Worldwizard TTRPG
Worldwizard TTRPG
inspiration
Dawn of Worlds, by N. Bob Pesall
HOW IT WORKS
The step-by-step procedure in this book will take you through the four Ages of your
world: Primordial, Prehistoric, Ancient, and the Present.
In each Age, players take turns adding things to a map—mountain ranges, swathes of
forest, new forms of sentient life, dramatic events, agents of divine or demonic power—by
spending Action Points (AP). Each type of thing costs a certain number of AP, which
varies from Age to Age. For instance, it’s easier to change the terrain earlier in the world’s
history than later.
When you create a particular element, you become its Steward, which makes it a little
more expensive for other players to mess with it. When one Age transitions to the next,
Stewards must pay AP for their creations to survive; those that don't become lost to the
past, with only legend or scattered ruins offering sign of their existence.
While a given player is taking their turn, a different player acts as Historian, taking notes
and recording any important changes to your world. The role of Historian rotates over the
course of play, in tandem with the players taking their turns.
At the end of the fourth Age, you should have a map covered in drawings and a bunch of
notes, which together will paint a picture of your shared setting. If you're playing World-
wizard to set the stage for an RPG campaign, hand this stuff over to the GM—or, if your
game is GM-less, make copies or make sure everyone has access so it can act as a shared
reference.
2-8 players
This rulebook
A copy of the Player Reference handout (included in the game files) for each player
A blank hex map of a fictional world, with continents outlined but no terrain features
(examples included in the game files)
Paper (or a notebook or an online document) for recording the history of your world
Writing and drawing tools for taking notes and marking up the map
Two ten-sided dice, rolled together to generate a number from 1 to 100 (“1d100”),
and two six-sided dice (“2d6”).
Optional: About a dozen tokens of some kind (glass beads, poker chips, etc.) per
player, to represent each player’s Action points (AP). If you don’t use tokens, you’ll just
keep track of AP using your note-taking tools.
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THE MAP
Use a hex map with continents outlined, but no terrain features. The standard Worldwiz-
ard map is 50 hex columns by 30 hex rows, but you should feel free to try other sizes. Just
keep in mind that the more hex-dense your map, the longer it will take to play the game.
Several blank maps are included with the game files, in two different sizes: 50×30 hexes
and 75×40 hexes.
* Given level terrain and good weather. 1 day of travel assumes 12 hours of actual
travel time.
At the start of play, there is only land and sea, with all land considered flat, rocky
wasteland. The middle band of the map is considered arid, the northernmost and
southernmost bands are considered frigid, and the bands between these zones are
considered temperate.
On a standard 50×30 hex map, this means the arid zone takes up 9 hexrows (about 30%
of the map area), each frigid zone takes up 3 hexrows (about 10% each, or 20% of the
total map area), and each temperate zone takes up 7-8 hexrows (about 25% each, or 50%
of the total map area).
On a 75×40 hex map, the arid zone takes up the 12 middle hexrows, each frigid zone
takes up 4 hexrows, and each temperate zone takes up 10 hexrows.
4
TERMS
Action: A choice made by a player that changes the state of the world in a significant way.
Each Action costs a number of Action Points (AP), which varies according to the
type of Action and the Age in which it is taken.
Action Pool: A given player’s total current number of Action Points.
Action Tally: A running total of the number of Actions taken by all players in a given
Age. After the Tally reaches a certain point (which varies by Age), the Age may come
to a close.
Age: The game is played over 4 Ages that cover progressively shorter spans of time in the
game world. Each Age is comprised of a certain number of rounds.
Alignment: A quality possessed by each Avatar, People, Faction, and City which defines
their position on a spectrum of behavior: good, lawful, neutral, chaotic, or evil.
Avatar: A single entity—hero, monarch, monster, demon, demigod, etc.—which embodies
and exerts the will of some greater force or power upon the world.
