Creation Tables

This page serves as a resource for homebrewers who are looking for inspiration and creation table resources. What are creation tables you might ask? Well, to put it simply, they're a series of tables where one uses dice to roll random results that help to create a random person, faction, idea, etc. This page has links to some already existing creation tables, but several ones are posted as well.
Please note that this is a work in progress, and there is not going to be a table here for everything. If you have any suggestions, or want to create your own, please let the admins know! 
== Various Links ==
These are a selection of various links and resources that can aid in homebrewing, with a short descritpion of each.
Khorne DLC unit generator ― Perchance: Exactly what the name suggests. It very simply generates a name for a Khorne unit, but can also be used to generate ideas for warband names or warrior titles.
Stormcast Eternals Stormhost Creation Tables: The go-to creation table for making your own Stormcast Eternals Stormhost.
Idoneth Deepkin Enclave Creation Tables: The go-to creation table for making your own Enclaven for the Idoneth Deepkin. Link to Internet Archive.
Free City Generator: From the official Warhammer Community website, which gives a small sampling of ways to help generate you own Free City.
== Knightly Orders ==
Any group of noble knights or figures who fight across the Mortal Realms. This table is generally geared towards creating knightly orders that are good and lawful, serving alongside the forces of Order. But with a little bit of tweaking you could make a force of Chaos, Death, or even Destruction knights.
Order Origins
Why was this order established? (d10)
* 1-3: Religious Reasons: The gods are great, but this god in particular. Let's all get together and kick butt for them!
* 4-5: Counter Bastion: We need a castle/fort/standing force here to counter the local monsters, best set up a knightly order to run it.
* 6-7: Replacements: The local order of knights and/or forces are either dead or have gone home. Best set up a new order to protect the area.
* 8-9: Noble Scions: What better way to gain glory, build reputation and send your children off to die for Sigmar and the strivings of Order.
* 10: Great Deed: This individual did some pretty great work, let's give him a chance to establish his own order of men to pass that greatness on.
When was the order founded? (d10)
* 1-3: Age of Myth: A time of peace and prosperity, an age long away from a time of legend, just like this order.
* 4-6: Age of Chaos: An era of madness, corruption, and eternal loss, our order was born to challenge the Ruinous Powers and face the many threats of its Age.
* 7: Early Age of Sigmar: Sigmar’s Tempest strikes, and the forces of order march out! The powers of Chaos no longer go unmatched.
* 8: Necroquake: The dead arise unnumbered, but not unchallenged. Our order was born to face the ghastly legions of Nagash.
* 9-10: Era of Beasts/Recently: Kragnos reawakens, as do the Realms themselves. Forged fresh, our order will see the lands tamed for Sigmar!
Order Deity
What deity does your order worship? Note, don't feel constrained with the random god you choose. Feel free to mix things up as you see fit! (d10)
* 1: Secular: We praise all gods, for we serve all, for the good of the people!
* 2: Tyrion: Praise be the Blind Warrior, Master of Light!
* 3: Sigmar: Praise be to the God-King, for we fight for the Heldenhammer!
* 4: Alarielle: Praise be to the Everqueen, to her song we march!
* 5: Teclis: Praise be to the Master of Magic, and may his wisdom guide us to victory!
* 6: Grungni: Praise be to the Celestial Smith!
* 7: Malerion: Praise be to the Shadow-King, whose eyes watch from shadows!
* 8: Nagash: Praise be to the Great Necromancer and the Lord of Shyish!
* 9: Ruinous Powers: Praise be to the gods of Chaos, break the chains that bind us! (Choose one of the Chaos gods as your patron)
* 10: Your Choice!
Recruitment
How does your order recruit new members, and from where to they get these recruits? (d10)
* 1-4: Nobility: Only those of noble breeding and good stock may join our noble Order.
* 5-7: Second Sons: What better choice for your spare son to earn glory and fame?
* 8-9: Ennobled Enlisted: From the great armies of Sigmar's realms, we embrace those men who have proven themselves truly dedicated warriors and been ennobled for their service.
* 10: All origins: Well they just let anyone call themselves a knight these days, don't they?
