Worlds Without Number - Deluxe (Creation Section)
Worlds Without Number - Deluxe (Creation Section)
Worlds Without Number - Deluxe (Creation Section)
The Region you need is a name and a few sentences of description for
This level covers the cluster of nations or civilizations each. You can use the section on page 124 for inspira-
most relevant to the intended scope of the campaign. tion, but don’t worry about fine details yet.
The nations, tribal groups, marauders, and faiths of the Identify regionally-significant gods. Many king-
people in this region are likely to have an impact on the doms and groups will have their own favorite deities, but
campaign scope, so it gets more attention and more care- if there are any gods honored throughout the entire re-
fully-drawn detail than the broader world. You should gion, define them now. The tables starting on page 140
only worry about detailing one region at first, the one provide tools for this. Remember that just because two
most pertinent to your campaign scope. If that scope nations worship the same god, it doesn’t mean that they
shifts, then you can concern yourself with a different one. necessarily like each other. Most faiths despise heretics
One danger to watch out for at this level is that of far more than they do mere unbelievers, and two church-
excessive detailing. GMs and players both have a limit es with similar-but-not-identical ideas about the same
on the amount of detail they can constructively manage god can hate each other with a fiery passion.
in a campaign setting. Just because you write it down Make a sketch map of the region. Don’t try to get
doesn’t mean you remember it in play or that the players it perfect at this stage unless you’re doing it purely for fun.
will bother to read the handout about it. As such, you All you need is a crude map showing where the nations
have to restrict your detailing at this and lower levels to are in relation to each other as explained in the section
those facts and situations that are most likely to produce starting on page 120. Use rivers and mountain rang-
interesting, playable content. es as convenient border markers, while forests, swamps,
Remember also that this limit on attention applies deserts, and other trackless zones can make for disputed
to your entire campaign setting. You can’t draw up a frontiers. Don’t forget to mark in plenty of unclaimed
meticulously-detailed region and then focus down on a wilderness, dangerous wasteland, and other “blank space”
meticulously-detailed kingdom and expect your players that can serve as a playground for nefarious evils, lost
to remember or engage with all the facts on both levels. cities, and ambitious heroes.
You have a limited budget of things that will matter to Assign two important historical events to each
them, one varying with the interest and engagement of group or nation. The tables on page 138 give example
the players, and every call you make on their attention historical events. These events might be very recent, in
will eat up some of that budget. which case the region is probably still dealing with them,
If you’re working with an existing setting, it’s rela- or they might be some remotely distant event that was
tively easy to draw the lines around a region. Mark the somehow critically important to the group’s development
outline so that it includes about a half-dozen important or current state. Try to connect the different groups via
nations, organizations, or other groups. These groups these historical events; use their neighbors as either an-
might have relations with nations outside the region, and tagonists, victims, or associates in the events. You might
external actors might sweep in from time to time, but add even more events to each if you want to develop a
most of the time these participants will be dealing with fleshed-out timeline, but such deep historical work is best
each other and creating the situations that are most likely saved for a lower level of the backdrop.
to affect the PCs. Define the relationships between the groups. For
If you’re starting with a blank slate, however, it can each one, decide what they generally think about the
be difficult to generate a workable region. Follow the others and pick something specific they want from them.
steps below to flesh out something usable. One kingdom might have a claim on land taken from it
Name the region. Decide what the locals call the in a long-distant war, while an ambitious faith might be
general area. Perhaps the name is derived from ancient trying to get a major temple built in an otherwise-unre-
myth, a major cultural group, a particular significant geo- ceptive nation’s capital. No group should simply “be there”.
graphical feature, or a former governing entity. Giving the Every one of them needs to be wanting something or
region a name will help you keep things straight in the doing something that could spark adventures.
case that you need to create multiple regions to accom- Optionally, assign each group faction statistics.
modate a shift of PC adventuring. The Factions chapter starting on page 322 gives the
Choose about six major geographical features. rules for interactions between major groups and organi-
The section on page 120 can give suggestions, but for zations. You can use these rules to run between-session
this step you want to pick out the mountain ranges, great events among the major players in the region, and use the
forests, huge rivers, steep plateaus, volcanic Hell-gates, results either as adventure hook grist or as background
blasted arratu wastelands and other major features for color to help give the region a lively feeling. You may want
the region. You don’t need to place them precisely just yet, to restrict the initial number of factions to the three or
but you should have a vague idea about their locations. four most pertinent to your scope, however; many GMs
Create six nations or groups of importance. A few can have a hard time running more than a half-dozen
more or less is fine, but don’t try to pack a score of major factions between sessions, and new ones might pop up as
players into the same region unless you have the copious the PCs establish their own forces or new NPC groups
free time necessary to track their doings. At this stage, all suddenly become relevant.
Backdrop •119
Geography Construction
Almost everyone loves a good fantasy map. A well-drawn
map has more than purely artistic charms; the names Making the Regional Map
and borders and carefully-sketched wilds all evoke pos- Your beginning campaign maps should consist of noth-
sibilities in the viewer’s head and invite thoughts about ing but loose scrawls and crude symbols. Indeed, many
the kind of adventures that could be had in such a land. campaigns can make it through their entire run without
A place feels more real for having been mapped, and the creating any map more elaborate than a rough relational
verisimilitude of a campaign setting is greatly improved scribble. Hex-crawling campaigns and groups that like
by being established in cartography. firm cartographic certainties can build out their initial
But as a working GM, your needs are a little dif- maps later, but to start with, take a blank sheet of paper
ferent. A beautiful, artistically-done map is a wonderful and focus purely on mapping basic relationships.
thing, but very few GMs have the skills to execute such First, decide how many sides of the regional map
a project or the time to create it even if they did. When will be oceanic. One or two makes for a curving coastline
thinking about the physical construction of your world, or a peninsula or land bridge that extends off two edges
it’s important to start with the essentials and save the of the map. Three makes for a self-contained peninsula,
elaborations for afterwards. and four means that the region is an island. It’s gener-
ally wisest to have at least one side be a sea, or else you
Campaign Map Essentials severely hobble your opportunities for piracy, nautical
You need two maps at the start of your campaign: a map adventures or sea travel to distant regions.
of the region most relevant to your campaign’s backdrop, Second, use the tables in this section to generate a
and a map of the kingdom-scale area in which your initial half-dozen or so significant geographic features. Space
gaming sessions will occur. These two maps are going them out on the map, keeping in mind the notes as to
to be the most important when you’re running through which features shouldn’t go closely together. Of course,
the other creation tools in this section, because they’ll magic or Outsider manipulation might subvert that ex-
tell you which of the major players are adjacent to each pectation, but if that’s the case, make it clear that it’s so.
other and show you where ruins, wildernesses, conflicts These features should be scaled to the size of the region;
and problems are most likely to be found. a mountain range might extend for a hundred miles in
If you’re playing in a fantasy-land sandbox the a large regional map, but a small map might have plau-
region might be a two hundred mile square chunk of sible room only for a stretch of rugged hills with a few
terrain holding the various fantastic nations and organi- mountain-worthy peaks.
zations you picked as major players during the backdrop’s Note that most regions will be small enough that
creation as described on page 118. If you’re running the climatic variation is likely to be minimal. The po-
an urban campaign focused on a single massive city, the lar-ward portions might be colder than the more equato-
“region” might be a particular zone of the megalopolis. If rial side of the map, but a few hundred miles is unlikely
you’re doing an alt-history campaign set in 1033 AD, the to have comfortable room for both steaming jungles and
region might simply be western Europe. barren glacial wastes. If you get table results that suggest
The kingdom-scale map should simply cover the a geographic impossibility, either convert the result to its
specific nation or culture-zone where the first adventures local-climate equivalent or come up with some magical
of your campaign will take place. If you plan on starting or geographical explanation for why it really makes sense.
the heroes in Neue Gruzland, then you want a map of Warm ocean currents, geothermal heat wells, sorcerous
Neue Gruzland. If they’re working out of a keep on the curses, and berserk Outsider xenoforming engines are
untamed borderlands, then you want a map of the bor- always handy rationales.
derlands and its savage wilderness. Megacity campaigns Third, sketch in 1d4+2 major rivers. Rivers make ex-
might flesh out a single slum area within the greater city- cellent borders for the nations you’re going to be planting
zone. The region-scale map will tell you where the players in this region. Barring sorcery, rivers will start in moun-
could end up going and what they might find there. The tains or highlands and flow down to the sea or until they
kingdom-scale map will tell you what they find during vanish into a lake, bog, or other sink. Rivers can split
their very first few sessions. into tributaries and sub-branches, but these tributaries
Note the distinct absence of any need for a global do not join together again; once the river splits, it can
or continental map. You don’t actually have to establish only split further, though multiple mountain-fed rivers
any details whatsoever about what the rest of the world might join on the lowest path to the sea. Across flat land
looks like unless it’s a fun bit of recreation for you. A few the river will tend to meander, while streams that come
sentences of suggestive prose about the Enigmatic South down from a height will usually cut straighter from the
or the Unknown North is plenty, especially since very force of the flow. Any given river should probably be no
few realms will have anything resembling reliable maps longer than a quarter of the maximum dimension of your
available to the PCs. map, though it might twist and wind within that length.
Geography •121
Optionally, add one to three significant lakes or d20 Significant Terrain Features
inland sea areas to the map. These bodies of water can 1 Ancient farmland. A huge stretch of land
be particularly useful in giving “conjoining borders” to was re-engineered for optimal farming.
nations that would otherwise be entirely separated from
each other. Each body of water should have at least one 2 Arratu wasteland. An area here was
river flowing into it, but only one at most flowing out of it. once xenoformed by the Outsiders into
Fourth, place your nations, important tribal groups, an environment hostile to humanity or one
major organizations, or other significant players you’ve inhabited by dangerous alien lifeforms.
decided will play a role in this region. Nations and tribal 3 Blasted lands. Radioactive or scorched
lands should be largely coterminous with natural barriers over by ancient war. Many ruins are likely.
such as rivers, mountain ranges, deep forests, impassable 4 Canyons. A region with extensive canyons
swamps, or other easily-defended terrain. If the borders cut by rivers present or long-vanished. Make
extend beyond these barriers, it’s probably the result of sure the rivers don’t climb after leaving them.
successful warfare and a cause for future battles.
