The Turning Points Of History

"The Turning Points Of History" (Matt Riggsby) is a set of random tables to generate fantastic histories suitable for the smallest towns, the most epic worlds||and everything in between.
==Events==
Comment: At first glance these do indeed seem to be separate tables, but when one looks at the results it becomes apparent they are effectively one long table. 
Politics, War, and Demographics	Politics, War, and Demographics	Politics, War, and Demographics	Politics, War, and Demographics	d6	d6	d6	Event
1-3 	1 	1-2 	Alliance/peace treaty 	 	 	 	
1-3 	1 	3-4 	Assimilation 	 	 	 	
1-3 	1 	5-6 	Conquest 	 	 	 	
1-3 	2 	1 	Democratization, major 	 	 	 	
1-3 	2 	2-3 	Democratization, minor 	 	 	 	
1-3 	2 	4-5 	Fragmentation 	 	 	 	
1-3 	2 	6 	Legislation 	 	 	 	
1-3 	3 	1-2 	Migration 	 	 	 	
1-3 	3 	3-4 	Political consolidation 	 	 	 	
1-3 	3 	5 	Prosperity 	 	 	 	
1-3 	3 	6 	Raids 	 	 	 	
1-3 	4 	1-2 	Revolt 	 	 	 	
1-3 	4 	3-4 	Rise to power 	 	 	 	
1-3 	4 	5-6 	Suppression 	 	 	 	
1-3 	5 	1-2 	War 	 	 	 	
Catastrophe	Catastrophe	Catastrophe	Catastrophe
d6 	d6 	d6 	Event
1-3 	5 	3 	Bad omens
1-3 	5 	4 	Blizzards
1-3 	5 	5-6 	Climate shift
1-3 	6 	1 	Diabolical influence
1-3 	6 	2 	Dragons
1-3 	6 	3-4 	Drought
1-3 	6 	5-6 	Earthquake
4-6 	1 	1-2 	Famine
4-6 	1 	3 	Fire
4-6 	1 	4-5 	Flood
4-6 	1 	6 	Hauntings
4-6 	2 	1 	Heavy weather
4-6 	2 	2 	Massacre
4-6 	2 	3 	Otherworldly breakthrough
4-6 	2 	4-5 	Plague
Cultural Touchstone	Cultural Touchstone	Cultural Touchstone	Cultural Touchstone
d6 	d6 	d6 	Event
4-6 	2 	6 	Crime/atrocity
4-6 	3 	1 	Death
4-6 	3 	2-3 	Decadence
4-6 	3 	4 	Divine contact
4-6 	3 	5 	Domestic changes
4-6 	3 	6 	Dynastic change
4-6 	4 	1 	Heroism
4-6 	4 	 	New fashion
4-6 	4 	3-4 	New religion
4-6 	4 	5-6 	Religious revival
New Invention/Development	New Invention/Development	New Invention/Development	New Invention/Development
d6 	d6 	d6 	Event
4-6 	5 	1-2 	Artistic
4-6 	5 	3 	Magical
4-6 	5 	4-5 	Material
4-6 	5 	6 	Mechanical
4-6 	6 	1-2 	Military
4-6 	6 	3 	Scientific
4-6 	6 	4-5 	Subsistence
4-6 	6 	6 	Transportation
==Internal and External actors==
Internal actors	Internal actors	Internal actors
1-2 	1 	Clergy, fringe
1-2 	2 	Clergy, mainstream
1-2 	3 	Craftsmen
1-2 	4-5 	Ethnic minority
1-2 	6 	Gentry, rural
3-4 	1 	Gentry, urban
3-4 	2 	Magicians
3-4 	3 	Merchants
3-4 	4-5 	Peasants
3-4 	6 	Religious minority
5-6 	1 	Ruling class
5-6 	2 	Slaves
5-6 	3 	Urban poor
5-6 	4 	Military, rank-and-file
5-6 	5 	Military, officers
5-6 	6 	Intellectuals
External actors	External actors 	External actors
2d6 	Result 	
2–6 	Neighboring state 	
7 	Neighboring tribe 	
8 	Migrating tribe 	
9 	Pirates/raiders 	
10 	Refugees 	
11–12 	Semi-autonomous internal group	
==Historical Comment==
If one subuscrives to a system theory of history ala Connections then one incident can cascade into others. For example, the "Heavy weather" of the Little Ice Age resulted in Material improvements (better fireplaces and stairways) and Domestic changes (separation of classes and privacy)
==References==
*Pyramid 3/41: Fantasy World Building pg 4-8
Category:Pyramid Vol 3 Articles
Category:World Building