Categories of Contingencies
Weather and Climate- Long-term atmospheric conditions and their impact on the fiefdom (e.g., overcast skies, uncommonly mild weather).
5% – In this Domain, the Weather is somehow uncommonly bad relative to surrounding fiefdoms.
The skies are perpetually overcast, rains are frequent and unseasonal, and the winds carry a chill that seeps into bones. Crops struggle to ripen, and roads become a quagmire, making travel difficult. Locals speak of a lingering curse or a displeased weather deity.
[Suggestions: Flooded fields, ruined trade routes, rising tensions due to famine.]
1% – In this Domain, the Weather is somehow atrociously bad relative to surrounding fiefdoms.
Torrential downpours last for weeks, punctuated by hailstorms and violent gusts that tear roofs from homes. Rivers regularly burst their banks, causing catastrophic flooding. The populace whispers of omens and blames witchcraft or celestial punishment.
[Suggestions: Villages submerged, mass migrations, extreme poverty.]
5% – In this Domain, the Weather is somehow mild and pleasant relative to surrounding fiefdoms.
Gentle breezes and temperate days create a land of verdant pastures and flourishing orchards. This microclimate fosters thriving agriculture and attracts settlers from neighboring domains.
[Suggestions: Festivals celebrating the weather, increased tourism, but rising envy from neighbors.]
1% – In this Domain, the Weather is somehow paradisaical relative to surrounding fiefdoms.
Endless blue skies, soft rains that arrive just in time for planting, and nights kissed by cool, refreshing breezes. The domain is a garden of Eden, drawing attention from nobles and merchants alike.
[Suggestions: Nobility purchasing estates, rumors of divine favor, influx of artists and poets.]
2% – The Domain experiences frequent and sudden fogs that obscure vision across large areas.
The thick mists come without warning, disorienting travelers and cloaking potential dangers. Locals navigate by instinct but remain uneasy about what lurks within.
[Suggestions: Smugglers using fog as cover, legends of ghostly apparitions, increased accidents on trade routes.]
Agriculture and Resources; Trends in farming, resource abundance, or scarcity (e.g., spectacular harvests, mineral deposits, or depleted forests).
6% – A new trade route through the fiefdom has brought prosperity—and danger.
Caravans laden with exotic goods attract bandits and rival merchants, turning the roads into battlegrounds.
[Suggestions: Militia patrols increasing, tolls creating dissent, exotic diseases spreading from foreign traders.]
2% – A local guild has monopolized a critical resource, raising tensions.
The guild’s control over iron, salt, or another essential resource has made them rich, but the populace struggles with rising costs.
[Suggestions: Guild leaders being targeted by rebels, nobles debating intervention, foreign powers trying to break the monopoly.]
10% – Some agricultural conditions in this domain are bad, and harvests are relatively poor.
Blight has spread through fields, pests devour the crops, and farmers struggle to eke out enough to feed their families. Hunger drives theft, and discontent begins to brew.
[Suggestions: Local militias formed to guard granaries, rising peasant unrest, demands for aid from the lord.]
2% – Some agricultural conditions in this domain are atrocious, and harvests are anemic or otherwise unhealthy.
Famine looms as once-fertile fields yield little more than shriveled stalks. Livestock die off from malnutrition or disease. The population is desperate, willing to risk rebellion or banditry to survive.
[Suggestions: Refugee caravans, outbreaks of disease, neighboring fiefdoms turning away the starving.]
10% – Some agricultural conditions in this domain are comparatively beneficent, and harvests tend to be bountiful.
Granaries overflow, and markets are rich with fresh produce. This prosperity lifts the spirits of the people, who enjoy robust health and plentiful feasts.
[Suggestions: Trade routes flourish, neighboring fiefdoms seek alliances, merchants lobby for reduced tariffs.]
2% – Some agricultural conditions in this domain are all but perfect, and harvests tend to be spectacular.
Every seed planted yields double, with produce so large and flavorful it is said to be enchanted. Foreign dignitaries arrive seeking to replicate these methods.
[Suggestions: Secretive alchemists hired, tensions over monopolizing agricultural techniques, high tariffs imposed on exported goods.]
6% – A disease is spreading among livestock, reducing food supplies and trade.
Farmers are forced to cull herds, leading to rising tensions in the countryside. The nobility debates whether to import meat from neighboring fiefdoms.
[Suggestions: Peasants blaming outsiders, merchants raising prices on basic goods, desperate farmers turning to poaching.]
3% – A newly discovered mineral deposit promises wealth but disrupts local life.
Miners flood into the region, bringing both economic opportunity and social unrest. Villages near the site struggle to adapt to the sudden influx of outsiders.
[Suggestions: Bandits targeting mining caravans, disputes over land ownership, environmental damage causing friction with druids.]
Wealth and Economy; The economic status and stability of the fiefdom (e.g., historically wealthy, guild monopolies, or reliance on trade specialties).
6% – The Fiefdom is historically very wealthy.
Gold lines the coffers of the ruling house, and the land is dotted with grand manors and opulent marketplaces. Peasants enjoy a better-than-average quality of life.
[Suggestions: Lavish festivals, funding of grandiose projects, neighbors seeking loans or alliances.]
1% – The Fiefdom is historically obscenely wealthy.
The ruler is richer than kings, and the streets are paved with marble. The fiefdom attracts artisans, scholars, and opportunists alike. However, such wealth also draws the envy and ire of less fortunate domains.
[Suggestions: Mercenary armies hired to defend borders, whispers of coups, extravagant displays of power.]
8% – The Fiefdom is historically poor and backwards.
Hovels dot the countryside, and dirt paths serve as the only roads. The people scrape by, trading goods instead of using coin, and knowledge of the outside world is scarce.
[Suggestions: High rates of banditry, lack of formal education, superstitions spreading rapidly.]
2% – The Fiefdom is historically extremely impoverished and is causing considerable problems for the surrounding fiefdoms.
Starving peasants roam the borders, begging for aid or stealing from wealthier neighbors. The ruling class is too weak to control the chaos, and the domain is treated as a pariah.
[Suggestions: Military skirmishes at borders, mass desertion of soldiers, plague outbreaks spreading beyond the domain.]
Governance and Leadership; Characteristics of rulers or political structures (e.g., cruel duke, scheming spouse, or feuding nobles).
5% – A neighboring fiefdom claims that part of this domain was illegally annexed.
A historical dispute has resurfaced, with neighboring nobles pressing their case through diplomacy or the threat of force.
[Suggestions: Border skirmishes, foreign ambassadors pressuring the Duke, documents proving or disproving the claim unearthed.]
3% – A foreign prince is living the fiefdom, sparking political unrest.
The prince is a controversial figure, beloved by some and hated by others. Their presence destabilizes the already-tense court.
[Suggestions: Assassination plots uncovered, nobles allying with or against the prince, commoners rioting over their policies.]
10% – This particular Fiefdom is embroiled with an adjacent fiefdom in rivalry, competition, or cultural resentment.
The rivalry manifests in constant skirmishes, trade blockades, and public insults during festivals. Tensions run high, and even the smallest slight can escalate into violence.
[Suggestions: Spies infiltrating rival courts, merchants caught smuggling contraband, border villages switching allegiances under pressure.]
5% – This particular Fiefdom is embroiled in a simmering rival or hereditary conflict with an adjacent Fiefdom.
Generational feuds over land and lineage continue to smolder, with occasional violent outbursts. The people on both sides live in a constant state of unease.
[Suggestions: Border fortifications being built, secret plots to assassinate rival nobles, unaligned villages caught in the crossfire.]
2% – This particular Fiefdom is engaged in actual declared open war with an adjacent Kingdom; this war is UNSANCTIONED.
The Duke has taken it upon themselves to wage war without royal approval, risking severe consequences. Soldiers march, and villages burn as the conflict escalates.
[Suggestions: The King threatening to intervene, mercenaries hired to supplement the army, deserters causing chaos in the countryside.]
2% – This particular Fiefdom is engaged in actual declared open war with an adjacent Kingdom; this war is SANCTIONED.
With the King’s blessing, the Duke leads a well-organized war effort against a neighboring kingdom. The populace rallies behind the cause, but the burden of war begins to take its toll.
[Suggestions: Levies raised from local villages, knights earning glory on the battlefield, tensions rising as taxes increase.]
0.5% – This particular Fiefdom is locked in a Blood Feud to the Death with an adjacent Kingdom.
The enmity runs so deep that only total annihilation will satisfy the feuding parties. The war has consumed generations, leaving both sides scarred.
[Suggestions: Entire regions depopulated, alliances formed to tip the balance, refugees flooding into neutral territories.]
2% – The Domain has a cruel Duke.
The Duke enforces harsh taxes, carries out brutal punishments, and shows no mercy for dissenters. Villages rebel in secret, and fear festers across the land.
[Suggestions: Secret networks of rebels, neighboring lords offering shelter to refugees, increased banditry.]
2% – The Domain has an exceptionally gifted or beneficial Duke.
The Duke is wise, fair, and beloved by their people. Roads are well-maintained, markets flourish, and travelers speak highly of the domain.
[Suggestions: Foreign dignitaries seek alliances, festivals honoring the Duke, trade caravans flowing freely.]
3% – The domain is inefficiently governed because of internal strife.
Feuding nobles disrupt the chain of command, leaving the populace neglected. Rival factions vie for power, with skirmishes breaking out in the countryside.
[Suggestions: Splintered allegiances among knights, taxes going unpaid, neighboring domains exploiting the instability.]
2% – The Spouse of the Duke is scheming and plotting.
The Duke’s spouse works behind the scenes, sowing discord to advance their personal ambitions. Courtiers whisper of betrayal, and loyalties are tested.
[Suggestions: Assassination attempts, secret alliances with rival domains, hidden correspondence uncovered.]
