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# Easy-Roll D&D Setting v.2.

This guide is an aid to quick worldbuilding for a D&D setting. It is inspired by the setting creation system in Ironsworn, but adapted to fit the inbuilt assumptions of D&D, such as being fantasy adventurers battling monsters in dungeons and interacting with NPC's. It is written to be broad and widely applicable to many different campaigns, but generally staying within the framework set up by the mechanics of the Player's Handbook (e.g. no magic-less settings or advanced civilizations).

This is intended as a tool to prompt your own worldbuilding, or to allow groups to build a world to play in as part of a session zero. The guide focussed on the aspects of the setting that are most relevant to a campaign. It is written to be a fast and evocative framework to inspire the making of your setting, and the countries and regions within it. Feel free to roll multiple times, pick and choose, or mix different results to reach an idea that works best for you.



## Truths of this land

These are the general truths that describe how your setting interprets some of the main aspects of D&D. They are mostly questions to get you thinking productively in your world-building, with example suggestions to inspire your own ideas. Roll a d3 or pick the choices you like best, or come up with your own Other answers to the questions.

The suggestions are roughly organized along the classic sprectrum of **Order** -- **Chaos**, to give a rough outline of how they relate and create conflict in the setting. 

### Why are there ruined Dungeons?
- #### Order
The last great empire conquered this land and its people. The people were made to build large monuments to their glory and toil until they rose up and overthrew the tyran-nical empire. Their ruins are now shunned and seen as cursed.
	- *What was the empire building here?*
    - *Who led the uprising against the empire?*
- #### Neutral
This land was once far more advanced in golden age for this land. Law and peace ruled the land, and many wonders were built. But their splendor fell to chaos, and their wonders are now lost.
	- *What force brought down the golden age?*
    - *What wonders do legends tell of them creating?*
- #### Chaos
 Mysterious ruins scatter these lands, older than record or memeĆ³ry. Their purpose and origins are unknown to us, but they feel corrupted and unnatural. Scholars and mystics flock to study them, but most shun them. 
 Dangers lie with those cursed place.
    - *Why do these places feel cursed?*
    - *What is the alluring mystery hidden within them?*
-	#### Other  __........................................__
  - *Who were these people?*
  - *What did they achieve?*    
  - *How did they fall?*

```
```




### What is the current Conflict?
 - #### Order
 A hostile and powerful realm is invading and seeking to conquer this land. Some are already preparing to sur-render and join the winning side, whilst others er deter-mined are to fight back and resist, but it would take a miracle to win. 
-	*What is the empire? (see "Countries")* 
-	*What could possibly turn the tide?*   
 - #### Neutral
A war is underway against the neighboring rival realm. Troops are assembling at the border and a second tax has been called for. Few people care about the reason for war, just knowing it will mean a hard year, while others look at it as a chance for glory.
-	*Who is the enemy? (see "Countries")*
-	*What are the consequences of this war?*
 - #### Chaos
The legitimacy of the ruling class has been toppled and the country has turned on itself in a civil war. Factions fight for control, as some struggle to stay in power, while others seek to gain it. Its bad to be caught in the middle.
 	- *What started the conflict.*
 	- *What are the factions? (see "Countries")*
    
-	#### Other __.......................................__

### What role does Magic have?
 - #### Order
 Mages are integral to the workings of the civilized world. Most towns have a resident mage, and cities might have magical emporiums. They are educated at the best universities to research the fringes of magic, craft wonderous items, and aid the rulers of the land. 
-	*Magic is advanced and respected, but also  heavily regulated. Those outside the system tend to hide from the law or keep to the lawless wilderness.*
 - #### Neutral
True mages are a rare sight in this world now. They are hermits hidden away in faraway towers or councilors at the right hand sides of great kings. Most people have never seen a true mage, only the hedge-wizards and charlatans that wander from town to town, peddling charms and simple trinkets.
-	*Aspiring mages have to piece together their own knowledge of magic, from trial and error and scavenged texts. Or they can brave the wilderness to seek apprenticeship from a remote mage.*
 - #### Chaos
Black magic and witchcraft is a curse upon the world, a wild and corrupting force. They say it has a will of its own and cannot be controlled. Mages are sought out for desperate aid, but they are feared and possibly even criminal, pursued by witch hunters.  
-	*Mages hide out in secret societies and glamoured hideouts, pursuing forbidden knowledge at great risk. They walk in disguise through the crowds, or flee in exile to the borderlands.*

