Wednesday, March 31, 2010

Random Island Generation Charts, Part I

While working on my Middle Isles campaign, I had a bunch of islands that aren't described aside from being on the map. Not all island are well-travelled, and to that end, I wanted to make a system describing what would be found there. Here's the basic chart I made when the players set foot on an unknown island (tomorrow, I'll post my Unusual Island Characteristics Table)!

When visiting a new island, roll on the tables below to discern the basic characteristics for that island. Then garnish and serve!

Primary Settlement
1-25 No civilization
26-40 Small Village (pop. 20-80)
41-60 Large Village (pop. 81-200)
61-70 Small Town (pop. 201-1000
71-80 Large Town (pop. 1001-2500)
81-89 City (pop. 2501-10000+)
88-91 Keep/Stronghold (pop. varies)
92-96 Monastery/Temple (1-33% Good, 34-66% Neutral, 67-00% Evil)
97-00 Ruined Town or Stronghold

Race
1-54 Human
55-65 Elf
66 Other/Exotic
67-82 Dwarf
83-88 Gnome
87-89 Halfling
90-93 Lesser Orc
94-97 Greater Orc
98-00 Other/Minor Race (Troll, Ogre, Goblin, etc.)

Army/Defense
1-10 5% of Population
11-45 10% of Population
46-65 15% of Population
66-80 20% of Population
81-93 25% of Population
94-98 30% of Population
99-00 Warrior Society: Virtually All Of-Age Citizens Are Warriors (add +20 to roll for Army Quality below)

Army/Defense Quality
1-10 Poor
11-33 Mediocre
34-70 Average
71-85 Good
86-93 Excellent
94-98 Superb
99-00 Peerless

Trade Goods/Production
(Small Villages, Large Villages, and Small Towns roll once on this table; Large Towns and Cities roll twice to determine trade output)

01 Armor, Leather
02 Armor, Bronze
03 Armor, Iron/Other
04 Shields
05 Swords, Bronze
06 Swords, Iron
07 Bows and Arrows
08 Exotic Weaponry
09 Axes
10 Beer
11 Wine, Poor Vintage
12 Wine, Average Vintage
13 Wine, Quality Vintage
14 Liquor
15 Canvas
16 Stone, Common
17 Stone, Decortative
18 Softwood
19 Gems, Semi-Precious
20 Hardwood
21 Incense
22 Jugs and Vessels, Clay
23 Bricks
24 Jugs and Vessels, Fine Ceramic
25 Wagons
26 Cotton
27 Carts
28 Furs, Common
29 Furs, Exotic
30 Amber
31 Parchment and Vellum
32 Leather
33 Coral
34 Wool, Average
35 Gems, Precious
36 Tin
37 Copper
38 Silver
39 Gold
40 Lead
41 Wool, Fine
42 Herbs
43 Spice, Common
44 Salt
45 Animal, Exotic
46 Nickel
47 Zinc
48 Steel Products
49 Chalk
50 Electrum
51 Trained Birds of Prey
52 Exotic Mount
53 Livestock, Swine
54 Polearms
55 Ships
56 Jewelery
57 Linen
58 Rugs and Tapestries
59 Cosmetics
60 Perfumes
61 Lamp Oil
62 Incense
63 Cheese
64 Fruit, Citrus
65 Fruit, Melons
66 Silk
67 Barley
68 Pitch
69 Glassware
70 Artwork and Sculpture
71 Rice
72 Bronze
73 Brass
74 Dyes
75 Spice, Exotic
76 Pack Animals
77 Fruit, Other
78 Olives
79 Fine Woodworking
80 Blessed/Charmed Items
81 Rye
82 Scribed Works
83 Slaves
84 Ivory
85 Oats
86 Livestock, Sheep
87 Livestock, Fowl
88 Livestock, Goats
89 Horses
90 Olive Oil
91 Wheat
92 Preserves, Meat
93 Preserves, Fish
94 Preserves, Vegetables
95 Preserves, Fruit
96 Chariots
97 Vegetables, Greens
98 Beans
99 Vegetables, Other
00 Livestock, Cows

5 comments:

d7 said...

Nice! I can see this being useful for all kinds of unexplored contexts. Empty hexes in a relatively settled but disunified part of a continent (say, medieval Germany or pre-3e Sembia in the Forgotten Realms) comes to mind in particular.

Carpe Guitarrem said...

Cool! I shall steal it.

Zachary The First said...

Thanks, guys! Hope it comes in handy!

Aaron said...

If I may be allowed to make a suggestion? I'd make the goods chart go up past 100, and have bonuses for settlement size. It's hard to see a community of only 50 people dealing in slaves, or something that requires the labor of a number of specialists, like artwork and sculpture. By the same token it's hard to see a large city dealing in perishable goods that would need to be brought into the city, and then exported out again.

Zachary The First said...

Aaron: Not a bad idea, but making the randomness work is sort the fun part for me. Thanks for taking time to make a suggestion!