5 Dense forest. Trackless, dark, and an
National borders probably include significant re-
effective natural barrier.
gions of marginal or uninhabitable land. Sun-blasted
deserts, mephitic bogs, cursed arratu wastelands, or jag- 6 Grasslands. A broad sweep of savanna or
gedly perilous peaks might all be well within a nation’s grassy plains is a coherent whole here.
borders without actually having any locals to respect 7 Islands. There’s a single significant island
the nation’s laws. This is perfectly acceptable, and a good off the coast or an archipelago of some note.
source of adventuring grist when the heroes quest into
8 Jagged mountains. A new or re-
the unmapped wilderness or fight back the hideous evils
sharpened mountain range forms a barrier
that burst forth from it.
in the region. The mountains are young, tall,
If these badlands extend across a border, they proba-
and likely cast a substantial rain shadow.
bly are a source of regular tension as raiders or monsters
emerge to scourge a nation before fleeing back into the 9 Jungle. A classic adventure-worthy jungle
wastes. Expeditions to control or punish them can easily of wild, semi-alien flora and fauna.
become forces of invasion, and both nations might want 10 Light forest. Interspersed with other terrain.
to bring the land entirely within their borders to better 11 Megaplex. The ruins of a single huge
have a free hand in repressing its dangers. ancient structure stretch for endless miles.
Don’t worry about placing cities, ruins, or other
points of interest on the map just yet. You’ll do that as 12 Pit. A Deep or some other underground
necessary when you flesh out the kingdom. Also, don’t megastructure collapsed and left a hole with
concern yourself with turning this rough sketch into a a diameter measured in tens of miles.
“proper” map just yet. You only need it to inform you of 13 Rain forest. Vast, damp, and green.
the basic spatial relationship between things in your cam- 14 Rocky hills. Rough and stony, with little
paign backdrop. arable land. Herding and raiding are the
most profitable employments here.
Making the Kingdom Map
Now take the chunk of your region that will contain 15 Rolling hills. A stretch of gently rolling hills
your campaign’s initial adventures and start with a new makes for good agricultural land.
sheet of paper. Scrawl out the rough edges of the borders, 16 Sand desert. This desert is a waste of sand
filling up the whole sheet with the outline of your start- and dunes. It may be from a rain shadow, or
ing nation. Copy in any major terrain features from the it might be a legacy of ancient war.
regional map that happen to obtrude into the kingdom. 17 Scrub desert. These often appear on the
At this point, you basically repeat the regional leeward side of mountain ranges. Borders
creation process on a smaller scale. You roll for terrain will often be grasslands or savanna.
features, add rivers, mark out provincial or cultural bor-
18 Swamp. A sinking river, lake margin, or wet
ders within the nation, and finish by placing cities, trade
coastal delta forms a vast bog in this flat land.
routes, and other features as explained in the nation gen-
eration tables starting on page 124. 19 Volcano. One or more mountains in a
For small kingdoms, it can be useful to roll a single nearby range are volcanically active. This
time on the terrain feature table or take a single obtrud- may be natural or it may be a consequence
ing regional terrain feature and then riff off of it for the of Legacy flux or ancient manipulation.
general landscape of the kingdom. If you roll “light forest”, 20 Weathered mountains. A significant skirt
then maybe the entire kingdom is lightly forested, with of hills is common. The rain shadow is likely
other terrain types being spice. It can sometimes be il- limited due to the rounded, low mountains.
logical for a sixty-mile-wide stretch of land to somehow
122• Geography
contain both rain forests and scrub deserts simply be- Refining the Maps
cause you rolled those to results on the table. In the same What you have now is perfectly adequate for an initial
fashion, you can use this main terrain type to modulate session. If you need to establish specifics of distances and
the results you do get, so that the scrub desert you roll in position as part of the first adventure’s play, you can do
your jungle kingdom is actually a stretch of barren land so on a case-by-case basis, and some groups may never
due to the exposure of naked, infertile bedrock. particularly care about the details of distances beyond
Naturally, the rivers and terrain features you roll at knowing how many days it takes to get to wherever they
the stage will be of significantly smaller scale than the want to go.
ones you rolled for the region. A “volcano” result that was Some campaigns need tighter details, however, such
a stretch of seismically-active mountains on the regional as hexcrawl exploration campaigns that focus heavily on
map might be a single ominous peak in the kingdom, and scouting and mapping an unknown land. For those cases,
the rivers and lakes rolled here might be modest bodies of it’s best to use an digital tool such as Hexographer to
water too small to bear marking on a regional-scale map. make a usable map at whatever scale is most convenient.
Every terrain feature you roll will have its effect A six-mile hex is a popular choice, as it’s large enough
on the local inhabitants, however. Swamps will have to hold multiple points of interest but small enough to
swamp-dwelling fishers, grassy plains will encourage reasonably contain only one major type of terrain.
farmers, hills will often have mining activity or jealously Artistic and handsomely-done maps of kingdoms
independent herders, and so forth. These people will usu- or regions or continents should be left as exercises in
ally be different from those dwelling in the surrounding creative enjoyment and recreation rather than necessary
land, either consciously so as a self-separated minority, or campaign prep. A simple hex map provides all the infor-
different by virtue of their practical living requirements. mation needed to adjudicate the vast majority of travel or
PCs who go to mountains will tend to find mountaineers, distance questions, and even the most art-incapable GM
and even if they speak the same language and have the can stitch one together with the online tools available.
same lord as the plains-dwellers their lives will inevitably
be shaped by the different terrain they occupy.
Geography •123
Nation Construction
When following the guide on page 118, sometimes a
little extra flavor or a few more specific details are need- City Placement
ed for a nation. These pages offer some guidelines and Put the nation’s capital in the central region of the map
examples. The disputes, positive ties, current problems, or the richest farming terrain, unless there’s a particular
and present felicities suggested on the opposite page can reason why the borders expanded rapidly in a particular
be used to provide a hint about current national concerns, direction. Locate it on a river or seacoast, because any city
while the nation themes that follow might be used to of its size will require constant food imports that would
color the societies that you place there. Beyond those ran- be prohibitively difficult to haul overland.
dom tables, there are also a few more material qualities to Now, starting from a random cardinal direction,
a nation that require a little more guidance to establish. start placing the remaining cities, working clockwise.
Place them on rivers and other bodies of water. If you
Borders need to put one in the middle of a dry-looking region,
The borders for your nations should generally follow riv- assume that there’s some small river there too minor to
ers, mountain ranges, trackless forests, and other major show up at the national map’s scale.
geographic barriers. Borders that run through clear, easi- When placing cities, put them near resource sites,-
ly-traversed terrain are likely to be points of friction with good farmland, trade crossroads, or excellent ports. Most
greedy neighbors and hotbeds of cross-border banditry. of these communities will have grown up around exploit-
Deserts, arratu wastelands, deep swamps, and oth- ing those resources. Urban centers without any obvious
er difficult terrain might nominally be inside a nation’s resource extraction probably serve as trade hubs, indus-
borders, but they may have little or no practical control trial centers, military strongholds, or religious centers.
over such desolations. Lands and titles often await heroes To characterize each city, you can use a pair of Com-
who can make the nation’s claim more than mere words. munity Tags as described on page 152. If you need to
flesh out the dynamics of their ruling institution, you can
Population use a pair of Court Tags from the same section.
Population density in the Latter Earth is skewed both
by the perilous arratu and the occasional pocket of ul- Marking Wastelands
tra-dense habitation made possible by ancient sorceries A land with no empty spaces and no regions of dubi-
or still-functional Workings. ous law is lacking certain charms to adventurers. When
For a general baseline population for a relatively building a nation, you’ll want to know where to place
low-tech, low-magic land of unremarkable prosperity, forbidding ancient ruins, desolate lost cities, rabid bandit
you can assume 60 people per square mile of non-wil- kings, and hard-bitten frontier settlers.
derness, or 2,000 per six-mile hex. You can get a tolerable Look at your map and the cities you’ve placed. Iden-
approximation just by multiplying the nation’s longest tify the most likely routes of travel or trade between them.
width and length dimensions by sixty and adjusting that In all probability, the connections are by water when
according to what seems sensible. possible, and overland only when there are no canals or
navigable waterways connecting them.
Urbanization The resulting mesh will have holes in it, zones of
For most nations of the Latter Earth, at least ninety land distant from any major travel route. These are the
percent of the population will be rural. They will live in best places to put ancient ruins, arratu badlands, track-
small villages of a few hundred people, if not fewer, with less forests, war-torn provinces, and other areas suitable
the occasional somewhat-larger market town. The more for adventure. Note these zones down for later, even if
productive the agriculture of the nation, the greater the you haven’t made up any ruins yet or haven’t decided
percentage that will be able to live an urban life. exactly what desolate wastelands exist there.
For most nations, begin by taking ten percent of the These are certainly not the only places you can put
population as city-dwellers. A third will live in the capital your wastelands and ruins, but if you put them closer to
or chief city. Of the rest, a quarter will live in the second the cities or directly on a trade route between them, you’ll
largest city, while the remnants will be roughly divided need to explain why the locals haven’t already plundered
up among as many cities as you wish to place. A city in the lost cities, or why they’re insisting on sending a major
most nations qualifies as any settlement with more than caravan route through the middle of an arratu. There may
two or three thousand people. be a perfectly good reason for either of those situations,
Thus, if you have a nation of a hundred miles square but you’ll need to think of one. It may be that the former
and 600,000 people, 20,000 would live in the capital, trade route was recently blocked, or the ruin has already
10,000 would live in the second largest city, and the re- been reputed to be plundered, or the traders have some
maining 30,000 urbanites would be split up into as many bargain with the Blighted tribes that roam the badlands
as ten minor cities and major market towns. that lets them pass with relative safety.
