Result
Topography: Roll on "Topography"
What is the general topography of this world? If the world is vast and varied, then what is the first landscape a visitor might encounter?
Average Temperature: Roll on "Temp"° F
Different climates may bring changing days and seasons. Yet the world still averages a particular temperature.
Life Level: Roll on "Life"
Some worlds are teeming with life, while others are as barren as a desert.
Dominant Species: Roll on "DomSpec"
This may be a rich and diverse world, but one species or class of species dominate the land.
Civilization Level: Roll on "TechLevel"
How advanced are the dominant species? How well can it exert its influence over others? What technological or arcane advancements has it achieved?
Dominant Element: Roll on "DominantElement"
Sometimes a single element or alignment infuses the world. The magic of that element operates at a higher caster level. This impedes any magic from an opposite element.
Bizarre Aspects: Roll on "Bizarre"
Some worlds have strange or bizarre aspects which set them apart from all others.
Other Details: Roll on "OthaDeets"
Often other details color a world more than the overarching factors.
Subcharts
Topography (d10)
d10 | Result |
---|---|
1 |
Endless OceanResolve: { with an extensive underground.|.} |
2 |
IslandsResolve: { with an extensive underground.|.} |
3 |
Shallow LakesResolve: { with an extensive underground.|.} |
4 |
PlainsResolve: { with an extensive underground.|.} |
5 |
HillsResolve: { with an extensive underground.|.} |
6 |
MountainsResolve: { with an extensive underground.|.} |
7 |
Cliffs and ValleysResolve: { with an extensive underground.|.} |
8 |
Floating Land Masses |
9 |
Infinite Caves |
10 |
Infinite Flooded Caves |
Temp (d20)
d20 | Result |
---|---|
1 |
0 |
2 |
20 |
3 |
30 |
4 |
35 |
5 |
40 |
6 |
45 |
7 |
50 |
8 |
55 |
9 |
60 |
10 |
65 |
11 |
70 |
12 |
75 |
13 |
80 |
14 |
85 |
15 |
90 |
16 |
95 |
17 |
100 |
18 |
110 |
19 |
120 |
20 |
140 |
Life (d4)
d4 | Result |
---|---|
1 |
Desolate. Such as a desert, tundra, or open sea. Life is rare here, except in select oasis. |
2 |
Small Population. Such as a plain, or high mountains. There is enough food and material if one has the skill to find it. |
3 |
Large Population. Such as a forest, coastline, or coral reef. Life is easy, with fruit on every vine. |
4 |
Teeming. Such as a jungle or swamp. Plenty of predators and competition makes acquiring the litany of resources challenging. |
DomSpec (d20)
d20 | Result |
---|---|
1 |
Aberration. Such as aboleth, deep walker, elder thing, ettercap, flumph, froghemoth, gibbering mouther, gug, intellect devourer, rust monster, or will-o'-wisp. |
2 |
Animal. Such as bat, dinorsaur, dolphin, elephant, frog, hyena, porcupine, rabbit, shark, turtle, walrus, or weasel. |
3 |
Construct. Such as animated object, clockwork soldier, colossus, golem, homunculus, taxidermies, or wyrwood. |
4 |
Dragon. Such as dracolisk, dragon turtle, drake, jabberwock, pseudodragon, wyvern, or any number of true dragons. |
5 |
Fey. Such as atomie, bogeyman, boggart, brownie, faun, gremline, kelpie, leprecahun, nymph, redcape, spring-heeled jack, sprite, tooth fairy, and witch-lights. |
6 |
Humanoid (Dwarf). Proud (but short) humanoids under the mountain with a lust for gold and a penchant for honor. |
7 |
Humanoid (Elf). Snobby or wild (but tall) humanoids who live in forests or advanced cities and study the arcane. |
8 |
Humanoid (Gnome) Strange humanoids from another world with magical tendencies and unusual senses of humor. |
9 |
Humanoid (Goblin or Kobold). Low creature full of mischief and malice with a preference for underground domains. |
10 |
Humanoid (Halfling). Jolly little humanoids with a courageous spirit and a love of simple pleasures. |
11 |
Humanoid (Human). Ambitious, versatile humanoids with the ability to adapt to all environments and situations. |
12 |
Humanoid (Orc). Warlike, aggressive humanoids with a penchant for violence and tribal warfare. |
13 |
