InstantRegion

A "roll-on-all-the-tables" generator for use with the Region creation rules in Kevin Crawford's excellent sandbox and domain building book An Echo, Resounding. [main]

1, City [City] Town 1 [Town] Town 2 [Town] Town 3 [Town] Town 4 [Town] Ruin 1 [Ruin] Ruin 2 [Ruin] Ruin 3 [Ruin] Ruin 4 [Ruin] Ruin 5 [Ruin] Resource 1 [Resource] Resource 2 [Resource] Resource 3 [Resource] Resource 4 [Resource] Lair 1 [Lair] Lair 2 [Lair] Lair 3 [Lair] Lair 4 [Lair] Lair 5 [Lair]
 * main

1, +4 Wealth and +4 Social Origin: [CityTownOrigin] Activity: [CityTownActivity] Obstacle: [CityTownObstacle]
 * City

1, +2 Wealth and +2 Social Origin: [CityTownOrigin] Activity: [CityTownActivity] Obstacle: [CityTownObstacle]
 * Town

1, +2 Wealth Nature: [RuinNature] Trait: [RuinTrait] Obstacle: [RuinObstacle]
 * Ruin

1, +2 Wealth Type: [ResourceType] Obstacle: [ResourceObstacle]
 * Resource

1, Nature: [LairNature]
 * Lair

1, Ancestral Land, +2 Wealth 1, Ancient Industry, +2 Wealth 1, Defensible Area, +2 Military 1, Ethnocentric, +2 Social 1, Innovative, +2 Wealth 1, Outcasts, +2 Social 1, Former Rebels, +2 Military 1, Religious Community, +2 Social 1, Catastrophe Survivors, +2 Military 1, Trading Hub, +2 Wealth
 * CityTownOrigin

1, Council of the People, +2 Social 1, Preparing to Conquer Surrounding Lands, +2 Military 1, Education Oriented, +2 Wealth 1, Expert Craftsmen, +2 Wealth 1, Martial Tradition, +2 Military 1, Religious Missionaries, +2 Social 1, Forging Diplomatic Defense Alliances, +2 Military 1, Heavy Commodity Production, +2 Wealth 1, Strong Social Ties and Activities, +2 Social 1, Healthy Trade, +2 Wealth
 * CityTownActivity

1, Bad Reputation - Social/Corruption 1, Class Hatred - Social/Despair 1, Contaminated Land - Wealth/Poverty 1, Corrupt Leaders - Social/Corruption 1, Crushed Spirit - Social/Despair 1, Demagogue - Social/Despair 1, Destructive Customs - Wealth/Ignorance 1, Disunity - Social/Despair 1, Ethnic Feuding - Social/Despair 1, Exceptional Poverty - Wealth/Poverty 1, Flooding - Wealth/Poverty 1, Mercenary Populace - Social/Corruption 1, Monsters - Military/Disorder 1, Hunger - Wealth/Poverty 1, Sickness - Wealth/Ignorance 1, Thugs - Military/Disorder 1, Secret Society - Social/Corruption 1, Raiders - Military/Uprising 1, Cult - Social/Corruption 1, Xenophobia - Military/Disorder
 * CityTownObstacle

1, Abandoned Town, +2 Wealth 1, Ancient Settlement, +2 Wealth 1, Destroyed Temple, +2 Social 1, Crumbling Fortress, +2 Military 1, Underground Hold - +2 Wealth 1, Empty Tower, +2 Military 1, Failed Colony, +2 Wealth 1, Lost Outpost, +2 Military 1, Abandoned Mine, +2 Wealth 1, Sacked City, +2 Wealth 1, Prehistoric Nonhuman Settlement, +2 Wealth 1, Eerie Magic-Research Outpost, +2 Wealth
 * RuinNature

1, Moldering Armory, +2 Military 1, Hard-to-Move Treasures, +2 Wealth 1, Tactical Location, +2 Military 1, Ancient Magic, +2 Wealth 1, Site of a Well-Renowned Battle, +2 Military 1, Enduring Artwork, +2 Social 1, Craft Resources, +2 Wealth 1, Cultural Artifacts, +2 Social 1, Rich in a Resource, +2 Wealth 1, Former Seat of a Family's/Organization's Power, +2 Social 1, Former Capital of a Domain (or Holy Site of the Dominant Religion), +2 Social 1, Potential Military Recruits Living in or Near the Ruin, +2 Military
 * RuinTrait

1, Ancient Curse - Wealth/Ignorance 1, Angry Dead - Military/Uprising 1, Barren - Wealth/Poverty 1, Conquering Heirs - Military/Uprising 1, Dark Wizards - Military/Uprising 1, Destructive Customs - Wealth/Ignorance 1, Disputed Possession - Military/Uprising 1, Exiled Lord - Military/Uprising 1, Human Raiders - Military/Disorder 1, Inaccessible - Wealth/Poverty 1, Monsters - Military/Disorder 1, Murderous Heirs - Military/Uprising 1, Relic Golems - Wealth/Ignorance 1, Severely Damaged -Wealth/Poverty 1, Inhuman Raiders - Military/Uprising 1, Sinister Cult - Social/Corruption 1, Taboo Land - Wealth/Ignorance 1, Things From Below - Military/Disorder 1, Cult - Military/Disorder 1, Spawn - Military/Uprising
 * RuinObstacle

1, Fertile Land 1, Good Fishing 1, Good Hunting 1, Rich Mine 1, Good Timber 1, Lush Pasture 1, Medicinal Plants 1, Industrial Site 1, Ample Food for Gathering 1, Magical Materials
 * ResourceType

1, Hellish Configuration - Wealth/Ignorance 1, Bad Reputation - Social/Corruption 1, Contaminated Land - Wealth/Poverty 1, Covetous Polity - Military/Disorder 1, Failed Settlement - Wealth/Poverty 1, Flooding - Wealth/Poverty 1, Harsh Conditions - Wealth/Poverty 1, Hazardous Resource - Wealth/Ignorance 1, Raiders - Military/Uprising 1, Inaccessible - Wealth/Poverty 1, Monsters - Military/Disorder 1, Lacking Workers - Wealth/Poverty 1, Recalcitrant Locals - Military/Disorder 1, Recurrent Sickness -Wealth/Ignorance 1, Relic Golems - Wealth/Ignorance 1, Inhuman Raiders - Military/Uprising 1, Taboo Land - Wealth/Ignorance 1, Toxic Process - Wealth/Ignorance 1, Undeveloped - Wealth/Poverty 1, Wasted Production - Wealth/Ignorance
 * ResourceObstacle

1, Ancient Evil 1, Ancient Fort 1, Aspiring Warlord 1, Bandit Camp 1, Corrupt Temple 1, Cult Shrine 1, Cursed Land which produces Abominations 1, Demonic Master 1, Outcasts 1, Mad Wizard 1, Magical Gate 1, Twisted Settlement 1, Monster Nest 1, Renegade Outpost 1, School of Dark Sorcery 1, Barbarian Tribe 1, Splinter Group 1, Thieves' Den 1, Hellspawn Infestation 1, Vicious Nonhumans
 * LairNature