Nation •125
d20 Disputes With a Neighboring State d20 Positive Ties With a Neighboring State
1 Raiders are taking refuge in their lands 1 The ruling classes are related in some way
2 Ownership of a resource site is disputed 2 An important faith crosses the border
3 A usurper or criminal is being sheltered there 3 They fought by our side sometime in the past
4 A troublemaking religion is based there 4 Their culture is widely admired here
5 Their rulers have a political claim on the throne 5 They helped to overcome an eldritch peril
6 A diplomatic marriage is going sour 6 They held back an enemy from our border
7 A past war’s savagery has left deep scars 7 They are co-ethnics of the same origins
8 Their culture is supplanting local beliefs 8 They provide critical trade relations
9 Their immigrants are gaining great influence 9 Sages and scholars came from there
10 They broke off an alliance or important pact 10 They gave critical aid during a disaster
11 They lured away an academy or great temple 11 A hero of this land came originally from there
12 Border tariffs and taxes are blocking trade 12 A past hero-king once ruled both lands
13 They drove a terrible beast into this land 13 They produce some vital commodity
14 A Working of theirs caused problems here 14 They have a shared enemy
15 They woke up a great peril from the past 15 A Working they have is helpful here, too
16 They’re cooperating with an enemy group 16 A long-standing alliance or trade pact exists
17 They’re suspected of backing assassinations 17 They recently conceded some disputed land
18 A spy ring is suspected or has been found 18 They greatly admire elements of this culture
19 They refused to give aid for some current need 19 They’re considered unusually attractive here
20 They’ve been hostile to an allied group 20 They took in refugees from here at one point
d20 Current National Problems d20 Good Things Happening Right Now
1 Farmland is becoming worn-out and depleted 1 A splendid mine or resource has been found
2 Verminous monsters are swarming 2 A pious saint is strengthening a major faith
3 A rebel front is stirring up trouble 3 A noble heir shows signs of heroic greatness
4 An outside power is backing internal strife 4 A major rival has recently suffered a calamity
5 The leadership is inept and distracted 5 New farmland has been opened up recently
6 A religious reformer is breaking old compacts 6 A new trade route has been forged
7 An evil is provoking outraged rioting 7 A horrible monster was slain or driven off
8 Dark cults are attracting the ambitious 8 Good harvests have enriched the people
9 A Blighted horde is threatening the borders 9 A wicked minister has been deposed
10 An ancient ruin has disgorged some peril 10 A new academy has recently opened
11 Malcontents have obtained a potent artifact 11 A bandit or rebel uprising has been crushed
12 Luxuriance has left the nation’s coffers bare 12 Two rival lords have started to make peace
13 Local aristocrats are pushing for independence 13 An old enemy has agreed to a peace pact
14 An important mine has run out or been harmed 14 The military won a recent smashing victory
15 A sinister favorite has infatuated the leader 15 A helpful Working has been activated
16 A recurring plant plague is causing hunger 16 A powerful artifact is helping the ruler
17 Fearsome monsters are migrating into the land 17 An old source of unrest has been calmed
18 A rival is preparing for war or raiding 18 A dark cult has been revealed and purged
19 A grand national plan is exhausting the people 19 New diplomatic ties have been made
20 A savage grudge has erupted between lords 20 A new lord has risen, loved by his people
126• Nation
Justice: One or more powers or institutions in the nation Prosperity: The nation is relatively rich, such that con-
have a genuine concern for justice and righteous- ventional scourges of famine, privation, and desper-
ness, such that the society’s laws and values are fairly ation aren’t nearly as common as they would be in
and even-handedly enforced. These laws may not other cultures. Pockets of genuine want may exist,
perfectly match modern conceptions of justice, but but the average commoner leads a well-fed, well-
what exists is meant to be applied evenly. Righteous clothed life and the grandees have the resources
crusaders for the cause, honest magistrates, and for impressive displays of wealth. This prosperity
some great struggle to enforce justice on a wide- may be the fruit of unusual natural resources, ex-
ly-understood wrong might all be present. ceptional societal harmony, magical blessings, or
Legitimacy: The nation’s rulers or controlling institu- simple good climate.
tions have a profound degree of legitimacy among Renewal: A spirit of reformation and renewal breathes
the populace, such that it’s hard to imagine ever through the nation, with old noble houses rising
overthrowing them as a group. Individuals among once again, decayed religions being reformed, cor-
them might be criminals or incompetents, but the rupt institutions being shaken, and the populace
structures as a whole are accepted as necessary and generally more insistent on improvement. This re-
eternal by most elements of the society. This legit- newal could be a harkening back to the old ideals of
imacy may derive from divine mandates, personal yore or an appeal to some new innovation, and the
prowess, honored lineages, or a terror of the chaos subjects could just as easily be a royal house recalled
that would exist without them. from exile as a new republic’s establishment.
Oppression: Some substantial portion of the nation is Stratification: The nation draws harsh lines between
cruelly oppressed by some force. It’s rare that this social classes, cultural groups, regions, sexes, or
is the same group in all areas of the nation; oppres- some other distinction between people. Castes and
sion as a key theme to the setting implies that many aristocracies are a common feature of these settings,
groups in many places suffer under this, and it may ones drawn sharply by blood or birth circumstances.
be accepted as a commonplace that one group or Adventurers are apt to be wild cards in these societ-
another needs to be harshly repressed if the rest of ies due to their ability to obtain outsized personal
society is to prosper. Oppressive groups will usually power, and they may regularly run into conflicts or
have a clearly-enunciated philosophy of why this complications that they have the strength to deal
state of affairs is necessary, and it usually will have with, but not the social permission.
at least some coloring of justification to have per- Triumph: Something wonderful has recently been accom-
sisted as it has. plished in the nation; a dark lord defeated, an evil
Pageantry: The nation is marked by dramatic displays, king overthrown, a plague ended, a natural disaster
magnificent architecture, sweeping demonstrations overcome, or the like. The setting is touched with
of might, and large-scale undertakings for the glory a sense of success and victory, despite the costs of
or edification of the rulers and populace. The locals that triumph, and filled with a confidence in its own
tend to place great store by such ritual displays, find- power and potential. There will be many new insti-
ing them inspiring, meaningful, and important in tutions and groups seeking to exploit the aftermath
more than strictly material ways. These grandiose and earn their rightful share of the rewards.
efforts actually have real results towards unification, Unity: Powers and groups within the nation are high-
inspiration, and societal harmony. ly united in their goals and sense of fellow-feeling.
Poverty: The nation is poor. Even aristocrats might not While not necessarily xenophobic, they will tend to
be assured of the necessary staples of life, or basic value their brethren more than strangers, and paper
resources might be constantly threatened by mon- over internal conflicts and disagreements that might
sters, warfare, calamities, or simple dearth. The fester into civil disorder or chaos in less harmonious
struggle for resources and the basic necessities for societies. These societies might have been shaped by
survival are apt to drive numerous conflicts in the some all-consuming peril that forced them together
setting, and the consequences of failure can be far or a culture that greatly prizes unity.
worse than mere discomfort for the losers. Violence: The nation is a bloody one, with human life
Precarity: Whatever good the nation has is under imme- held cheap and death a commonplace. This may
diate siege by circumstances, and it looks very likely be the result of incessant warfare, such that most
that it might crumble. Something is happening in people half-expect to die in battle, or it may be the
the setting to make old verities and assured socie- product of a society that simply doesn’t value peo-
tal institutions totter, whether a massive monstrous ple’s lives. Death may be a penalty for comparatively
invasion or a revolt by some displeased underclass. trivial sins, or the environment might just be so dan-
These institutions will tend to strike out violently at gerous that a death in bed is a thing unlooked-for
threats, fearing that their basic existence is at stake, by most.
and the recklessness of their responses might be the
very catalyst that provokes their eventual collapse.
128• Society
Society Construction
A nation is the product of its society. While you can easily societies as candidates when your worldbuilding needs
sketch the borders of a particular fantastic domain on a a minority pocket within some empire or vast kingdom.
map, the more difficult part of the process is thinking Some societies may not be based on ethnic group-
about the kind of people who live there. The things they ings at all. While the tables here presume that the
value and the way they organize their lives will have in- members of a society share some overarching physical
evitable consequences when thinking about their govern- relationship, cultures based on ideology, religion, or his-
ment, their conflicts, and their ambitions. torical chance might have many different bloodlines and
This section allows you to roll up a society to inhab- ethnic groups mingled together. Membership in such a
it the nations you’ve made. Some nations may be mo- society might be contingent on agreeing to intellectual
no-ethnic, with a single dominant group and no mean- principles shared by the group, or joining with them in
ingful pockets of any other ethnicity. Others may have some overarching faith that is considered much more
more than one significant group within their borders, ei- important than mere lineage. Of course, rebels against
ther as a legacy of shifting boundaries, ancient conquest, these principles can find themselves exiled or isolated,
migration, or an old division in an existing people. lacking any other ties with their former comrades.
For now, just create one society for your nation and The societies you generate with these tables may or
take it as the dominant group. If your history generation may not be sympathetic to your own sensibilities, but you
or your own plans suggest the need for an additional should have a good idea of how the party is likely to react
group, you can come back and build it out, placing it to them. If you generate a society that believes in ritual
within the context of the majority’s culture. kitten defenestration and ceremonial puppy-based sa-
Note that the same society can exist in multiple na- dism, you can’t expect to use them as anything but villains
tions. One might have been a colony of the other, or exiles with most parties. You may need to blur the uglier qual-
from a lost conflict, or pioneers who pushed the border ities of some groups or emphasize the virtues of others
out and then demanded the right of independent rule. to make them into a more neutral society. Even so, don’t
There may be pockets of the group as minorities in dis- be surprised if your party draws unexpected conclusions
tant lands, and it’s often convenient to use already-extant about how willing they are to work for a particular group.
