Biome Generator

using d100lands and Worlds Without Number

Description (more info)

This generator is designed to create an explorable hex flower with points of interest. It uses d100lands (see PocketLands v1.1 for legend) to generate terrain, as well as prospective roads and rivers. Points of Interest are generated using Worlds Without Number.

Instructions
Choose a default terrain type (grasslands, forest, swamp, hills, mountains, or wasteland). Any hex with an "S" result is this default terrain. Interpret roads and rivers as desired.

Result

Biome Map

Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"
Roll on "d100lands"

Hex Flower Key

HexFlowerKey

Points of Interest

{% hex01={d6} %}
{% hex02={d6} %}
{% hex03={d6} %}
{% hex04={d6} %}
{% hex05={d6} %}
{% hex06={d6} %}
{% hex07={d6} %}
{% hex08={d6} %}
{% hex09={d6} %}
{% hex10={d6} %}
{% hex11={d6} %}
{% hex12={d6} %}
{% hex13={d6} %}
{% hex14={d6} %}
{% hex15={d6} %}
{% hex16={d6} %}
{% hex17={d6} %}
{% hex18={d6} %}
{% hex19={d6} %}

{%if hex01 <= "2"%}
Hex 1
Roll on "Basic Type of Feature"
{%end%}

{%if hex02 <= "2"%}
Hex 2
Roll on "Basic Type of Feature"
{%end%}

{%if hex03 <= "2"%}
Hex 3
Roll on "Basic Type of Feature"
{%end%}

{%if hex04 <= "2"%}
Hex 4
Roll on "Basic Type of Feature"
{%end%}

{%if hex05 <= "2"%}
Hex 5
Roll on "Basic Type of Feature"
{%end%}

{%if hex06 <= "2"%}
Hex 6
Roll on "Basic Type of Feature"
{%end%}

{%if hex07 <= "2"%}
Hex 7
Roll on "Basic Type of Feature"
{%end%}

{%if hex08 <= "2"%}
Hex 8
Roll on "Basic Type of Feature"
{%end%}

{%if hex09 <= "2"%}
Hex 9
Roll on "Basic Type of Feature"
{%end%}

{%if hex10 <= "2"%}
Hex 10
Roll on "Basic Type of Feature"
{%end%}

{%if hex11 <= "2"%}
Hex 11
Roll on "Basic Type of Feature"
{%end%}

{%if hex12 <= "2"%}
Hex 12
Roll on "Basic Type of Feature"
{%end%}

{%if hex13 <= "2"%}
Hex 13
Roll on "Basic Type of Feature"
{%end%}

{%if hex14 <= "2"%}
Hex 14
Roll on "Basic Type of Feature"
{%end%}

{%if hex15 <= "2"%}
Hex 15
Roll on "Basic Type of Feature"
{%end%}

{%if hex16 <= "2"%}
Hex 16
Roll on "Basic Type of Feature"
{%end%}

{%if hex17 <= "2"%}
Hex 17
Roll on "Basic Type of Feature"
{%end%}

{%if hex18 <= "2"%}
Hex 18
Roll on "Basic Type of Feature"
{%end%}

{%if hex19 <= "2"%}
Hex 19
Roll on "Basic Type of Feature"
{%end%}

Subcharts

d100lands (d100)

d100 Result

1

hex

2

hex

3

hex

4

hex

5

hex

6

hex

7

hex

8

hex

9

hex

10

hex

11

hex

12

hex

13

hex

14

hex

15

hex

16

hex

17

hex

18

hex

19

hex

20

hex

21

hex

22

hex

23

hex

24

hex

25

hex

26

hex

27

hex

28

hex

29

hex

30

hex

31

hex

32

hex

33

hex

34

hex

35

hex

36

hex

37

hex

38

hex

39

hex

40

hex

41

hex

42

hex

43

hex

44

hex

45

hex

46

hex

47

hex

48

hex

49

hex

50

hex

51

hex

52

hex

53

hex

54

hex

55

hex

56

hex

57

hex

58

hex

59

hex

60

hex

61

hex

62

hex

63

hex

64

hex

65

hex

66

hex

67

hex

68

hex

69

hex

70

hex

71

hex

72

hex

73

hex

74

hex

75

hex

76

hex

77

hex

78

hex

79

hex

80

hex

81

hex

82

hex

83

hex

84

hex

85

hex

86

hex

87

hex

88

hex

89

hex

90

hex

91

hex

92

hex

93

hex

94

hex

95

hex

96

hex

97

hex

98

hex

99

hex

100

hex

Basic Type of Feature (d10)

d10 Result

1-2

Ruin -> Roll on "Basic Ruin Type"

