City-State Creation Randomized Tables

The following are a series of tables I have found in various forums, charts and lists and have added to myself. Far too many random tables have been added at various times over years now. Thus, credit goes to too many lost lists to track down and I do not claim this as my own.

The following tables can be used to get a good brainstorming pool to create a viable city or state from:

Geography: The city grew up around

1. A coastal harbor.
2. A calm, coastal bay.
3. A large freshwater lake.
4. A wide, navigable river.
5. A river navigable by small craft.
6. The mouth of a river or a river delta.
7. The confluence of two rivers.
8. A series of natural springs.
9. A well-traveled crossroads.
10. A water source and a well-traveled road.

Independence

1. This nation rules other states
2. This nation is independent and actively expanding its territory
3. This nation is independent
4. This nation is a free but lesser ally
5. This nation is an unwilling ally
6. This nation is occupied by enemy forces.
7. This nation has collapsed from internal strife

Predominant type of governance

1. Single ruler (examples: King, Mayor, Village Headman)
2. Ruling body (examples: Peoples Assembly, Village Council)
3. Ad Hoc (examples: Anarchy, Revolutionary Government)
4. Mixed (example: King with House of Lords)
5. Conflicting (multiple groups claim power)

Acquisition/Transfer of Power

1. Appointed by superior power (Officers, Imperial Officials, Gods)
2. Elected by peers or underlings (Senators, Mayors)
3. Age
4. Inheritance
5. Seized
6. Demagogue
7. Divination

Type of Power

1. Symbolic (the position has no real power)
2. Moral (the position has no temporal power, but their opinion matters)
3. Limited
4. Absolute
5. Regency (ruling in another's name)

Governance 2

1. The head of a noble family.
2. A council of distinguished nobles.
3. A council of wealthy merchants.
4. A council of elected officials.
5. An elected mayor.
6. A benevolent sovereign.
7. A wicked tyrant.
8. A brutal warlord.
9. A cabal of witches and wizards.
10. The leaders of a religious order.

Duration of Power

1. Lifetime
2. Limited Time

Type of Society

1. Nomadic
2. Semi-Nomadic
3. Herding/Agricultural Tribe/Clan
4. City-State
5. Kingdom
6. Empire
7. Nation

Religiosity

1. Non-religious government
2. Nominally religious government
3. Divine Descent/Divine Right
4. Overtly Religious State

City Defense

1. A disciplined military guard.
2. A standing army of devoted soldiers.
3. A company of sellswords and knaves.
4. An order of holy knights.
5. Little; the city’s been sacked many times.
6. A huge, fortress or citadel within the city.
7. A series of watchtowers and forts spread throughout the region.
8. Thick stone walls and impenetrable gates.
9. High stone walls, catapults, and scorpions.
10. A powerful magical ward or gigantic golem.

Military

1. War Parties - Groups of men gather, pick their war captains, and fight the enemy
2. Militia - Groups of volunteers gather into prearranged companies
3. Feudal Army - Landowners owe rulers military service and men
4. Minimal Army - The rulers maintain a minimal army, and rely on Feudal or Militia for reinforcements
5. Standing Army - The rulers maintain a standing army. Usually only wealthy nations.
6. Wartime Army - The nation is at war, and its army is fully deployed on a war footing.
7. Spartan - The entire society is part of the army.

Law Enforcement

1. Enforced by a strict, orderly city watch.
2. Enforced by a corrupt, roguish city watch.
3. Not enforced among the wealthy elite.
4. Enforced in a haphazard fashion, incomprehensible to visitors.
5. Not enforced for those who pay bribes.
6. More like guidelines.
7. Enforced by a secret society of assassins, mages, or priests.
8. Enforced by a company of mercenaries.
9. Simple, easy to learn and to follow.
10. Extensive and complicated, nonsensical.
11. Enforced by a cheerful drunken sheriff.
12. Enforced by a rigid soldier-turned-sheriff.

Justice

1. Trial by peers
2. Trial by religious courts
3. Trial by civil authorities
4. Vigilante Justice/The Law of Nature
5. Split (different groups have different laws and different courts)

Power Players - Inside or Outside of the city directly

1. A ruthless assassins’ guild.
2. A populist demagogue.
3. The captain of a mercenary company.
4. A champion knight or arena fighter.
5. One or more crafting guilds.
6. A dangerous crime boss.
7. One or more criminal gangs.
8. A charismatic cult leader.
9. One or more merchant guilds.
10. A scheming noble lord or lady.
11. An outspoken philosopher or scholar.
12. A celebrated poet and playwright.
13. A popular priest or priestess.
14. A secret society of lorekeepers.
15. Smugglers and black market dealers.
16. The son or daughter of a deposed ruler.
17. A wealthy trader of exotic goods.
18. A conniving vampire or fiend.
19. A bold war hero.
20. A clever witch or wizard.