Physical Appearances
A GM usually needs some idea of what the average mem-
d4 What’s the Typical Build of the People?
ber of a society looks like. The tables on this page provide
some suggestions and possibilities for GMs who don’t 1 Smaller and slighter than their neighbors
already have a clear visual aesthetic in mind. 2 Same height and weight as the neighbors
These tables take into account the innumerable eons 3 Either short and stocky or tall and slender
of sorcerous alteration, genetic manipulation, intermar-
riage, and alien aesthetic preferences that have gone on in 4 Much bigger and bulkier than neighbors
the Latter Earth. The combinations may not map well to
any real-life group, largely because all the real-life groups
d12 Optional Common Forms of Adornment
that presently exist have long since gone extinct.
In addition, it’s not remarkable for certain groups of 1 Intricate hair styles or braiding
humans to have unusual physical additions or traits as an 2 Painted skin markings that sometimes change
inheritance from some prior age’s manipulations. So long
3 Tattoos of some cultural significance
as their cognition is similar to that of their neighbors, all
but the most hostile usually count them as humans. 4 Piercings, whether minor or elaborate
5 Role or class-specific clothing items
6 Patterned hair shaving or depilation
d8 Typical Skin Colors in the Populace
7 Culturally-significant jewelry or accessories
1 Extremely dark hues
8 Color choices with social meaning to them
2 Dark browns and mocha shades
9 Socially-meaningful animal motif items
3 Golden, sallow, or ivory
10 Worn weapons, tools or trade implements
4 Olives or light browns
11 Significant scent or perfume uses
5 Ruddy or tanned complexions
12 Impractical or elaborate role-based clothes
6 Pale white or pinkish hues
7 An unusual color or pattern of colors
8 Scales, fur, or unusual hide type d20 Optional Physical Quirks or Traits
1 They possess an extra eye somewhere
Government Construction
When building a government for a nation, tribe, or oth- personal retainers. There is very little in the way of paid
er polity, it’s important to keep in mind the purpose of offices, bureaucratic institutions, or low-level function-
your work. While there’s a great deal of pleasure to be aries. Taxes and other exactions are gathered and handed
had in worldbuilding for worldbuilding’s sake, a working over by the common populace based on custom and the
GM should keep in mind three fundamental purposes in threat of direct violence from the leadership, rather than
building any government. being collected by some intermediary enforcers.
Governments should provide adventure hooks. If PCs or others start to create problems in an area,
The conflicts within a government, the demands it makes the local citizens will have to deal with it. Only if that
upon a populace, and the problems it faces from reb- proves impossible will they send to their leadership for
els, malcontents, rivals, and its own internal corruption help, and that help may not be quick in coming. In such
should all work to provide you with easy adventure cre- cases, the leadership will dispatch one or more trusted
ation grist and interesting events for PCs to encounter. retainers to lead the local response. These retainers may
A peaceful, orderly, intricately-designed government may dragoon local citizens and resources to their purpose, but
be an enjoyable worldbuilding exercise, but it’s not likely their actions will be based on custom, threat, and recog-
to give you much playable content. nized necessity rather than any written charter.
Governments should provide guidelines for re- Medium-density governments are found in richer
acting to PC actions. You need to understand how the polities or tribal nation-states where there’s enough sur-
local rulers will respond to typical PC hijinks. While you plus to feed a thin layer of functionaries. Even in these
don’t necessarily need to explicitly tally the local lord’s nations, however, usually no more than one in three hun-
men-at-arms in full harness, you need to know what kind dred people are actually officials or permanently-mus-
of resources the local authorities will likely have for deal- tered soldiers. Small bureaucracies may exist devoted to
ing with troublemakers and responding to local crises. Is the treasury, the military, economic control, or state re-
there anything like a police force? Are there particular ligions, but these bureaucrats will tend to be centralized
things that PCs are likely to do or be that are problem- in the capital or other major cities. Villages and other
atic, like being a sorcerer in a magic-banning nation or a provincial regions will generally have a single governmen-
human in a land of demihuman supremacists? Your life tal representative present, along with a handful of local
as a GM will be much easier if you have a rough idea of clerks, guards, and servants, often part-time.
the kind of muscle and money available to the local rulers When a crisis happens, the local governmental
at various levels of PC interaction. representative will resolve it with their personal retinue,
Governments should fit the thematic goal of the or enlist locals to assist. Some of these natives may be
nation. If you want to have pulse-pounding sword and formally organized as auxiliaries, such as a town guard
sorcery adventures in a decadent land of untamed wil- composed of free citizens obligated to do the work on a
derness and debaucherous cities, you probably shouldn’t rotating basis, or village chiefs charged with collecting
put it all under an all-powerful mandarinate. Or if you do, crop taxes from their neighbors. These auxiliaries are
you should have a very good idea of why scholar-officials rarely paid much, if anything, for their work. Many of
chosen for academic ability and personal virtue actually their duties may be treated as unpleasant corvee labor
fit the kind of play you want to encourage in the area. exacted from the populace by the state.
With these three points established, you can go In a medium-density government, PCs are unlikely
through the sections below to quickly generate a gov- to encounter the city watch or other low-level function-
ernment that will help you fulfill each goal. aries outside of an actual city. The lowest governmental
representative is usually a city or district magistrate or
Governmental Density governor, and individual village chiefs are likely no more
First, you need to decide how dense the nation’s govern- than important local citizens deputized as such by cus-
mental resources are. Very poor polities simply cannot tom. If the PCs cause serious problems in a city, the rul-
afford the tremendous superstructure of officials, enforc- ers may have a certain number of standing guardsmen to
ers, functionaries, and men-at-arms in full harness that deal with them, but major uprisings will require calling
richer nations can indulge. As a consequence, they will out the citizenry, the local garrison, or sending for help.
tend to have very different mechanisms for dealing with High-density government is the sort most familiar
public disorders and large-scale problems than more af- to modern readers, being a fair description of many of
fluent nations. the modern nations of the world. Perhaps as many as
Low-density governments tend to exist in tribal one in a hundred or even more are either professional
societies, small fiefs, compact institutions such as mon- soldiers, clerks, functionaries, or other state-employed
asteries, or poor nations that produce very little surplus servants. Bureaucracies exist in every city and town, and
for the elites to collect. Their governments usually consist the government has the manpower necessary to involve
of a single autocrat or small group of leaders and their itself in almost every form of human interaction.
Government •133
History Construction
A GM will often need to build some sort of history for Then use the table below to pick out some crisis they
their creations, whether for current nations and groups faced and overcame, thus instigating their rise.
in their campaign setting or for some long-lost fragment
of ancient empire. Rather than bog down in an endless- d00 Historical Crises
ly-unscrolling timeline of events, it can be convenient to 1–4 Barbarian invasion
package the past into four stages for any group: origin,
5–8 Colonial incursion from a greater power
rise, peak, and fall. The tables provided here give some
suggestions for particulars. 9–12 Decadent society or a great social evil
Not every group will need every stage fleshed out, 13–16 Divine wrath upon them
and not every element needs to be detailed in exhaustive 17–20 Domineering neighbor
fashion. A few sentences about each stage is often all
that’s necessary for some long-dead empire, and when 21–24 Economic collapse
building some time-lost ruin all you might care about is 25–28 Failed external war
how the original creators fell. 29–32 Ideological divide
You can also create epicycles inside this pattern, add-
ing additional rises, peaks, and falls within the group’s 33–36 Incompetent governance
history until some final burden blots them from the 37–40 Internal refugees from disaster
memory of the world. It’s generally only worth your 41–44 Loss of cultural confidence
time to do this if you plan on very carefully detailing a
45–48 Magical calamity
particular history. For less important actors, the rough
outlines are usually all you need. 49–52 Malevolent religion
If you don’t already know of their origins, first find 53–56 Miserable poverty
out how the group came into being.
57–60 Natural disasters
d8 How Did They Originate? 61–64 Noble infighting
1 Aboriginal peoples united in the area 65–68 Religious or ideological excess
2 They were refugees from a fallen land 69–72 Resource exhaustion
3 They were exiles or losers of some civil strife 73–76 Scheming wizards
4 They were colonists who became independent 77–80 Some titanic monster
5 They were magically created or shaped here 81–84 Tyrannical rule
6 They all followed a faith or ideology here 85–88 Unsuccessful expansion
7 They were a conquering army gone native 89–92 Usurpers seizing control
8 They migrated here for profit or plunder 93–96 Vicious civil warfare
97–00 War with a stronger power
Now roll or decide what became of the original in-
habitants of the land, who might’ve been the last rem- But how did they manage to overcome the crisis?
nants of the former ruling power of the region or small, What quality did they demonstrate to get through the
disorganized groups unable to successfully resist. hard times or shift the burden onto their neighbors?
d10 What Became of the Original Inhabitants? d10 How Did They Overcome the Crisis?
1 There were no other humans living here 1 A brilliant and inspirational leader arose
2 They were wiped out in warfare 2 Organization and unity overcame the trouble
3 They were utterly assimilated 3 Grim determination and enduring the evil
4 They were driven into exile 4 Faith strengthened them against the woe
5 They became the ruling class 5 Skillful use of magic resolved the problem
6 They became an oppressed underclass 6 Martial prowess and military cunning
7 They were partially assimilated 7 Diplomatic ties and outside help
8 They retained small areas of self-rule 8 Industrious labor and tireless exertion
9 Roll 1d8 twice; both happened 9 Economic brilliance and trading acumen
10 No one can agree on what happened 10 Ruthless but effective sacrifices were made
History •137
With the group at its historical peak, what particular d12 What Became of the Unabsorbed Survivors?
marvels, splendid qualities, or exceptional strengths did 1 They fled for refuge to a neighboring nation
it demonstrate? The shining peak of a provincial noble
2 They sought to hide in a dangerous wilderness
house might produce significantly less than the golden
age of a world-spanning empire, but something about 3 They were exterminated by bitter rivals
this period set its stamp on the group and gave them 4 They degenerated into savage remnants
something to be proud of for the remainder of their days.