3% – There is a power behind the Duke who pulls the strings.
A shadowy figure—perhaps an advisor, clergy member, or foreign agent—holds sway over the Duke, steering policy for their own gain.
[Suggestions: Inquisitions launched to root out spies, increased taxes funding unknown projects, mysterious disappearances of dissidents.]
2% – The Duke is absent, fighting in a distant war, leaving the Spouse in control.
The sudden shift in power has destabilized the fiefdom. The Spouse enforces policies that are either unusually strict or surprisingly lenient, creating confusion and dissent.
[Suggestions: Nobles plotting to usurp power, rumors of the Duke’s death spreading, an inexperienced heir stepping into the spotlight.]
0.4% – The Duke is rumored to be an importer, replaced by a lookalike.
The populace grows suspicious as the Duke’s behavior changes dramatically. Whispers of blackmail or dark magic swirl through the court.
[Suggestions: Loyalists investigating, neighboring lords refusing to recognize the Duke’s authority, strange decrees issued.]
10% – This particular Fiefdom is embroiled with an adjacent fiefdom in rivalry, competition, or cultural resentment.
Generations of bad blood have fostered intense competition between the two domains. Festivals and tournaments are used as opportunities to one-up each other, and insults are exchanged at every turn. Border disputes and minor skirmishes are common.
[Suggestions: Cross-border trade restrictions, rumors of sabotage, spies infiltrating the rival domain.]
5% – This particular Fiefdom is embroiled in a simmering rival or hereditary conflict with an adjacent Fiefdom.
The grudge has escalated beyond cultural clashes to near open hostility. Generations of disputes over land, marriages, and ancient wrongs fuel this ongoing conflict. While not full-blown war, raids and assassinations keep tensions high.
[Suggestions: Mercenaries hired discreetly, calls for arbitration by a neutral third party, villagers living in fear near the contested border.]
3% – There is a power behind the Duke who pulls the strings.
While the Duke may appear to rule, the true power lies with another—whether a clergy member, a council, or even a foreign noble. The policies of the fiefdom align with the interests of this unseen hand.
[Suggestions: Nobles quietly investigating the puppet master, whispers of betrayal among the Duke’s court, conflicting orders causing unrest.]
Religion and Deities; Influence of divine figures or religious practices (e.g., strong presence of a specific deity, sacred sites, or unique rituals).
3% – Major site dedicated to Daevon.
A grand temple or fortress devoted to Daevon, the God of Honor, Law, Heroism, Money, and Feudalism. Pilgrims and knights alike gather here to pay homage, and its influence extends across the fiefdom.
[Suggestions: Annual tournaments held at the site, conflicts over access to its wealth, nobles vying for the temple’s favor.]
2% – Major site dedicated to Alalvar.
A sprawling complex of temples and shrines devoted to Alalvar, the God of Patriarchy, Law, and Family. The site serves as a religious and political hub, attracting devout followers and scholars.
[Suggestions: Clashes with progressive movements, pilgrimages creating tensions with locals, priests lobbying for stricter laws.]
2% – Major site dedicated to Galton.
A serene and mystical location devoted to Galton, the warrior God of spiritual balance and defense. It is a place of meditation and training, attracting both monks and warriors.
[Suggestions: Rising tensions with expansionist factions, foreign dignitaries seeking enlightenment, rumors of ancient artifacts hidden at the site.]
5% – Minor or significant presence of Ashillas’ faith
The people hold Ashillas in high regard, especially travelers, merchants, and explorers. Shrines dot crossroads, and wayfarers light candles in gratitude for safe passage. The faith encourages curiosity and open-mindedness, fostering a culture of innovation and wanderlust.
[Suggestions: Well-maintained roads, adventurers’ guilds flourishing, festivals celebrating exploration and discovery.]
2% – Major presence, structure, or community devoted to Ashillas
A grand temple or monastery dedicated to Ashillas stands as a beacon for pilgrims and scholars alike. Priests of Ashillas are seen as arbiters of freedom and wisdom, influencing policy to favor exploration and open borders.
[Suggestions: Sanctuaries for travelers, a renowned mapmaking guild, neighboring domains sending envoys for trade agreements.]
5% – Minor or significant presence of Dulmar’s worship
Dulmar’s faith thrives among the downtrodden and rebellious. Blacksmiths forge symbols of resistance in secret, and clandestine meetings echo Dulmar’s teachings of liberation. The people value hard work and independence, often resisting oppressive rulers.
[Suggestions: Underground movements, a vibrant culture of self-reliance, covert support for neighboring rebellions.]
2% – Major presence, structure, or community devoted to Dulmar
The fiefdom houses a fortress dedicated to Dulmar’s ideals, a hub for revolutionaries and visionaries. It serves as both a spiritual center and a rallying point for those seeking freedom. The ruling class may view it with suspicion or begrudging respect.
[Suggestions: Iconic leaders emerging, secret alliances with oppressed factions, industrial innovations tied to Dulmarite principles.]
3% – Minor influence of Shinthai
Shinthai’s presence inspires a culture of celebration and sensuality. Festivals honoring fertility and beauty are common, with communities placing a high value on art and interpersonal relationships.
[Suggestions: Lavish weddings, markets brimming with vibrant crafts, rumors of a growing cult among the youth.]
1% – Major influence of Shinthai
A grand temple devoted to Shinthai dominates the cultural landscape, drawing pilgrims and artists from afar. The domain thrives as a center of beauty and passion, though it faces criticism for excesses and decadence.
[Suggestions: Nobles commissioning grand artworks, scandals involving prominent figures, neighboring domains seeking cultural inspiration.]
5% – Minor influence of Begoth
Merchants and gamblers alike invoke Begoth’s name, seeking fortune in their endeavors. The fiefdom has a thriving trade network and a playful, sarcastic culture where wit and luck are highly valued.
[Suggestions: Bustling markets, gambling houses, disputes over wealth inequality.]
2% – Major influence of Begoth
A vast marketplace stands at the heart of the fiefdom, overseen by priests of Begoth who enforce fair trade—or their version of it. The faith’s influence ensures prosperity but also fosters cutthroat competition and cunning dealings.
[Suggestions: Trade alliances with far-off regions, rivalries with less mercantile domains, periodic festivals celebrating commerce.]
1% – Minor presence of Gural’s cult
The forbidden faith operates in shadows, its adherents gathering in secret to perform rites emphasizing sacrifice and merit. They are feared but respected for their unwavering discipline and strong communal bonds.
[Suggestions: Suspicious disappearances, underground meetings, coded symbols marking hidden shrines.]
0.2% – Major stronghold of Gural’s cult
A hidden enclave dedicated to Gural serves as both a sanctuary and a fortress. The community thrives on strict hierarchies and absolute loyalty, but its secrecy fosters fear and mistrust in neighboring lands.
[Suggestions: Infiltrators spreading influence, tensions with mainstream religions, covert power struggles within the cult.]
2% – Minor presence of Heiegos’ worship (2%)
Military traditions are deeply rooted in the fiefdom, with shrines to Heiegos placed near barracks and fortresses. Soldiers pray for victory, and martial pride defines the local culture.
[Suggestions: Grand parades celebrating military prowess, rising tensions with neighboring domains, mercenary groups seeking employment.]
0.4% – Major presence of Heiegos (0.4%)
The fiefdom is a military powerhouse, with temples to Heiegos integrated into its fortifications. The faith drives expansionist policies and enforces a rigid social order, often at the cost of individual freedoms.
[Suggestions: Rivalry with peace-focused domains, large-scale military campaigns, debates over the ethics of conquest.]
0.5% – Minor presence of Almirean
The domain values discipline, grace, and strategic thinking, with Almirean’s teachings shaping its governance. Women hold prominent roles in both politics and the arts, leading to a balanced but hierarchical society.
[Suggestions: Education reforms, cultural advancements, debates over gender roles.]
0.1% – Major presence of Almirean
A matriarchal society flourishes, guided by Almirean’s priestesses who ensure order and stability. The fiefdom is known for its long-term vision and cultural refinement, though critics see it as rigid and controlling.
[Suggestions: Trade agreements spanning decades, tensions with patriarchal neighbors, a thriving artistic scene.]
0.5% – Minor presence of Cebele (0.5%)
The fiefdom’s agricultural success is attributed to Cebele’s blessings. Festivals celebrating fertility and harvests are central to community life, reinforcing traditional values and social hierarchies.
[Suggestions: Surplus leading to trade opportunities, disputes over land rights, rising conservatism.]
0.1% – Major presence of Cebele
A shrine complex dedicated to Cebele serves as the spiritual and agricultural heart of the fiefdom. Her priesthood holds significant sway, advocating for policies that prioritize stability and tradition.
[Suggestions: Farmers forming alliances, political resistance to rapid industrialization, ecological harmony but resistance to change.]
0.5% – Minor presence of Hecate
The domain is steeped in mysticism, with witches and mages drawing inspiration from Hecate’s enigmatic power. Moonlit rituals and secretive gatherings are common, creating an air of mystery and unease.
[Suggestions: Magical anomalies in forests, local legends about witches, a growing interest in alchemical research.]
0.1% – Major presence of Hecate
The fiefdom is a hub of magical innovation, with Hecate’s grand temple serving as a center of mystical learning. Her followers are both revered and feared, their spells reshaping the land in subtle but profound ways.
[Suggestions: Rivalries with conventional scholars, influx of foreign wizards seeking enlightenment, rumors of dangerous experiments.]
0.5% – Minor presence of Henil
The people value charity and compassion, inspired by Henil’s teachings. Villages maintain strong community bonds, and festivals celebrate themes of renewal and forgiveness.
[Suggestions: Refugees welcomed warmly, disputes resolved peacefully, a local hero embodying Henil’s ideals.]