3-5

Community site -> Roll on "Community Site"

6-7

Court site -> Roll on "Court Site"

8-10

Wilderness site -> Roll on "Wilderness Site"

Basic Ruin Type (d6)

d6 Result

1

Residential site -> Roll on "Residential Ruin"

2

Military site -> Roll on "Military Ruin"

3

Production site -> Roll on "Production Ruin"

4

Religious site -> Roll on "Religious Ruin"

5

Cultural site -> Roll on "Cultural Ruin"

6

Infrastructure site -> Roll on "Infrastructure Ruin"

Residential Ruin (d12)

d12 Result

1

Isolated rural estate of nobility

2

Massive tenement or slum tower

3

Compact fortified village

4

Mazey urban residential block

5

Ancient arcology or fragment of it

6

Sprawling slum of shanties and huts

7

Townhouse of minor gentry

8

Rural grange with outbuildings

9

Hidden shelter against calamity

10

Rubble-wrought makeshift village

11

Outpost of refugees or recluses

12

Inhabited natural feature or cave

Military Ruin (d12)

d12 Result

1

Grand fortress of major significance

2

Remote frontier keep

3

Isolated watchtower

4

Military training camp

5

Half-subterranean entrenchments

6

Battlefield littered with fortifications

7

Hidden bunker or strongpoint

8

Secret operations base

9

Battered front-line fortress

10

Gatehouse controlling a vital pass

11

Military cache or storehouse

12

Fortified waystation

Production Ruin (d12)

d12 Result

1

Illicit manufactory for illegal goods

2

Sacred shrine for holy product

3

Destroyed camp or extraction site

4

Inexplicable ancient manufactory

5

Outsider goods production site

6

Magical production facility

7

Mine or open pit for excavation

8

Overgrown ancient plantation

9

Managed woodland gone feral

10

Farm for now-feral valuable beasts

11

Repurposed ancient manufactory

12

Fishery or salt extraction site

Religious Ruin (d12)

d12 Result

1

Lost pilgrimage destination

2

Tomb of some mighty ancient

3

Shrine repurposed for a newer god

4

Inexplicable sacred structure

5

Outsider fane to an alien god

6

Pilgrim hospital or waystation

7

Fortified frontier monastery

8

Prison-monastery for heretics

9

Fragment of megastructure temple

10

Place of some holy trial or test

11

Prison for a sealed demonic force

12

Holy archive or relic-fortress

Cultural Ruin (d12)

d12 Result

1

Inscrutable Outsider art structure

2

Ancient culture’s gathering site

3

Monument complex to lost glories

4

Abandoned school or study center

5

Indoctrination camp or prison

6

Museum of a lost nation

7

Library or ancient archive

8

Resort for nobles at ease

9

Enormous musical structure

10

Massive ceremonial structure

11

Preserved “heritage” village-resort

12

Taboo site of dark magic

Infrastructure Ruin (d12)

d12 Result

1

Psychic or tech communications site

2

Canal or aqueduct control center

3

Reality-stabilizing Working ruin

4

Massive bridge or tunnel

5

Ancient power production center

6

Semi-ruined teleportation node

7

Subterranean transit tunnels

8

Weather-control Working ruin

9

Ancient road through an obstacle

10

Huge ancient dam

11

Outsider xenoforming engine

12

Now-incomprehensible wreckage

Community Site (d10)

d10 Result

1

Village of aboriginal natives

2

Small colony of a nearby nation

3

Soldier-farmers dispatched to the wilds

4

Sectarian village of unorthodox believers

5

Demihuman enclave

6

Village of not-always-hostile monsters

7

Bandit meeting camp for trade and fun

8

Remnant of a major settlement swallowed up

9

Village of rebels or exiles from a nation

10

Oppressed group’s settlement of refuge

Court Site (d10)

d10 Result

1

Small group of isolated recluses

2

Monastery or hermit retreat

3

Degenerates forced out of civilized lands

4

Wizards conducting esoteric business

5

Demihumans of neutral disposition

6

Small tribal clan living in seclusion

7

Monsters not immediately hostile in nature

8

Another adventuring or explorer party

9

Traders or merchants risking the wilds

10

Miners, prospectors, or woodsmen

Wilderness Site (d10)

d10 Result

1

Cavern or cave complex

2

Extreme example of the native terrain

3

Valuable natural resource site of some kind

4

Lake, spring, or major water source

5

Crevasse, rift, or broken ground

6

Megastructure remnants or fragments

7

Traces of a long-lost road or canal bed

8

Mountain, high hill, or commanding height

9

Treacherous ground suited to the terrain

10

Pocket of unusual or atypical terrain type