5 They were enslaved by their enemies
d12 What Was Great About Its Peak? 6 They were magically transformed or twisted
1 A terrible regional evil was driven back 7 They were shattered into pockets of survivors
2 Academies were built that are still honored 8 They became a remnant shadow of themselves
3 Ancient foes were united together 9 They forcibly migrated into a weaker land
4 Grand Workings were sorcerously raised 10 They formed the nucleus of a new culture
5 It controlled the trade of the entire region 11 They split into several new, smaller groups
6 It was hegemon over its weaker neighbors 12 Roll twice; the resultant groups hate each other
7 Its armies were fearsomely mighty With the basic outline of the group’s history com-
8 Its culture was compelling to its neighbors plete, you can now go on to decorate their past with other
9 Magnificent works of art were created historical events, such as those given on the following
pages. If you’ve already established a few historical events
10 Numerous legendary heroes arose for the group as part of building a backdrop with them,
11 The populace was tremendously prosperous you can stitch those existing events into the pattern
12 Wonderful works of architecture were built you’ve generated here.
All of the results in this section should be selected
Yet all glories must fade in time. For its fall, pick with an eye for adventuring potential. The old conflicts,
or roll another historical crisis; this time, the group was past prides, and present travails of a nation are meant
unable to rise to the occasion and collapsed due to the to provide situations that the PCs can encounter, and
stress of the situation. Why couldn’t it handle the crisis? problems that they might be called upon to intervene
in. An intricate tale of a hundred-year war is all well
d12 Why Did It Fail At the Final Crisis? and good, but if the story doesn’t provide any adventure
1 Its people were too deeply divided hooks, then it’s recreational worldbuilding rather than a
2 Its leadership was hopelessly inept source of playable content.
Also keep in mind that these history tools don’t need
3 The gods cursed it to ruin to be applied strictly to great nations or mighty tribes.
4 Decadence and self-absorption doomed it Even a gentry family in some remote village might have a
5 It was vastly overconfident in its plans history patterned from this table, translated and shrunk-
en down to the scale at which they live. The Barbarian
6 Its neighbors conspired to help ruin it
Invasion that was a tide of howling warriors to a nation
7 It was actually two crises, and it was too much might be a raucous clan of backwoods squatters laying
8 It was culturally exhausted and apathetic claim to the family’s best fields. In the same vein, “diplo-
matic ties and outside help” might’ve brought together a
9 Some tried to take advantage of the crisis
national alliance at a state level, and might’ve called on
10 Its strengths were useless against the problem old marriage ties to marshal a mob of angry villagers at
11 The crisis was far too vast and overwhelming a more familial level. Use the results as cues and general
12 Some leaders were allied with the crisis directions rather than stiff descriptions of specific fact.
Religion Construction
While it’s certainly possible to create a setting wholly de-
void of anything resembling a religion, most GMs will What is the God’s Origin?
want some manner of faith in their campaign. Note that Where did this deity come from? The religion may be
you should only build the religions you need, the ones completely wrong about the facts of the matter, but they
that will give you the most playable content and the high- will have some kind of explanation as to the origins of
est number of adventure hooks. A boring faith, however their god. This origin will tend to shape a faith’s rela-
important it is to the culture or society it’s in, just isn’t tionship with their patron; the literal hero-ancestor of
worth much of your mental effort or creative energy. a people will draw a different kind of devotion than a
personified abstract principle.
The Scope of the Faith d12 Where Did The God Come From?
First, decide where this god is worshiped. It might be
a local deity unknown outside a particular backwoods 1 It’s a deified ancestor-king or progenitor
hamlet, or it might be the state faith of an entire kingdom 2 It’s a legendary historical hero or teacher
or continent. Some faiths you create might be entirely
3 It’s an abstract principle reified as an entity
dead in the modern age, existing only to help you define
the particular god some ruined temple once served. 4 It simply always existed since creation
Use the scope of the faith to scale the results and de- 5 It was an apotheosized sorcerer
cisions that follow. A religion led by a single holy prophet 6 It’s the genius of a particular land or location
might amount to a village wise man for a petty rural god,
while an empire’s faith might be led by a pontiff hardly 7 It was an Outsider or alien from beyond
less powerful than the emperor. 8 It was a personified natural phenomenon
9 It was another faith’s saint turned into a god
Who Leads the Faith? 10 It was a tamed or placated supernatural entity
How is the religion organized, and who makes decisions
about its beliefs, actions, and use of resources? When 11 It was an artificial construct built by humans
PCs interact with the clergy, who will be deciding how 12 Roll twice and blend the two
the faith responds to them, and who do the nobles deal
with when they want divine favors for the church?
d8 Church Structures Why Does This Faith Matter?
Most gods provide something important to their wor-
1 Each holy man or woman is the autonomous
shipers, be it luck, divine blessings, salvation upon death,
leader of their own branch of the sect, with
or curses on their enemies. From a GM’s perspective,
however many followers they can gather.
however, the most important factor is how the god re-
2 There are multiple pontiffs, friendly or otherwise, lates to the PCs, and what sort of playable content they
with subordinate clergy obedient to their own bring to the campaign setting.
pontiff and perhaps cooperative with others. In some cases this will be obvious, because you’re
3 There is a single pontiff with a layer of upper building a faith to be the state religion, or the primary
clergy and temple heads beneath them, who source of Healers in a setting, or some other clear hook.
have a layer of minor clergy serving them. The table below offers some suggestions for other cases.
4 Individual congregations are independent, with
d10 Why Does The Faith Matter?
their clergy subject to the consensus will of their
parishioners. 1 It’s the main purveyor of healing blessings
5 Powerful lay believers fund temples that are 2 It provides magical favors to the faithful
subject to their family’s wishes, staffed by clergy 3 It’s locked in conflict with a major local power
supported by their funding.
4 It supports something the PCs love or hate
6 There is no official clergy; some believers may
take up special roles or provide teaching, but 5 It’s the state faith or otherwise legally important
they are not qualitatively different from others. 6 It regularly hires people to do work for it
7 The church is entirely part of the secular structure 7 It’s trying to expand and needs help
of the land, its clergy no more than officials
8 It’s a huge economic player in the area
appointed by the government to their roles.
8 Roll twice; the faith has different structures in 9 It plots secret sinister evils against the land
different places or contexts. 10 It has influence over important locals
Religion •141
d8 What’s So Horrible About the Faith? d20 Specific Traits of the Cult
1 Unbelievers are to be killed on principle 1 It favors monstrous body alterations
2 Hideous appetites of the flesh are sacred 2 It’s a remnant of a now-dead culture
3 Unholy entities from beyond must be called 3 It has a variety of potent ancient artifacts
4 Unbelievers are cattle to be used as desired 4 It’s a sect of a better-known public faith
5 The world must die to make room for the god 5 It cuts secret deals with the ruling class
6 Secular civilization must be destroyed 6 It has a totemic beast or monster type
7 All law but the cult’s must be overthrown 7 They live where normal people couldn’t
8 The god demands a terrible nourishment 8 They’re cannibals or other gustatory deviants
9 They have agents in other religious groups
d10 How Do the Clergy Enforce Their Will? 10 They were thought to be wiped out in the past
1 Magical curses scourge the disobedient 11 A subculture of the land is friendly to it
2 Blackmail and threats of social ruin 12 It employs technology-like magics
3 Murder by cult enforcers and monsters 13 It has a lot of servitor monsters obedient to it
4 Mental compulsions implanted by rituals 14 An area is tacitly understood to belong to it
5 Kidnapping before a hideous ritual death 15 It was once a public and powerful faith
6 Traitors are betrayed to cult enemies 16 It has open sympathizers among the great
7 Violence against a traitor’s loved ones 17 It’s thought to hold back some awful doom
8 The dark god’s divine wrath smites them 18 They only look like humans
9 Control of an addictive thing they need 19 The visible part of the cult is but a fraction of it
10 Lay believers gain glory by purging traitors 20 They serve a purpose that no longer obtains
146• Placing ruins
Location Tags
The work of creating interesting places and memorable guildmaster of the Arcanocaloric Guild, whose crucial
campaign elements can be exhausting to a GM. Even advances in repairing thermal Workings have made him
when following the pattern provided in this book, the and his guildmates above the law in his native city. In the
need to generate thumbnails of a dozen different cities, same vein, the “visionary supporter of the innovator” and
ruins, wilderness features, or other places of interest can “victim of an unpunishable crime” elements of the Friends
frustrate and weary a creator. It becomes difficult to come lists can be turned into Hubert Wheelwright, Crane’s
up with new ideas about each new place or give them brilliant apprentice and the true originator of the tech-
some sense of distinction. niques that Crane stole, now hiding in terror from his
Tags are a creative tool meant to ease the GM’s bur- former master’s hired assassins.
den by assigning each point of interest a pair of character- Whenever you need some set dressing or adventure
istic qualities or tropes. These two tags are then blended components for your points of interest, just go to the tags
together and the result gives the GM a better idea of and mix up something that fits them. Some tags will be
what the place is about and what kind of adventure op- harder to mesh than others, of course. You could simply
portunities are to be found there. Each tag is made up of reroll them, or instead take some time to figure out a way
five different elements, each with three different examples in which the results actually do apply. Another option is
provided. to read one or both of the tags metaphorically, translating
Enemies are antagonists characteristic of the trope. the general concept into terms applicable to the situation.