-	#### Other __.......................................__

\page

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### What role does Faith have?
 - #### Order
There is but one true faith of the land, and it is overseen by the holy church. Their clerics preach the doctrine and the saints' teachings, they heal the sick and perform miracles. Their paladins battle demons, the undead and worst of all the heretics. Their word is law on all spiritual matters. 
-	*The church is a force to be reckoned with. A member of one of its many orders would gain many advantages from the church's power. Followers of other faiths do best however to stay in the shadows to evade the inquisition.*
 - #### Neutral
Many different gods are worshipped across cultures and borders. Countries or towns have patron gods or local deities, while other gods are worshipped widely or in secret. Countless conflicts have transpired between these different sects. 
-	*Few doubt the existence of the gods, who's might is evident in the power of their followers. But the gods are anything but united and clear in their purpose.*
 - #### Chaos
Some say the gods are dead. Others say civilization has moved past the need for such primitive rituals. The gods are seen as dangerous, and their worship is therefore banned. Belief persists however in hidden altars, small trinkets and desperate offerings in the night. 
-	*Though most clerics still have powers, these are seen as simple magic and old tricks. Still they are feared, as you can never be entirely sure who answers your prayers. No-one doubts the existence of demons.*

-	#### Other __........................................__


### Where do Undead come from?
- #### Order
A great evil enacted a foul ritual, cursing the land for miles around, and breaking the natural order of life and death. All nearby life perished and then rose again, like macabre puppets. Great armies of corpses now besiege the living, threatening to conquer life.
 -	*Who is this great evil?*
 -	*Who does battle against the dead?*
- #### Neutral
Old lore teaches that the dead do not rest if wronged. Bodies must be properly cleansed and hallowed, violent deaths must be atoned for, offerings given, and tombs left in peace. Sadly too few observe the old ways, and some willfully disturb the dead in search of power. 
 -	*What puts the dead to rest?*
 -	*Who still care for the dead?*
- #### Chaos
A plague is spreading through the land, a plague of the living dead. Some say it is vengeance from nature itself, others see it merely as a terrible disease, but all flee from the stink of death approaching. Whole cities lie dead as the people either flee or join the risen.
 -	*How does the sickness spread?*
 -	*Who is trying to stop it?*

-	#### Other __........................................__


### Where do Monsters come from?
- #### Order
Legends tell of an ancient empire that went against the natural order. Through sorcerous experiments they corrupted the creatures of the land. The empire collapsed in time, but the monsters they created live on.
 - *Where are the empires ruins now?*
 - *Have their techniques been passed on?*
- #### Neutral
 A magical calamity struck this world in the past, changing its natural order. Large areas are still scarred from this event, and the malformed creatures that spawned from it still roam the world.
 - *How do these scarred lands look?*
 - *Did the event have any other effects on the world?*
- #### Chaos
What we call monsters are remnants of an older world, relics of when nature ruled unchallenged. Now they roam the wild places, guardians against the encroaching taming of the land.
 - *What kinds of places do they guard?*
 - *Do the creatures have any cultural significance?*
-	#### Other __.......................................__


### How do Dragons affect the World?

- #### Order
 With their willpower and might, dragons are masters of the land, ruling like kings or being worshipped as gods. Some see this as acceptable and a fair price for peace, while other fight back and some even succeed in overthrowing their overlords. 
 -	*What does it mean to be ruled by a Dragon?*
 - 	*How does one overthrow a Dragon?*
- #### Neutral
 Dragons used to rule these lands, but now they are a rare breed, remnants of an older world. Those that havent been hunted down now hide away in the wilderness. Do not be fooled though, for the once who have survived this long are fearsome to behold.
 -	*Why hunt down the dragons?*
 - 	*What are the dragons planning in their hiding?*
- #### Chaos
 Whatever legends tell of dragons, the real creatures are nothing but dangerous beasts, who stalk the skies for prey. Most consider them alike a natural disaster when they arrrive, although some have learned to tame them.
 -	*What defence is there against a dragons*
 -  *Who are able to tame them?
-	#### Other __.......................................__



