You can find a collection including all of my public charts here: https://chartopia.d12dev.com/collection/2569/
The size of the realm: Roll on "The Size of the Realm"
The terrain is: Roll on "Terrain"
An element: Roll on "Element"
The element is warped in this way: Roll on "Warped"
The flora is: Roll on "Flora"
The fauna is: Roll on "Fauna"
Inspiration: Roll on "Inspiration"
Rigidity: Roll on "Rigidity"
Population: Roll on "Population"
Material Technology Level: Roll on "Material Technology Level"
Magical Prevalence: Roll on "Magical Prevalence"
Number of Major Factions: Roll on "Number of Magic Factions"
Ruling Authorities: Roll on "Ruling Authorities"
Values Prized by the Culture:
1. Roll on "Values Prized by the Culture"
2. Roll on "Values Prized by the Culture"
Desires of the rulers or people: Roll on "Desires"
Attitude toward outsiders: Roll on "Attitude"
Cultural Elements:
1. Roll on "Cultural Element"
2. Roll on "Cultural Element"
d6 | Result |
---|---|
1 |
Tiny. The Kelipah is a single room, clearing, glade, or pool. |
2 |
Small. The Kelipah is a single structure or building, though it may be a large one. |
3 |
Substantial. The Kelipah is as large as a small town, with multiple interesting features in it. |
4 |
Large. The Kelipah is as vast as a city, dozens of kilometers in diameter if it were reduced to mundane measurements. |
5 |
Region. The Kelipah is the size of a small nation, with multiple communities or concentrations of features. |
6 |
World. The Kelipah is a complete world, though it may not respect the geographic laws of mundane reality. |
d20 | Result |
---|---|
1 |
Airless Rock |
2 |
Arid Badland |
3 |
Blasted Waste |
4 |
Desert |
5 |
Endless Sea |
6 |
Forest |
7 |
Glassed-over |
8 |
Icy Waste |
9 |
Island Archipelago |
10 |
Jungle |
11 |
Landless Sky |
12 |
Moorland |
13 |
Mountains |
14 |
Plains |
15 |
River |
16 |
Savannah |
17 |
Swamp |
18 |
Tundra |
19 |
Underwater |
20 |
Volcanic |
d20 | Result |
---|---|
1 |
Caverns |
2 |
Clouds |
3 |
Earth |
4 |
Earthquakes |
5 |
Fog |
6 |
Geysers |
7 |
Hills |
8 |
Lakes |
9 |
Lightning |
10 |
Rain |
11 |
Rivers |
12 |
Seas |
13 |
Seasons |
14 |
Shores |
15 |
Sky |
16 |
Stars |
17 |
Storms |
18 |
Thunder |
19 |
Tides |
20 |
Wind |
d20 | Result |
---|---|
1 |
Births monsters |
2 |
Comes from strange sources |
3 |
Found where it shouldn't be |
4 |
Ignites in unclean flames |
5 |
Induces a great emotion |
6 |
Induces madness |
7 |
Is a home for dark things |
8 |
Is a road to evil places |
9 |
Is a slow poison |
10 |
Is a strange color |
11 |
Is acidic or noxious |
12 |
Is an ancient ruin remnant |
13 |
Is sentient |
14 |
Issues terrible commands |
15 |
Is made of something strange |
16 |
Is murderously dangerous |
17 |
Punishes those who offend |
18 |
Scours or wounds |
19 |
Serves dark powers |
20 |
Whispers something |
d20 | Result |
---|---|
1 |
Carnivorous |
2 |
Colonial or hive-like |
3 |
Gelatinous / tentacular |
4 |
Geometric in structure |
5 |
Grows in alien matter |
6 |
Jewel-colored |
7 |
Largely parasitic |
8 |
Like prehistoric cycads |
9 |
Made of strange stuff |
10 |
Mobile |
11 |
Nauseating in hue |
12 |
Sentient to a degree |
13 |
Produces strange drugs |
14 |
Produces strange music |
15 |
Resembles animals |
16 |
Spongy and moss-like |
17 |
Strangely fragrant |
18 |
Symbiotic with animals |
19 |
Vine-like and creeping |
20 |
Violently invasive |
d20 | Result |
---|---|
1 |
Avian or feathered |
2 |
Made of strange stuff |
3 |
Cries with human voices |
4 |
Dead but still moving |
5 |
Feeds largely on carrion |
6 |
Ghostly or semi-tangible |
7 |
Insatiably voracious |
8 |
Inscribed with glyphs |
9 |
Insectile or arthropodic |
10 |
Intelligent as humans |
11 |
Made of light or fog |
12 |
Metallic or artificial |
13 |
Warped and tormented |
14 |
Parasitic on each other |
15 |
Piscine or crablike |
16 |
Plotting against humans |
17 |
Reptilian or serpentine |
18 |
Resembles humans |
19 |
Warped in its shape |
20 |
Swarm or hive entities |
d12 | Result |
---|---|
1 |
Ancient Rome or Greece |
2 |
Contemporary native land of the PCs |
3 |
Historical China or Southeast Asia |
4 |
Historical India or subcontinental |
5 |
Historical Japan - Heian, Meiji, Sengoku, etc. |
6 |
Middle East - Islamic, Pre-Islamic, Golden Age, etc. |
7 |
Medieval Africa - Dahomey, Ethiopia, Mali, etc. |
8 |
Medieval continental Europe or Scandinavia |
9 |
Pre-Colonial Polynesia |
10 |
Pre-Columbian New World - Aztecs, Incas, Mayans, etc. |
11 |
Pre-modern tribal of a region of choice |
12 |
Re-roll and Re-roll, stitched together |
d4 | Result |
---|---|
1 |
Frozen. The Kelipah's nature is such that the society can never change, but only be destroyed. |
2 |