They’re exemplary villains or troublemakers that can be There are four different sets of tags in this section,
responsible for whatever unhappy situation exists that each one aimed at a different kind of point of interest.
needs adventurers to help sort it out. They may not be While the sets are all aimed at their particular targets, it’s
the worst or more dangerous denizens of the place, but quite possible for a GM to mix and match out of any of
they’re vexing enough to make trouble for the natives. the sections, either reading them metaphorically or com-
Friends are sympathetic or appealing NPCs that ing up with novel explanations for a literal interpretation.
the players might be expected to want to help or coop- GMs who have access to other Sine Nomine games that
erate with. They’re the locals who are most likely to seek involve tags, such as Stars Without Number, should feel
out adventurers for help or otherwise provide the hook free to mix them in as well if they want additional grist.
for getting involved in a situation. The examples provide Community tags are for cities, villages, tribes, sub-
likely Friends for each tag, but the GM can tweak them terranean survivor bands, or other broad grouping of
to better suit the known interests and inclinations of the people. They give traits that distinguish the community
players. from others like it; they may gesture at its organization
Complications are particular twists or difficulties or social structure, but the point is to explain what about
that are characteristic of the trope. They may be partial the place might provide adventure grist for the GM.
inversions of the tag, or complexities that it layers onto Court tags are for noble courts, temple hierarchies,
a situation, or subversions of likely player expectations. business enterprises, dynastic families, insular clans, or
Complications are meant to keep problems from being other groups where intrigue, personal relationships, and
too straightforward and simply resolved without having conflicting goals are apt to be found. People in a court
to deal with the complexities of the place. want things and they’re likely to be looking to recruit
Things are macguffins, treasures, rewards, or plun- outsiders to help.
der that might be found at the site, objects that the Ene- Ruin tags are for classical dungeons, lost cities,
mies or Friends might be fighting over or that might be Outsider ruins, mysterious towers, or other sites where
part of a Complication’s entanglements. While a pile of sneaking down corridors and checking for traps are usual
loot is usually enough to catch the eye of any adventurer, adventurer pastimes. They’ll help you add flavor to your
a Thing is something specific to the tag’s theme. holes in the ground or piles of cracked masonry.
Places are archetypal locations or characteristic Wilderness tags are for natural hazards, dangerous
structures for the tag, the kind of places you’d expect to lands, remote motherlodes, wild beast territories, and
adventure in were you in such a place. Other Places can other sorts of encounters or points of interest that might
be used as thematic backdrops for an adventure. draw an adventurer’s attention. They’re often useful in
For each point of interest, two tags are rolled and filling up a hexcrawl, allowing a GM to plant points of
the results are synthesized together when the GM needs interest in the deep wilderness without having to load it
a component for their adventure creation. If the tags for up with an endless parade of villages or minor dungeons.
a community are Brilliant Innovation and Lawless Class Each section provides some additional tables and
and the GM needs an antagonist, they might pick “Cru- guidance, the better to assist you in using the tags to their
elly indulgent elite” and “Grasping guildmaster” from full effect. As always, you should take what you need
those tags’ Enemies lists and blend them together. Thus from those tools, using only the ones that you need and
emerges Theophilus Crane, the ruthless, selfish Thurian adjusting things as your creativity recommends.
148• Community tags
Communities
While Courts provide tightly-connected webs of rela- istence first; this will tell you a great deal about the kind
tionships for the PCs to entangle themselves in, Commu- of locals you’ll be finding in the Community and what
nities serve more as adventure backdrops for the heroes, their chief employments and interests are likely to be.
or contexts in which other adventures occur. The partic- From there, you can roll or pick to find out who ac-
ular heroics of the party might significantly change the tually runs the Community. This may or may not be the
Community, and the needs and situations of the place nominal head. The central government might say that the
might present immediate adventure hooks to them, but leader of a farming hamlet is the government-appointed
the existence of a market town does not serve as the same headman, but everyone in the village might know that
blatant predicate for adventure that a lost Deep offers. Mother Orde is the one who decides what they’re going
Most often, Communities serve as the sandboxes in to do when a problem arises. Tension between real and
which urban-focused or intrigue-based adventures can nominal leadership can make for useful adventure grist.
occur. For many players, the default mode of interaction The “significant locals” column can be used to gener-
in the wilderness or the underworld is combat; in a city ate a few NPC hooks for those occasions when you need
or village, that default instinct is going to be conversation. a suitable local face for your adventure or an NPC you
Sudden, brutal violence is by no means alien to a city, but can hang a hook on. The “current pressing problem” is an
most PCs will be much less inclined to pull their swords immediate situation you can color with Community tags
on a surly town guardsman than on an Anak warrior. or use straight. If you mean to make an adventure hook
The resources in this section include both a list of out of it, be sure it’s something the PCs can reasonably
Community tags and a set of tables that can be used to influence with their involvement.
flesh out and characterize particular settlements. While For delivery of adventure hooks, the two bottom
you could optionally choose to use one, both, or neither, tables suggest potential local NPCs who might approach
they’re built to work cooperatively. the party and some ideas for what the natives could offer
To characterize the Community, decide whether it’s by way of payment. These suggestions will be colored by
best considered a rural village, a significant city, or a tribal the Community tags and the Friends or Things that are
or provisional gathering of people. Using the appropriate suitable to the Community’s situation. As with all the ta-
table, find out the basic rationale for the settlement’s ex- bles, they should be taken as suggestions for you to shape.
Community tags •149
Rural Villages
d12 Rationale for the Village’s Existence
These tools can be used for the typical medieval-flavored
1 Once a garrison outpost of a nation
village or rural hamlet beloved of many adventures. Such
places are at usually at least minimally self-sufficient. Vil- 2 A mine or quarry, perhaps now exhausted
lages in relatively sophisticated nations might have per- 3 A spot where refugees of a calamity settled
manent shops or full-time artisans working a particular
4 Holy ground or a temple to a particular faith
trade, but most such hamlets have their entire population
engaged in agriculture, with specialists doing particular 5 A plant or animal grows very well here
crafting jobs as their neighbors might need them. Coin- 6 It’s a safe waypost on a trade route
age is usually scarce and reserved for use with outside tax 7 Refuge for a despised minority or group
collectors and hired workers, as the local trade deals in
tacitly-understood favors owed and granted. 8 A bandit camp that went legitimate
While such villages are often very poor, it’s not un- 9 A self-ruled home for demihuman residents
known for them to have at least some valuable goods or 10 It’s a safe base for salvage or ruin plundering
trades hindered by the village’s great remoteness, com-
11 Decayed remnant of an ancient city
plete lack of fame, or inability to safely get the good to a
market that has a demand for it. 12 It grew up around a lordly manor or estate
Major Cities
d12 Rationale for the City’s Existence
A village is largely self-sufficient and organized around
1 It’s the former seat of a vanished nation
the production of basic necessities. A city, whether a
market town or a grand megalopolis, is a place that lives 2 It’s a trade nexus that has greatly prospered
off the produce of tributary communities and produces 3 It’s an industrial or productive center
goods and services of a sophistication far beyond that
4 There is heavy resource extraction nearby
possible in a small village. These tables can be used for
modest market centers or major urban sites, with details 5 It controls a vital defensive point
being scaled to fit the size of the city. 6 It’s built around an ancient Working
Cities need a constant flow of food from the sur- 7 It’s a stronghold of a local subculture
rounding countryside, and not uncommonly a constant
flow of new citizens from the villages to make up for the 8 It’s a sacred city to an important faith
death rate brought about by plagues, malnutrition, and 9 It’s a shared market for many villages
endemic diseases. Only the richest and most advanced 10 It’s a place of great beauty or healthfulness
urban centers can escape this entropic drain, often with
11 It’s a shelter from dangerous environs
the help of still-operational ancient Workings. Cities are
the places most likely to still maintain these great edifices. 12 The natives are somehow bound here
Community Tags
Community tags provide adventure grist for any location the second of the original tags. This conflict or division
where a significant number of people have to work to- is what gives the subculture its identity or present focus
gether for survival. While the classic “grimy medieval city” of effort.
or “rural dirt-farmer hamlet” are both archetypal com- Community tags are particularly susceptible to be-
munities, this heading could also include monasteries, ing altered by the actions of the PCs. It’s not beyond
isolated ideological groups, subcultures within a larger impossibility for an adventuring band to completely
society, or any other mass of people that lack the implicit overturn the power structure or internal politics of even
hierarchy and shared organization of a Court. a good-sized city, let alone a humble farming thorp. If
As with the other tags, Community tags should be this happens, be ready to pull the negated tag and apply
read as broad strokes and general directions for your cre- something that makes sense as a consequence or derived
ativity rather than a strict description of reality. It can be outcome of the PCs’ actions. It’s almost impossible for a
useful to think about them in a metaphorical sense as mere band of adventurers to quell all conflict and struggle
well as a purely literal one; maybe the Monstrous Trib- in a human community, but they can at least shift the
ute that the community is offering is its docile sacrifice terms of the fights to something they find more palatable.
of young men to a brutal lord’s meatgrinder border wars. Major projects as described on page 336 might be
Two well-blended tags are usually sufficient to give used to significantly change a Community’s character or
character to any single community. If you’re building a situation. Careful manipulation of existing power bases
subculture of a particular community, you might choose and the enlisting of useful outside aid can combine with
to roll a third tag, pair it with one of the first two, and heroic deeds of might to completely alter the existing
then pit it in some sort of opposition or conflict with power balance of a place.
