
12 Sociable 46 Cunning 80 Vengeful Grand (E.g. Lord Bishop or Grand Duke) .
13 Doomed 47 Remorseful 81 Cooperative Nobility Military Religious
14 Connected 48 Kind 82 Armored Emperor General Hierarch
15 Bold 49 Charming 83 Apathetic King Marshal Bishop, H. Priest
16 Jealous 50 Oblivious 84 Determined Duke Captain Prelate, Vicar
17 Angry 51 Critical 85 Loyal Count, Earl Lieutenant Deacon, Abbot
18 Active 52 Cautious 86 Sick Baron, Lord Sargeant Curate, Cleric
19 Suspicious 53 Resourceful 87 Religious
20 Hostile 54 Weary 88 Selfish Rival Factions
21 Hardhearted 55 Wounded 89 Fervent What powerful againts are in opposition to the Ruler and plot
to take their place? Roll 1-3+ faction types, roll Character
22 Successful 56 Anxious 90 Old Traits, and give them a fitting name and plan to win power.
23 Talented 57 Powerful 91 Violent
24 Experienced 58 Athletic 92 Agreeable 1 Influential Aristocrat 5 Militant Warlord
25 Deceitful 59 Driven 93 Hotheaded 2 Circle of Mystics 6 Popular Agitator
26 Ambitious 60 Cruel 94 Stubborn 3 Criminal Syndicate 7 Supernatural Threat
27 Aggressive 61 Quiet 95 Incompetent (E.g. Fervent, Sociable, Proud. - Lord Hallsimer - Plotting
28 Conceited 62 Honest 96 Greedy with a foreign power to help usurp the King)
29 Proud 63 Infamous 97 Cowardly
Additional Questions:
30 Stern 64 Dying 98 Obsessed
How does the Ruler maintain their power?
31 Dependent 65 Reclusive 99 Careless Who are the key players behind this?
32 Wary 66 Artistic 00 Chosen What are the problems inherent with this?
What is the current crisis facing the country?
33 Strong 67 Disabled
What do most people know of the Ruler?
34 Insightful 68 Confused
4
City Districts (optional)
Regions Cities can be further devided up into disctrics or wards that
Regions are the building-blocks of countries. While countries have a central feeling or focus. Roll on both tables for each
set up the overall high-level frameworks, regions define the disctrics, choosing from the options, and name the district.
lived reality. A country is made up of many different regions, D6 District Feeling D6 Central feature
which are areas of land with a defined character. These are
here simplified into four broad types: 1 Ruined / Overgrown 1 Dockyards / Stables
Cities, Heartlands, Hinterlands, and Borderlands. 2 Poor / Underground 2 Market / Workshop
Regions have been defined through tradition and a long 3 Bustling / Cramped 3 Temple / Manor
history, but should as a rule of thumb have similar character-
istics and the same leader. Regional government can be ex- 4 Unnatural / Haunted 4 Arena / Theatre
panded like the country level, if they become very important. 5 Affluent / Expensive 5 Guildhouse / College
Regions have no set size, and could be in grouped up like
twin cities, or as different heartland regions within the same 6 Exclusive / Restricted 6 Courthouse / Barracks
fertile valley, but they should be made different enough from
each other to merit the distinctions. 2. The Heartlands
Make about 4-9+ (1d6+3) regions, roll or choose their
types and features, then destribute them around your Heartlands are the agricultural cores of countries, where
countries, focussing on the most relevant to the campaign. most of the population lives and most of the food is grown.
Sprawled around every town and city and in every fertile
1. The City part of the land is a network of villages and farms, orchards
and pastures. Aside from agriculture for own use, these
Cities are the centerpoints of the countries, being the regions also gspecialize in the crops that thrive locally.
political seats of power and the industrial centers of the The year is centered around the sowing and harvest
economy. Often sitting along waterways and traderoutes, seasons, with periods of partial leisure in between. Traders
they taking in food and materials from the countryside in and markets travel between the towns and villages, trading
exchange for produced goods and minted coins. City life is in wares and services. Meanwhile minstrels and troupes
dominated by trade guilds, craftsmen's guilds, the clergy, and travel, perform, and spread news.
the nobility, who sit at the city council, headed by the mayor.