General Nature
What is the general character of the order? (d10)
* 1-2: Gregarious: Let no man say we are not good company! No finer band of brothers you will ever find.
* 3-4: Duty-Bound: We exist to serve, not to bandy about in faux-merriment for the amusement of others.
* 5-6: Dauntless: No beast may slow me, no monster may fell me, for I am a knight!
* 7-8: Chivalric: By holding to the codes of nobility and the good standards of men, we demonstrate our position above all our peers.
* 9: Righteous: Let none stand before us, let no evil bar our path, for we answer the call of every man, no matter how great or low!
* 10: Your Choice or Write-in!
What is the order's major flaw? (d10)
* 1-2: Dastardly: It matters not what you think, we do what is required in service to the order instead of adhering to your petty concerns.
* 3-4: Thrifty: Relief funds? Repair costs? Maintenance fees? Do you believe us some Gold Wizard made of money?
* 5-6: Greedy: Our service costs much, and you will be paying for it, in one manner or another.
* 7-8: Craven: Us, charge those beastmen in the center of their line? Don't be absurd, those freeguilders can handle them.
* 9: Cursed: Doomed by the gods, something is haunting our order, and we know not how to prevent it.
* 10: Your Choice or Write-in!
Notable Figures
Who was the founder of the order? (d10)
* 1-5: Noble Knight: A great knight performing a notable deed, and was awarded the means of founding their own knightly order.
* 6-8: Religious Champion: Supported by a notable religious sect and praised for a great religious deed, their founder was a champion of their god.
* 9: Ennobled Hero: By fantastic deed or great action, this figure has risen from a murky history to become a legendary figure in history.
* 10: Your Choice or Write-in!
Does the Order have a historical famous figure, and what did they do? (d100)
* 1-20: What greater deed is there than slaying a mighty monster? Perhaps a savage minotaur, or may-hap a brutal troggoth? A great manticore or terrifying wyvern? Some great beast, at the least.
* 21-40: Let no champion of Chaos or Destruction stand before a true Champion of Order! Greenskin Warbosses, Chaos Lords or Soulblight Counts could not stand against them!
* 41-50: Blessed by the gods, this hero was a notable religious figure who championed the powers and position of their god against all forces, even those within the Realms themself.
* 51-60: What hero? Your order has no great figures to claim as their own, so go young knights, carve your name into history!
* 61-70: Though many foul cults plague the Mortal Realms, this hero has been remarkable in their actions in destroying a cult to the Dark Gods, or some other nefarious, skittering enemy.
* 71-80: In the depths of the Mortal Realms, to found a town and have it thrive is a remarkable feat, more so when a great hero strikes down a threat to their burgeoning home.
* 81-90: To be named a Champion of their god, nation, or people is no small feat, for this notable hero must have proven pivotal in a great battle with an enemy army.
* 91-99: Among all true knights of the Mortal Realms, there is no greater title than that of Dragon Slayer. A claim a hero of your Order holds true.
* 100: Your Choice, or Write-in!
Location
What is the Order's home Realm? (d8)
* 1: Aqshy
* 2: Azyr
* 3: Chamon
* 4: Ghur
* 5: Ghyran
* 6: Hysh
* 7: Shyish
* 8: Ulgu
If you rolled Ashy, Ghyran, Ghur or Shyish, roll below to see if you're based in one of the major cities.
Aqshy:
* 1-6: Hammerhal Aqsha
* 7-10: Elsewhere in the Realm
Ghyran:
* 1-5: Hammerhal Ghyra
* 6-10: Elsewhere in the Province
Ghur:
* 1-3: Excelsis
* 4-10: Elsewhere in the Realm
Shyish:
* 1-6: Glymmsforge
* 7-10: Elsewhere in the Realm
Combat
What is the order's preferred style of tactics in battle? (d10)
* 1-4: Charge!: This order specializes in brutal melee assaults, charging directly into the enemy and scattering them before their might.
* 5-7: Flanking Maneuvers!: This order specializes in flanking around and taking the enemy by surprise, decimating them in a single devastating charge.
* 8-9: On Foot!: Rather than charge in on horseback, this order instead prefers marching in on foot, breaking enemies upon their armored fist.