Ancient Age: Covers thousands of years, during which cultures and civilizations advance,
expand, and make their marks on the world.
City: A population center of significant size, founded by a particular People, and imbued
with a particular character and political power.
Climate: The prevailing weather conditions in a particular region of the world, falling
into one of 3 categories: frigid, arid, and temperate.
Disaster: A natural, divine, or arcane event that disrupts the world with widespread and
overall negative repercussions (a great flood, a volcanic eruption, a terrible curse, etc.).
Event: An occurrence which significantly impacts some aspect of the world (a slave
revolt, the discovery of magical ore, a wedding between two ruling families, etc.).
Faction: A subgroup of a People with a shared goal, organized around a particular belief
or philosophy (religion, rebel group, loyalist contingent, thieves’ guild, etc.).
Feature: A dramatic and singular physical element of the world, natural or fabricate (a
mighty river, a volcano, a region-spanning wall, a wizard’s tower, etc.).
Historian: A player who adds to the history of the world by writing down or otherwise
recording the results of the current player’s actions.
People: a significant population of sentient intelligent beings with a shared culture, which
may or may not progress to a more advanced civilization. A given People occupies one
of four possible levels of development: nascent, developing, advanced, or transcendent.
Prehistoric Age: Covers tens of thousands of years, during which life of all kinds flour-
ishes, the first sentient beings start to emerge, and higher powers begin to meddle.
Present Age: Covers hundreds of years of the recent past, leading up to the moment
when your campaign will begin.
Primordial Age: Covers millions of years, the period during which the world first comes
into existence and is shaped by elemental, divine, or supernatural forces.
Steward: A player who creates a particular Avatar, People, Faction, or City; it’s easier for a
Steward to manipulate an element they created than it is for other players, and they
are the primary authority on all questions related to their creation.
Terrain: The particular landscape of an area of the world, described by a combination of
physical features, climate and flora (rocky hills, alpine forest, saltwater marsh, etc.).
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set up
1. Place the map out where everyone can see it.
2. Place the dice and Action tokens (if you’re using them) within reach.
3. Make sure every player has a copy of the Player Reference handout (included in files).
4. The first player is whoever most recently used a physical map to navigate. If no one
can remember doing that, everyone rolls 1d100, and the first player is the person who
rolls highest.
5. The first Historian is the person to the left of the first player. As the role of current
player rotates, the role of Historian follows them, so the Historian is always the per-
son to the current player’s left.
6. Give the first Historian the note-taking tools. As the role of Historian rotates, the
tools go with it.
7. Set the tone by having a conversation about some thematic touchstones for your
world. We already know that it’s a fantasy setting, but is it high fantasy (The Lord of
the Rings), low fantasy (A Game of Thrones), dark fantasy (Dark Souls), sword & sorcery
fantasy (Conan the Barbarian) or something else? Establishing two or three touch-
stones at the outset will get everyone in the same mindset and lend coherence to your
collaborative creation.
8. Review the Principles of Play (below) and Playing the Game (opposite).
9. Turn to the Primordial Age instructions (page 8) and start play.
PRINCIPLES OF PLAY
Before you start playing, to set expectations properly, make sure everyone is familiar with
these basic principles (included in the Player Reference handout).
r Ask questions. If you’re unsure about anything at all, just ask. If you can’t find an
answer in these rules, discuss the question and draw your own conclusions.
r Respect boundaries. The game has some built-in guardrails, but it never hurts to
make sure you’re not messing with another player’s hopes or plans.
r Maintain the tone. As you add to and change your world, be conscious of your
agreed-upon thematic touchstones.
r Follow your instincts. Do what you feel would be most interesting or fun without too
much second-guessing.
r Be decisive. Strong, clear choices will give your contributions more character.
r Make connections. Establishing relationships between the contributions of various
players will help to make your setting more engaging and memorable.
r Lean into drama. Seek opportunities to create tension and conflict between the vari-
ous peoples, factions, and avatars.
r Share the spotlight. When it’s your turn, don’t always look out for your own stuff;
consider actions that would add drama or attention to someone else’s creations.
r Embrace disaster. A “bad” roll or turn of events that puts one of your creations in
jeopardy is an opportunity to deepen and enrich the story of your world.
r Stay flexible. Be willing to adapt if your plans don’t go as hoped.
r Play to find out what happens!