Humanoid (Other). Such as bugbear, catfolk, changeling, dhampir, drow, duergar, giants, grippli, kitsune, lizardfolk, strix, svirfneblin, or wayang. |
14 |
Magical Beast. Such as bandersnatch, basilisk, blink dog, cockatrice, firebird, giant eagle, gorgon, hydra, leng spider, manticore, owlbear, phase spider, or siren. |
15 |
Monstrous Humanoid. Such as centaur, crabman, deep one, doppelganger, fen witch, gargoyle, hag, harpy, nightgaunt, scorpionfolk, or yeti. |
16 |
Ooze. Such as carnivorous blob, color out of space, ectoplasm, gelatinous cube, hungry fog, brain ooze, carnivorous crystal ooze, black pudding, or shoggoth. |
17 |
Outsider. Such as angels, axiomite, chaos beast, daemons, demodand, devils, divs, unfettered ediolon, genie, ifrit, nightmare, protean, psychopomp, undine, or valkyrie. |
18 |
Plant. Such as assassin vine, bog creeper, corpse lotus, fungus man, gallows tree, green man, jack-o'-lantern, kelpie, russet mold, shambling mound, or vegepygmy. |
19 |
Undead. Such as carrion storm, crawling hand, crypt thing, deathweb, demilich, draugr, ghost, ghoul, lich mummy, poltergeist, revenant, skeleton, vampire, or zombie. |
20 |
Vermin. Such as ant, bee, beetle, centipede, cockroach, crab, dragonlfy, flea, jellyfish, lobster, locust, mosquito, slug, spider, tick or wasp. |
TechLevel (d20)
d20 | Result |
---|---|
1-3 |
No Civilization. This world is pre-civilization. The predominant species may group together in herds. They may speak to each other in a basic language. |
4-6 |
No Civilization. This world is pre-civilization. The predominant species may group together in herds. They may speak to each other in a basic language. |
7 |
Stone Age. The predominant species uses rudimentary clubs and spears. They live in tribes and communicate in complex languages with robust myths. |
8 |
Stone Age. The predominant species uses rudimentary clubs and spears. They live in tribes and communicate in complex languages with robust myths. |
9 |
Agriculture Age. People use soft metals as tools. Tribes have evolved into permanent towns around agricultural fields. |
10 |
Agriculture Age. People use soft metals as tools. Tribes have evolved into permanent towns around agricultural fields. |
11 |
Writing Age. People write down information, stories, and contracts on papyrus and clay tablet. Powerful city-states form. |
12 |
Writing Age. People write down information, stories, and contracts on papyrus and clay tablet. Powerful city-states form. |
13 |
Early Empire Age. Political, social, and religious structures are strong enough to accommodate large states. There are empires of hundreds of cities. |
14 |
Early Empire Age. Political, social, and religious structures are strong enough to accommodate large states. There are empires of hundreds of cities. |
15 |
Medieval Age. Advanced metalworking and political structures are the norms, with large, well-equipped armies. Social stratification is extreme. Political and religious institutions drive both scientific and cultural advancement. |
16 |
Medieval Age. Advanced metalworking and political structures are the norms, with large, well-equipped armies. Social stratification is extreme. Political and religious institutions drive both scientific and cultural advancement. |
17 |
Industrial Age. People embrace advancement. Arcane or scientific discoveries make life easier on a daily basis. Machines produce items on a large scale and replace many occupations. |
18 |
Industrial Age. People embrace advancement. Arcane or scientific discoveries make life easier on a daily basis. Machines produce items on a large scale and replace many occupations. |
19-20 |
Information Age. Electricity or a similar substance provides information transfer throughout the globe. Communication is instantaneous. Combat has morphed into something distant and strange. |
DominantElement (d20)
d20 | Result |
---|---|
1-10 |
No Dominant Element. This world has no dominant element. |
11 |