* 10: Your Choice or Write-in!
What aid or extra support can this order rely upon? (d10)
* 1: Apothecary Support: Through various dealings and declarations of loyalty, or perhaps more mundane monetary means, the order has gained the support of a sect of alchemists or apothecaries who can craft powerful healing potions or deadly poisons.
* 2: Academic Knowledge: Be it by city-based university or merely extensive libraries, the order has access to a surprising amount of knowledge about a number of enemies.
* 3: Religious Blessing: The local church of their gods has seen fit to bless, or even accompany, this order as they pursue their enemies.
* 4-6: We stand alone: Lacking any specific supporting network, the order stands alone against their enemies.
* 7: Imperial Edict: By authority of a local or regional power, this knightly order has the right to call in warriors or infantry from local cities to support their efforts, if the governing authority (usually the order themselves) deems it prudent.
* 8: Blessings of the Comet: The Blessed Order of Azyr, mysterious in nature, sees the order as a valuable asset, and witch hunters willing work alongside knights of the order.
* 9: Collegiate Allies: By some method or another, the order has gained the allegiance of a licensed Wizard of the Collegiate Arcane. Few things can stand before a fully-trained battlemage supported by knightly allies.
* 10: Your Choice or Write-in!
Order's specialized equipment? (d100)
* 1-10: Traditional Weaponry: Be it the trusted Hammer, the traditional sword-and-shield or great lance, the order maintains a good stock of solid, effective weaponry, usually specifying one over all others.
* 11-20: Companion Creature: Traditionally a winged creature, the order maintains their own breeder to supply them with certain beasts that they hold affinity for. Although this usually means hawks or dogs, other beasts are available.
* 21-30: Duardin Steel: Through a number of intricate, and extremely binding contracts, the order maintains a number of extremely protective plate armor for their knights.
* 31-40: Blessed Wargear: Praise be to the gods, and through such devotions, they in turn bless the weaponry of the order to strike harder and greater than regular equipment.
* 41-50: Great Warbeasts: Extremely rare, and difficult in the extreme to maintain, the order has access to a number of powerful demigryphs to serve their order in great battles to come.
* 51-60: Fine Steeds: Considered comparable to the greatest horse breeders, the order's many mounts (whether horses or other types of steeds) are considered some of the finest in the entire region.
* 61-70: Unique Style: From twin dueling blades, throwing axes, or more, this order trains it's knights in not just traditional warfare, but to master a unique manner of combat as well.
* 71-80: Gunpowder Accessories: While some would scorn the stopping power of gunpowder weaponry, the order embraces it, resulting in many knights carrying ranged sidearms into battle.
* 81-90: Rare blades: Azyrite steel or fine duardin crafts, these blades wielded by the Order are by far some of the finest seen in the Realms.
* 91-95: Mass Production: Through unknown means, the order maintains enough weaponry that they can afford to equip not just their fellow knights, but an entire company of men-at-arms to support them.
* 96-98: Artillery Support: How the order even acquired, let alone maintains this artillery piece is a mystery, but having it allows them much greater firepower on the battlefield.
* 99: Pick two from the choices above.
* 100: Your Choice or Write-in!
What is the overall strength of the order? (d10)
* 1: Endangered: Through poor tactics or sheer rotten luck, the order has been reduced to a handful of knights barely holding the order together.
* 2-4: Under-strength: Perhaps a defeat a few years back, or maybe a lack of glory to attract recruits, has put the entire order at under-strength, but still capable of fielding an effective fighting force.
* 5-9: Average: With their ranks filled, armed in the best they can provide and trained in the arts of war, the order stands at their full strength.
* 10: Over-strength: More than simply flush with knights, the order enjoys an excessive amount of recruits and support, allowing them to send companies of knights to multiple conflicts.
Relations
Who does the order consider their allies within the Grand Alliance of Order?
