Some Settlement Gen

This chart uses input variables
  • averagePopulation
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