Air. Air magic is dominant, which impedes earth magic. Many creatures can fly, and some take gaseous form. |
12 |
Earth. Earth magic is dominant, which impedes air magic. Creatures are strong and bulky, and the ground contains many gemstones. |
13 |
Fire. Fire magic is dominant, which impedes water magic. Flames burn without consuming fuel, and far too many creatures breathe fire. |
14 |
Water. Water magic is dominant, which impedes fire magic. Most creatures can swim in the many lakes and rivers. |
15 |
Negative. Negative energy floods this world. Living creatures take a small amount of damage each round unless they can find a refuge. The negative energy heals undead creatures. |
16 |
Positive. Positive energy floods this world. Undead creatures take a small amount of damage each round unless they can find a refuge. This energy heals living creatures. |
17 |
Law. This world is orderly and stable. |
18 |
Chaos. This world is random and frenetic. |
19 |
Good. The inhabitants of this world are civic-minded, fair, and eager to help. |
20 |
Evil. The inhabitants of this world are cruel, self-centered, and enjoy harming others. |
Bizarre (d20)
d20 | Result |
---|---|
1-10 |
Nothing. This world has no special magic, gravity, or chronological aspects. |
11 |
Dead Magic. Neither magical spells nor magical items function in any way. |
12 |
Enhanced Magic. Magic is more powerful in some way (it may operate at a higher caster level). |
13 |
Impeded Magic. It is challenging to cast most magic (it may demand Concentration checks). Magic which matches the elemental alignment of the world is exempt. |
14 |
Wild Magic. Magical spells have extra, wild effects outside the caster's control. |
15 |
Heavy Gravity. Everything is more challenging in a world where weight increases, particularly movement. |
16 |
Light Gravity. Leaping and carrying heavy items is a breeze in a light gravity world. |
17 |
No gravity. Worlds without gravity can be fatal to those accustomed to gravity's familiar tug. |
18 |
Fast Time. A day in the world is a week (or longer) out of the world. Careful that time does not get away from you. |
19 |
Slow Time. A week in the world is a day (or shorter) out of the world. It is the perfect place to pause and regroup. |
20 |
Timeless. Time does not pass in this world. Creatures do not age, buildings do not fall to ruin, and sickness does not progress. |
OthaDeets (d20)
d20 | Result |
---|---|
1 |
A deep, permanent fog suffuses every inch of this world. |
2 |
Multiple suns are visible in the sky of this world. Nighttime is either very short or nonexistent. |
3 |
Everything is very large here. Visitors appear as Lilliputians. |
4 |
Everything is very small here. Visitors appear as giants. |
5 |
Incorporeal creatures float around the world, unperturbed by any goings-on. |
6 |
Plants and animals grow and evolve at a rapid pace. Sometimes their entire lifespans last only a few days. |
7 |
The acid rains and fog in this world make shelter an absolute necessity. |
8 |
The air is thick here. Moving through it is like moving through water. |
9 |
The bones of giant creatures dot the landscape. |
10 |
The creatures of this world have evolved magical runes into the patterns on their flesh. |
11 |
The sky changes colors throughout the day, from pink to green to orange and back again. |
12 |
The stars at night give more heat than the sun. |
13 |
The vast majority of this world, including the soil and creatures, are made up of metal or crystal. |
14 |
The wind howls at all times. |
15 |
The world itself is living but is far too large to care about individual specks on its back. |
16 |
There is no sun and no daylight in this world. Plants and other creatures make due in other unique ways. |
17 |
This world is a hub, and many creatures from various worlds pass through it. |
18 |
Everything here is edible, including the rocks and soil. |
19 |
Everything here is poisonous to outsiders, except for the air. |
20 |
Water freezes at a much higher temperature or boils at a much lower temperature. |