* 1-10: Kharadron Overlords
* 11-20: Sylvaneth
* 21-30: Fyreslayer Lodge
* 31-40: Daughters of Khaine
* 41-50: Religious Sect (Your Choice)
* 51-60: Another Order (Your Choice)
* 61-70: Major Freeguild/Free City (Your Choice)
* 71-74: Scourge Privateers
* 75-80: Collegiate Arcane
* 81-85: Idoneth Deepkin Enclave (Your Choice)
* 86-90: International Connections (Your Choice)
* 91-92: Stormcast Stormhost
* 93-94: Notable Noble Family
* 95-96: Notable Aelf House
* 97-98: Notable Duardin Dispossessed Clan
* 99: Sigmar Himself!
* 100: Your Choice or Write-in!
Who are the Order's Enemies? (d10)
* 1-2: Greenskinz!
* 3-4: Chaos!
* 5-6: Beastmen!
* 7-8: Undead!
* 9: Pick two.
* 10: Your Choice or Write-in!
== Freeguild Regiment ==
Use this to help generate your own regiment or military force of Freeguilders. Note that this was originally taken from and modified from a Warhammer Fantasy State-Trooper Creation Table.
Regiment Origins
What is the origins and impetus for this regiment? (d10)
* 1-5: Cities’ Shilling: The Free Cities always need more men, more boots, more blood, on the ground to keep itself intact. This Regiment is just one more band of brothers pressed into service.
* 6-7: Reinforcements: Some group of poor schmucks got wiped out, and we need some new blood to replace them. That's this band of troops. Let's hope they last longer.
* 8-9: Community Raised: Originally a militia of sorts, they've been fully conscripted into the armies of Sigmar and his cities.
* 10: Your Choice or Write-in.
When was the Regiment founded? (d10)
* 1-3: Age of Myth: A time of peace and prosperity, an age long away from a time of legend, just like this order.
* 4-6: Age of Chaos: An era of madness, corruption, and eternal loss, our order was born to challenge the Ruinous Powers and face the many threats of its Age.
* 7: Early Age of Sigmar: Sigmar’s Tempest strikes, and the forces of Order march out! The powers of Chaos no longer go unmatched.
* 8: Necroquake: The dead arise unnumbered, but not unchallenged. Our order was born to face the ghastly legions of Nagash.
* 9: Era of Beasts/Recently: Kragnos reawakens, as do the Realms themselves. Forged fresh, our order will see the lands tamed for Sigmar!
* 10: Your choice or write-in
Recruitment & Training
What is recruitment style? (d10)
* 1-5: Any and All: Next time, avoid the free drink till you know they haven't slipped a coin in. Drunkards, louts and ne'er-do-wells, all are free to serve Sigmar and Free Cities
* 6-8: Traditional Recruitment: Sign up lads, come and earn glory, wealth 'n' fame in service of the Free Cities! Just sign right here, and you'll be part of Sigmar’s great armies!
* 9: Best of the best: Only the best are allowed in, and the quality of these recruits are of a higher standard than most others.
* 10: Your Choice or Write-in.
Standards of Training? (d10)
* 1: Hit them with the pointy bit: Stand here, hold this, and don't pick your nose. Greener the grass, they've been rushed onto the field with no time to train.
* 2: Rushed: Basic commands and simple stances, this regiment knows the very basics of combat.
* 3-7: Standard: The might of the Free Cities comes not from great magics nor terrible weapons, but from their constant, consistent training drills.
* 8: Impressive: Marching in lockstep, capable of reacting to any foe with solid training, they're an example to their fellow Freeguilds
* 9: Azyrite Excellence: Comparable to the nigh-impossible standards embraced by the Stormcast Eternals, these troopers are some of the best soldiers in the Free Cities.
* 10: Your Choice or Write-in.
Command
Who leads this rowdy lot? (d10)
* 1: Champion: Selected from among his peers, this warrior is renowned among his fellows for talent with the blade. Whether he's actually any good remains to be seen.
* 2-6: Command Corps: Trained in the art of command, this can consist of an arch-knight, a great herald that holds the regimental banner, a war surgeon, whisperblade, and even a soul shepherd.
* 7-9: Attention!: An actual officer is in direct command of these troops, bringing with him a generally competent selection of staff.
* 10: Your Choice or Write-in.