0.1% – Major presence of Henil
The domain is a sanctuary for those in need, with Henil’s temple providing aid and guidance. Her influence ensures peace and prosperity, but some see the fiefdom as naïve or overly idealistic.
[Suggestions: Diplomatic overtures from struggling neighbors, conflicts with warlike domains, a surge in pilgrimage.]
2% – Minor presence of Divrith
The fiefdom is characterized by its small, insular villages where superstition runs deep. Divrith’s shrines are tucked away in remote corners, visited only by the devout. Travelers find the locals wary of outsiders.
[Suggestions: Unique folk remedies, hostility toward foreign merchants, ancient relics linked to Divrith uncovered.]
0.5% – Major presence of Divrith (
The fiefdom’s culture is defined by its isolationism and deep-seated traditions. Divrith’s temple is both a spiritual and social hub, dictating the rhythm of life for its followers.
[Suggestions: Resistance to modernization, alliances with other insular communities, tales of divine intervention in local affairs.]
1% – Major presence of Eltmann
The domain is renowned for its reverence of death and the passage of time. Cemeteries are beautifully maintained, and rituals honoring ancestors are central to daily life. Eltmann’s priests mediate disputes and serve as historians.
[Suggestions: Grand mausoleums attracting visitors, nobles commissioning genealogical studies, eerie but respected death rites.]
5% – Minor presence of Muoran
The fiefdom has a thriving culture of revelry and celebration. Inns and taverns are always lively, and festivals honoring Muoran draw crowds from neighboring regions. The people are boisterous but welcoming.
[Suggestions: Surges in trade due to festivities, rising influence of tavern keepers, occasional brawls disrupting order.]
2% – Major presence of Muoran
The fiefdom is a land of perpetual celebration, with Muoran’s grand temple hosting legendary feasts and competitions. Visitors leave with stories of indulgence and camaraderie, though some fear the excesses may lead to decline.
[Suggestions: Tensions with ascetic faiths, growing tourism industry, nobles embracing or shunning the festive atmosphere.]
1% Major presence of Slaroth
The fiefdom is wild and untamed, with tribes and nomads roaming freely under Slaroth’s stormy skies. Lightning-scarred temples serve as both places of worship and rallying points for those seeking freedom.
[Suggestions: Rebellion simmering under the surface, alliances with barbarian tribes, unpredictable weather shaping local lore.]
0.5% – Minor presence of The Goddess
Her followers practice martial discipline and self-sufficiency, with women often leading in both military and political spheres. Men are expected to support the community without traditional authority.
[Suggestions: Local women’s militias, tensions with patriarchal neighbors, influx of feminist scholars.]
6% – Major presence of The King
The fiefdom embodies absolute loyalty to the monarch, with The King’s image and decrees omnipresent. Citizens view the royal family as divine instruments, and dissent is unthinkable.
[Suggestions: Extravagant tributes sent to the capital, rivalries with less loyal fiefdoms, zealous suppression of rebellion.]
10% – Strong Alalvarite Presence. Alalvar is the God of Patriarchy, Law, The Family. Alalvarites are making trouble in the Kingdom.
The faith dominates local politics, enforcing strict moral codes and punishing dissenters. Women’s roles are heavily restricted, and priests wield immense power.
[Suggestions: Tensions with progressive domains, underground movements for reform, heightened military presence to enforce laws.]
2% – Very strong Alalvarite Presence.
The fiefdom is a bastion of Alalvar’s faith, with massive temples and pilgrimages drawing believers. Neighboring lords grow wary of this growing influence.
[Suggestions: Clashes with secular or rival religious factions, excommunication threats, vast wealth accumulating in temples.]
12% – Strong Daevonian Presence. Daevon is the God of Honor, Law, Heroism, Money and Feudalism.
Chivalry thrives, with knights upholding Daevon’s virtues. Duels of honor are common, and the populace respects the rigid structure of feudal society.
[Suggestions: Knightly tournaments attracting visitors, heavy investment in armor and weaponry, tensions with egalitarian movements.]
8% – Strong Galtonian Presence. Galton is a spiritually and more mystically inclined warrior God. They are more passive and defensive.
Devotees of Galton emphasize meditation, spiritual resilience, and inner strength. This influence has made the fiefdom a tranquil haven, often turning away from conflict unless absolutely necessary. Warrior-monks and mystic knights are revered figures here.
[Suggestions: Peaceful negotiations replacing battles, a monastery that attracts pilgrims, disdain from more aggressive neighboring factions.]
2% – There is a sacred site dedicated to a unique religion only found in this Fiefdom.
An ancient and mysterious place of worship, tied to a belief system practiced nowhere else. Pilgrims journey from far and wide to see the site, but the locals guard its secrets jealously. The faith may involve arcane rites or strange gods.
[Suggestions: Increased tourism causing tension with locals, foreign scholars seeking access to sacred texts, disputes over ownership of relics.]
Cultural Distinctiveness; Customs, traditions, or quirks shaping the fiefdom’s identity (e.g., regulated insults, unique art forms, or peculiar hierarchies).
5% – A regional dialect or language is causing political or cultural friction.
A portion of the populace speaks a language considered inferior or barbaric by the ruling class, leading to tensions in governance and representation.
[Suggestions: Calls for language bans, rebellion among linguistically isolated villages, bards using the language to rally dissent.]
6% – The Fiefdom is historically culturally retarded, backward, insular.
The domain is isolated and shunned by its neighbors due to its staunch resistance to outside influence. Superstition governs much of daily life, and innovations are met with hostility. Stories of strange rituals and odd traditions abound, perpetuated by the isolation of the people.
[Suggestions: A ban on foreign merchants, friction with progressive neighboring fiefdoms, rumors of witchcraft or pagan practices spreading fear.]
6% – The Fiefdom is historically enlightened and sophisticated.
A center of learning and culture, the domain is home to renowned universities, libraries, and artists. Visitors flock to witness the latest innovations and enjoy the refined atmosphere. The populace prides itself on its open-mindedness and intellectual pursuits.
[Suggestions: Rivalry with less cultured neighbors, influx of scholars and artists, political ambitions backed by intellectual might.]
Commerce and Trade: The role of trade, guilds, or marketplaces (e.g., dominant trade goods, merchant influence, or thriving markets).
3% – An annual festival in the fiefdom attracts travelers from far and wide.
While the event boosts the economy, it also strains resources and introduces potential threats, from pickpockets to foreign spies.
[Suggestions: Disputes over festival profits, cults using the festival for recruitment, a major crime occurring during the festivities.]
3% – A celebrated playwright stages provocative performances.
The plays critique the ruling class, earning the adoration of the common folk but the ire of nobles.
[Suggestions: Nobles banning performances, underground theaters flourishing, the playwright seeking protection.]
2% – A new musical tradition sweeps through the fiefdom.
This distinctive style, whether joyful or melancholic, becomes a defining feature of the domain’s identity, attracting visitors and controversy.
[Suggestions: Rival bards clashing over ownership of the style, nobles adopting it for courtly entertainment, purists decrying it as vulgar.]
0.5% – An eccentric noble has been funfing a grand architectural project.
The project is so ambitious it drains resources and causes widespread disruption, but its completion would bring glory to the fiefdom.
[Suggestions: Labor strikes delaying progress, debates over its purpose, rival nobles sabotaging the effort.]
Folklore and Mythology; Superstitions, legends, or traditional narratives (e.g., haunted sites, local heroes, or eccentric festivals).
5% – There is a unique native Dreamlands ethnicity present; this may affect adjacent fiefdoms.
A strange and otherworldly group of people call this fiefdom home, their customs and traditions defying human understanding. Their presence influences art, trade, and diplomacy in both positive and disruptive ways.
[Suggestions: Exotic goods flooding markets, disputes over their autonomy, tensions with traditionalist factions.]
3% – Wandering Vagabonds, Gypsies, Nomads, Barbarians, or Outcasts are causing trouble.
A transient population moves through the fiefdom, often blamed for thefts, violence, or disruption of trade routes. While some see them as a nuisance, others view them as an opportunity for trade or recruitment.
[Suggestions: Local nobles enforcing strict laws, bands of vagabonds forming alliances with outlaws, festivals disrupted by roaming bands.]
6% – There is a folk hero of great renown.
A charismatic figure inspires the people, standing as a symbol of hope and resistance. Their deeds, real or exaggerated, are celebrated in songs and tales.
[Suggestions: The hero clashing with local authorities, their influence spreading beyond the fiefdom, rival factions trying to recruit or undermine them.]
5% – In the Fiefdom, the prevailing healers are alchemists, doctors, and such, but they are edging toward the Necromantic arts.
While not outright evil, these healers use unconventional methods that blur ethical boundaries. Their experiments are controversial but undeniably effective.
[Suggestions: Debates among scholars about their practices, secret attempts to harness necromantic power, villagers caught in the crossfire of moral disputes.]
Population and Social Structure; Demographics and societal dynamics (e.g., gnomish minority, humanoid reservations, or refugee integration).
3% – The Domain has a sinister humanoid reservation.
A dark, foreboding area of the domain where humanoid creatures such as orcs, goblins, or others reside under strict supervision. Fear and tension between the local humans and these creatures are palpable, and the reservation is a source of constant unease.
[Suggestions: Creatures plotting rebellion, guards abusing their authority, rumors of dark magic emanating from the reservation.]
5% – The Domain has a fairly mundane humanoid reservation.
Humanoid creatures live peacefully under watchful eyes. Trade and coexistence occur, albeit with some mistrust from the human populace. The reservation is functional but remains a point of cultural tension.
[Suggestions: Debate over granting citizenship to humanoids, growing intermarriages causing controversy, opportunistic merchants exploiting the reservation for trade.]
8% – There is a distinctive gnomish minority.
Inventive and industrious, the gnomes bring innovation and peculiar charm to the fiefdom. They are a docile breed.