<div class='descriptive'>
##### Additional Questions:
 - **How do normal people view Adventurers? **
  - Are they heroes or troublemakers?
 - **What is the newest invention in this world?**
  - *Gunpowder? Crossbows? Concrete? Plate Mail? Printing? Clockwork? Airships? A Spell? *
 - **What is known about other worlds?**
  - Are there gateways? Is there trade or invasions?
</div>

\page

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## Countries

Whether it's a city state or an empire, a country is an independent collection of regions ruled by the same people. The main relevance of the country in a setting is mostly its culture and laws, so those will be the focus. 

Roll **3+** countries, where one is the main country and the others are its neighbors, who are either hostile or neutral.
### Culture

#### National Character
Roll the Character Traits (*next page*) for the people of this country and interpret how others perceive them.
-	*E.g. (Brave, Stubborn, Hard-hearted)*

#### Virtue

Which three virtues does the culture value most? How does this affect society and religion? What are their opposites?
<div style='column-count:2'>
|  |  |
|:---:|:------------:|
|  1  | Ambition & Glory       |
|  2  | Honor & Loyalty       |
|  3  | Justice & Duty       |
|  4  | Might & Perseverance    |
|  5  | Success & Luck  |
|  6  | Art & Expertise  |  



|  |  |
|:---:|:------------:|
|  7  | Sacrifice & Generosity  |
|  8  | Balance & Order    |
|  9  | Passion & Courage     |
|  10 | Knowledge & Wit    |
|  11 | Purity & Honesty    |
|  12 | Mercy & Liberty  |  
</div>


           

#### Language (Optional)

A language base can be a touchstone. It gives a list to draw names from, and acts as a shorthand for cultural con-otations.  Gary Gygax' Extraordinary Book of Names is a good resource, as are many online tools. Alternatively you could choose dialects from the language you are running your game in. Here are some suggestions of languages:

<div style='column-count:2'>
|  |  |
|:---:|:------------|
|  1  | Spanish     |
|  2  | Turkish     |
|  3  | Polish      |
|  4  | Irish       |


|  	|	  |
|:---:|:------------|
|  5  | Japanese    |
|  6  | German      |
|  7  | Arabic      |
|  8  | Hindi       |
</div>


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### Population

Roll *(d100)* **3+** peoples to be the most influential inhabitants.

<div style='column-count:2'>
|  |  |
|:----:|:--------|
| 1-20  | Humans |
| 21-30 | Dwarves |
| 31-35 | Halflings |
| 36-40 | Gnomes |
| 41-45 | Half-elves |
| 46-50 | Elves |
| 51-55 | Drow |
| 56-60 | Dragonborn |
| 61-65 | Half-giants |
| 66-70 | Half-orcs |
| 71-75 | Orcs |
| 76-80 | Goblinoids |
| 81-85 | Yuan-ti |
  
| | |
|:---:|:------------|
| 86 | Aarakocra |
| 87 | Loxodons |
| 88 | Tabaxi |
| 89 | Tortles |
| 90 | Kenku |
| 91 | Lizard folk |
| 92 | Tieflings |
| 93 | Aasimar |
| 94 | Air Genasi|
| 95 | Earth Genasi |
| 96 | Fire Genasi |
| 97 | Water Genasi |
| 98-00 | Even rarer |
</div>
  

 
### The Law
Who upholds the law and judges the accused?
<div style='column-count:2'>
| |  |
|:---:|:------------|
|  1  | Local Constables         |
|  2  | Travelling Magistrates      |
|  3  | Masked Judges     |

| | |
|:---:|:------------|
|  4  | Knight Justices|
|  5  | Church Inquisators |
|  6  | Supernatural arbiters      |

</div>

#### Local Laws
What laws are special in this country?
<div style='column-count:2'>
| |  |
|:---:|:------------|
|  1  | Military draft for all adults       |
|  2  | Serfdom binds peasants       |
|  3  | Healing potions are illicit |


| | |
|:---:|:------------|
|  4  | Legal trials by combat |
|  5  | Only nobles wield swords |
|  6  | Arcane law is seperate  |