Equipment
Choice of weapon? (d10)
* 1-6: Melee Weapon
* 7-9: Ranged Weapon
* 10: Your Choice or Write-in.
If you Rolled 'Melee Weapon': (d10)
* 1-3: Sword and Shield: You can't go wrong with the traditional choice.
* 4-6: Halberd: With halberd in hand, these troops are ready to face any threat head on.
* 7-9: Spear and Shield: Spear in hand, shield at the ready, these soldiers are ready to take the brunt of an enemy attack.
* 10: Your Choice or Write-in.
If you Rolled 'Ranged Weapon': (d10)
* 1-2: Huntsmen: Short bows and simple arrows are the choice of arms for this regiment.
* 3-6: Crossbowmen: The stable weapon of many a ranged regiment, simple to use and guaranteed to perform.
* 7-9: Hand-gunners: Powerful, deadly and with a rare tendency to explode, these guns are a powerful pick.
* 10: Your Choice or Write-in.
Level of Equipment? (d10)
* 1: Where are your shoes?: Okay, who else in the regiment forgot their bloody shoes! Form up, front and center!
* 2-6: Standard: A half-dozen breastplates for officers and leaders, thick gambesons and solid boots for the rest, alongside your expected service kit.
* 7-8: Freshly forged: Brand new breastplates, shiny new weapons, vambraces & knee guards, even a fancy new hat! Well-armed and armored, they're ready for a fight.
* 9: Footman: Armed in the best their city can offer, these men carry the strongest arms and armor available.
* 10: Your Choice or Write-in.
Support
Who's in the baggage train accompanying this regiment? (d100)
* 1-5: Nobody: The regiment marches alone, and is reliant on what it can requisition, commandeer or outright nick when nobody's looking.
* 6-20: Common company: While not exactly typical, the regiment does have a small train of minor family members and the like following them on campaign, helping them carry the basics.
* 21-25: Powder Monkeys: Mischievous little gits, these young boys act as supply runners for the regiment. Especially useful for ranged companies, although having someone around to get you a new spear when your current one is lodged in an angry troggoth is certainly helpful.
* 31-40: Smith: Armor bends and blades dull, so having a smith around is extremely useful for a regiment in order to remain in top fighting condition.
* 41-60: Quartermaster: Nobody ever likes the quartermaster, until he's not around to help them sort out what goes where, he has what, and most importantly, who's carrying the pay.
* 61-70: Caravan & Wagons: Nobody likes having to carry a pack filled with supplies over miles of road, and having a wagon to carry it for them makes life much easier.
* 71-80: Priestly blessings: Having a priest on hand to tend to the souls of the soldiers tends to help prevent loss of morale and buoy low spirits while on the campaign trail.
* 81-90: War Surgeon: When battle ends and the wounded tallied, someone needs to be around to saw limbs off, bandage the stumps, and keep the men nominally healthy, possessing tools blessed with inscriptions of Sigmar.
* 91-92: Scouts: Having a forward picket line is often the one thing preventing a bloody ambush from swarming the unprepared.
* 93-94: Gargoylians: Strange chimeric little creatures, that are nonetheless often attached to small bands and will frequently become mascots. They also possess some strange anger upon Chaos and can be somewhat effective against warping energy.
* 95-96: Knightly Officer: A regiment commanded by a noble knight tends to be more disciplined, if more willing to grumble about their commander.
* 97: Pick two.
* 98: Pick three.
* 99: Pick four.
* 100: Your Choice or Write-in.
Specialist support? (d100)
* 1-5: Sniper: Reeking of gunpowder and with squinted eyes, this master of the long rifle is especially useful in picking off targets before the combat begins.
* 6-10: Scholar: Usually conscripted from the local library, this academic is a useful source of important knowledge when fighting strange beasts.
* 11-15: Apothecary: The apothecary is a capable doctor, or sorts, who knows salves and medical solutions to many ailments, both physical and mystical, in some cases.
* 16-20: Alchemist: Flashing colors, sparks & flares, and a multitude of materials, the alchemist is trained in dealing with a variety of metals, reagents and other exotic items.