Variations. The culture can change in its details, but will always be fundamentally the same society. |
3 |
Changeable. They can change as easily or as painfully as any normal Earth culture. |
4 |
Flux. The culture will inevitably alter in drastic ways. |
d8 | Result |
---|---|
1 |
One household. Or even one person, if they happen to be a sole survivor or an avatar of the Kelipah itself. |
2 |
One clan. A few hundred at the most. If they persist, it's usually because the Kelipah requires them to exist rather than any scientific question of genetic viability. |
3 |
One town. A few thousand, sufficient to make a viable population in a more rational Kelipah. |
4 |
Many towns. A few tens of thousands, whether spread out in numerous towns or clustered in a single city as survivors of a formerly greater population. |
5 |
Many cities. A few hundreds of thousands, sufficient for a small nation or a great feudal domain. |
6 |
A nation. A million or more members of the society. |
7 |
Several nations. Hundreds of millions of people. |
8 |
A world. Billions of these beings are within the Kelipah. |
d8 | Result |
---|---|
1 |
Stone Age. The locals are unable even to work metals. |
2 |
Bronze Age. They have metalworking and muscle-powered devices and tools. |
3 |
Renaissance. Complex muscle, wind, and water-powered devices are possible, perhaps with crude firearms. |
4 |
Victorian. Steam power, firearms, and industrial plants are possible for them. |
5 |
Modern. They have equivalents of computers, synthetics, internal combustion, and other modern trappings. |
6 |
Futuristic. Their technology encompasses many of the things we would consider plausible for hard sci-fi. |
7 |
Alien. They have devices that work on logical but unknown principles and perform soft sci-fi miracles. |
8 |
Enigmatic. Their tech is indistinguishable from outright magic, and it may actually be as much. |
d6 | Result |
---|---|
1 |
None. This culture has absolutely no magical tradition, and may be incapable of using it. |
2 |
Lost. This culture may have once had magical arts, but they have since been lost or rendered unusuable. It may be they never had any, but a predecessor culture did. |
3 |
Hidden. Sorcery is deplored and despised, and those who shepherd knowledge of it must hide that fact. |
4 |
Reserved. These people have a magical tradition, but it is restricted to a specific group - rulers, priests, specially ordained wizards, or some other subgroup. |
5 |
Limited. While there is no cultural bar on the practice of magic, only a limited number of the inhabitants have the talent or interest necessary to pursue the art. |
6 |
Widespread. Most of the culture are either practitioners or participants in magical rituals. Elements of their society are likely strongly colored by their arcane arts. |
d6 | Result |
---|---|
1 |
One. The culture is unified around one authority. |
2 |
Two, either near-equal or one strong and the other weak. |
3 |
Roll d4+1 groups, each with a largely fixed membership consisting of traditional allies and mutual interest. |
4 |
Roll d4+1 major alliances, each composed of a shifting constellation of groups, castes, or occupations. |
5 |
Clan against clan, where real trust only exists within the scope of extended families, castes, or communities. |
6 |
All against all, where any formal organization is just a thin skin over a seething mass of treachery. |
d12 | Result |
---|---|
1 |
Anarchy. The culture recognizes no authority beyond brute force and immediate convenience. Optionally, they are so cooperative and peaceful as to require no authority. |
2 |
Caste leaders. Members obey the leader of their occupational or birth caste. |
3 |
Clan elders. The heads of extended families work together to arrange affairs. |
4 |
Democracy. Whether direct or in the form of a republic, the culture rules by general consensus. |
5 |
Feudal lordship. A great lord rules through lesser ones. |
6 |
Hive mind. They obey the will of the collective. |
7 |
Magocracy. Sorcerers may rule them, or some other special caste of gifted entities. |
8 |
Monarchy. A strong autarch directly rules the domain. |
9 |
Narrative. The natives obey the theme or narrative of the Kelipah, compelled into fulfilling their destined roles. |
10 |
Oligarchy. A group of powerful nobles, merchants, or other figures of importance make decisions. |
11 |
Subjection. The culture is subjected by a strong power, whether neighbors, dark gods, or uncaring aliens. |
12 |
Theocracy. Priests of the elder gods or adepts of some mystical dream-faith are obeyed. |
d20 | Result |
---|---|
1 |
Domination, conquest, and control of others. |
2 |
Envy, despite, and desire to despoil others. |
3 |
Fanaticism for a god, cause, nation, or race. |
4 |
Greed for wealth, power, or dark secrets. |