1% – Tur (Feral) Gnomes are plotting in this Fiefdom.
Unlike their civilized kin, these gnomes live in the wild and operate on their own mysterious agenda. Their actions are unpredictable and often disruptive, leaving the locals in fear or awe.
[Suggestions: Sudden disappearances blamed on gnomes, ancient ruins linked to gnomish rituals, signs of sabotage in major projects.]
3% – There are Aureannu or Sun Elves living in the Fiefdom.
These martial, traditionalist elves command both admiration and fear. Their elegant architecture and disciplined ways influence local culture. However, their superiority complex often causes friction with humans.
[Suggestions: Elven enclaves demanding more autonomy, disputes over shared resources, interspecies marriage causing political drama.]
1% – There are Lastrauri Elves living in the Kingdom.
Dreamlike and euphoric, these elves live in constant merriment, thriving in arts and magic. Their wealth and decadence make them alluring but also foster resentment.
[Suggestions: Lavish parties drawing human nobles, envy over their wealth, accusations of bewitching locals.]
2% – There are Fae Nelra or Wood Elves living in the Fiefdom.
Guardians of the forest, these elves live in harmony with nature but view human expansion with suspicion. Their influence ensures strict environmental laws, much to the chagrin of local lords.
[Suggestions: Trade routes disrupted by elf protests, humans caught trespassing executed as poachers, alliances with druids.]
0.2% – There are Fae Nilri Elves living in the Fiefdom.
Fierce and dangerous, these wild elves are rarely seen and even less trusted. Known for their resistance to oppression, they strike fear into the hearts of invaders and settlers alike.
[Suggestions: Ambushes against logging parties, secret pacts with outlaws, weapons of unknown craftsmanship turning up in human hands.]
0.2% – There are Haehanil Elves living in the Fiefdom.
Immortal and otherworldly, the Haehanil originate from distant lands shrouded in mystery. Their presence brings a sense of awe and unease. Those who visit their domains often never return, rumored to become Haehanil themselves. Their hedonistic and detached ways leave them aloof from mortal concerns.
[Suggestions: Trade agreements with otherworldly artifacts, rumors of hidden gateways to their homeland, nobles attempting to gain favor with these enigmatic beings.]
0.1% – There are legal refugee Drow living in the Fiefdom, tolerated resentfully.
These exiles from the underlands struggle to adapt to surface society. While some attempt to integrate, many find themselves ostracized and forced into poverty. The locals’ deep-seated mistrust of Drow culture leads to frequent clashes.
[Suggestions: Underground black markets run by Drow, riots breaking out due to cultural misunderstandings, a Drow leader seeking to unite their community.]
0.5% – There are borderline illegal Drow refugees living in the Fiefdom in a state of squalor.
These Drow live in hiding, eking out an existence in abandoned ruins or deep forests. Their presence is a source of controversy, as their criminal activities to survive spark fear among the locals.
[Suggestions: Secret tunnels discovered, clashes with town guards, sympathetic nobles quietly providing aid.]
Magic and Mysticism; Presence of magical phenomena, artifacts, or practitioners (e.g., benign anomalies, wandering wizards, or minor curses).
0.5% – There is an acknowledged Unaligned Magisterium in the Fiefdom.
This Magisterium resists alignment with the major factions, focusing on maintaining balance and independence. They are both respected and mistrusted for their neutrality.
[Suggestions: Conflicts with expansionist neighbors, alliances with outcasts and rogues, subtle manipulation of local politics.]
3% – Unclaimed or Unclaimable Nondenominational Caern.
This magical site hums with raw energy, unaligned to any deity or power. It is said to amplify spells and strengthen magical abilities for those who visit. The lack of ownership creates a hotbed of disputes.
[Suggestions: Rival factions fighting for control, rogue mages tapping into its power, supernatural phenomena spreading outward.]
6% – There is a minor but acknowledged Golden Magisterium in the Fiefdom.
The Golden Magisterium focuses on wealth, law, and the consolidation of power within the upper classes. Merchants, nobles, and guild leaders thrive under its influence, often at the expense of commoners.
[Suggestions: Heavy taxation of peasants, lavish trade fairs funded by the Magisterium, rising resentment among lower classes.]
1% – There is a major acknowledged Golden Magisterium in the Fiefdom.
The Golden Magisterium dominates the region, steering its politics and economy. Massive projects, such as bridges and marketplaces, are undertaken, though the disparity between rich and poor grows stark.
[Suggestions: Major cities prospering while rural areas struggle, rival Magisteria scheming to curb its influence, foreign merchants seeking access to its wealth.]
5% – There is a minor but acknowledged White Magisterium in the Fiefdom.
The White Magisterium values subtlety, diplomacy, and fostering friendships. It operates behind the scenes, promoting peace and cooperation but often accused of manipulation.
[Suggestions: Successful peace talks between rival factions, rumors of spies embedded within the court, secretive meetings with neighboring fiefdoms.]
1% – There is a major acknowledged White Magisterium in the Fiefdom. A dominant force, the White Magisterium ensures peace through subtle but firm control. Espionage, alliances, and goodwill are their tools, though critics call them meddlers.
[Suggestions: Noble families forced into arranged alliances, dissenting voices silenced through persuasion, neighboring regions adopting its methods.]
4% – There is a minor, acknowledged Green Magisterium in the Fiefdom.
The Green Magisterium advocates sustainable living and harmony with nature. It opposes expansionist politics and promotes agricultural reforms that clash with feudal traditions.
[Suggestions: Friction with landowners over conservation efforts, alliances with druids or elves, experimental farming techniques introduced.]
1% – There is a major acknowledged Green Magisterium in the Fiefdom.
The Green Magisterium wields significant influence, reshaping the fiefdom to align with its environmentalist ideals. Traditionalists view them as radicals, while peasants often support their reforms.
[Suggestions: Old farmlands abandoned for rewilding, disputes over water rights, tensions with feudal lords.]
5% – There is a minor but acknowledged Omber Magisterium in the Fiefdom.
The Omber Magisterium emphasizes discipline, intellectual rigor, and a strict interpretation of the law. Their rule is stern but generally respected for its consistency.
[Suggestions: Crackdowns on corruption, public trials showcasing their ideals, clashes with more lenient factions.]
1% – There is a major, acknowledged Omber Magisterium in the Fiefdom.
The Omber Magisterium enforces an iron grip on the fiefdom, rooting out dissent and ensuring loyalty. Critics call them oppressive, but their effectiveness is undeniable.
[Suggestions: Mass arrests of perceived dissidents, inquisitions to enforce doctrine, neighboring fiefdoms fearing their expansion.]
2% – There is a minor but acknowledged Grey Magisterium in the Fiefdom.
The Grey Magisterium takes a long-term view of politics, often manipulating events to prevent greater disasters. Their methods are pragmatic but widely disliked for their secrecy.
[Suggestions: Assassinations of key figures to maintain balance, secret alliances uncovered, philosophical debates over their ethics.]
0.5% – There is a major, acknowledged Grey Magisterium in the Fiefdom.
The Grey Magisterium wields immense power, shaping the fiefdom through shadowy means. Their interventions prevent chaos, but the cost to individual freedoms is high.
[Suggestions: Factions attempting to expose their plans, rebellions quashed through subtle manipulation, rival Magisteria accusing them of tyranny.]
4% – There is a minor, acknowledged Blue Magisterium in the Fiefdom.
The Blue Magisterium represents the wealthy and indulgent elite who pursue power and influence for personal gain. They cultivate an air of sophistication while engaging in ruthless politics.
[Suggestions: Lavish balls and feasts hiding covert deals, scandals involving prominent members, alliances with mercenary groups.]
1% – There is a major acknowledged Blue Magisterium in the Fiefdom.
This Magisterium dominates the upper class, weaving wealth and decadence into every facet of life. Its members control trade, politics, and art, turning the fiefdom into a playground for the elite.
[Suggestions: Peasant revolts over exploitation, rival Magisteria forming coalitions to counteract their influence, cultural innovations emerging from their patronage.]
1% – There is a minor Black Magisterium in the Fiefdom.
The Black Magisterium thrives on cynicism and practicality, loathing organized religion and placing survival above morality. Its members are often involved in criminal activities or controversial dealings.
[Suggestions: Illegal trade networks uncovered, secretive dealings with warlocks, a scandal involving the Duke’s ties to the Magisterium.]
0.5% – There is a major Black Magisterium in the Fiefdom.
A formidable force, the Black Magisterium enforces its will with ruthless efficiency. Critics call them immoral, but their pragmatism ensures the fiefdom’s survival in the harshest circumstances.
[Suggestions: Suppression of religious institutions, alliances with shadowy powers, widespread fear among the populace.]
2% – There is a minor Purple Magisterium in the Fiefdom.
The Purple Magisterium thrives on ceremony, tradition, and the consolidation of power within the monarchy. They are staunch defenders of the King’s authority but are often linked to secret police and underhanded tactics.
[Suggestions: Public ceremonies promoting loyalty, secret arrests of dissenters, rival factions accusing them of tyranny.]
0.5% – There is a major Purple Magisterium in the Fiefdom.
The Purple Magisterium enforces absolute loyalty to the King, operating with an iron fist. Their presence looms over every aspect of life, ensuring order at all costs.
[Suggestions: Widespread surveillance, propaganda campaigns, rebellions crushed swiftly and brutally.]
1% – There is a minor Pink Magisterium in the Fiefdom.
Initially a joke among nobles, the Pink Magisterium represents the indulgent upper class who seek power for fun and luxury. They disdain the countryside and focus on urban prosperity.
[Suggestions: Lavish parties influencing politics, tensions with rural lords, alliances with other elite factions.]
0.1% – There is a major Pink Magisterium in the Fiefdom.