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PLAYING THE GAME
Although the play procedure is fully outlined for each Age (pages 8-11), your experience
may be improved by keeping the following guidelines in mind:
r It’s not a competition. Try to think of Worldwizard less as a competitive board game
and more as a platform for collaborative, constructive, creative exchange. In this sense
it’s more of a toy (or a tool) than a game.
You can certainly mess with each others’ creations, and root for factions and nations
to survive and defeat their enemies, but the goal is not to see your individual, personal
creations achieve superiority; it’s to watch the story of an entire world unfold. There
are no winners or losers; everyone is both artist and audience.
r Choose or roll (and re-roll). Whenever you refer to a table to create a new aspect of
your world, you’ll see that the instructions ask you to “choose or roll.” This means what
it says: you can either browse the table entries and pick something that appeals to you,
or roll the dice to generate a random prompt.
That being said, some people (myself included) often feel an obligation to “obey the
dice” and strictly abide by the results, whatever they may be. That’s fine! But if you
recognize that you possess this particular mindset, and you roll an entry that bores or
disappoints you, just remember that you have the power to avoid boredom and disap-
pointment. If choosing a result feels unexciting, or like a cop-out, you have permission
to re-roll the dice until you get a result that sparks your interest.
I. PRIMORDIAL AGE Primordial Age Actions
In this Age, spanning millions of years, the
world is born and its terrestrial foundation action ap cost
is established. Players take turns trans- Create Mountains 0
forming the landscape— raising mountain
Create River 0
ranges, carving valleys, and changing the
terrain across vast regions. Create Terrain 1
Create Natural Feature 0
Start of the Primordial Age
Before the first round of play, the Action
Tally is set to zero. Then, each player rolls
1d6, adds 1 to the result (1d6+1), and adds that total to their Action Pool.
B. After all players have taken a turn, if the Action Tally is less than 16, start a new
round in the Primordial Age with step A, above. If the total is equal to or greater
than 16, ask everyone if they are ready to move on to the next Age. If consensus says
no, play another Primordial round starting at step A, above. If consensus says yes,
proceed to the Prehistoric Age (next page).
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II. prehistoric age Prehistoric Age Actions
In this Age, spanning hundreds of
thousands of years, all manner of life is in action ap cost
full bloom; great monsters are born, the Create Terrain 2
seeds of future civilizations are planted,
Create Natural Feature 1
and higher powers start to meddle with
terrestrial affairs. Create Avatar 1
Do a Deed 1*
Start of the Prehistoric Age
Before the first round, reset the Action Tal- Create People 2
ly to zero. Then, each player rolls 2d6 and Expand Territory 1*
adds the total to their Action Pool.
Endeavor 1*
The Prehistoric Round * +1 AP if affecting an element of
A. Each player takes a turn. which you are not Steward.
The Player Turn
1. The active player chooses to take an Action or Pass.
P Action: Choose 1 Action from the Prehistoric Age Actions table, pay its cost,
increase the Action Tally by 1, and follow the directions for that Action (page 12).
P Pass: Roll 1d6 and add the result to your Action Pool. Then, choose or roll an
event or disaster (page 15) and describe how it affects the world.
2. Play passes to the next player.
B. If the Action Tally is less than 14, start a new round in the Prehistoric Age with step A,
above. If the Action Tally is equal to or greater than 14, ask everyone if they are ready
to move on to the next Age. If consensus says no, play another Prehistoric round
starting at step A, above. If consensus says yes, proceed to step C, below.