</div>

#### Outlawed
Who is guaranteed a bounty on their head?
<div style='column-count:2'>
| |  |
|:---:|:------------|
|  1  | Deserters & Spies     |
|  2  | Heretics & Cultists   |
|  3  | Rebels & Revolutionaries  |


| | |
|:---:|:------------|
|  4  | Former Knights & Nobles    |
|  5  | Freaks & Mutants          |
|  6  | Roll for "Population" |
</div>



### Government and Ruling Class
What part of society forms the ruling class of the country?

##### 1: Monarchy
A single dynastic leader, the monarch, rules the country for life, through a court administration and feudal subjects.

##### 2: Theocracy
A clerical hierarchy, headed by a church leader, rules the country politically aside from their spiritual power.

##### 3: Aristocracy
A council or parliament of the country's landowning nobles govern the land, lead by a coalition of their most influential.

##### 4: Thaumocracy
The strongest mages govern the country, their power directly derived from their arcane abilities and knowledge.  

##### 5: Federation
Many self-governing regions loosely rule the country through a central council of their representatives.

##### 6: Fantastical Being
A powerful creature rules through their own might and will:
<div style='column-count:2'>
| |  |
|:---:|:------------|
|  1  | Chromatic Dragon   |
|  2  | Metallic Dragon    |
|  3  | Collossal Giant   |

  | | |
|:---:|:------------|
|  4  | Vampire / Lich |
|  5  | Naga / Sphinx   |
|  6  | Genie / Fiend    | 
</div>

### Name
Here are some examples of common naming conventions for countries, to inspire the name that fits your country:

<div style='column-count:2'>
| |  |
|:---:|:------------|
|  1  | Region: *Spain, Germany*        |
|  2  | Tribe: *France, England*       |
|  3  | Dynasty: *Saudi Arabia, Ottoman empire*      |

| | |
|:---:|:------------|
|  4  | Landmark: *India, Egypt*|
|  5  | Location: *Norway, Austria*|
|  6  | Person: *Georgia, Bavaria*     |
 
</div>

\page

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### Who is the Ruler?

Roll their Character Traits and assign them a name and goal.   
 -	 *(E.g. Infamous, Clever, Sick. - King Reginald VI. - Seeks after a cure for his illness)*
    
#### Goal, What do they want?

  <div style='column-count:2'>
  | |  |
  |:---:|:------------|
  |  1  | Secure legitimacy        |
  |  2  | Acquire an asset      |
  |  3  | Seize real power      |
  |  4  | Learn a truth     |

  | |  |
  |:---:|:------------|
  |  5  | Defeat an enemy   |
  |  6  | Forge an alliance      |
  |  7  | Defend a friend     |
  |  8  | Remove a problem     |
  </div> 