The Pink Magisterium dominates the fiefdom’s aristocracy, making opulence and decadence the cornerstones of governance. Their focus on luxury creates stark divides between rich and poor.
[Suggestions: Extravagant taxes funding palaces, the rise of discontented peasant movements, foreign nobles drawn to the fiefdom’s splendor.]
3% – Strange lights in the sky are seen nightly, causing panic and curiosity.
The phenomenon defies explanation, with scholars proposing theories ranging from magical portals to celestial omens.
[Suggestions: Adventurers trying to find the source, religious leaders interpreting it as a sign, animals behaving erratically.]
1% – There is a subtle and highly secretive subculture of necromancers.
These practitioners of the dark arts live in the shadows, studying forbidden knowledge. While not inherently evil, their work stirs fear and suspicion among the populace.
[Suggestions: Hidden libraries of forbidden tomes, rivalries with religious authorities, a necromancer stepping forward to aid in crises—at a cost.]
2% – There are Wizards active in the area outside of a Magisteriae.
These rogue wizards pursue their own agendas, whether arcane experiments, personal power, or aiding the common folk. Their independence makes them unpredictable and sometimes dangerous.
[Suggestions: Magical duels disrupting villages, wizards forming secret alliances, authorities cracking down on unsanctioned magic use.]
2% – There are Sorcerers active in the area.
Unlike wizards who train rigorously, sorcerers are born with raw, innate magical talent. Their presence in the domain is both awe-inspiring and unnerving, as their unpredictable nature often leads to unintended consequences.
[Suggestions: Sorcerers forming bloodline-based guilds, disputes with traditional magicians, mysterious magical phenomena tied to their powers.]
3% – There is a prominent Magician in the Fiefdom.
This eccentric figure is deeply involved in local politics and everyday life. They provide magical services to both nobles and peasants, acting as a mediator, advisor, or problem-solver.
[Suggestions: Requests for magical arbitration in disputes, fears of the magician’s influence over the Duke, rival magicians challenging their dominance.]
1% – There are Mystics active in the area.
These psionic individuals wield mental powers, often aligning themselves with higher causes. Their presence brings a sense of mystery, as they are known for their cryptic warnings and deep insights.
[Suggestions: Mystics uncovering hidden threats, villagers misunderstanding their abilities as witchcraft, mystics forming small, devout followings.]
0.5% – There is a powerful Houri in the area.
This enchantress uses mind control and seduction to achieve her aims, weaving a web of influence across the fiefdom. Her presence is a closely guarded secret, as even the most cautious nobles risk falling under her spell.
[Suggestions: Nobles turning against each other under her influence, mysterious disappearances linked to her lair, an apprentice seeking to overthrow her.]
4% – There are Witches in the area.
These practitioners of hedge magic live on the outskirts of society, feared yet sought after for their potions, charms, and cures. They are both a blessing and a curse to the fiefdom.
[Suggestions: Villagers consulting witches for forbidden remedies, witch hunts led by zealous priests, rival witches engaging in petty conflicts.]
0.1% – Blackguard presence.
A Blackguard, once a paladin fallen from grace, has taken residence in the fiefdom. Their aura of menace and skill in combat attracts followers, but their intentions are unclear.
[Suggestions: Villagers flocking to the Blackguard’s cause, feuds with local knights, a hidden agenda to overthrow the Duke.]
0.2% – Dark Templar presence.
A Dark Templar, wielding both martial prowess and forbidden magics, operates covertly in the fiefdom. Their actions may serve a larger, sinister cause.
[Suggestions: Secretive orders forming alliances, peasants reporting strange rituals, tensions with clerical authorities.]
0.1% – Thaumaturgist presence.
A Thaumaturgist, specializing in reality-bending magic, has drawn the attention of scholars and adventurers alike. Their experiments create both wonder and chaos.
[Suggestions: Villages reporting strange phenomena, nobles hiring the Thaumaturgist for dangerous tasks, magical creatures appearing unexpectedly.]
0.1% – Theurge presence.
A Theurge, a divine magic user who blends the spiritual and arcane, holds sway in the fiefdom. They are revered by some and feared by others for their enigmatic power.
[Suggestions: Religious orders seeking their aid, villagers petitioning for miracles, political tensions over their influence.]
3% – There are Druids in the area.
Guardians of the wild, druids ensure that nature remains balanced. They are respected, though their strict environmentalism often clashes with human expansion.
[Suggestions: Villages fined for over-hunting, druids summoning natural disasters to halt deforestation, alliances with local elves.]
4% – In this fiefdom resides a single powerful or minor school of Alchemists.
The fiefdom boasts a thriving alchemical community, where potions and elixirs fuel trade and intrigue. However, their experiments occasionally go awry.
[Suggestions: Alchemists attracting international attention, rivalries with wizards and sorcerers, accidental magical disasters.]
3% – There are Shamen in the area.
Shamen serve as spiritual guides and mediators between the physical and spirit worlds. Their rituals are key to maintaining harmony but often misunderstood by outsiders.
[Suggestions: Shamen intervening in supernatural occurrences, nobles seeking their wisdom, accusations of collusion with dark forces.]
2% – There are Psions in the area.
Psions wield mental energy with precision, often operating in secret to avoid suspicion. Their abilities make them invaluable for espionage and intelligence.
[Suggestions: Psions discovering hidden conspiracies, nobles hiring them for subtle manipulation, fear of their mind-reading capabilities spreading.]
2% – There are Warlocks in the area.
These dark magic users have made pacts with otherworldly entities, often trading their humanity for power. Their presence brings an aura of danger and mystery to the fiefdom.
[Suggestions: Local priests denouncing their influence, warlocks manipulating noble families, rumors of impending catastrophes linked to their masters.]
0.5% – There is an Elementalist in the area.
An expert in harnessing the raw forces of nature, this individual is both revered and feared. Their control over fire, water, earth, and air makes them a force to be reckoned with.
[Suggestions: Elementalist preventing natural disasters, locals seeking to learn their secrets, rival powers plotting their downfall.]
Monstrous and Supernatural Presences; Influence of creatures or entities on the fiefdom (e.g., undead hauntings, faerie glades, or lurking elemental dragons).
0.2% – There is a festering presence of Deep Ones.
In coastal areas, shadowy figures infiltrate fishing villages, spreading their influence. These amphibious beings operate through fear and bribery, corrupting the social fabric of their hosts.
[Suggestions: Missing fishermen, secret cults forming in seaside towns, naval skirmishes with foreign powers suspected of harboring Deep Ones.]
2% – There is a festering presence of Shub-Niggurath warrens, grottos, cults, or hives in the Fiefdom.
Deep in the wilderness, strange groves and caves teem with unnatural growths, and whispers of dark rituals reach nearby villages. The followers of Shub-Niggurath, the Black Goat, gather here, summoning horrors to serve their twisted aims.
[Suggestions: Increasing attacks on settlements, corrupted lands spreading outward, neighboring fiefdoms sending knights to investigate.]
0.3% – There is a festering presence of Tsathoggua warrens, grottos, cults, or hives in the Fiefdom.
Hidden underground, cultists of Tsathoggua perform vile rituals, awakening ancient, slumbering entities. Their influence is subtle but insidious, with strange creatures emerging from the depths.
[Suggestions: Disappearances near mining towns, ominous dreams haunting villagers, explorers finding strange artifacts.]
0.1% – There is a festering presence of Nyarlathotep warrens, grottos, cults, or hives in the Fiefdom.
An enigmatic and malevolent influence spreads through the land, driven by cultists of Nyarlathotep. Their schemes are complex and their methods subtle, often involving madness and manipulation.
[Suggestions: Nobles behaving erratically, mysterious symbols appearing in cities, whispers of forbidden knowledge spreading among scholars.]
0.2% – If there are mountains and it’s away from the coast, there is a presence of Yog-Sothoth warrens, grottos, cults, or hives in the Fiefdom – However if its along the coast it’s Cthulhu.
The vast and unknowable power of Yog-Sothoth lingers in hidden mountain caves. Strange lights and sounds emanate from these locations, driving nearby villagers to madness. If along the coast, Deep Ones infiltrate communities, their influence hidden yet pervasive.
[Suggestions: Coastal towns reporting missing fishermen, inland villages struck by unexplainable earthquakes, adventurers returning insane from the mountains.]
4% – A tribe of centaurs has settled on the fiefdom’s outskirts.
The centaurs claim ancestral rights to the land and refuse to be displaced, leading to rising tensions with human settlers.
[Suggestions: Skirmishes between villagers and centaurs, druids mediating between groups, centaur raids on livestock.]
0.2% – A Leviathan is spotted off the coast, disrupting trade routes.
The massive sea creature is a source of both awe and terror. Sailors refuse to travel, and villages along the coast prepare for the worst.
[Suggestions: Bounty posted for adventurers, cults forming around the Leviathan, the creature destroying ships near the harbor.]
0.5% – A sentient magical artifact is uncovered in a ruin.
The artifact speaks to those who wield it, influencing their decisions and spreading its agenda. Its true purpose is unknown.
[Suggestions: Nobles vying for possession, adventurers attempting to destroy it, a curse affecting those who touch it.]
Architecture and Infrastructure; Unique or defining structures shaping the fiefdom (e.g., defensible fortresses, ancient aqueducts, or research facilities).
Political and Ideological Dynamics; Interactions with neighbors, internal factions, or ideological movements (e.g., rivalries, blood feuds, or reformist agitation).
1% – Tur (Feral) Gnomes are plotting in this Fiefdom.
Full of hatred for humanity and the Kingdom, these gnomes are active in the far north, their actions sinister and often dangerous. Their plotting could lead to strange alliances or disasters for the unwary.
[Suggestions: Gnomes sabotaging construction projects, secret negotiations with otherworldly powers, relics discovered in abandoned gnome settlements.]