5 |
Hatred for outsiders, enemies, the weak, or the stronger. |
6 |
Hedonism of the flesh and mind, heedless of the cost. |
7 |
Ignorance, desiring the concealment of certain truths. |
8 |
Obedience even to self-destruction or ruining others. |
9 |
Treachery executed at the most profitable moment. |
10 |
Violence and the delight in bloodshed and war. |
11 |
Beauty in form, art, and creation. |
12 |
Compassion and mercy toward the suffering. |
13 |
Courage in the face of danger or horror. |
14 |
Excellence in whatever role is chosen for a person. |
15 |
Honesty in all things, especially when it costs. |
16 |
Honor and the keeping of promises and duties. |
17 |
Justice and the fair application of laws and rules. |
18 |
Knowledge and enlightenment shared with all. |
19 |
Loyalty to friends, lieges, and those pledged with it. |
20 |
Selflessness and self-sacrifice for noble causes. |
d12 | Result |
---|---|
1 |
Creation. They want to build something. |
2 |
Expansion. They seek to push into a new region. |
3 |
Knowledge. Some great secret obsesses them. |
4 |
Peace. They desire and end to some terrible conflict. |
5 |
Reform. They wish to renew their corrupt society. |
6 |
Rescue. They want to save themselves or an ally. |
7 |
Restoration. They want to bring back an old glory. |
8 |
Stasis. They want to stop some threatening change. |
9 |
Unity. They want to reunite their fractious people. |
10 |
War. They seek the bloody ruin of a foe. |
11 |
Wealth. They want riches and material wealth. |
12 |
Worship. They seek to glorify their gods or masters. |
d8 | Result |
---|---|
1 |
Oblivious. They are unaware that strangers exist, and will respond to outsiders with shock and disbelief. |
2 |
Frightened. Outsiders are fearful emissaries of dark powers or bringers of plague and terror. They are to be shunned and avoided. |
3 |
Hateful. Outsiders are loathsome and foul, to be killed or driven away by the people. |
4 |
Exploitative. Outsiders are useful, to be enslaved, cheated, or tricked into performing dangerous work. |
5 |
Indifferent. Outsiders are of no importance, to be tolerated so long as they do not annoy. |
6 |
Hospitable. Outsiders are to be greeted and allowed courteous participation in the community. |
7 |
Welcoming. Outsiders are wonderful, to be gladly welcomed and provided all reasonable aid. |
8 |
Reverent. Outsiders are holy, the be worshiped as gods. |
d50 | Result |
---|---|
1 |
Accidents of birth mark people as slaves |
2 |
Polygamy is common to the wealthy |
3 |
All behavior must conform to a certain book |
4 |
Prevalent use of a drug colors their customs |
5 |
Cannibalism is normal for them |
6 |
Rigid castes divide the populace |
7 |
Common infant sacrifice to gods or necessity |
8 |
Ritual tribute to leaders dominates their production |
9 |
Communities are hidden from outsiders |
10 |
Ritually forbidden taboo zones exist in places |
11 |
Crime is punished hideously |
12 |
Rulers are always carried; they never touch earth |
13 |
Dangerous initiation rites for adulthood |
14 |
Scarring or ritual mutilations are common |
15 |
Each community is convinced of their superiority |
16 |
Slavery is integral to their basic survival |
17 |
Atheism is enforced on pain of awful torments |
18 |
Temples are everywhere among them |
19 |
They favor a single type of weapon |
20 |
They are a decayed remnant of a greater past |
21 |
Food is scarce and controlled by the rulers |
22 |
They came from another Kelipah |
23 |
There are harsh sumptuary codes of dress |
24 |
They came originally from Earth |
25 |
Herds of sacred animals wander freely |
26 |
They drove out a remnant race before them |
27 |
Human sacrifice is common |
28 |
Tey favor living on ships or houseboats |
29 |
Impractical, scanty, or elaborate clothing is worn |
30 |
There is a sacred beast they dare not harm |
31 |
Institutional misogyny or misandry is normal |
32 |
They have an inhuman feature |
33 |
Music is a secret vice for them |
34 |
They have been cursed for some old offense |
35 |
Music is vital to them |
36 |
They need an exotic substance to live |
37 |
No money; all trade is barter |
38 |
They prefer underground homes |
39 |
Nomadic customs keep their towns moving |
40 |
They shun or lack writing or written documents |
41 |
Not all children are born human |
42 |
They speak only on certain topics |
43 |
Only the elite may marry |
44 |
They transform with age into something else |
45 |
They make use of oppressed inhuman slaves |
46 |
Unique gender roles exist among them |
47 |
Outcasts have no rights and may be abused at will |
48 |
Veils or masks are worn among non-family |
49 |
Polite lies are always expected in social settings |
50 |
They worship an alien race as gods |