Courts
A “Court” is shorthand for a particular group of NPCs Courts are synonymous with intrigue and plotting,
tangled in a mutually-shared enterprise. It might be a and the table of potential internal or external problems
classic noble court, a large business, a patriarch-led famil- the Court faces can be used as seeds of conflict for in-
ial clan or dynasty, a temple with its clergy, a magistrate’s spiring these secret struggles. The Court Tags you gen-
bureaucratic office, or any other circumstance where a erate for the group can flavor these results, or you can
number of significant NPCs have to work with each synthesize an implicit crisis in the tag with one of the
other while perhaps having contrary goals and ambitions. results to create a hybrid situation. It may be that this
Court tags are used to provide intrigue-based adven- conflict is merely the most immediate manifestation of
tures and help a GM manage the complexity of designing the larger-scale problem represented by the Court Tags.
and running more socially-oriented challenges. When In all cases, a GM should be careful to provide some
the GM needs to generate a social situation that can’t reason why immediate, brute-force violence is not the
be readily solved with swords these tables and tags can smartest solution for the problem. Killing major figures
provide the basic outlines for them. might bring down the kind of societal heat that even
Five different types of Courts are sketched on the notoriously cold-blooded adventurers avoid. It’s very like-
following pages. The “major figures” for each provide a list ly that their rivals in their Court conflict don’t actually
of potential significant players in the Court’s intrigue. A want them dead, particularly if the Court is representing
GM should generally pick or roll three such figures to a normal familial clan or business.
act as the major foci of plots and schemes. “Minor figures” The rewards and enticements offered by a Court for
can be used to fill out NPCs necessary for delivering ad- resolving its problems should tie in with the society or
venture hooks, local color, or agents of the major figures. community it inhabits. A far-flung rural clan might not
Each major figure has some sort of power source have much in the way of practical wealth, but if they’ve
that makes their opinions and wishes relevant to the got a cousin in every village the chance to get a helpful
Court’s actions. They can’t be wholly neutralized until local guide might be worth more than simple coin. A
they’re either killed or their power source is eliminated, noble family might never be able to openly admit their
and the former may not be a feasible option for their association with the coarse PCs, but their client families
rivals or the PCs. might all have very remunerative work for the heroes.
Court tags •167
Aristocratic Courts
d12 Main Theme of the Court
These courts represent noble houses, monarchic courts,
1 Treachery, an air of suspicion and mistrust
or other combined places of governmental power and
exalted lineage. They have a great deal of secular power 2 Decadence, of excess and indulgence
over some part of the region and their wishes must be 3 Ennui, of exhaustion and loss of meaning
respected by the common folk… or resisted with con-
4 Ambition, of driving forward and upward
siderable effort.
Very few elites can afford to rule with complete in- 5 Resentment, bitter at their rivals’ crimes
difference to the opinion of others, however. These courts 6 Nobility, a sense of obligation to their people
will usually be seeking alliances with other aristocratic 7 Paralysis, trapped in some internal crisis
houses, cooperation from rich merchants, and blessings
from important local faiths. In a stable region, their chief 8 Luxury, abundant in wealth and possessions
rivals will be other aristocratic courts. When the area is 9 Tyranny, cruelly oppressing those under them
in turmoil or the social order is in flux, they might find 10 Dissolution, falling apart from outside stress
themselves facing powerful commoner clans, ambitious
11 Exoticism, following strange outside ways
religious organizations, or rich merchants willing to pro-
vide reliable order to society. 12 Might, flexing its power in impressive ways
Business Courts
d12 Relations With Their Market
These courts can be used to detail powerful merchant
1 Trusted, they’re a fixture of the local market
houses, business combines, or even ambitious new enter-
prises that play a significant role in a community. 2 Angry, they’ve done something to infuriate
Business courts provide at least one product or ser- 3 Curious, they’ve come up with a new thing
vice to the people around them, one important enough
4 Resentful, they deal harshly and graspingly
or expensive enough to give them considerable influence.
Given the state of most nations, every major merchant 5 Suspicious, they’re rumored to do vile things
expects the local rulers to try to take his profits and claim 6 Admired, they’re well-loved by customers
his property sooner or later; the idea of property rights 7 Novel, they’re new to the market here
independent of the desires of the ruling class is not a
familiar one most places. 8 Patronized, favored by the local nobility
The main defense a business court has is to be more 9 Affinity, dealing with co-ethnics or believers
valuable to the rulers intact than dismembered. Some 10 Apathetic, with customers losing interest
emphasize heavy ties with local authorities, while others
11 Predatory, eliminating weaker rivals
in wilder lands make themselves too dangerous or too
vital to destroy with impunity. 12 Shabby, their goods cheap and minimal
Criminal Courts
d12 Their Primary Mode of Crime
Gangs, secret societies, degenerate villainous cults, and
1 Extortion, using brute force and threats
other groups of organized rebels against societal laws are
represented as criminal courts. These groups all stand in 2 Blackmail, preying on the wealthy
opposition to some generally-accepted principle or code 3 Murder, being proficient assassins
of laws, though many may be tacitly normalized in places.
4 Smuggling, sneaking in untaxed goods
Substantial criminal enterprises all exist in some
sort of relationship with the society around them. Per- 5 Black Marketeer, selling forbidden things
haps the locals accept them as an unpleasant inevitability, 6 Slaving, whether legitimate or by force
or they’re too dangerous for secular rulers to meddle with 7 Theft, whether burglary or banditry
them, or they prey on a population that the authorities
are indifferent to. 8 Fraud, con artists and business cheats
This acceptance can vanish rapidly if the court seems 9 Loans, giving high rates and harsh collection
to present a real threat to the government’s control, how- 10 Fencing, selling hot goods untraceably
ever. Given their outlaw status, the common populace
11 Occult, offering forbidden magic to others
is unlikely to have any concerns about their brutal and
extra-judicial suppression. 12 Piracy, or helping pirates sell their goods
Religious Courts
d12 Their Relations With the Larger Faith
Temples, monasteries, seminaries, secret cults, or strictly
1 Schismatic, despised as heretical
secular academic institutions can all be represented by a
religious court. Wherever a combination of intellectual 2 Desultory, an apathetic jobsworth sentiment
rigor, obscure practice, and less-than-tangible communi- 3 Carceral, a punishment-post for wrongdoers
ty services are found these courts can provide structure.
4 Affable, courteous and cooperative
Religious courts exist in the context of a larger faith,
though they may not be strictly subordinate to any out- 5 Populist, focusing on the poor lay believers
side cleric depending on the structure of the religion. 6 Intellectual, given to sophisticated theology
Whether independent or obedient to a bishop, however, 7 Occult, conducting theurgic magic studies
they are undoubtedly under at least some pressure to
cooperate with the local government. Any organization 8 Pioneering, a new missionary establishment
with the money, popular influence, and land holdings 9 Zealous, full of fervent believers
held by a major temple is going to have to come to some 10 Subverted, controlled by a secular power
kind of terms with the local ruler. Minor shrines and
11 Venerable, old and greatly honored
remote monasteries may be able to avoid the worst of
these exactions. 12 Sectarian, a stronghold of a particular faction
Court Tags
Like the other tags in this section, Court Tags are meant Other tags are more descriptive in nature, and don’t
to be interpreted in terms of the Court they’re modify- have an obvious built-in problem to present to the PCs.
ing. Affliction’s Mark representing a wasting disease on In those cases you can just use that tag to flavor the com-
a temple’s senior clergy is going to have a very different plication implied by the other, or else draw the tag to its
flavor than the tumor eating away at a crime boss’ brain. extreme and make the Court deal with the consequences
A desperate search for the crime that inflicted such a of maintaining their place or behavior in the face of an
dreadful divine punishment might fit one, while a crim- uncooperative world.
inal gang cast into paranoid dread of the boss’ mercurial Two Court Tags are usually sufficient to give a group
temperament is more in line for the other. its own flavor and style. A royal court made up of three
Some tags come with implicit problems as part of or four quarreling noble houses might have each of the
their description; an Awkward Birth carries with it the contenders built as their own Court, each with their own
turmoil that the Court is experiencing as it tries to deal pair of tags and their own internal tensions to go with
with a child that shouldn’t exist. If you’re going to the their external rivalries.
trouble of generating a Court, it’s probably so you can use Conversely, you might mix two tags for a single
it in an adventure, so these problems and crises should be Court, but then roll a few more to flavor individual
phrased in ways that the PCs can get involved in them. major figures in it, using them as metaphors or creative
The situation might be so delicately balanced between cues to give personality or detail to the participants in
different major players in the Court that the small nudge the Court’s intrigues. Still, as in all sandbox affairs, don’t
a group of skilled outsiders can provide is just what it build more than you need for your immediate content
takes to bring the matter to a resolution. requirements. You can always add more detail later.
Ruins
There’s hardly an adventurer alive who doesn’t like to ex- The key to building interesting ruins is context. A
plore an ancient ruin, so it’s inevitable that you’re going to random magic hole in the ground with assorted mon-
be producing your fair share of crumbled keeps, stygian strous creatures in it is difficult to justify in most cam-
tunnels, and sinister lost cities. The adventure creation paign worlds. Even if there is some conceit that makes it
tables that start on page 234 can help you flesh out the a normal sort of event, the sheer untethered randomness
details of these adventure sites, but you need to have a of it makes it very difficult for a GM to flesh it out in an
general framework in place before you can use them ef- interesting, engaging fashion. Of course, very few GMs
fectively. have the time or energy to brew up a half-dozen ancient
The Ruin tags in this section are useful in situating civilizations that are relevant to their current campaign
the ruin within the context of your own campaign world. only in their architectural leavings.
Every tumbled-down heap of stones came from some- Fortunately, you don’t have to. All you need to es-
where, and it originally served a purpose more exalted tablish is what the structure was originally meant for,
than being looted by lawless sellswords. how it ended up ruined, and who if anyone is using it
The one-roll table opposite allows you to create this now. The name and particulars of the original creators
context for an average fantasy-world ruin. The results are don’t need to be established if it’s not convenient; just
generally applicable to most settings and can be flavored knowing that it was a border garrison is enough to tell
or tweaked to suit your own campaign’s particulars. you how you should design its architecture. Knowing
The following pages include specific tables for six that it was overrun by barbarians tells you what kind of
major prior periods of history in the Gyre, whether lo- damage it should have suffered and what sort of detritus
cal kingdoms like the Rule of Shun or region-spanning and leavings might be left from that age. Knowing that
hegemons like the Vothite Empire. While the details it’s currently a shrine to an obscene faith tells you what
provided in these tables are specific to the Gyre cam- kind of inhabitants the PCs are going to meet if they go
paign setting, you can just as easily loot their themes for there and what more modern decorations might exist.
your own world and use them as the models for ancient Any further details can be conjured as necessary. All you
civilizations in your own setting. really need is a basic, functional context.