0.1% – There are legal refugee Drow living in the fiefdom, tolerated resentfully.
Covered earlier. Expanded with interactions and community issues.
Environmental and Geographic Features; Distinctive natural landmarks or ecosystems (e.g., fog-covered valleys, volcanic activity, or lush jungles).
0.5% – A meteor recently crashed in the fiefdom, creating a massive crater.
The event has drawn scholars, adventurers, and opportunists seeking riches or knowledge. The impact site radiates strange energies, affecting nearby fauna and flora.
[Suggestions: Discovery of alien artifacts, crops mutating near the crater, religious leaders declaring it a sign from the heavens.]
2% – A massive sinkhole has swallowed part of a major road.
Trade grinds to a halt as the sinkhole grows, threatening nearby settlements. Strange artifacts are found at its bottom.
[Suggestions: Miners hired to explore the sinkhole, rumors of buried treasure, supernatural causes investigated.]
1% – A volcanic vent has opened, releasing noxious fumes into the air.
The fumes choke crops and livestock, and villagers begin to flee. Strange creatures seem drawn to the vent, complicating efforts to seal it.
[Suggestions: Mages trying to close the vent, creatures spreading disease, nobles debating whether to abandon the area.]
Specialized Skills or Industries; Areas of expertise or craftsmanship that define the fiefdom (e.g., glassblowing, advanced metallurgy, or rare textiles).
Criminal and Underworld Activity; Influence of illegal or subversive elements (e.g., smuggling rings, secretive assassins, or gambling dens).
3% – Significant presence of rogues, resulting in mischief and/or crime.
Thieves, cutpurses, and smugglers thrive in this fiefdom, often outpacing the efforts of the guards. The black market is robust, and crime syndicates operate openly in some areas.
[Suggestions: Nobles secretly funding rogue factions, peasants taking the law into their own hands, underground networks expanding into nearby domains.]
5% – A key hub for a very specific criminal activity of some sort
Gamblers, human traffickers, smugglers, a negotiations place between competing organizations, a black market.
6% – A smuggling ring has taken control of key trade routes.
Illegal goods flow through the fiefdom, enriching the underworld while undermining legitimate trade. Officials are either complicit or overwhelmed.
[Suggestions: Nobles hiring mercenaries to crack down, smugglers bribing guards, peasants benefiting from cheaper contraband.]
2% – A prominent crime lord operates openly in the fiefdom.
The crime lord controls key urban areas, running protection rackets and manipulating politics. Their power rivals that of the Duke.
[Suggestions: Secret deals between nobles and the crime lord, peasants organizing resistance, the Duke hiring assassins to eliminate them.]
1% – An underground gambling den is draining wealth from the fiefdom.
The den attracts wealthy merchants and nobles, creating financial instability as fortunes are lost overnight.
[Suggestions: Nobles growing resentful of their losses, criminal syndicates increasing influence, rumors of magical manipulation in the games.]
Epidemics and Public Health; Long-term health trends or challenges (e.g., livestock diseases, miraculous healers, or magical plagues).
Cultural and Artistic Movements; Social trends or creative expressions (e.g., new musical traditions, eccentric playwrights, or philosophical schools).
5% – A bard of renown is up and about in the Fiefdom.
A celebrated bard entertains nobles and peasants alike, their tales and songs lifting spirits and spreading news. However, their influence can also sow discord or inspire rebellion.
[Suggestions: Nobles competing for the bard’s favor, songs exposing political secrets, villages rallying around inspiring ballads.]
Martial Orders and Training; Role of military or combat institutions (e.g., knightly orders, duelist academies, or gladiatorial schools).
7% – A major Knight’s order with a Charter has a distinctive presence. These tend to have a very narrow cause or ideology in keeping with the Law, local nobilities, the King, The Military and uhm often “property rights”.
0.5% – a Hidden Dark Knights order, Fallen Knights, Criminal Knights or secretive Knights order. They work in secrecy, sometimes with political extremists, dubious religions, sinister causes, conspiracies or revolutionary sentiments.
3% – There is a Duelist training academy in the area.
A prestigious institution trains expert duelists who are renowned for their skill in one-on-one combat. Its graduates often become bodyguards, champions, or hired blades.
[Suggestions: Nobles sponsoring students, rival academies competing for recognition, duels escalating into larger feuds.]
6% – In this Domain is a religious order that trains martial-inclined priests or “clerics” of a specific religion.
The clerics of this order are devout warriors who serve both faith and fiefdom. Their presence ensures the spiritual and physical defense of the land, though their fervor can lead to tensions with secular authorities.
[Suggestions: Clerics purging heretics, disputes with non-martial priesthoods, neighboring fiefdoms seeking alliances.]
5% – In this Domain is a religious order that trains martial inclined Priests.
These priests focus on healing, education, and spiritual guidance. They wield significant influence among the populace and often serve as advisors to local lords.
[Suggestions: Priests mediating disputes, building schools and hospitals, conflicts with more militant factions.]
6% – In one capacity or another, in this Fiefdom there is a presence of Rangers.
Rangers patrol the wilderness, serving as protectors of the land and hunters of threats. Their knowledge of the terrain and survival skills make them invaluable.
[Suggestions: Rangers combating bandits or invading forces, alliances with druids and elves, disputes with expansionist nobles.]
10% – In this Fiefdom is a veteran fighter who is reputable and influential and has gathered around a school of like-minded fighters.
This renowned warrior has trained an elite group of fighters who serve as both defenders and enforcers of their ideals. Their influence extends beyond the battlefield.
[Suggestions: Their fighters enforcing local law, rival factions seeking their aid, younger fighters aspiring to join the school.]
5% – In this Fiefdom is a veteran warrior who is reputable and influential and has gathered around a school of like-minded warriors.
Unlike disciplined fighters, these warriors rely on agility, unpredictability, and raw strength. They embody the martial traditions of their ethnic or cultural background.
[Suggestions: Warrior traditions clashing with local customs, recruitment drives in nearby fiefdoms, political tension with more refined nobles.]
2% – In this Fiefdom is a Gladiatorial school.
Gladiators are trained to entertain and fight in brutal combat. While popular among the masses, the school faces criticism for its barbaric practices.
[Suggestions: Gladiators becoming folk heroes, riots breaking out after a controversial match, noble patrons demanding private performances.]
0.5% – In this Fiefdom is secretly an Assassin or Assassins’ clique.
Operating in the shadows, these deadly individuals serve as tools for the powerful. Their services come at a high price, and their presence is both a threat and a resource.
[Suggestions: Nobles hiring assassins to eliminate rivals, a botched assassination leading to scandal, hunters seeking to expose them.]
Mystical Sites and Anomalies; Unique magical or spiritual landmarks (e.g., nondenominational caerns, planar portals, or cursed forests).
2% – There is a curse that affects all of the Domain.
The air carries a sense of dread, and misfortune haunts the fiefdom’s every corner. Crops wilt, livestock perish mysteriously, and the people are plagued by nightmares. Whispered tales suggest a powerful entity exacting vengeance.
[Suggestions: A sorcerer offering to lift the curse—for a price, hidden relics uncovered tied to the curse, religious leaders demanding purges to appease the gods.]
3% – There is a blessing that affects all of the Domain.
The land exudes a radiant energy, with crops flourishing, people living longer lives, and animals healthier than ever. The blessing is a source of pride and attracts visitors from all over.
[Suggestions: Neighboring fiefdoms demanding the secret to this prosperity, increased taxes to exploit the abundance, cults forming around the perceived divine favor.]
2% – There is a strange magical effect present in the Domain which is neither curse nor blessing.
Odd phenomena occur sporadically: the moon glows brighter, whispers fill the forests, or objects levitate momentarily. These occurrences are unsettling, neither harmful nor helpful, but they draw the attention of mages and adventurers.
[Suggestions: Scholars arriving to study the phenomena, fear of unintended consequences, rival factions seeking to claim the source.]
2% – An Elemental Dragon is Sleeping.
Deep beneath the land, an ancient elemental dragon lies in slumber. Its presence imbues the domain with subtle magical energies, but its awakening would spell disaster. Locals tread carefully around its resting place, worshiping it as a deity or guarding it as a secret.
[Suggestions: Earthquakes or eruptions signaling its stirring, treasure seekers disturbing the site, prophecies warning of its wrath.]
0.5% – An Elemental Dragon is active and is causing suffering and mischief.
The dragon roams the skies, its elemental powers devastating the land. Crops are burned, rivers diverted, and villages abandoned as the beast wreaks havoc. Attempts to appease or slay it have so far failed.
[Suggestions: Bounty hunters arriving in search of glory, peasants offering sacrifices, rival fiefdoms demanding intervention.]
1% – A Minor Demon is haunting a spot in the Domain.
A corrupted glade or ruined tower houses a minor demon, its influence spreading dread and fear in nearby villages. Travelers avoid the area, and the demon’s whispers tempt the weak-willed into unspeakable acts.
[Suggestions: Clerics organizing an exorcism, adventurers seeking to banish it, villagers forming cults in service to the demon.]
2% – There is a faerie presence.
The fae wander freely in the forests and glades, playing their mischief on unsuspecting mortals. While some offer blessings in exchange for gifts, others delight in luring travelers into their whimsical but dangerous realm.
[Suggestions: Mysterious disappearances in the woods, bargains struck with dire consequences, enchanted artifacts left behind by the fae.]
3% – Undead are haunting the Fiefdom.
Graveyards stir at night, and shadowy figures roam the countryside. The undead plague villages, driving the population to desperation. Some claim the dead seek revenge for a terrible crime.
[Suggestions: Fortifications built around graveyards, necromancers suspected of foul play, holy orders called in to cleanse the land.]
5% – Ghoul warrens in the Fiefdom.
