One Roll Society (d4)

Credit to u/SidecarStories

d4 Defenses Trade Crime Belief (feeling) Belief (subject) Governance Prominent Cultural Element

1

Militia: trained trained citizens combat threats and crime

Roll on "Trade"

Roll on "Crime"

Roll on "Major Beliefs"

Roll on "Major beliefs 2"

Roll on "Governance"

Roll on "Culture"

2

Standing army: professional organizers soldiers

Roll on "Trade"

Roll on "Crime"

Roll on "Major Beliefs"

Roll on "Major beliefs 2"

Roll on "Governance"

Roll on "Culture"

3

Champion: a single notable defender

Roll on "Trade"

Roll on "Crime"

Roll on "Major Beliefs"

Roll on "Major beliefs 2"

Roll on "Governance"

Roll on "Culture"

4

None: no military defenses

Roll on "Trade"

Roll on "Crime"

Roll on "Major Beliefs"

Roll on "Major beliefs 2"

Roll on "Governance"

Roll on "Culture"


Subcharts

Trade (d6)

d6 Result

1

Barter economy: no money, only trading

2

Desperate: struggling trade may mean low prices and low integrity among merchants

3

Heavy taxation: merchant prices raised in turn

4

Meddling: governance, guilds, or religion

5

New trade route: exotic traders and customs

6

Traditional: strict customs, prejudice against members of certain races or beliefs

Crime (d8)

d8 Result

1

Violent: even murder might not be uncommon

2

White collar: con artists and cheating merchants

3

Corrupt governance: unfair trials, predatory laws

4

Harshly punished: harsh sentences, banishment

5

Corrupt law enforcement: bribery, false charges

6

Organized: the party isn't the only gang in town

7

Suppressed: capable law enforcers, just law enforcers

8

Shunned: nobody associates with known criminals

Major Beliefs (d10)

d10 Result

1

Angry with

2

Rebelling against

3

Guilted by

4

Revolution toward

5

Punishing followers of

6

Apathetic toward

7

Awaiting

8

Devout to

9

Fearful of

10

Crusading toward

Major beliefs 2 (d10)

d10 Result

1

Atheism/agnosticism

2

Magic

3

Power

4

Wealth

5

Elder worship

6

A good god

7

An evil god

8

A neutral god

9

A lawful god

10

A chaotic god

Governance (d12)

d12 Result

1

Arcanocracy: the ruler or ruling class is magical

2

Anarchy: there are no laws. If someone does something you dislike, respond as you wish

3

Conquerors rule: whoever beat the last leader

4

Council: a group makes decisions together

5

Democracy: everyone votes directly on every issue

6

Dictatorship: ruling by force

7

Fealty: the town owes allegiance to elsewhere

8

Mandarinate: requires tests or trials to rule

9

Monarchy: single rule with bloodline succession

10

Oligarchy: a group of individuals divide power

11

Republic: elected ruler

12

Theocracy: god(s) make the law. There may or may not be clergy to interpret the wishes of the Divine

Culture (d20)

d20 Result

1

Food: high standards, reverence for good cooks

2

Music: constant music, most play at least one imstrument

3

Painting: colorful art on buildings/objects/people

4

Writing: authors, calligraphy, widespread poetry

5

Fashion: dressing for conformity or self expression

6

Body art: tattoos, piercings, hair, makeup/paint

7

Drama: storytelling, poetic speech, talented liars

8

Architecture: monuments, unique buildings

9

Holidays: frequent celebrations and events

10

Dance: movement is important in celebrations, traditions, courtships, transactions, respect

11

Tribalism: society separated into distinct groups

12

Duelling: most disputes are solved in formal combat

13

Symbology: prominent marks of faction or belief

14

Addiction: alcohol, food, or other substance abuse

15

Gluttony: overindulging in food, drink, or pleasure

16

Greed: dishonest trade, gambling, selfishness

17

Pride: confident, easily offended

18

Despair: widespread pessimism

19

Wrath: easily provoked, eager to fight

20

Sloth: laziness, slow paced lifestyle