<div class='classTable'>
##### Character Traits - 3d100
||   ||    | |     |
|:---:|:---|:---:|:---|:---:|:--------|
| 1  | Stoic   | 35 | Dangerous | 69 |  Manipulative   |
| 2  | Attractive | 36 | Quirky | 70 | Relaxed    |
| 3  | Passive | 37 | Cheery | 71 |Stealthy|
| 4  | Aloof | 38 | Disfigured | 72 | Confident    |
| 5  | Affectionate | 39 | Intolerant | 73 |  Weak   |
| 6  | Generous | 40 | Skilled | 74 | Friendly    |
| 7  | Smug | 41 | Stingy | 75 | Wise    |
| 8  | Armed | 42 | Timid | 76 | Influential    |
| 9  | Clever | 43 | Insensitive | 77 |  Young   |
| 10 | Brave | 44 | Wild | 78 | Adventurous    |
| 11 | Ugly | 45 | Bitter | 79 | Oppressed    |
| 12 | Sociable | 46 | Cunning | 80 | Vengeful   |
| 13 | Doomed | 47 | Remorseful | 81 | Cooperative    |
| 14 | Connected | 48 | Kind | 82 | Armored    |
| 15 | Bold | 49 | Charming | 83 | Apathetic    |
| 16 | Jealous | 50 | Oblivious | 84 | Determined    |
| 17 | Angry | 51 | Critical | 85 |  Loyal   |
| 18 | Active | 52 | Cautious | 86 | Sick    |
| 19 | Suspicious | 53 | Resourceful | 87 | Religious    |
| 20 | Hostile | 54 | Weary | 88 | Selfish    |
| 21 | Hardhearted | 55 | Wounded | 89 | Fervent    |
| 22 | Successful| 56 | Anxious | 90 | Old    |
| 23 | Talented | 57 | Powerful | 91 | Violent    |
| 24 | Experienced | 58 | Athletic | 92 | Agreeable    |
| 25 | Deceitful | 59 | Driven | 93 | Hotheaded    |
| 26 | Ambitious | 60 | Cruel | 94 | Stubborn    |
| 27 | Aggressive | 61 | Quiet | 95 |  Incompetent   |
| 28 | Conceited | 62 | Honest | 96 |  Greedy   |
| 29 | Proud | 63 | Infamous | 97 | Cowardly    |
| 30 | Stern | 64 | Dying | 98 | Obsessed    |
| 31 | Dependent | 65 | Reclusive | 99 |  Careless   |
| 32 | Wary | 66 | Artistic | 00 | Chosen    |
| 33 | Strong | 67 | Disabled |  |     |
| 34 | Insightful | 68 | Confused |  |     |
</div>

#### Origins of Power
How did the Ruler gain control of the country? Where does their legitimacy come from? Who do they owe their power to?
  
  <div style='column-count:2'>
  |  |  |
  |:---:|:------------|
  |  1  | Conquest of the Realm       |
  |  2  | Familial Inheritance      |
  |  3  | Election by a Council      |


  |  |  |
  |:---:|:------------|
  |  4  | Succession War Victory  |
  |  5  | A Heroic Achievement     |
  |  6  | Puppet Appointment     |

  </div>
  
 
#### Other Political actors *(optional)*
If politics are central to the campaign, more Characters can be assiged to different offices of power. They can also act as enemy lieutenants if the Ruler becomes a campaign villain. 

  <div style='column-count:2'>
  |  |  |
  |:---:|:------------|
  |  1  | Chaplain *(Faith)*        |
  |  2  | Wizard *(Lore & Magic)*        |
  |  3  | Spymaster *(Intelligence)*        |
  |  4  | Marshal *(Military)* |
  


  |  |  |
  |:---:|:------------|
  |  5  | Chancellor *(Treasury) * |
  |  6  | Emissary *(Diplomacy)*      |
  |  7  | Guard Captain *(Security)*     |
  |  8  | Heir *(Succession)*    |
  </div>

Roll for their Character Traits and give them names, a goal and relationships. Make two of them rivals and another a spy or a traitor.
- *(E.g. Cunning, Stern, Old. -- Captain Harvey -- Grooming the king's heir to be his puppet)*

#### Titles
Titles are a great war to show power relations and positions in society. Below are examples of common titles shown roughly in orders of rank. To customize them, you can find equivalent titles fitting the cultures of your setting, mix different titles together, or add words like High, Vice or Grand *(E.g. Lord Bishop or Grand Duke)* .

<div style='column-count:3'>

| Nobility |
|:----:|
| Emperor     |
| King      |
| Duke    |
| Count, Earl   |
| Baron, Lord  |


| Military  |
|:----:|
| General   |
| Marshal |
| Captain   |
| Lieutenant       |
| Sargeant      |

  
| Religious |
|:----:|
| Hierarch      |
| Bishop, H. Priest      |
| Prelate, Vicar     |
| Deacon, Abbot  |
| Curate, Cleric   |

</div>

### Rival Factions
What powerful againts are in opposition to the Ruler and plot to take their place? Roll **1-3+** faction types, roll Character Traits, and give them a fitting name and plan to win power.