Deep beneath the surface, ghoul colonies thrive, emerging at night to scavenge. Their presence is an ever-looming threat, with occasional raids leaving villages in terror.
[Suggestions: Local lords dispatching hunting parties, ghouls forming alliances with dark powers, rumors of ghoul infestations spreading fear.]
Natural Resources and Exploitation; Long-term use and availability of natural assets (e.g., sustainable forests, depleted mines, or rare minerals).
5% – A new aqueduct has revolutionized agriculture and urban life.
The introduction of a massive aqueduct allows water to flow into previously dry regions, boosting productivity and quality of life but drawing envy from neighboring domains.
[Suggestions: Merchants demanding higher taxes, rival fiefdoms sabotaging the aqueduct, debates over water rights.]
5% – A rare and valuable resource is discovered in the domain.
The newfound resource attracts miners, merchants, and thieves. Its extraction threatens the environment and draws political intrigue.
[Suggestions: Disputes over mining rights, druids opposing exploitation, foreign powers offering alliances or threats.]
2% – The fiefdom’s forests are being depleted at an unsustainable rate.
Logging to fuel construction and trade threatens long-term ecological stability. Tensions rise as locals and environmentalists demand action.
[Suggestions: Wood elves intervening, merchants lobbying for unrestricted logging, villages suffering from floods due to deforestation.]
1% – A previously fertile river has dried up, sparking crisis.
The sudden disappearance of a key water source creates chaos. Farmers abandon their fields, and tensions rise as the fiefdom struggles to adapt.
[Suggestions: Investigations into magical causes, rival fiefdoms exploiting the crisis, attempts to divert water from neighboring domains.]
Unusual Social Systems and Quirks; Unique societal norms or metrics defining social rank and behavior (e.g., status by travel distance, debt economy).
4% – A populist movement gains traction among the peasants.
The movement calls for reforms, including fairer taxes and greater representation. Nobles view it as a threat to their power.
[Suggestions: Riots breaking out in major towns, nobles conspiring to crush the movement, the Duke forced into uneasy compromises.]
2% – A secret cabal of nobles plots to overthrow the Duke.
Discontented lords work in the shadows, building alliances and planning a coup. Their influence spreads subtly through the court.
[Suggestions: Assassins targeting loyalists, evidence of treason uncovered, the Duke making pre-emptive arrests.]
0.5% – An egalitarian philosopher gains a following among the educated elite.
The philosopher’s radical ideas challenge the status quo, inspiring both admiration and fear among the populace.
[Suggestions: Nobles debating whether to exile or assassinate the philosopher, students forming secret societies, a neighboring domain adopting their ideas.]
5% – Abundance of Common Ore (Iron, Copper, Tin)
The fiefdom possesses vast and easily accessible deposits of common ores. The economy thrives on a strong metalworking industry, and its tools and weapons are known across the region for their reliability and affordability.
[Suggestions: Well-fortified villages, surplus trade with neighboring domains, blacksmith guilds wielding significant influence.]
1% – Excessive Mineral Wealth (Gold, Silver, Precious Stones)
The land is dotted with deposits of valuable minerals, making the fiefdom immensely wealthy but politically precarious. The nobles are opulent and powerful, but the allure of their riches invites both internal corruption and external threats.
[Suggestions: Merchant guild dominance, frequent skirmishes with envious neighbors, stratified social hierarchies.]
3% – Scarcity of Metal Ores
The fiefdom lacks significant metal deposits, forcing reliance on imports for tools, weapons, and armor. Local innovation often leans toward alternative materials such as wood, bone, or hardened clay, making the domain appear primitive to outsiders.
[Suggestions: Bartering culture, frequent raids on metal-rich neighbors, dependence on trade routes.]
5% – Salt Deposits Define the Economy
Salt mines or flats are the lifeblood of this fiefdom’s economy, allowing them to control food preservation and trade routes. This wealth grants the ruling elite significant political clout but makes them targets for rivals.
[Suggestions: Salt barons acting as de facto rulers, heavily guarded caravans, wealth disparities with underdeveloped agricultural sectors.]
1% – Gem-Cutters’ Paradise
The region boasts rich deposits of gemstones like emeralds, rubies, or sapphires. Over generations, the local populace has perfected gem-cutting and jewelry-making, making their wares highly sought after across the kingdom.
[Suggestions: Strict regulation of mines, flourishing artisan guilds, growing envy from rival domains.]
2% – Mining Culture Dominates Local Life
Generations of miners have ingrained a strong mining culture into the fiefdom. Songs, traditions, and festivals revolve around the deep earth. The populace is pragmatic, hardworking, and skeptical of outsiders.
[Suggestions: Religious devotion to an earth deity, underground communities, tension with druids or nature-focused factions.]
0.3% – Magical Mineral Deposits (Mithril, Adamant, or Arcane Crystals)
The fiefdom is known for a rare mineral that holds magical properties, sought after by mages, artificers, and warriors alike. Strict controls prevent overmining, but these resources still define the fiefdom’s identity.
[Suggestions: Restricted access to magical metals, a council of mages regulating extraction, surrounding lands depending on the fiefdom’s output.]
2% – Dangerous Mining Conditions
The ore is plentiful, but mining is fraught with peril due to unstable tunnels, toxic gases, or lurking subterranean creatures. Despite this, the mines remain operational, as the rewards outweigh the risks.
[Suggestions: High miner mortality rates, a community hardened by loss, legends of monsters in the depths.]
5% – Deforested and Depleted Landscape
Centuries of aggressive mining and deforestation have left the fiefdom scarred. Once-prosperous villages are abandoned, and the people now struggle to rebuild amidst barren fields and polluted rivers.
[Suggestions: Nomadic or semi-nomadic population, increasing tensions with neighboring fiefdoms over natural resources, druids or elves seeking retribution.]
2% – Strategic Resource Monopoly (Coal, Marble, Sulfur)
The fiefdom controls a resource essential to the kingdom’s economy or military, such as coal for industry, marble for construction, or sulfur for gunpowder. This grants the ruling class political leverage but makes them a focal point in any conflict.
[Suggestions: A heavily fortified capital, increased royal oversight, uneasy alliances with powerful factions.]
0.5% – Grand Asylum for the Insane
A sprawling, fortress-like structure designed to house and care for those deemed mentally unfit or dangerous. The asylum’s reputation varies—some see it as a sanctuary for healing, while others whisper of cruel experiments and dark secrets hidden within its walls.
[Suggestions: Run by eccentric doctors or alchemists, rumors of ghostly apparitions from past patients, a hidden wing housing criminally insane nobles.]
1% – Arcane Research Institute
A secluded and heavily guarded facility dedicated to the study of magic and its applications. Scholars, wizards, and artificers gather here to experiment with new spells and create enchanted items. Its activities often draw both admiration and suspicion.
[Suggestions: Explosions or magical anomalies occurring frequently, spies attempting to infiltrate, powerful artifacts created or tested.]
1% – Alchemical Foundry
A massive industrial complex where alchemists create potions, explosives, and rare compounds. The foundry is a hub of innovation, but its caustic fumes and unpredictable experiments make it a perilous place to live nearby.
[Suggestions: Quarrels over pollution with neighboring farmers, rival alchemists sabotaging work, accidental creation of a sentient alchemical golem.]
1% – University of Natural Philosophy
A center for learning devoted to the study of mathematics, astronomy, biology, and the physical sciences. It attracts the brightest minds of the realm, but its secular nature sometimes causes friction with religious factions.
[Suggestions: Professors conducting dangerous experiments, students protesting against local authorities, neighboring fiefdoms seeking to recruit scholars.]
2% – Experimental Mechanical Workshop
This workshop houses inventors and engineers creating mechanical marvels like clockwork automatons, advanced siege engines, and innovative farming tools. The facility is noisy and chaotic but produces groundbreaking designs.
[Suggestions: Locals wary of mechanical malfunctions, theft of designs by rival fiefdoms, tensions between engineers and traditional craftsmen.]
2% – Sanatorium for Chronic Illness
A serene retreat for those suffering from incurable or chronic illnesses. While ostensibly a place of healing, some suspect experimental treatments are tested on the patients. Nobles often send their sick relatives here to keep them hidden from the public eye.
[Suggestions: Secret herbal gardens, rumors of miraculous recoveries or disappearances, a famed healer with questionable methods.]
1% – Vault of Forbidden Knowledge
A secure and labyrinthine archive housing books, artifacts, and scrolls considered too dangerous or controversial for general use. Only authorized scholars and nobles are allowed entry. The vault is said to be a key target for thieves and spies.
[Suggestions: Mages lobbying for access, forbidden tomes leaking into black markets, whispers of curses on those who delve too deeply.]
1% – Observatory on the Edge
Perched atop a remote mountain or cliff, this observatory is renowned for its cutting-edge telescopes and star charts. It is a hub for astronomers and astrologers alike, though its isolation makes it vulnerable to attacks or sabotage.
[Suggestions: Prophecies derived from celestial observations, secret meetings held under the guise of research, mysterious disappearances during celestial events.]
2% – Grand Prison and Penal Colony
A vast facility designed to house the fiefdom’s most dangerous criminals and political dissidents. Located in a remote area, the prison operates as a near-autonomous society, with inmates farming and crafting to sustain themselves.
[Suggestions: Frequent escape attempts, rumors of prison officials abusing their power, inmates forming factions to vie for control.]
1% – Aqueduct and Waterworks Hub
An advanced water management facility combining aqueducts, cisterns, and purification systems. This structure ensures the fiefdom’s cities and farmlands remain hydrated and fertile, but its strategic importance makes it a target for rival powers.
[Suggestions: Corruption among overseers, sabotage by enemies during wartime, disputes over water distribution between nobles and commoners.]