C. End of the Age. Each player in turn resolves the following steps:
1. Choose an Avatar or People of which you are Steward, and whose fate has not yet
been determined.
2. Determine the fate of your chosen element by rolling 2d6:
roll outcome
2-6 If it’s an Avatar, they die or disappear, but may first take a Do a Deed
action for free. If it’s a People, their society dies out or collapses, but may
first take an Endeavor action for free.
7-9 The 2-6 result applies unless you spend AP to raise your roll result to 10
or higher. For each 1 AP spent, increase the roll result by 2.
10-12 They survive into the Ancient Age and remain under your Stewardship.
D. After every player has determined the fate of each Avatar and People under their
Stewardship, play shifts to the Ancient Age (next page).
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III. ancient AGE Ancient Age Actions
Across the milennia of this Age, civilizations
expand, develop, and interact, while great action ap cost
heroes and monsters make their marks. Create Terrain 3
Create Natural Feature 2
Start of the Ancient Age
Before the first round, reset the Action Tal- Create Avatar 1
ly to zero. Then, each player rolls 2d6 and Do a Deed 1*
adds the total to their Action Pool.
Create People 3
The Ancient Round Shift Alignment 0*
A. Each player takes a turn.
Expand Territory 1*
The Player Turn Endeavor 1*
1. The active player chooses to take an
Action or Pass. * +1 AP if affecting an element of
P Action: Choose 1 Action from which you are not Steward.
the Ancient Age Actions table,
pay its cost, increase the Action Tally by 1, and follow the directions for that
Action (see page 12).
P Pass: Roll 1d6 and add the result to your Action Pool. Then, choose or roll an
event or disaster (page 15) and describe how it affects the world.
2. Play passes to the next player.
B. If the Action Tally is less than 12, start a new round in the Prehistoric Age with step A,
above. If the Action Tally is equal to or greater than 12, ask everyone if they are ready
to move on to the next Age. If consensus says no, play another Ancient round start-
ing at step A, above. If consensus says yes, proceed to step C, below.
C. End of the Age. Each player in turn resolves the following steps:
1. Choose an Avatar or People of which you are Steward, and whose fate has not yet
been determined.
2. Determine the fate of your chosen element by rolling 2d6:
roll outcome
2-6 If it’s an Avatar, they die or disappear, but may first take a Do a Deed
action for free. If it’s a People, their society dies out or collapses, but may
first take an Endeavor action for free.
7-9 The 2-6 result applies unless you spend AP to raise your roll result to 10
or higher. Each AP spent increases the result by 2.
10-12 They survive into the Present Age and remain under your Stewardship.
D. After every player has determined the fate of each Avatar and People under their
Stewardship, play shifts to the Present Age (next page).
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IV. present AGE Present Age Actions
This is the Age in which your campaign
will be set, but the starting date is preceded action ap cost
by several centuries of recent history. Create Avatar 1
During this time the various Peoples
Do a Deed 1*
continue to interact, possibly breaking into
factions with varying goals; leaders, heroes, Create People 4
and monsters may clash or ally with one Shift Alignment 0*
another.
Expand Territory 1*
Start of the Present Age Endeavor 1*
Before the first round, reset the Action Tal-
ly to zero. Then, each player rolls 2d6 and * +1 AP if affecting an element of
adds the total to their Action Pool. which you are not Steward.
B. If the Action Tally is less than 10, start a new round in the Present Age with step 1,
above. If the Action Tally is equal to or greater than 10, ask everyone if they are ready
to move on to the next Age. If consensus says no, play another Prehistoric round
starting at step 1, above. If consensus says yes, proceed to step C, below.
C. The recent history of the Present Age has been established. Looking at the map and
the various elements now in play, discuss as a group which area of the world would
make the most interesting stage upon which to set your campaign. Once you've set-
tled on an area, ask any questions that come to mind and discuss the answers together.
