I like random tables - even more so if the table has already been integrated into some sort of system that produces results with only the touch of a button or very minimal inputs.
I'm a big fan of the generators over at Donjon. There are loads of them - maybe 200 in all. Finding myself at something of a loose end, I decided to use some of them to start creating a campaign setting. I generally rely on some well-worn tropes myself, so let's see if Donjon can shake me up a bit.
I want to sketch out a region - something like the map of north-west Middle-Earth so beloved of us Tolkienists. A bunch of kingdoms and whatnot that border or are at least close to each other.
The first thing I want to do is generate some countries. Donjon doesn't have a country-generator but does have a 'Worlds and Planes' sub-head in the 'Locations' generator (here). All the location-generators produce a list of 10 outputs. That can be my stand-in for realms (or I guess occasionally smaller entities like cities); the first pass produced this raw output:
- Ithon, an ancient world of wooded hills and storm-wracked seas, illuminated by a golden sun. The world is primarily populated by dwarves, with a few gnomes.
- Tironde, an ancient realm of shadowed jungles, desolate wastes, and azure oceans. The realm is primarily populated by dwarves, with smaller numbers of other races. The dwarves of Tironde are ruled by a nobility of angels.
- Briandoroth, an ancient realm of rugged hills, misty glens, and azure oceans. The realm is primarily populated by humans, with a few dwarves.
- Ombalin, a medieval plane of broken hills, shadowed forests, and decaying swamps. The plane is mostly populated by humans, though with large numbers of other races.
- Male, a malevolent plane of rough-hewn canyons and oceans of mercury, beneath a fiery sky. The plane is primarily populated by demons and efreet. It is also the location of the Fane of Eternal Night, a bastion of insane cultists and warlocks.
- Falone, a primordial realm of smoldering hills and icy seas, beneath a sky of perpetual storms. The realm is primarily populated by demons and gargoyles.
- Londolin, a primal plane of eroded hills, shadowed valleys, and desolate deserts. The plane is mostly populated by elves, though with large numbers of other races.
- Cali, a walled plane of storm-wracked mountains and tangled forests, beneath an azure sky. The plane is the prison of an ancient gold dragon, bound by adamant chains.
- Aris, an abyssal realm of volcanic mountains, dark canyons, and rusting battlefields. The realm is primarily populated by demons and ogres. The denizens of Aris are at war with invading devils.
- Tirastir, a fallen plane of ashen forests, haunted mires, and seas of acid. The plane is overrun by vast armies of minotaurs and goblins.
Because this is not in fact a generator of realms, I have to do some minor conversion-work. So... Ithon, a realm of Dwarves... Tironde, a jungle-waste realm also populated by Dwarves (probably to the south of the other, the climate seems very different)... Briandoroth and Ombalin, human realms... Male (pr. MAH-lay), a fiery demon realm with its own point of interest, the Fane of Eternal Night... another demon realm (probably northern given the weather) called Falone (pr. Fah-LOW-nay)... Londolin, an elf-realm... Cali, a small walled and mountainous pocket-realm, which is the prison of a dragon... Aris, a mountainous realm where demons war with devils... and Tirastir, a land under the control of Minotaurs and Goblins, which formerly belonged to someone else. That looks like a good start.
I didn't have a map in mind but this is more 'proof of concept' than anything else. I'll see if I can get them to fit on this blank version of the LotR map (from here):
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| Not my map, of course. |
Just going by description, and resisting the urge to put an evil realm where Mordor is (of course I ended up putting a second evil realm there) produces a map like this:
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| Map with new country labels |
That seems quite pleasing. Perhaps Cali should be limited to the extreme north-west of Mordor but for the moment I'm happy enough with that as a rough guide.
A new iteration of the location generator - this time, using 'Towns and Cities' in the Settings tab of Random Locations - produces the following settlements:
- Elfeld: Population 8200, primarily human, some halfling. The city is a tangle of narrow streets and row buildings. It is ruled by a tyrant, the human lord Rewalt, though a consortium of guildmasters is the real power behind the throne. Elfeld has seen better days, and swarms of vermin run through its streets.
- Badun: Population 1900, primarily human, some halfling. The town is defended by a strong stone wall and gatehouse. It is governed by a noble aristocrat, the halfling lord Chury Reeve. Badun is known for its monuments and shrines of long-forgotten gods.