* 21-30: Whisperblades: Few things keep control in a regiment than knowing that a spymasters is out there, hiding in the shadows with an Ulguan falsecloak to keep tallies on all the men. 
* 31-35: Hunter: Few things improve a man's mood than knowing that he can at least dine on fresh roast, rather than salted supplies.
* 36-40: Flagellant: Madman he may be, but at least he's willing to lead the charge against the evils facing the troopers.
* 41-45: Arch-Knight: Armed and armored in great plate and carrying a mighty weapon, the arch-knight is reckoned as the best fighter in each host and bearing a unique beast totem insignia.
* 46-50: Fyreslayer: Don't look them in the eye, and definitely don't cross them, but the Fyreslayer is a great ally to have when the monsters come rampaging.
* 51-55: Merchant: Sweet Sigmar don't call me, cause I can't go. I sold my soul to the company store. But at least it means you can actually sell your battlefield salvage at a fair price.
* 56-60: Ogor: Few things can stand up to an ogor, and more troops would rather have one on their side than against them.
* 61-65: Halfling Cook: While not literally worth their weight, a halfling cook ensures that the regiment will never go hungry.
* 66-70: Soul Shepard: A chilling character, he nonetheless serves a vital role in the morale of the regiment, chanting rites to guard souls that pass on in battle, and accompanied by the young Corpus Somni.
* 71-75: Smuggler: Every regiment usually has someone who thinks they can get away with stealing, but few of them have someone who actually can.
* 76-80: Wanderer: An aelven tracker and traveler, they provide excellent scouting abilities as well as a deep intonement with the natural wildlife.
* 81-85: Engineer: From the great academies, this engineer is seeking to prove their fellow academics wrong. They'll prove them all wrong, just watch you what their new deadly invention can do.
* 86-90: Battlemage: Trained in one of the colleges of the Collegiate Arcane and gifted with potential in magic, the battlemage is a powerful force that is able to conjure mystic spells, bolstering the might of the regiment.
* 91-95: Warpriest: Sanctioned and ordained by the local cult of whichever notable god is available, the warpriest is a figure of righteous, divine wrath on the battlefield.
* 96-97: Witch Hunter: Step lightly, and don't look them in the eyes. This regiment has been commandeered by a Witch Hunter for Sigmar's business, and they will brook no disruption in their hunt.
* 98: Pick two.
* 99: Pick three.
* 100: Your Choice or Write-in.
Nature & Beliefs
Regimental character? (d10)
* 1-2: Band of Brothers: Loyal to a fault, these freeguilders are a like a family to one another. A distant, vaguely related family with different opinions occasionally, but still, family.
* 3-4: Courageous: There is no better regiment to hold the line in the face of the regiment's enemies.
* 5-6: Experienced: From Ghur to Shyish, across hills, rivers and forests, this company has fought the length and breadth of the Realms, and perhaps beyond.
* 7-8: Good humored: Even in dire-straights, these troopers cling to hope, willing to fight for the good of the Realms.
* 9: Lucky: It seems like luck just seems to follow them wherever they go, in battle and beyond.
* 10: Your Choice or Write-in.
Regimental flaws? (d10)
* 1-2: Arrogant: They believe themselves better than the rest, and doubt anybody could ever match them.
* 3-4: Craven: Come on boys, those white flags are no match for our steel, charge!
* 5-6: Green: Despite their training, they seem to stumble when the time to perform comes upon them.
* 7-8: Unlucky: Misplaced supplies, shattered shields & snapped swords, and even worse seems to plague this unit.
* 9: Traitorous: These troopers don't seem particularly loyal to the Free Cities or to Sigmar, and are one bad battle from turning bandit.
* 10: Your Choice or Write-in.
Do the men hold any odd superstitions? (d10)
* 1-2: Trinkets and Baubles: Many men carry hand-made trinkets and talismans to ward off evil spirits and other nasty creatures of the long night.
* 3-4: Song in their step: A number of specific songs are ingrained into the regiment's history, although the more bawdy ones are saved for special occasions.
* 5-6: Cult of the what?: Some men have very peculiar perceptions of certain godly figures, and it leads to a certain level of confusion among their peers.
