Result
{% part1 = roll_chart name:"Settlement-Name" %}{% part2 = roll_chart name:"Settlement-Name" %}
{% settlementName = [part1.begin, part2.end] |> join sep:"" |> trim %}
{$settlementName}
{% population = {{1d20+1d50+10}|{5d30+50}|{4d100+100}} %}
{% population = {{$population} * {$averagePopulation} / 164.5} %}
{% terrain = roll_chart name:"Terrain" %}
{% population = {round({$population} * {$terrain.mult_pop} + {$terrain.mod_pop})} %}
{% rule = roll_chart name:"Government" %}
{%if population < 21%}{% class_id = 1 %}{%elif population <= 60%}{% class_id = 2 %}{%elif population <= 200%}{% class_id = 3 %}{%elif population <= 2000%}{% class_id = 4 %}{%elif population <= 5000%}{% class_id = 5 %}{%elif population <= 10000%}{% class_id = 6 %}{%elif population <= 17000%}{% class_id = 7 %}{%elif population <= 25000%}{% class_id = 8 %}{%else%}{% class_id = 9 %}{%end%}
{% class = roll_chart dice:{$class_id} name:"Classes" %}
{$class.name} {$rule.name}; AL {$rule.alignment}; Terrain {$terrain.name}
Base Value {$class.base_value} gp
{% mod_corruption = {{$rule.mod_corruption} + {$class.base_mod}} %}{%if rule.alignment == "LE" or rule.alignment == "NE" or rule.alignment == "CE"%}{% mod_corruption = {{$mod_corruption} + 1} %}{%end%}
{% mod_crime = {{$rule.mod_crime} + {$class.base_mod}} %}{%if rule.alignment == "CG" or rule.alignment == "CN" or rule.alignment == "CE"%}{% mod_crime = {{$mod_crime} + 1} %}{%end%}
{% mod_econ = {{$rule.mod_econ} + {$class.base_mod}} %}
{% mod_law = {{$rule.mod_law} + {$class.base_mod}} %}{%if rule.alignment == "LG" or rule.alignment == "LN" or rule.alignment == "LE"%}{% mod_law = {{$mod_law} + 1} %}{%end%}
{% mod_lore = {{$rule.mod_lore} + {$class.base_mod}} %}{%if rule.alignment == "LN" or rule.alignment == "CN" or rule.alignment == "NG" or rule.alignment == "NE"%}{% mod_lore = {{$mod_lore} + 1} %}{%elif rule.alignment == "N"%}{% mod_lore = {{$mod_lore} + 2} %}{%end%}
{% mod_society = {{$rule.mod_society} + {$class.base_mod}} %}{%if rule.alignment == "LG" or rule.alignment == "NG" or rule.alignment == "CG"%}{% mod_society = {{$mod_society} + 1} %}{%end%}
Corruption {$mod_corruption} Crime {$mod_crime} Economy {$mod_econ} Law {$mod_law} Lore {$mod_lore} Society {$mod_society}
{% pop_hum = {d100 + d1000 / 1000} %}
{% pop_helf = {max(1d20 - 5 + {$terrain.mod_elf} / 2 + d1000 / 1000, 0)} %}
{% pop_elf = {max(1d30 - 10 + {$terrain.mod_elf} + d1000 / 1000, 0)} %}
{% pop_dwarf = {max(1d40 - 10 + {$terrain.mod_dwarf} + d1000 / 1000, 0)} %}
{% pop_horc = {max(min(1d30, 1d30) - 20 + {$terrain.mod_orc} / 2 + d1000 / 1000, 0)} %}
{% pop_gnome = {max(1d50-30 + d1000 / 1000, 0)} %}
{% pop_total = {{$pop_hum} + {$pop_helf} + {$pop_elf} + {$pop_dwarf} + {$pop_horc} + {$pop_gnome} + 1} %}