Remember that a given element’s Steward is the authority on any questions related to
that element.
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ACTION GUIDE
create MOUNTAINS (AP 0/2/3/-)
Add a mountain range to the map, covering an area of any size. Describe anything notable
about your creations.
The Avatar accomplishes the deed, unless doing so would impact an element of
which another player is Steward, in which case you must roll: on a 10+, the deed is
accomplished as described; on a 7-9, the deed is accomplished, but with a tradeoff of
the other player’s choosing; on a 6-, the deed can be accomplished, but only at great
and irreversible cost—the other player says what that is, and you must choose to
accept it or fail in accomplishing the deed.
12
CREATE PEOPLE (AP -/2/3/4)
When you create a People, you become their Steward. Choose a hex on the map as their
point of origin. Choose or roll their characteristics on the people tables (page 17) and
alignment (page 17). A People starts as nascent, the first of 4 possible levels (nascent
> developing > advanced > transcendent). Finally, choose a real-world language to act as a
linguistic basis for their naming of things, and give the People a name.
shift alignment (AP -/0/0/0; +1 if you are not the People's Steward)
Choose a People in play and shift their alignment one step (good <> lawful <> neutral
<> chaotic <> evil). Explain why this change occurs.
EXPAND TERRITORY (AP -/1/1/1; +1 if you are not the People’s Steward)
Choose a People and expand their territory according to their level:
If your People’s territory expands into that of another People, war commences; roll to
determine the end result:
13
terrain feature
1d100 terrain type 1d100 natural 1d100 artificial
01-02 Badlands/karst 01-03 Aerie/nest 01-05 Aqueduct
03 Crystal fields 04-06 Canyon 06-10 Bridge/crossing
04-13 Desert/dunes 07-09 Cavern(s) 11-15 Circle/clearing
14-18 Flatland/savanna 10-12 Chasm/fissure 16-20 Citadel/fortress
19-20 Flats/floodplain 13-15 Cliffs/bluffs 21-25 Dam
21 Fungal forest 16-18 Crater(s) 26-30 Gate/portal
22-23 Grassland/prairie 18-21 Fjord(s) 31-35 Gravesite/bonefield
24-33 Highland/hills 22-24 Geyser field(s) 36-40 Haven/sanctuary
34-43 Iceland/tundra 25-27 Glacier(s) 41-45 Hut/home
44-53 Jungle 28-30 Glade/grove 46-50 Lair/den
54-63 Mountains 31-33 Glen/dell 51-55 Nexus/crossroads
64-68 Plains 34-36 Gorge/ravine 56-60 Palace
69-70 Scrubland 37-39 Lair/den 61-65 Pattern/web
71-72 Steplands/terrace 40-42 Lava field(s) 66-70 Prison
73-74 Underland/caves 43-45 Mesa/butte 71-75 Road/highway
75-76 Wasteland 46-48 Nexus/juncture 76-80 Statue/monument
77-82 Wetland/swamp 49-51 Pass 81-85 Temple
83-100 Woodland/Forest 52-54 Peak 86-90 Tomb/crypt
55-57 Pit/hole 91-95 Tower/spire
58-60 Plateau 96-100 Wall/barrier
61-63 Pool/lake
64-66 Reef(s)
67-69 Resource deposit
70-72 Ridge/rise
73-75 River
76-78 Rock/formation(s)
79-81 Sinkhole
82-84 Spring/oasis
85-87 Tree/growth
88-90 Valley
91-93 Volcano
94-96 Waterfall/cataract
97-100 Roll twice and
combine
14
event disaster
Choose or roll type in then scope to determine how much
1d100 event of the world it affects.