- Glaney: Population 1800, mixed elf and other civilized races. The town is defended by a series of arcane wards. It is governed by a consortium of wealthy merchants, known as the Jade Senate. The Abbey of Angels is a common destination for religious pilgrims.
- Keford: Population 140, mixed human and kobold. The village is encircled by a crumbling stone wall. It is governed by a noble aristocrat, the human lord Wine. It is said that a gang of slavers works out of the Hunter's Cask.
- Bilgunulb: Population 6500, mostly dwarf, some human. Most of the city is delved into the sides of a mountain. It is governed by a court of aristocrats. Many of its residents wear iron scale vests, a local fashion.
- Alderklif: Population 9800, primarily dwarf, some gnome. Most of the buildings are constructed from massive stone blocks. It is governed by several wealthy merchants, led by a female dwarf named Nainarv. Many of its residents wear nightsilk cloaks, a local fashion.
- Llantwy: Population 780, primarily elf, some human. The village is defended by arcane wards. It is governed by a noble aristocrat, a female sphinx named Lili. The most prominent tavern in the village is The Viridian Axe.
- Idarbekkr: Population 720, mixed dwarf and halfling. The village sits upon an island in the middle of a lake. It is governed by a mayor, a male dwarf named Amin. Idarbekkr was recently struck by plague, and tormented ghosts haunt its streets at night.
- Nutithorp: Population 74, primarily dwarf, some gnome. The thorp is dominated by a single tall tower. It is governed by a reeve, a female gnome named Rida. Nutithorp is the home of a legendary hero, a female sorcerer named Duri.
- Khurukthol: Population 50, mostly dwarf, some gnome. Most of the village is delved into the sides of a volcanic outcrop. It is governed by the priests of the village temple. Khurukthol is the home of a legendary hero, a paladin named Tori.
There are a lot of Dwarf settlements (5 mostly-Dwarf settlements) here, and as one of the Dwarf realms, Tironde, isn't even on the map, I guess they're mostly going up in the North-West in Ithon. Then there are 3 mostly-human and 2 mostly-Elven settlements that can go in human and Elf realms. I left the generator on default but you can use drop-down menus to change the sizes, culture and race of settlements (and the castles I do in the next step) to only generate villages of Aztec Halflings or towers of Sumerian Monsters (and a huge variety of other potential combinations) if you want something specific.
So, those default 'Castles' from the Settings tab:
- Caer Atangrod: This round tower has elegantly carved stone walls and a yellow tiled roof. The male lord of the tower is an elf named Ebor, and it is defended by elven warriors and fey creatures. The tower is overgrown with flowering vines.
- Castow Castle: This tower sits in the fork of a river. The male lord of the tower is an old paladin named Swalda, and it is inhabited by an order of priests and monks.
- Dewold Stronghold: This small tower has battered stone walls with defensive battlements. It appears deserted, but is inhabited by a poor beggar named Warder Gare.
- Barad Caigri: This large tower sits upon the banks of a stream, spanned by a wooden bridge. The female lord of the tower is an elf named Hyana, and it is defended by a small company of mercenaries.
- Kadu's Deep: This small walled castle has strong stone walls, engraved with runes of strength. It appears deserted, but is inhabited by kobold thieves led by a boss named Naidara.
- Argarson's Deep: Most of this small walled castle is delved into the side of a mountain. It appears deserted, but is inhabited by a vampire named Vittela. The castle has several forges, and its courtyards are filled with smoke.
- Minas Anthir: This fortress complex sits upon an island in the middle of a lake. The male lord of the castle is an elf knight named Anthir, and it is defended by expert elven archers.
- Narvi's Hold: This round keep has thick stone walls, engraved with runes of strength. The female lord of the keep is a young dwarf named Narvi, and it is defended by tough dwarven warriors. A secret door in the cellar opens into tunnels and mineshafts.
- Minas Matu: This small keep has thick wooden walls and defensive earthworks. The female lord of the keep is an elf mage named Matu, who secretly serves Aleon, an ancient demonic goddess.
- Barad Comi: This square tower sits upon the banks of a stream, spanned by a wooden bridge. It is in disrepair, and totally deserted. The tower once belonged to a wizard, and its walls are engraved with runes of power and sorcery.