Enfranchisement

1. Universal
2. Select Social Classes
3. Select Races or Heritage
4. Select Religion
5. Select Genders
6. Select Ages
7. Select Wealth
8. Select Military Rank
9. Select Land Owners
10. Select Education
11. Select Magical Ability
12. Select Divination
13. Select Party(s)
14. Select Achievement
15. Select Power

Crisis

No place is perfect. Every place has crisis. There would be no adventures if there were no crises. These are some possible troubles that a country may have:

1. War of Succession
2. Invasion
3. Oppressive Rulers
4. Evil Usurpers
5. Civil Unrest
6. Quick Natural Disasters (volcano, tsunami, tornado, fire)
7. Slow Natural Disasters (drought, cold blast, blizzard, plague of locust, etc)
8. Invasion
9. Cultural Powder keg
10. Sinister Forces
11. Criminal Gangs
12. Bandits, Brigands, and Pirates
13. Planar/Elemental Rift
14. Terrorists or other insurgents
15. Machiavellian Politics
16. Slavery
17. Stolen National Treasure/Holy Icon
18. Kidnapping
19. Return of Rightful Ruler
20. Old Evil Returned
21. Necromancers/Demonoligists/Etc.

Historical Event/Crisis 2

1. Mass conversions.
2. An earthquake.
3. An age of exploration.
4. A terrible famine.
5. A disastrous flood.
6. A legendary storm.
7. An assassination.
8. A series of riots.
9. A great discovery.
10. A vermin infestation.
11. A destructive fire.
12. A deadly plague.
13. A bloody rebellion.
14. A lengthy siege.
15. Religious wars.
16. Territorial wars.
17. A foreign occupation.
18. An economic boom.
19. A great depression.
20. A dragon attack.

Treats - High and Low folk may have differing threats

1. Bandits and outlaws.
2. Barbarian invasions.
3. Disease outbreaks.
4. A dragon or legendary beast.
5. Destructive flooding.
6. Food shortages.
7. Occupation by a foreign empire.
8. The wrath of a vengeful god.
9. Magic and new inventions.
10. Pirates, smugglers, and bands of thieves.
11. A recently established religion.
12. A rival city.

Terrain

Landmarks Seen

1. Academy or university.
2. Ancient ruin.
3. Arena.
4. Cemetery.
5. Civic hall, council hall, or guild hall.
6. Common or greenway.
7. Fortress.
8. Gateway or arch.
9. Library.
10. Lighthouse or watchtower.
11. Marketplace.
12. Memorial (d4): 1. mausoleum; 2. reflecting pool; 3. large statue; 4. botanical garden.
13. Monument (d6): 1. colossus; 2. column; 3. obelisk; 4. plaque; 5. statue garden; 6. wall.
14. Palace.
15. Parade grounds or drilling yard.
16. Pier, marina, or traveler's bazaar.
17. Plaza or public square.
18. Temple.
19. Theater.
20. Stockyards.

Districts

1. Slums.
2. Residential district, poor.
3. Residential district, middle class.
4. Residential district, upper class.
5. Palace district.
6. Temple district.
7. Crafting district.
8. Docks district.
9. Riverfront district.
10. Harbor district.
11. University district.
12. Military district.
13. Market district.
14. Garden district.
15. Monument district.
16. Necropolis.
17. Theater district.
18. Civic center.
19. Ethnic enclave.
20. Foreign enclave.