01-03 Alliance
04-06 Betrayal
1d100 scope 1d100 scope
07-09 Celebration 01-10 Plague/epidemic 01-40 Limited/local
11-20 Famine/pestilence (~1d10+1 hexes)
10-12 Contact/exchange
21-25 Drought 41-90 Wide/regional
13-15 Death (~2d10+10 hexes)
16-18 Diplomacy 26-30 Civil war/rebellion
91-99 Great/continental
18-21 Discovery 31-35 Earthquake (~3d10×10 hexes)
22-24 Exploration 36-40 Great hurricane 100 Vast/global
25-27 Forbidden love 41-45 Great sandstorm
28-30 Growth/expansion 46-50 Great blizzard
31-33 Heroism 51-55 Great fire
34-36 Intrigue 56-60 Great flood
37-39 Invention 61-65 Volcanic eruption
40-42 Journey/odyssey 66-70 Chaos corruption
43-45 Oppression 71-75 Beast swarm
46-48 Prophecy 76-80 Monster horde
49-51 Quest 81-85 Titanic monster
52-54 Rebellion 86-88 Darkness
55-57 Rebirth/renewal 89-91 Magical cataclysm
58-60 Redemption 92-94 Meteor strike
61-63 Restoration/revival 95-96 Planar rift
64-66 Revenge 97-98 Demonic incursion
67-69 Rivalry 99-100 Divine wrath
70-72 Sacrifice
73-75 Salvation
76-78 Siege
79-81 Survival
82-84 Trade
85-87 Transformation
88-90 Treaty/agreement
91-93 Trickery/deceit
94-96 Truce/peace
97-100 War/aggression
15
avatar deed
Choose or roll 1 descriptor and 1 role to combine.
1d100 deed
1d100 descriptor 1d100 role 01-03 Ascend
01-03 Air/wind 01-03 Angel/saint 04-06 Awaken
04-06 Chosen 04-06 Assassin 07-09 Banish/exile
07-09 Dark 07-09 Beast/monster 10-12 Bless/curse
10-12 Death 10-12 Child 13-15 Challenge
13-15 Desert/sand 13-15 Chosen One 16-18 Cleanse
16-18 Earth 16-18 Creature 18-21 Conceal/hide
18-21 Elemental 18-21 Demigod 22-24 Conquer/vanquish
22-24 Enchanted 22-24 Demon/devil 25-27 Create
25-27 Fertility 25-27 Father 28-30 Defend/protect
28-30 Fey 28-30 Guardian 31-33 Deliver
31-33 Fire/heat 31-33 Heroine/hero 34-36 Destroy
34-36 Forest 34-36 Inventor 37-39 Discover
37-39 Holy/blessed 37-39 Leader 40-42 Endure
40-42 Ice/cold 40-42 Lover 43-45 Enlighten
43-45 Immortal 43-45 Maker/smith 46-48 Explore/navigate
46-48 Legendary 46-48 Messenger 49-51 Forgive/condemn
49-51 Life 49-51 Monster 52-54 Forsake/betray
52-54 Light 52-54 Necromancer 55-57 Fortify
55-57 Love 55-57 Priest/priestess 58-60 Guide
58-60 Moon 58-60 Princess/prince 61-63 Heal/restore
61-63 Mountain 61-63 Prophet 64-66 Illuminate
64-66 Nature 64-66 Queen/king 67-69 Inspire/lead
67-69 Noble 67-69 Seer/oracle 70-72 Liberate
70-72 Shadow 70-72 Serpent/dragon 73-75 Negotiate
73-75 Shape-shifting 73-75 Sorcerer/magician 76-78 Overthrow
76-78 Sun 76-78 Spirit/ghost 79-81 Rally
79-81 Time 79-81 Spy 82-84 Redeem/reclaim
82-84 Underworld 82-84 Titan/behemoth 85-87 Reincarnate
85-87 Unholy/cursed 85-87 Trader 88-90 Reveal
88-90 War 88-90 Traveler/wanderer 91-93 Sacrifice
91-93 Water/sea 91-93 Trickster/thief 94-96 Transform
94-96 Weather/sky 94-96 Twins 97-100 Unite
97-100 Winged 97-100 Warrior
16
people
Choose or roll 1 entry from each column and combine.