  <div style='column-count:2'>
  |  |  |
  |:---:|:------------|
  |  1  | Influential Aristocrat       |
  |  2  | Circle of Mystics        |
  |  3  | Criminal Syndicate        |
  


  |  |  |
  |:---:|:------------|
  |  5  | Militant Warlord|
  |  6  | Popular Agitator     |
  |  7  | Supernatural Threat     |
  </div>

 - *(E.g. Fervent, Sociable, Proud. - Lord Hallsimer - Plotting with a foreign power to help usurp the King)*
 
<div class='descriptive'>
 ##### Additional Questions:
  - **How does the Ruler maintain their power?**
   - Who are the key players behind this?
   - What are the problems inherent with this?
  - **What is the current crisis facing the country?**

  - **What do most people know of the Ruler?** 
</div>
 
 
\page 
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## Regions

Regions are the building-blocks of countries. While countries set up the overall high-level frameworks, regions define the lived reality. A country is made up of many different regions, which are areas of land with a defined character. These are here simplified into four broad 
types: 

**Cities, Heartlands, Hinterlands, and Marches**. 

Regions have been defined through tradition and a long history, but should as a rule of thumb have similar character-istics and the same leader. Regional government can be ex-panded like the country level, if they become very important.

Regions have no set size, and could be in grouped up like twin cities, or as different heartland regions within the same fertile valley, but they should be made different enough from each other to merit the distinctions.

Make about **4-9+** *(1d6+3)* regions, roll or choose their types and features, then destribute them around your countries, focussing on the most relevant to the campaign.


### 1. The City

Cities are the centerpoints of the countries, being the political seats of power and the industrial centers of the economy. Often sitting along waterways and traderoutes, they taking in food and materials from the countryside in exchange for produced goods and minted coins. City life is dominated by trade guilds, craftsmen's guilds, the clergy, and the nobility, who sit at the city council, headed by the mayor. 

Space is limited within the city limits, and so people live cramped, and the streets are narrow, dark and dirty outside of the rich districts. Crime is organized by gangs who fight for control and either fight or bribe the city watchmen. Those caught committing a crime are punished publically.


#### What is the City's Name?
Newer and smaller cities and towns have descriptive names: 
Such as their location, founder, appearance or landmarks. 

Older and larger cities have shortened and shifted names away from their original meanings, now only a name.
 - *(E.g. Kingsbridge & Whitecliff vs. Elona & Werin)*

#### Who is the Mayor?

Roll their Character Traits and give a name, title and goal.
- *(E.g. Hostile, Hot-headed, Ugly - His Honor the Lord Mayor, Maurice Clamp - Wants to crack down on crime)*

    
#### What is the City famous for having?
Roll three times for what parts of the city are most influential. *Optionally assign them districts & roll for who is in control. *
<div style='column-count:2'>
  |  |  |
  |:---:|:------------|
  |  1  | The Seat of Power       |
  |  2  | A Guild or Industry      |
  |  3  | A Travel Hub or Crossing       |
  |  4  | Religous Organization   |
  

  |  |  |
  |:---:|:------------|
  |  5  | Culture & Entertainment      |
  |  6  | Knowledge & Learning  |
  |  7  | Trade & Commerce      |
  |  8  | Security & Defense     |
  </div> 


#### What are the People of the City like?
Roll for their Character Traits as a group.
 - *(E.g. Greedy, Selfish, Ambitious)*

#### What dangers lurk in the shadows?

 - *(E.g. Criminals, Gargoyles, Cultists, Rat-kings, Bankers)*

```
```

<div style='margin-top:30px'></div>



#### City Districts *(optional)*
Cities can be further devided up into disctrics or wards that have a central feeling or focus. Roll on both tables for **3-9+** districts, choose from the options, and name the districts. 

 <div style='column-count:2'>
  |D6 | District Feeling |
  |:---:|:------------:|
  |  1  | Ruined / Overgrown      |
  |  2  | Poor / Underground      |
  |  3  | Bustling / Cramped     |
  |  4  | Unnatural / Haunted      |
  |  5  | Affluent / Expensive      |
  |  6  | Exclusive / Restricted       |
  


  | D6| Central feature |
  |:---:|:------------:|
  |  1  | Dockyards / Stables  |
  |  2  | Market / Workshop    |
  |  3  | Temple / Manor     |
  |  4  | Arena / Theatre       |
  |  5  | Guildhouse / College  |
  |  6  | Courthouse / Barracks |
  </div>


### 2. The Heartlands
Heartlands are the agricultural cores of countries, where most of the population lives and most of the food is grown.