Space is limited within the city limits, and so people live What is this Region's name?
cramped, and the streets are narrow, dark and dirty outside Heartlandsoften have old and short names, that sound
of the rich districts. Crime is organized by gangs who fight natural when things are named after the region:
for control and either fight or bribe the city watchmen. Those
caught committing a crime are punished publically. (E.g. Avella, a fine Avellan Wine, the Avellan Revolt)
What is the City's Name? Who Governs this land?
Newer and smaller cities and towns have descriptive names: 1 Bishop or Abbot 4 Feudal Noble
Such as their location, founder, appearance or landmarks. 2 Rich Landowner 5 Elected Administrator
Older and larger cities have shortened and shifted names
away from their original meanings, now only a name. 3 Provincial Governor 6 Local Chieftain
5
3. The Hinterlands 4. The March
Hinterlands are the regions at the fringes of a country, where Marches are the defensive border regions of a country. They
the land can't be tamed fully. There is however often still are often militarized and guarded, which often makes them
valuable resources to be found here, so hopefull settlers still politically powerful for those that control them.
try to carve out a living here to collect them. Their inhabitants sometimes have more freedoms, to
Small hamlets are nestled around lone roads and rivers, encourage living near the border, while others are repressed
surrounded by wilderness. Threatened by bandits and by the guards. Marches can be occupied vassals or fortified
beasts, settlements are often well dug-in for defense. no-man's-lands. Smugglers trade across the border while the
Larger towns are mostly along trade routes, near the outlawed flee beyond it to seek a new life.
region's valuable resources. Aside from the resource are also
the trades that supply the tools, food and services needed. What is this Border's name?
The local inhabitants are accustomed to the difficult cir- Marches are named after the defences or what lies beyond:
cumstances, becoming experts at adapting their way of life. (E.g. Urcguard, Eastmarch, Evelon Keep, Hadrim's Pass)
The law itself is less important here than the local pragmatic
agreements and trust. Strangers are not trusted here. Who Controls the Border?
1 Knightly Order 4 Provincial Governor
What is this Region's name?
Hinterlands often have descriptive and evocative names, 2 Feudal Noble 5 Local Chieftain
ones that capture the difficult nature of the region. 3 Military Commander 6 Mercenary Company
(E.g. The Ironwoods, The Stonegrags, The Tangles)
Who Controls this Land? Roll their Character Traits and give a name, title and goal.
1 Military Commander 4 Provincial Governor (E.g. Powerful, Stoic, Dying - Marquessa Myria de Nell -
Plans to charge out and die in glory rather than succumb)
2 Guild Enterprise 5 Local Chieftain
3 Rich Landowner 6 Criminal Syndicate What are the people like?
Roll for their Character Traits as a group.
Roll their Character Traits and give a name, title and goal. (E.g. Fervent, Armored, Smug)
(E.g. Apathetic, Greedy, Connected - Overseer General What was here before the border?
Lukas Moray - Wants control of the richest mine)
1 Ruined city 4 A center of trade
Rough terrain 2 Small neutral country 5 Peaceful heartlands
What kind of dangerous wilderness is this?
3 Enemy stronghold 6 Roll for "rough terrain"
1 Dark woods 6 Turbulent coasts
2 Flooded swamp 7 Barren desert What is the border defined by?
3 Jagged mountains 8 Volcanic fields 1 Walls and fortifications 4 Waterway crossings
4 Dense jungle 9 Frozen wasteland 2 Guarded highland passes 5 Ancient landmarks
5 Cursed badlands 10 Otherworldly intrusion 3 Lookout towers 6 Protective wards
How have people adapted to live out here? What lies beyond the border?
What is of value here? 1 Hostile realm's forces 4 Horrendous monsters
What is out here worth braving the wilderness? 2 Cursed and blighted land 5 Disputed no man's land
1 Furs or Ivory 4 Magical components 3 Raiding tribes or bandits 6 Gateway to another world