Street Names Sets

1. (d8): 1. Armory Street; 2. Barricade Street; 3. Knight Street; 4. Moat Street; 5. Pike Street; 6. Rampart Street; 7. Shield Street; 8. Spear Street.
2. (d8): 1. Arch Street; 2. Bridge Street; 3. Canal Street; 4. Cross Street; 5. Falls Road; 6. Ferryman Street; 7. Pole Street; 8. River Street.
3. (d8): 1. Castle Street; 2. House Street;3. Hovel Street; 4. Inn Street; 5. Keep Street; 6. Manor Street; 7. Rock Way; 8. Tower Street.
4. (d8): 1. Cattle Road; 2. Common Street; 3. Green Street; 4. Greenway Street; 5. Meadow Lane; 6. Orchard Street; 7. Pasture Road; 8. Wildflower Lane.
5. (d20): 1. Anvil Street; 2. Barrel Street; 3. Carpenter Street; 4. Chandler Street; 5. Cooper Street; 6. Dyer Street; 7. Forge Street; 8. Glass Street; 9. Hammer Street; 10. Horseshoe Street; 11. Iron Street; 12. Mason Street; 13. Smith Street; 14. Steel Street. 15. Tailor Street; 16. Stone Street; 17. Timber Street; 18. Wood Street; 19. Wright Street; 20. Weaver Street.
6. (d10): 1. Bluff Street; 2. Cliff Street; 3. Crestline Way; 4. High Street; 5. Highland Way; 6. Hill Street; 7. Hilltop Lane; 8. Ridge Street; 9. Ridgeline Way; 10. Summit Street.
7. (d10): 1. Crooks' Alley; 2 Devil's Alley; 3. Devil's Lane; 4. Low Street; 5. Magpie Lane; 6. Paupers Street; 7. Penny Lane; 8. Rat's Alley; 9. Serpent's Alley; 10. Shady Lane.
8. Market Street.
9. (d8): 1. Baker Street; 2. Hook Street; 3. Farm Road; 4. Feather Street; 5. Mill Street; 6. Pork Road; 7. Ranchers Road; 8. Stockyard Street.
10. (d8): 1. Banner Road; 2. Captains Street; 3. Drum Street; 4. March Street; 5. Parade Street; 6. Triumphant Way; 7. Trumpet Street; 8. Victory Lane.
11. (d8): 1. Crown Street; 2. King Street; 3. Lords Lane; 4. Monarch Street; 5. Palace Way; 6. Queens Street; 7. Royal Street; 8. State Street.
12. (d8): 1. Circle Street; 2. Borderline Road; 3. Brick Road; 4. Curtain Street; 5. Perimeter Street; 6. Townline Road; 7. Watch Street; 8. Wall Street.
13. (d8): 1. Bay Street; 2. Commerce Street; 3. Dockside Way; 4. Harbor Street; 5. Lake Street; 6. Pier Street; 7. Portside Way; 8. Water Street.
14. (d8): 1. Bayview Street; 2. Castleview Street; 3. Gardenview Street; 4. Greenview Street; 5. Harborview Street; 6. Marketview Street; 7. Riverview Street; 8. Waterview Street.
15. (d8): 1. North Road; 2. North Street; 3. South Road; 4. South Street; 5. East Road; 6. East Street; 7. West Road; 8. West Street.
16. (d12): 1. Beech Street; 2. Cedar Street; 3. Cherry Street; 4. Cypress Street; 5. Fir Street; 6. Maple Street; 7. Oak Street; 8. Palm Street; 9. Pine Street; 10. Spruce Street; 11. Walnut Street; 12. Willow Street.
17. (d8): 1. Northgate Street; 2. Southgate Street; 3. Eastgate Street; 4. Westgate Street; 5. Old Gate Road; 6. Rivergate Street; 7. Watchtower Street; 8. Watergate Street.
18. (d12): 1. Briar Street; 2. Bush Street; 3. Gardenia Lane; 4. Garden Street; 5. Lilac Street; 6. Lily Way; 7. Petal Street; 8. Poppy Street; 9. Rose Street; 10. Sunflower Lane; 11. Thorny Lane; 12. Violet Street.
19. (d8): 1. Copper Street; 2. Crystal Road; 3. Emerald Way; 4. Jewelers Lane; 5. Golden Lane; 6. Rich Way; 7. Ruby Road; 8. Silver Lane.
20. (d8): 1. Ancient Way; 2. Bath Street; 3. Fountain Street; 4. Old Brick Road; 5. Old Stone Road; 6. Stone Ruin Road; 7. Tumblestone Way; 8. Well Street.

Terrain Used

1. Mixed
2. Predominant Terrain
3. Exclusive Terrain

Environment Temperatures

1. Cold
2. Temperate
3. Hot

Environments

1. Aquatic
2. Desert
3. Hill
4. Marsh
5. Mountain
6. Plain
7. Underground
8. Urban
9. Extraplanar

Relative Size

1. Tiny
2. Small
3. Medium
4. Large
5. Huge
6. Gargantuan
7. Colossal

Demographics

Population

1. Mixed Races
2. Predominant Race
3. Single Race

Culture

1. Mixed Cultures
2. Predominant Culture
3. Monoculture

Population

1. Collapsing Population
2. Shrinking Population
3. Stable Population
4. Growing Population
5. Booming Population

Peoples

Origin

1. Planar
2. Petitioner
3. Prime
4. Proxy

Sex

1. Female
2. Male
3. Genderless or Unknown

**Races**

Common

1. Dragonborn
2. Dwarf
3. Elf
4. Gnome
5. Halfling
6. Human
7. Tiefling
8. \* Populations always refers to predominant population. There will almost always be pockets of foreigners or isolated travelers of other races.