Sprawled around every town and city and in every fertile part of the land is a network of villages and farms, orchards and pastures. Aside from agriculture for own use, these regions also specialize in the products that thrive locally.  

The year is centered around the sowing and harvest seasons, with periods of partial leisure in between. Traders and markets travel between the towns and villages, trading in wares and services. Meanwhile minstrels and troupes travel, perform, and spread news.

#### What is this Region's name?
Heartlands often  have old and short names, that sound natural when things are named after the region:

 - *(E.g. Avella, a fine Avellan Wine, the Avellan Revolt)*


#### Who Governs this land?

<div style='column-count:2'>
|  |  |
|:---:|:------------|
|  1  | Bishop or Abbot        |
|  2  | Rich Landowner        |
|  3  | Provincial Governor      |


  
|  |  |
|:---:|:------------|
|  4  | Feudal Noble   |
|  5  | Elected Administrator    |
|  6  | Local Chieftain    |
</div>
Roll their Character Traits and give a name, title and goal.
- *(E.g. Greedy, Wounded, Connected. - Her Grace Lucianna, the Duchess of Avella - Conspiring to claim a rival's land)*
 
#### What does this region specialize in?

<div style='column-count:2'>
  
|  |  |
|:---:|:------------|
|  1  | Fruits & Wine        |
|  2  | Meat & Cheese       |
|  3  | Corns & Beer       |
|  4  | Wool & Spirits    |
  
|  |  |
|:---:|:------------|
|  5  | Horses & Leather     |
|  6  | Fish & Salt     |
|  7  | Honey & Herbs    |
|  8  | Cloth & Dyes     |
</div>



#### What are the people like? 
Roll for their Character Traits as a group.
- *(E.g. Experienced, Honest, Violent)*

#### What is threatening the Peace?

 - *(E.g. Bandits, Hags, Monsters, Raiders, Tax-collectors)*


<div class='descriptive'>
##### Additional Questions:
 - **What are the larger local towns like?**
 - **Are there any special local customs or beliefs?**
 - **What are the racial ancestries of the people here?** 
  
</div>

\page
<div class='pageNumber auto'></div>


### 3. The Hinterlands
Hinterlands are the regions at the fringes of a country, where the land can't be tamed fully. There is however often still valuable resources to be found here, so hopefull settlers still try to carve out a living here to collect them.

Small hamlets are nestled around lone roads and rivers, surrounded by wilderness.
Threatened by bandits and beasts, settlements are often well dug-in for defense.

Larger towns are mostly along trade routes, near the region's valuable resources, where they supply the tools, food and services needed to harvest and transport them.   
  
The local inhabitants are accustomed to the difficult cir-cumstances, becoming experts at adapting their way of life. The law itself is less important here than the local pragmatic agreements and trust. Strangers are not trusted here.

#### What is this Region's name?
Hinterlands often have descriptive and evocative names, ones that capture the difficult nature of the region.
 - *(E.g. The Ironwoods, The Stonegrags, The Tangles)*

#### Who Controls this Land?

<div style='column-count:2'>
|  |  |
|:---:|:------------|
|  1  | Military Commander       |
|  2  | Guild Enterprise      |
|  3  | Rich Landowner     |
  
|  |  |
|:---:|:------------|
|  4  | Provincial Governor    |
|  5  | Local Chieftain     |
|  6  | Criminal Syndicate   |
</div>

Roll their Character Traits and give a name, title and goal.
- *(E.g. Apathetic, Greedy, Connected - Overseer General Lukas Moray - Wants to stamp out the miner's strike)*

#### Rough terrain
What kind of dangerous wilderness is this?

<div style='column-count:2'>
|  |  |
|:---:|:------------|
|  1  | Dark woods        |
|  2  | Flooded swamp        |
|  3  | Jagged mountains       |
|  4  | Dense jungle       |
|  5  | Cursed badlands    |
  
|  |  |
|:---:|:------------|
|  6  | Turbulent coasts     |
|  7  | Barren desert     |
|  8  | Volcanic fields      |
|  9  | Frozen wasteland     |
|  10 | Otherworldly intrusion     |
</div>