1d100 1st part 2nd part 1d100 1st part 2nd part
01-02 Amorphous Architects 51-52 Humanoid Miners
03-04 Amphibian Artisans 53-54 Humanoid Missionaries
05-06 Aquatic Chameleons 55-56 Icy Mystics
07-08 Arachnoid Colonizers 57-58 Insectoid Naturalists
09-10 Avian Conquerors 59-60 Lithoid Nomads
11-12 Canine Conservators 61-62 Lupine Outcasts
13-14 Chameleonic Crusaders 63-64 Marsupioid Peacekeepers
15-16 Chitinous Defenders 65-66 Molluscoid Philosophers
17-18 Diminutive Diplomats 67-68 Multicephalous Psychics
19-20 Dwarfish Engineers 69-70 Multipedal Raiders
21-22 Dwarfish Entertainers 71-72 Necroid Sages
23-24 Elfish Explorers 73-74 Orcish Schemers
25-26 Ethereal Farmers 75-76 Parasitic Scholars
27-28 Feline Guardians 77-78 Plantoid Seers
29-30 Fiery Harbingers 79-80 Porcine Seekers
31-32 Fungoid Healers 81-82 Ratfolk Sorcerers
33-34 Giant Historians 83-84 Reptilian Stewards
35-36 Goblinoid Hunters 85-86 Saurian Thieves
37-38 Halfling Illusionists 87-88 Serpentine Traders
39-40 Halfling Industrialists 89-90 Shapeshifting Wanderers
41-42 Halfling Infiltrators 91-92 Slender Wardens
43-44 Humanoid Magicians 93-94 Stocky Warriors
45-46 Humanoid Manipulators 95-96 Tenebrous Watchers
47-48 Humanoid Mercenaries 97-98 Tentacled Workers
49-50 Humanoid Merchants 99-100 Ursine Zealots
alignment
1d100 alignment
01-10 Good
11-35 Lawful
36-65 Neutral
66-90 Chaotic
91-100 Evil
17
faction
Choose or roll 1 entry from each column and combine.
1d100 1st part 2nd part 1d100 1st part 2nd part
01-02 Ancient Agents 51-52 Light Magicians
03-04 Arcane Alchemists 53-54 Lunar Manipulators
05-06 Astral Alliance 55-56 Monstrous Merchants
07-08 Black Anarchists 57-58 Mystic Network
09-10 Celestial Assembly 59-60 Noble Nobles
11-12 Chaotic Avengers 61-62 Oathsworn Order
13-14 Chosen Blades 63-64 Phantom Priests
15-16 Cursed Brotherhood 65-66 Radiant Protectors
17-18 Dark Cabal 67-68 Radiant Rebels
19-20 Demonic Circle 69-70 Renegade Refugees
21-22 Devoted Clan 71-72 Ruthless Ring
23-24 Divine Coalition 73-74 Savage Sect
25-26 Elemental Company 75-76 Secret Seers
27-28 Enigmatic Conclave 77-78 Serene Sorcerers
29-30 Ethereal Confederacy 79-80 Shadowy Spies
31-32 Evil Court 81-82 Silent Spirits
33-34 Extraplanar Coven 83-84 Solar Syndicate
35-36 Feral Covenant 85-86 Sovereign Thieves
37-38 Forgotten Cult 87-88 Traditional Traders
39-40 Forsaken Defenders 89-90 Undead Tribe
41-42 Fringe Exiles 91-92 Unholy Tribunal
43-44 Ghostly Fellowship 93-94 Veiled Vanguard
45-46 Golden Guild 95-96 Wandering Warriors
47-48 Holy League 97-98 White Wizards
49-50 Lawful Legion 99-100 Wicked Zealots
additional spark
Roll 1 or 2 of these whenever you feel stuck trying to come up with something