{% pop_hum = {round({$pop_hum} / {$pop_total} * {$population})} %}
{% pop_helf = {round({$pop_helf} / {$pop_total} * {$population})} %}
{% pop_elf = {round({$pop_elf} / {$pop_total} * {$population})} %}
{% pop_dwarf = {round({$pop_dwarf} / {$pop_total} * {$population})} %}
{% pop_horc = {round({$pop_horc} / {$pop_total} * {$population})} %}
{% pop_gnome = {round({$pop_gnome} / {$pop_total} * {$population})} %}
{% pop_others = {max({$population} - {$pop_hum} - {$pop_helf} - {$pop_elf} - {$pop_dwarf} - {$pop_horc} - {$pop_gnome}, 0)} %}
{% population = {{$pop_hum} + {$pop_helf} + {$pop_elf} +{$pop_dwarf} + {$pop_horc} + {$pop_gnome} + {$pop_others}} %}
Population {$population} ({$pop_hum} humans{%if pop_helf > 0%}, {$pop_helf} half-elves{%end%}{%if pop_elf > 0%}, {$pop_elf} elves{%end%}{%if pop_dwarf > 0%}, {$pop_dwarf} dwarves{%end%}{%if pop_horc > 0%}, {$pop_horc} half-orcs{%end%}{%if pop_gnome > 0%}, {$pop_gnome} gnomes{%end%}{%if pop_others > 0%}, {$pop_others} others{%end%})
Subcharts
Government (d12)
d12 | name | alignment | mod_corruption | mod_crime | mod_econ | mod_law | mod_lore | mod_society |
---|---|---|---|---|---|---|---|---|
1 |
autocracy |
Resolve: {N|NE|LG|LN|LN|LE|LE} |
0 |
0 |
0 |
0 |
0 |
0 |
2 |
democracy |
Resolve: {CG|CN|NG|NG|N|N|LG|LG|LN} |
0 |
0 |
1 |
-1 |
0 |
2 |
3 |
dictatorship |
Resolve: {N|NE|NE|LG|LG|LN|LN|LN|LE|LE|LE|LE} |
1 |
-2 |
0 |
2 |
0 |
-2 |
4 |
magocracy |
Resolve: {CG|CN|CN|CN|CE|NG|N|N|N|N|N|NE} |
0 |
0 |
0 |
0 |
2 |
-2 |
5 |
secret syndicate |
Resolve: {CG|CN|CN|CE|CE|NG|NG|N|N|N|N|N|NE|NE|NE} |
2 |
2 |
2 |
-6 |
0 |
0 |
6 |
oligarchy |
{% qdice = {1d10} %}Roll on "Alignment-Any" (dice="{$qdice}") |
1 |
0 |
1 |
0 |
0 |
-1 |
7 |
plutocracy |
Resolve: {NG|N|N|NE|LG|LN|LN|LN|LE} |
2 |
2 |
3 |
0 |
0 |
-2 |
8 |
republic |
{% qdice = {1d10} %}Roll on "Alignment-Any" (dice="{$qdice}") |
1 |
0 |
0 |
0 |
0 |
1 |
9 |
theocracy |
{% qdice = {1d10} %}Roll on "Alignment-Any" (dice="{$qdice}") |
0 |
0 |
0 |
0 |
0 |
0 |
10 |
anarchy |
Resolve: {CG|CN|CN|CN|CE|CE} |
4 |
4 |
-4 |
-6 |
0 |
-4 |
11 |
militocracy |
Resolve: {NG|N|N|NE|NE|LG|LG|LN|LN|LN|LN|LN|LE|LE|LE} |
-1 |
0 |
0 |
3 |
0 |
-1 |
12 |
council |
{% qdice = {1d10} %}Roll on "Alignment-Any" (dice="{$qdice}") |
0 |
0 |
0 |
-2 |
-2 |
4 |
Alignment-Any (d12)
d12 | Result |
---|---|
1 |
CG |
2 |
CN |
3 |
CE |
4 |
NG |
5 |
N |
6 |
N |
7 |
NE |
8 |
LG |
9 |
LN |
10 |
LN |
11 |
LN |
12 |
LE |
Terrain (d20)
d20 | name | mod_pop | mult_pop | mod_elf | mod_dwarf | mod_orc |
---|---|---|---|---|---|---|
1-5 |
plains |
Roll 5d20 |
1 |
0 |
0 |
Roll 1d10 |
6-8 |
hills |
Roll 5d8 |
0.9 |
0 |
Roll 1d4 |
Roll 1d10 |
9 |
coastline |
Roll 10d20 |
1.5 |
0 |
-5 |
0 |
10-12 |
river |