Uncommon

1. Aasimar
2. Eladrin
3. Firbolg
4. Genasi
5. Goliath
6. Kenku
7. Tabaxi
8. Triton

Rare

1. Aarakocra
2. Centaur
3. Changeling
4. Githyanki
5. Githzerai
6. Lizardfolk
7. Minotaur
8. Revenant
9. Shadar-Kai
10. Shifter
11. Tortle
12. Warforged

Very Rare

1. Bariar
2. Fey’ri
3. Gith
4. Grung
5. Modron
6. Shade

Monstrous Humanoid

1. Bugbear
2. Goblin
3. Hobgoblin
4. Kobold
5. Orc
6. Yuan-ti Pureblod

Classes

1. Artificer
2. Barbarian
3. Bard
4. Cleric
5. Druid
6. Fighter
7. Monk
8. Paladin
9. Psionic/Mystic
10. Ranger
11. Rogue
12. Sorcerer
13. Warlock
14. Wizard
15. Cultist
16. Various
17. - 20.  Unclassified

Alignment

1. Lawful Good
2. Neutral Good
3. Chaotic Good
4. Lawful Neutral
5. True Neutral
6. Chaotic Neutral
7. Lawful Evil
8. Neutral Evil
9. Chaotic Evil
10. Reroll

Economy

1. Collapsing Economy
2. Shrinking Economy
3. Stable Economy
4. Growing Economy
5. Booming Economy

Resources

1. Iron ore.
2. Copper ore.
3. Gold or silver deposits.
4. Clay or granite deposits.
5. Quartz or salt deposits.
6. Peat or coal deposits.
7. Hardwood lumber.
8. Barley and oats.
9. Beans and corn.
10. Nuts and olives.
11. Rice or wheat.
12. Potatoes and leeks.
13. Sugar cane.
14. Tobacco.
15. Cotton.
16. Fruit trees.
17. Cabbages and beets.
18. Cattle.
19. Dairy cows.
20. Sheep.

Special Resources

1. None
2. Fertile Farmland
3. Good Pastureland and Horses
4. Forests
5. Wild animal resources (horn, fur, feathers)
6. Bountiful Sea
7. Able Fleet
8. Minerals
9. Precious minerals
10. Magical zone of unusual properties
11. Holy site
12. Full Storehouses
13. Competent Government/Retired Rulers
14. Well organized/supplied military
15. Special materials (adamantine, crystal, darkwood, mithral, etc.)
16. Committed allies
17. Lucrative trade route/highway/waterway/gate
18. Flying mounts/army units
19. Dwarven-built fortresses
20. Heightened Elemental Influences
21. Extensive/Famous Ruins
22. Famous Tombs

Culture - Known for:

1. Architectural style.
2. Architectural feats.
3. Artists and poets.
4. Inventive cuisine.
5. Traditional cuisine.
6. Suggestive dancing.
7. Gladiatorial games.
8. Horse races.
9. Scholars and sages.
10. Music and/or dance.
11. Romance.
12. Jousting games.
13. Superior soldiers.
14. Street festivals.
15. Religious feasts.
16. Religious fervor.
17. Traditional dress.
18. Unusual dress.
19. Theater scene.
20. Wine and/or ale.

History

1. Recent
2. Respectible
3. Old
4. Ancient

Special Leadership

1. Great General
2. Great Holy Man
3. Great Mage
4. Great Politician
5. Great NPC

Relative Technology Level

How does the technology of this society compare with that of all the other countries that exist?

1. Primitive
2. Low
3. Mainstream
4. High
5. Advanced

Religion

Predominate Types of Religion (roll twice or more)

1. Spirit Worship (Similar to Paganism, Druidism)
2. Ancestor Worship
3. Pantheism
4. Monism (That all things in the universe are one, or stem from consciousness, itself, including deities)
5. Monotheism
6. Atheism
7. Syncretic (That all beliefs are true due to one transcendent existence with many forms)
8. Agnosticism (A dismissal of the knowledge of gods, but receptivity to possibility)
9. King Worship
10. This is usually the major religion of a society. The society may have many minor religions and traditions.

Predominate Worship

1. Sacrifice (grain, animals, goods)
2. Human Sacrifice
3. Self Mutilation
4. Honorary Events (games, festivals, processions, etc)
5. Monasticism

Predominate Clergy

1. Ad-hoc
2. Local expert
3. Priest
4. Monk
5. Cleric
6. Prophet
7. Lawgiver
8. Charismatic Leader

Earthly Cognates

1. Ancient hunter/gatherer
2. Bronze age tribe
3. Mesopotamian
4. Chinese
5. Aztec/Mayan
6. Persian
7. Semitic
8. Egyptian
9. Greek
10. Roman
11. Germanic
12. Indian/Hindu
13. Viking
14. Feudal Japan
15. Dark Ages Europe
16. Arabesque
17. Mongolian
18. Rus/Steppe
19. Renaissance
20. Age of Exploration