There's a good mix there and I can, between the settlements and the castles, see a bunch of potential plot-hooks developing. What are the secrets of Barad Comi, and who seeks them? What is Warder Gare's story? What are the aims of the monks of Castow Castle? What are the histories of the various strangenesses of the settlements? How do this fit into the greater stories of the realms I generated first, with their forgotten gods, wars of devils and demons, and invading goblins under the leadership on Minotaurs?
Afterwards, I generated a few more other settlements because the 10 I had didn't seem to be covering the map much. But they offer even more by way of hooks and mysteries.
- Kefield: Population 6900, primarily human, some elf. The city is defended by a stone wall and a nearby castle. It is governed by several powerful sorcerers, led by a male elf named Ducio. Kefield is said to be haunted by the ghost of a wandering adventurer, cursed by a Goddess of Destruction..
- Chaford: Population 570, mixed human and elf. The village sits upon a granite outcrop, accessible by a single road. It is governed by a council of elders, led by a male human named Amer Nere. Chaford was recently struck by a divine curse, and the air smells of blood.
- Blidun: Population 770, primarily human, some other civilized races. A series of low stone walls divides and encircles the village. It is governed by an arcane sorcerer, a male human named Wulfa. It is rumored that strange shadows are cast in the village square at night.
- Pegrove: Population 430, primarily human, some halfling. The village is defended by a wooden palisade. It is governed by the priests of the village temple. Pegrove has seen better days, and swarms of vermin run through its streets.
- Miwold: Population 22000, primarily human, some kobold. The city is defended by magical constructs and wards. Two factions struggle for control of the city, a senate of elected representatives and a court of aristocrats. Many of its citizens are tattooed with a strange symbol.
- Agag: Population 650, mixed kobold and other monstrous races. The village is built around the ancient ruins of a temple. It is ruled by a monstrous tyrant, a lich named Lurtzog. Agag is the home of an infamous villain, a female necromancer named Thildamerc.
- Teestone: Population 10200, mostly human, some elf. The city is defended by magical constructs and wards. Governance of the city is shared by a consortium of wealthy merchants and several wealthy aristocrats. Teestone is infamous for its thieves' quarter.
- Einond: Population 560, mixed elf and human and half-elf. Most of the buildings are constructed from living trees. It is governed by a council of elders, led by a male elf named Mosa. Druids gather at the circle of stones on the solstice.
- Vididalr: Population 62, mostly dwarf, some other civilized races. Most of the buildings are constructed from massive stone blocks. It has no local government. Vididalr serves as a military outpost, and its citizens are armed.
- Boobluff: Population 160, mixed human and halfling. The village is dominated by a single tall tower. It is governed by a council of elders, whose weekly meetings often turn into drunken brawls. Boobluff was recently struck by plague, and many of its buildings stand empty or in ruins.
A very different mix of races - 7 predominantly human, 1 Elf, 1 Dwarf and 1 Kobold, which look easy enough to slot into the existing geo-political landscape (there are Kobolds mentioned in a few other places, perhaps they are on the borders between Goblin Tirastir and Goblin Ombalin... perhaps teh Kobolds were the previous inhabitants of Tirastir even). Again, hooks abound. What is the cause of the strange plague at Boobluff? Who is the goddess that cursed the adventurer of Kefield? What have the inhabitants of Chaford done to deserve their strange curse? Many things that the PCs can get their teeth into.
And that is the basis for constructing this new continent. 10 countries, 10 variously-sized castles, and 20 settlements. OK, I haven't got a whole world out of it, and I could only place 9 realms on the LotR map, but in principle I could just do something like this multiple times and populate greater areas. The least-satisfactory part I think is using the 'Worlds and Planes' generator for kingdoms and other realms. It's a bit clunky, but works tolerably well. It certainly require a bit of editing; descriptions of different sorts of suns etc. are not necessarily applicable to different regions of the same continent but there could be magical or just meteorological reasons why the atmospheric conditions might be very different across a large area (though in the output I generated I can't see anything too egregious). I'm not sure if there are any real alternatives. Not that I have found on Donjon anyway. But I'm pretty happy with it as a test-run of world-building.






