Realms Population & Society

Last 3 Edits

21st July, 2018. Page created and Started. Up to relationship to ruler. (Also need to do the race/species pages).


Use this page and the Race & Species Tables to determine intelligent beings for your realms.

1. RACES/SPECIES

In this section you will determine intelligent beings that occupy each realm. Such creatures are capable of being part of a society; be it as rulers, common folk or slaves.

Number of Major and Minor Races

Major races make up at least 20% of the population (2d4 x 10% split between the major races).
Minor races make up small pockets of the population. Minor races take up less than 20% of the population (typically between 1% and 10% each).
It is a good idea to leave leave 1-3% for races found in nearby regions and unique individuals or members of races from distant lands or planes.

Major or Minor Race Realm Level 1st - 6th Realm Level 7th - 12th Realm Level 13th - 17th Realm Level 18th - 20th
Major races 1d2 1d2 1d3 1d4
Minor races 16+2 1d8+2 2d6+2 2d10+2

Specific Race Generation

Below are some massive charts including all intelligent races and creatures that could play a part in a society.

Use the Civilised column for areas where kingdoms, settlements or organisations are set up that are likely to contain more than one race. If a race has communities that are always isolated then they are represented by the Wilderness column, as are actual areas of wilderness.

If the same race comes up, do not disregard the roll. Following the population tables is a ‘Racial Variations’ table where you roll to see how the second group rolled differs from the first. (You may even apply a 10% chance to roll for variations for a singular race).

Major race might have an influence on a Realm’s modifiers. If for example, a highly magical race is rolled, you may wish to add +2 Arcane Attunment.

Roll on this table to generate the general type of race – then roll on the corresponding specific table. The groupings and corresponding tables are done by theme. The races listed first in a group's table are the more common members of that group, whilst the last ones are rare and or powerful individuals that are present mainly for the purposes of determining rules, not general populace. You may wish to select major races from the tables.

Race/Species Group

Civilized Wilderness Aquatic Underground Race/Species/Monster
Aberrations & monstrosities
Anthropomorphs & furries
Avians & feathered
Celestial - upper plane connection
Constructs & undead
Draconic & reptilian
Dwarves & small folk
Elemental & plants
Elves & fey
Fiendish - lower plane connection
Fish, cephalopod & tentacled
Frog & amphibian
Humans & Near Humans
Giants & big folk
Goblinoids, orcs and evil humanoids
Insectoids
Other humanoids & aliens

Race/Species Variants

If the same race appears twice in the above charts, roll on this table to see what the differences are between the two groups. (Can also roll for singular races 10% of the time or to distinguish groups, such as goblin tribes).

Make a note of these differences under the ‘Appearance’ and ‘Outlook’ sections of the Racial entries. (If there are no variations and appearance and outlook are standard – remove these headings).

d100 Racial Variance Descriptions/Ideas
01-03 Ability/Trait scores Non-humans have different racial adjustments than normal. If human, maybe they have racial adjustments like other races.
04-10 Absent 'power' source The race has no connection at all to a random power source (other than martial). Egs: Divine magic, arcane writings, primal connection.
11-13 Alignment/Outlook This group have a very different outlook to others of their kind. Turn one of their key racial outlooks on its head or even a trait like rolling a random alignment. (See ‘Citizen Alignment’ in the ‘At A Glance’ document).
14-15 Altered The race has been physically or mentally modified by magical experiments or from living in close proximity to another, undesired or exotic race, such as having undead grafts, fiendish bloodlines, or aberrant mutations.
16-19 Appearance Hair, eye and/or skin colour is different. This could be normal, such as dark skin living alongside pale skinned humans or as radical as having green-skinned elves.
20-22 Connections A strong connection with animals or beasts native to the realm. They may train them for mounts, guards, companions, familiars, pack animals or they may have unusual domesticated animals such as giant lizards or spiders.
23-27 Cultural Completely different culture, such as a tribal American Indian group living in a realm of knights and wizards. They are likely to speak their own language too. (Use real world cultures for ideas or use a non-standard culture for the non-humans – see ‘At A Glance’ charts). May use a subrace to highlight this cultural difference.
28-29 Elemental connection Has a connection to all or one of the elements or shows demonic traits. Could use a planetouched subrace or roll a random elemental race from above and combine as a bloodline.
30-31 Astral/Outer Planes connection Race has a strong link with an immortal race. Could use a planetouched subrace or roll a random immortal race from above and combine as a type of bloodline.
32-38 Favoured 'power' source These people have a strong connection to, or place great importance upon a particular power source, such as arcane magic, primal magic, psionics etc.
39-40 Flawed Race has a flaw/weakness. Could be a vulnerability, a lowered defense, or a random one from our All Drawbacks page.
41-46 Habitat Race prefers and has adapted to a different habitat to normal members of this race.
47-48 Planar Race is actually from another plane. They may have gated in recently or arrived generations ago.
49-53 Religion Race favours a different set of deities or may even follow a completely different belief system such as primal spirits, ancestor worship, philosophies, a monotheistic religion, non-religious, etc.
54-58 Subrace members of the race have essentially become a new subrace.
59-60 Technologically advanced Access to items and manufacturing methods beyond the standard for their race or the standard setting.
61-62 Technologically behind Race is more primitive than usual. Most likely a savage stone age culture.
63-79 Template Modify the secondary group by applying a random template to them. (Templates have been used in several editions of D&D for example to change a creature).
80-95 Theme or alternate trait Apply a theme (as used in 4E D&D), or alternative trait features as presented in many books.
96-00 Travelers This group travelled from a distant realm and settled here long ago. Choose another realm and use that as a guide.

Race/Species Relationship to Ruler/Dominant Race

Roll on the table below for each race/species to determine their relationship with the dominant race or ruler of the realm.

Modifiers

  • Same alignment as the dominant race: -10
  • Race is evil alignment: +20
  • Race is chaotic evil alignment: +30
  • Alignment opposite on the good/evil axis to the dominant race: +30

???Up to here???

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