Roll 8d20 |
1.3 |
0 |
0 |
0 |
13 |
marsh |
0 |
0.7 |
0 |
-5 |
0 |
14-15 |
forest |
Roll 2d10 |
0.6 |
Roll 1d50 |
-10 |
-5 |
16 |
mountains |
0 |
0.4 |
-5 |
Roll 1d40 |
0 |
17 |
lake |
Roll 4d5 |
0.5 |
0 |
-10 |
0 |
18-19 |
desert |
0 |
0.5 |
0 |
0 |
Roll 1d20 |
20 |
cavern |
Roll 2d4 |
0.2 |
-5 |
Roll 1d50 |
0 |
Classes (d9)
d9 | name | base_value | base_mod | blocks |
---|---|---|---|---|
1 |
Thorp |
50 |
-4 |
1 |
2 |
Hamlet |
200 |
-2 |
1 |
3 |
Village |
500 |
-1 |
1 |
4 |
Small Town |
1000 |
0 |
2 |
5 |
Large Town |
2000 |
0 |
4 |
6 |
Small City |
4000 |
1 |
5 |
7 |
City |
6000 |
2 |
7 |
8 |
Large City |
8000 |
3 |
9 |
9 |
Metropolis |
16000 |
4 |
16 |
Settlement-Name (d100)
d100 | begin | end |
---|---|---|
1 |
Air |
zin |
2 |
Amble |
zilch |
3 |
Apple |
zerk |
4 |
Ash |
zen |
5 |
Black |
yoke |
6 |
Blight |
yield |
7 |
Blue |
yew |
8 |
Bright |
year |
9 |
Clear |
wine |
10 |
Cold |
wind |
11 |
Corn |
well |
12 |
Cry |
wash |
13 |
Dark |
vote |
14 |
Dove |
void |
15 |
Down |
view |
16 |
Drop |
vale |
17 |
Earth |
us |
18 |
Eel |
urn |
19 |
Ent |
ups |
20 |
Ever |
undy |
21 |
Fire |
tower |
22 |
Fish |
top |
23 |
Fog |
ton |
24 |
Foot |
tin |
25 |
Gander |
spy |
26 |
Gold |
span |
27 |
Great |
shot |
28 |
Green |
say |
29 |
Happy |
rust |
30 |
High |
root |
31 |
Hogs |
rook |
32 |
Hot |
risk |
33 |
Idle |
quirk |
34 |
Imp |
quire |
35 |
Iron |
quash |
36 |
Ivy |
quartz |
37 |
Jade |
pool |
38 |
Jay |
pike |
39 |
Jewel |
path |
40 |
Jug |
pale |
41 |
Kings |
ore |
42 |
Knaves |
orb |
43 |
Knights |
off |
44 |
Knots |
oak |
45 |
Leaf |
not |
46 |
Light |
nook |
47 |
Little |
need |
48 |
Lower |
nap |
49 |
Maker |
more |
50 |
Mist |
mind |
51 |
Moon |
meld |
52 |
Mother |
mare |
53 |
Never |
lurk |
54 |
Niggle |
loss |
55 |
Night |
lily |
56 |
Nuts |
law |
57 |
Oil |
know |
58 |
Otter |
knee |
59 |
Oust |
kin |
60 |
Over |
keep |
61 |
Patch |
jolly |
62 |
Pine |
jest |
63 |
Plague |
jaw |
64 |
Plunge |
jab |
65 |
Quake |
itch |
66 |
Quarter |
inns |
67 |
Quiet |
ink |
68 |
Quill |
ice |
69 |
Rage |
hoof |
70 |
Red |
hold |
71 |
Reef |
head |
72 |
River |
haste |
73 |
Silver |
guard |
74 |
Star |
grim |
75 |
Summer |
gore |
76 |
Sun |
good |
77 |
Temple |
fury |
78 |
Toil |
foe |
79 |
Tomb |
fled |
80 |
Trample |
far |
81 |
Under |
etch |
82 |
Upper |
end |
83 |
Usher |
else |
84 |
Utter |
elk |
85 |
Vamp |
drift |
86 |
Viper |
dread |
87 |
Vole |
ditch |
88 |
Volt |
dawn |
89 |
Water |
cut |
90 |
White |
cub |
91 |
Winter |
cot |
92 |
Wolf |
comp |
93 |
Yearn |
bottom |
94 |
Yellow |
bell |
95 |
Yokel |
bee |
96 |
Young |
bay |
97 |
Zanm |
axe |
98 |
Zelch |
altar |
99 |
Zeldred |
ally |
100 |
Zorl |
after |
Untitled - Mon 19 Dec 16:52:58 (d6)
d6 | Result |
---|---|
1-6 |