* 7-9: Colorful uniform: The troopers spend a surprising amount of time maintaining and decorating their appearance, resulting in a colorful appearance.
* 10: Your Choice or Write-in.
Who do they have the most experience fighting? (d10)
* 1-2: Greenskinz!
* 3-4: Chaos!
* 5-6: Beastmen!
* 7-8: Undead!
* 9: Pick two.
* 10: Your Choice or Write-in!
Do they have any notable legends? (d10)
* 1-2: Classic Sarge: A famously disgruntled figure, his story has been passed down from generation to generation of soldiers as a tale of good-natured ribbing and carefully knowing how far to push those in power.
* 3-5: It's a puma: The company has a traditional regimental mascot as their company pet. Sometimes it's a bear, sometimes its a dog, one time it was even a squig till the officers had it shot for eating their boots.
* 6-7: Famous Champion: Sometimes it's not the great knight nor the powerful count that slays the beast. Sometimes it's some plucky lad with just enough luck to slay the monster.
* 8-9: Notable Campaign: The regiment has served in major conflict, and earned themselves a distinct claim to their company banner for their brave efforts.
* 10: Your Choice or Write-in.
== Civilization ==
A broad overview that gives some ideas in creation a specific civilization.
What realm is this civilization based in? (d8)
* 1: Aqshy
* 2: Azyr
* 3: Chamon
* 4: Ghur
* 5: Ghyran
* 6: Hysh
* 7: Shyish
* 8: Ulgu
What race is your civilization? (d6)
* 1-2 Human
* 3 Aelf
* 4 Duardin
* 5 Sylvaneth
* 6 Seraphon
Which Deity does our civilization worship? (10)
* 1-3 Sigmar
* 4-5 Alarielle
* 6  Nagash
* 7-8 Mixed, none in particular
* 9-10 Write-in
What is the largest Non-Human minority race in our civilization? (d6)
* 1-2 Aelves
* 3-4 Duardin
* 5-6 Write-in
What type of civilization are we? (d6)
* 1-2 Agrarian
* 3-4 Progressive
* 5-6 Militaristic
Pick one Flaw with our Nation (d8)
* 1-2 Greedy
* 3-4 Cowardly
* 5-6 Overzealous
* 7-8 Corrupt
Which other Grand Alliance is our main rival?
Chaos (d6)
* 1 Write-in
* 2 Undivided
* 3 Khorne
* 4 Tzeentch
* 5 Nurgle
* 6 Slaanesh
Death (d4)
* 1 Soulblight
* 2 Malignants
* 3 Mordants
* 4 Deathrattle
Destruction (d6)
* 1 Gloomspite Gitz
* 2 Sons of Behemot
* 3 Ogors (Beastclaw Raiders)
* 4 Ogors (Gutbusters)
* 4 Orruks (Ironjawz)
* 5 Orruks (Kruleboyz)
* 6 Orruks (Bonesplitterz)
== Character Generator ==
Struggling to come up with a name or ideas for your character? Look no further! The following gives some ideas for names as well as other ideas to help "flavor" your characters.
Taken from the 3rd Edition Cities of Sigmar Battletome, pgs. 116-117:
File:CoS 116.jpg|CoS 116
File:CoS 117.jpg|CoS 117
== Random Project Generator ==
Copied from the Warhammer Community website, which mostly provides some humorous ideas for generating different hobby projects. Can be useful in generating ideas for factions. 
Dice Number	Faction 	Theme 	Mood 	Color 	Wildcard
d1 	Idoneth Deepkin 	Corrupted by Chaos 	Happy 	Red 	Hats
d2 	Stormcast Eternals 	From a specific Realm 	Angry 	Blue 	Cool haircuts
d3 	Kharadron Overlords 	Opulent 	Somber 	Yellow	Tattoos
d4 	Ossiarch Bonereapers	Unknowingly controlled by the Old Ones	Wistful	Pink 	No Monsters
d5 	Orruk Waraclans 	Dragon Hunters 	Blasé 	Silver	Themed Bases
d6 	Maggotkin of Nurgle 	Lost in the woods 	Sleepy 	Green 	Sigmar in Disguise
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