- *How have people adapted to live out here?*

#### What is of value here?
What is out here worth braving the wilderness?

<div style='column-count:2'>
|  |  |
|:---:|:------------|
|  1  | Furs or Ivory        |
|  2  | Gems or Metals        |
|  3  | Herbs or Medicines       |


  
|  |  |
|:---:|:------------|
|  4  | Magical components    |
|  5  | Rare delicacies     |
|  6  | Ancient artifacts     |
</div>



#### What are the people like?
Roll for their Character Traits as a group.
- *(E.g. Disabled, Vengeful, Stealthy)*

#### What dangers lie out there?

 - *(E.g. Outlaws, Dragons, Monsters, Wild-life, Exposure)*

<div class='descriptive'>
##### Additional Questions:
**
 - Who else lives out in the wilderness?
 - What creatures have been pushed back to the fringes?
 - What are the dangers of harvesting the resources?
**  </div>



### 4. The March

Marches are the defensive border regions of a country. They are often militarized and guarded, which often makes them politically powerful for those that control them. 

Their inhabitants sometimes have more freedoms, to encourage living near the border, while others are repressed by the guards. Marches can be occupied vassals or fortified no-man's-lands. Smugglers trade across the border while the outlawed flee beyond it to seek a new life.

#### What is this Border's name?
Marches are named after the defences or what lies beyond:

 - *(E.g. Urcguard, Eastmarch, Evelon Keep, Hadrim's Pass)*

#### Who Controls the Border?
<div style='column-count:2'>
|  |  |
|:---:|:------------|
|  1  | Knightly Order       |
|  2  | Feudal Noble      |
|  3  | Military Commander     |


  
|  |  |
|:---:|:------------|
|  4  | Provincial Governor    |
|  5  | Local Chieftain     |
|  6  | Mercenary Company   |
</div>
Roll their Character Traits and give a name, title and goal.
- *(E.g. Powerful, Stoic, Dying - Marquessa Myria de Nell - Plans to charge out and die in glory rather than succumb)*


#### What are the people like?
Roll for their Character Traits as a group.
- *(E.g. Fervent, Armored, Smug)*

#### What was here before the border?
<div style='column-count:2'>
  
|  |  |
|:---:|:------------|
|  1  | Ruined city      |
|  2  | Small neutral country      |
|  3  | Enemy stronghold      |

|      |  |
|:---:|:------------|
|  4  | A center of trade    |
|  5  | Peaceful heartlands     |
|  6  | Roll for "rough terrain"    |

  
</div>

#### What is the border defined by?

<div style='column-count:2'>
|  |  |
|:---:|:------------|
|  1  | Walls and fortifications       |
|  2  | Guarded highland passes        |
|  3  | Lookout towers       |
  
|      |  |
|:---:|:------------|
|  4  | Waterway crossings   |
|  5  | Ancient landmarks      |
|  6  | Protective wards        |  
  
</div>
  
#### What lies beyond the border?

<div style='column-count:2'>
|  |  |
|:---:|:------------|
|  1  | Hostile realm's forces       |
|  2  | Cursed and blighted land       |
|  3  | Raiding tribes or bandits      |


|      |  |
|:---:|:------------|
|  4  | Horrendous monsters     |
|  5  | Disputed no man's land        |
|  6  | Gateway to another world     |

  
</div>




### Putting it all Together.
With countries and regions created, what is left is to place them in relation to each other. Drawing maps is a question of styles, but knowing the rough positions of countries and regions will be very useful. Here are some general guides. 

Draw rough bordering shapes for your countries, making the country in focus border most of the others. Place your capitol cities roughly centrally in each country, with smaller cities spread around. They are surrounded by heartlands and placed on waterways that run from the mountains down towards the sea. Beyond the Heartlands are the Hinterlands.

Roads connect cities and towns, crossing borders into other countries. Marches are located where the country's borders are crossed, the impassabe areas being Hinterlands.