Ruin tags •187
d8 How Did It Become Ruined? d20 Who’s Used The Ruin Before?
1 It was invaded and destroyed by its enemies 1 Rebels against the local ruler
2 Strife from within tore it apart 2 Bandits or other criminal outcasts
3 Some natural calamity despoiled it 3 Fanatical religious zealots
4 A Working’s failure or magical disaster struck 4 A failed pretender to the local rulership
5 It was abandoned when it became useless 5 Refugees and survivors from a calamity
6 A plague or curse made it uninhabitable 6 A wizard of dubious habits or goals
7 Some dire monster or great foe smashed it 7 A black market trader to bandits or worse
8 Its inhabitants died out or simply left it 8 Overly optimistic settlers trying to reclaim it
9 A hapless garrison of local troops
d10 Why Hasn’t It Been Plundered Bare Yet? 10 Monstrous entities lying in wait
1 The environment around it is very dangerous 11 Savage beasts of a dangerous kind
2 It’s cursed, plagued, or has some miasma 12 Adventurers trying to make it a base
3 The locals kill or drive off looters 13 Social outcasts looking for a haven
4 The true entrance to it is unknown 14 Demihumans trying to avoid human places
5 It’s physically very difficult to access 15 Smugglers seeking a good stash spot
6 It’s believed inhabited by fearsome things 16 Nominal owners trying to lay claim to it
7 Everyone thinks it’s already been looted 17 Heirs or survivors of the original inhabitants
8 It’s confused with a nearby site that is looted 18 An invading warband based here for a while
9 It’s claimed by a powerful local authority 19 Intelligent monsters suited to the environment
10 The prizes it offers aren’t conventional riches 20 Restless undead and embittered shades
188• Ruin tags
Ruin Tags
Before a GM can use the tools on page 234 to start is no longer occupied by human royalty. Whatever the
building the individual places, foes, and treasures within place was originally meant to be, it no longer serves that
a Ruin, they need to have some idea of what that Ruin purpose. The Ruin Tags can help detail the earlier tables
is like and the overall theme of its contents. A pair of and add more specifics to its historical fall or slow, inex-
Ruin Tags from the list below can serve as the start of orable decay.
the process; pick or roll two, mix them together, and use Just because the Ruin is no longer used as it once
the results to inform your later development. was, however, it doesn’t mean that it has no use at all.
For most of the tags, the Enemies listed can serve as The architectural castoffs of countless eons of humanity
inspiration for major foes within the debris or overlords often find use as dwellings or strongholds for non-human
who’ve cowed the other inhabitants of the Ruin. The creatures, or sanctuaries for bandits and outcasts from
Friends are usually NPCs who would have a particular more peaceful surroundings. Ancient infrastructure or
interest in the Ruin, or potentially friendly Ruin inhab- mouldering fortifications can find new life in the re-pur-
itants who could act as guides, interpreters, or dungeon posing that a band of Anak raiders or a sect of persecuted
dragomans for the PCs. If the PCs need a hook to direct cultists can make of it.
them to the Ruin or a friendly face within it to discourage Of course, the natural hazards of the environment
them from immediate assumptions of universal blood- often do away with such interlopers, creating the poten-
shed, a Friend can lead the way. tial for multiple layers of past inhabitation and use. An-
Ruins are generally defined by their loss of former cient treasures might date from more than one era, and
utility. A ruined city is no longer inhabited, a ruined for- the plunder of a lost age’s bandits might be mingled with
tress is no longer a point of defense, and a ruined palace the modern possessions of hapless now-dead refugees.
Wilderness
It’s not uncommon for GMs to have difficulty in flesh- your work together as you go; recurring NPCs, current
ing out the wilderness parts of a hexcrawl or explora- struggles, or shared history might be reflected in multiple
tion-based campaign. One forest tends to look a lot like points of interest.
another, and there’s only so many times one can go to the Don’t try to turn each point of interest into a full-
well of “inexplicable magical effect randomly occurring fledged adventure-worthy site. You’ll exhaust yourself in
here” before it starts to get stale. Rural villages, lost ruins, short order if you try to do that. Instead, give each point
and other social- or dungeon-esque points of interest can a couple of sentences of rough description and leave it at
dot the countryside, but without something interesting that until you’ve fully populated the part of the map that
in the spaces in between, mere distance fails to provide the PCs are expecting to explore for their next session.
much useful adventure grist. Then go through and pick the handful of points that
Wilderness tags can be used to help spark a GM’s you intend to turn into full adventure-worthy locations;
creativity and develop some worthwhile points of interest no more than three or four at the most. Use the tools in
for their wilderness maps or daring forays into the un- the adventure creation chapter to flesh out these points.
known. When designing these points of interest, a few Don’t try to turn them into mega-adventures; they don’t
general guidelines are helpful. need to eat up an entire session of play because the PCs
A popular default scale for a wilderness hex map is have a whole wilderness yet to explore once they finish
six miles per hex. It’s enough space to get lost in but small with a particular site.
enough that a determined party could reasonably search For the rest of the points of interest, go through and
it for points of interest in a day’s marching. If you want give them a single, simple situation, encounter, or object
to emphasize the interest of exploring a wilderness rather for the PCs to meddle with. Use these sites as opportuni-
than focus on some other adventure, you might roll 1d6 ties to hook or hint toward the meatier, more developed
for each hex and put a point of interest in it on a roll of parts of the wilderness or foreshadow their significance.
1, or on a larger range of results if you’re feeling generous. Finally, be ready to recycle unused content. If the
For this point of interest you should roll twice on PCs never find a point of interest, save it as backup ma-
the Wilderness Tags table to get a pair of tropes you terial for some later date, when you might suddenly need
can synthesize into a usable result. Make sure to tie something to occupy the players on short notice.
Wilderness tags •205
Wilderness Encounters
d12 Human Encounters
While it’s useful to lay down some wilderness points of
1 Hopelessly lost merchant or peddler
interest for a hexcrawl or wilderness exploration game,
not everything needs tags and full development. Some- 2 Hermit with a good reason to stay alone
times you just need a few random encounters on a list to 3 Escaped slave or prisoner
pull from when the PCs run into something.
4 Peasant perhaps moonlighting as a bandit
These tables provide suggestions for normal human
encounters, nonhuman sapients, or dangerous beasts or 5 Dangerous outlaw or outcast
monsters. For the nonhumans and the beasts, fill in the 6 Explorer, scout, or surveyor
role with whatever kind of creature or nonhuman is ap- 7 Patrol of the local authorities
propriate to the setting; a swarm of dangerous vermin in
the jungle might be an army ant column, while voracious 8 Miners, woodsmen, hunters, or other workers
sand shrews might erupt from the desert. 9 Common traveler, perhaps lost
Wilderness encounters usually start at considerable 10 Noble or other gentry on a journey
range, depending on when one side first spots the other.
11 Pilgrim, perhaps of a malevolent god
Fleeing, negotiation, or avoidance are usually options,
and not all encounters will necessarily end in bloodshed. 12 Bandits, marauders, or other adventurers
d12 What’s Happening with the Sapients? d12 What’s Happening with the Beasts?
1 They’re arguing hotly over something 1 It’s wounded from a recent hunt
2 They’re pausing for a meal 2 It’s magically warped somehow
3 They’re making far too much noise for stealth 3 It’s being chased by something bigger
4 They’re interrogating a prisoner 4 Remnants of its last prey are obvious nearby
5 They’re examining recent loot or a finding 5 It’s attacking someone right now
6 They’re camping here for an interval 6 It’s well-fed and disinclined to hunt
7 They’re fleeing a fearsome pursuer 7 It looks deceptively harmless or weak
8 They’re looking for something to steal 8 It’s something’s pet or hunting beast
9 They need healing or help with a situation 9 It’s fighting over a mate
10 They’re hiding from something hunting them 10 It’s using bait to lure in humans
11 They’re in an affable and friendly mood 11 It’s currently eating its last unfortunate prey
12 They’re chasing enemies of theirs 12 It’s old or crippled and acting unpredictably
206• Wilderness tags
Wilderness Tags
These tags provide some basic tropes that you can blend where they can safely rest and resupply, a Military Out-
together to create a wide range of potential wilderness post tag might refer to a fortified keep on the borderlands
points of interest. They assume that the wilderness has with a castellan willing to trade. If all you need is a small
some sort of pioneer element dwelling there, and remote point of interest to eat up ten minutes of table time, you
villages or hard-pressed hamlets of local dwellers exist to might just make it a rustic cabin with a trio of trouble-
provide some oases of relative security in the wilds. making soldiers exiled to a perpetual “scouting post” by
Even so, the defining characteristic of a wilderness is a superior who’s forgotten they exist.
the absence of reliable order. Once beyond the village pal- If you’re generating a very large number of hex
isade the local lord’s rule becomes a very theoretical thing, crawl points of interest, you might start getting dupli-
and the wilderness will attract all sorts of inhabitants cate combinations from a pair of the tags below. In such
that have reasons for avoiding more carefully-monitored cases, you might add a third tag from one of the other
lands. The dwellers in the area might be sturdy peasants, categories here, flavoring the synthesis with a Ruin Tag
but they’re just as likely to be refugees, rebels, bandits, or a Community Tag to add an additional twist. These
displaced natives, demihumans, or sentient monsters of additions don’t need to be read literally; you can use them
some kind. The “friendly” tag results below could pull any as metaphors or as creative prompts to add something
such inhabitants in, as all of them might have reasons to fresh to the result.
want to deal with a strong band of adventurers. As with any worldbuilding, take care that you tie
You should also be ready to scale tags up or down in historical events, current conflicts, and important NPC
significance depending on your particular needs. If you figures into multiple situations. Having the same ele-
want to make a major base of operations for the players ments show up in multiple ways helps add heft to a world.