1% – Renowned Artisan Guilds
The fiefdom is home to a guild of exceptional artisans specializing in intricate crafts such as glassblowing, clockmaking, or embroidery. Their creations are sought after across the realm, granting the domain both wealth and prestige.
[Suggestions: Guild feuds over trade secrets, nobles commissioning one-of-a-kind masterpieces, a festival showcasing the guild’s finest works.]
3% – Thriving Merchant Hub
The fiefdom’s central market is a bustling crossroads where traders from distant lands gather to exchange goods, ideas, and culture. Exotic spices, silks, and rare items fill the stalls, making it the envy of neighboring domains.
[Suggestions: Black market activities thriving under the radar, guilds lobbying for tariffs, tensions between local merchants and foreign traders.]
4% – Seasonal Folklore Festival
Each year, the fiefdom hosts a festival celebrating local myths, legends, and spirits. Storytellers, dancers, and actors reenact famous tales, while villagers don masks to ward off ill luck. The event draws visitors but also stirs old superstitions.
[Suggestions: Rival villages competing to host the festival, rumors of real spirits drawn by the festivities, merchants profiting from themed trinkets.]
4% – Famed Culinary Tradition
The fiefdom is celebrated for a unique dish or drink, such as honeyed wine, spiced meat pies, or a rare type of cheese. The recipe is closely guarded, and it becomes a symbol of local pride.
[Suggestions: Rival domains attempting to steal the recipe, disputes over access to key ingredients, a festival dedicated to the dish drawing visitors.]
6% – Cultural Insularity
The fiefdom is known for its deeply traditional ways, with customs and rituals that outsiders find baffling or unsettling. This strong cultural identity fosters unity but also breeds mistrust of foreigners.
[Suggestions: Disputes with neighboring domains over trade practices, a charismatic outsider attempting to introduce change, nobles debating whether to modernize.]
2% – Center for Storytelling and Oral Traditions
The fiefdom boasts a rich tradition of oral storytelling, with bards and skalds preserving the histories and myths of the land. Stories told here are so compelling that they spread far and wide, often exaggerated in the retelling.
[Suggestions: Nobles commissioning stories to enhance their legacy, traveling bards spreading tales with political implications, rival storytellers competing for fame.]
2% – Legend of a Local Hero
A mythical figure is said to have defended the fiefdom from invaders, monsters, or otherworldly threats. Statues and songs immortalize their deeds, and their tale is woven into the region’s identity.
[Suggestions: Adventurers seeking the hero’s fabled relics, rival historians questioning the hero’s existence, a descendant claiming the hero’s legacy.]
3% – Exotic Animal Trade
The fiefdom has become a hub for trading rare and exotic animals, from peacocks and lions to magical beasts. Nobles from far and wide come to purchase unique specimens for their menageries.
[Suggestions: Concerns about mistreatment of animals, smugglers introducing dangerous creatures, clashes with druids protesting the trade.]
2% – Superstitions and Omens
The people of the fiefdom live by a complex web of superstitions, consulting local wise folk and diviners before major decisions. Outsiders view these beliefs as quaint or bizarre, but they are deeply ingrained in daily life.
[Suggestions: A noble violating a superstition with disastrous consequences, merchants exploiting superstitions for profit, tensions between traditionalists and skeptics.]
2% – Fabled Merchant’s Guild
The fiefdom houses a legendary merchant guild that controls trade routes and influences prices across the kingdom. Their cunning and wealth give them immense political sway, making them both revered and feared.
[Suggestions: Tensions with rulers over taxation, rival guilds attempting to undermine their dominance, a scandal exposing corrupt practices within the guild.]
1% – Unique Terrain Feature
The fiefdom contains an unusual geographical formation that shapes its identity, such as jagged hills, expansive wetlands, or a winding canyon.
[Suggestions: Travel is influenced, trade routes are redirected, cultural practices evolve to accommodate the terrain.]
2% – Localized Magical Phenomenon
An ongoing but benign magical anomaly subtly influences daily life, such as glowing rivers, singing winds, or floating rocks.
[Suggestions: Resources tied to the anomaly, superstitions forming around its presence, external interest from scholars.]
3% – Dominant Trade Resource
The fiefdom relies heavily on a single trade good—whether timber, salt, textiles, or livestock—shaping its economy and politics.
[Suggestions: Monopolies forming, disputes over control, external dependence on the resource.]
2% – Uncommon Climate Condition
A unique microclimate exists in the fiefdom, such as year-round cold, persistent humidity, or unusually mild seasons.
[Suggestions: Crops and lifestyles adapting to the climate, tensions with neighboring domains jealous or dismissive of the conditions.]
5% – Cultural Distinctiveness
The populace of the fiefdom adheres to a distinct cultural practice or philosophy, such as a unique justice system, artistic tradition, or social hierarchy.
[Suggestions: Misunderstandings with neighboring fiefdoms, pride or disdain for these practices, influence on diplomacy.]
2% – Endemic Creature or Flora
A specific plant, animal, or pest is unique to this fiefdom, shaping agriculture, trade, or myths.
[Suggestions: It becomes a key export, is regarded as sacred, or causes periodic problems like disease or scarcity.]
4% – Major Guild or Trade Presence
A powerful guild or association of craftsmen dominates the local economy, regulating prices and trade.
[Suggestions: Rising tensions between guilds and the nobility, worker strikes, guild-based monopolies on innovation.]
5% – Significant Defensible Position
The fiefdom is built around a natural or constructed defensive position, such as a fortress atop a hill, a walled city, or a river-crossing stronghold.
[Suggestions: Greater focus on military readiness, tensions with expansionist neighbors, a history of sieges shaping local culture.]
1% – Highly Specialized Industry
The fiefdom is renowned for a specific skill or product, such as glassblowing, weapon forging, or intricate embroidery.
[Suggestions: Nobles seeking exclusive commissions, rival domains trying to poach talent, apprenticeships thriving.]
5% – Overarching Isolation or Integration
The fiefdom is either unusually isolated, fostering a self-sufficient but insular culture, or deeply integrated with neighboring domains, blending influences but risking identity loss.
[Suggestions: Trade dynamics influenced, cultural exchanges heightened, or suspicion of outsiders growing.]
4% – Isolationist by Cultural Tradition
The fiefdom strictly limits outside influence, creating a self-contained, inward-focused society.
[Examples: Prohibition on foreign goods, a ban on outsiders entering central regions, or deliberate refusal to adopt innovations.]
6% – Highly Ritualized Social Interactions
Everyday life in the fiefdom revolves around strict etiquette rules that dictate how people interact.
[Examples: Specific greetings, rituals for hosting guests, or ceremonial trade agreements.]
10% – Reputation as a Center for Outsider Curiosity
The fiefdom is famed for something so bizarre or unique that it attracts foreigners.
[Examples: Strange festivals, unusual architecture, or mysterious landmarks.]
5% – Distinctive Architectural Style
All buildings follow a strict, idiosyncratic aesthetic, reflecting the fiefdom’s culture or history.
[Examples: Spiral towers, underground dwellings, or homes built entirely from a single material.]
2% – A Tradition of Persistent Rivalries
Interpersonal or family feuds are deeply ingrained in the culture, making grudges a societal norm.
[Examples: Long-standing feuds over trade, water access, or ancient betrayals.]
2% – A Cultural Taboo Shapes Society
One specific taboo influences every aspect of daily life, from governance to common folk.
[Examples: Fear of using a certain color, avoiding specific types of music, or bans on speaking during particular hours.]
1% – Unique Measurement of Status
Social status is determined by an unusual, arbitrary measure that shapes ambition and rivalry.
[Examples: Number of books owned, distance traveled, or how many unique spices are used in personal cuisine.]
Weather and Climate- Long-term atmospheric conditions and their impact on the fiefdom (e.g., overcast skies, uncommonly mild weather).
5% – In this Domain, the Weather is somehow uncommonly bad relative to surrounding fiefdoms.
The skies are perpetually overcast, rains are frequent and unseasonal, and the winds carry a chill that seeps into bones. Crops struggle to ripen, and roads become a quagmire, making travel difficult. Locals speak of a lingering curse or a displeased weather deity.
[Suggestions: Flooded fields, ruined trade routes, rising tensions due to famine.]
1% – In this Domain, the Weather is somehow atrociously bad relative to surrounding fiefdoms.
Torrential downpours last for weeks, punctuated by hailstorms and violent gusts that tear roofs from homes. Rivers regularly burst their banks, causing catastrophic flooding. The populace whispers of omens and blames witchcraft or celestial punishment.
[Suggestions: Villages submerged, mass migrations, extreme poverty.]
5% – In this Domain, the Weather is somehow mild and pleasant relative to surrounding fiefdoms.
Gentle breezes and temperate days create a land of verdant pastures and flourishing orchards. This microclimate fosters thriving agriculture and attracts settlers from neighboring domains.
[Suggestions: Festivals celebrating the weather, increased tourism, but rising envy from neighbors.]
1% – In this Domain, the Weather is somehow paradisaical relative to surrounding fiefdoms.
Endless blue skies, soft rains that arrive just in time for planting, and nights kissed by cool, refreshing breezes. The domain is a garden of Eden, drawing attention from nobles and merchants alike.
[Suggestions: Nobility purchasing estates, rumors of divine favor, influx of artists and poets.]
2% – The Domain experiences frequent and sudden fogs that obscure vision across large areas.
The thick mists come without warning, disorienting travelers and cloaking potential dangers. Locals navigate by instinct but remain uneasy about what lurks within.
[Suggestions: Smugglers using fog as cover, legends of ghostly apparitions, increased accidents on trade routes.]
Agriculture and Resources; Trends in farming, resource abundance, or scarcity (e.g., spectacular harvests, mineral deposits, or depleted forests).
6% – A new trade route through the fiefdom has brought prosperity—and danger.
Caravans laden with exotic goods attract bandits and rival merchants, turning the roads into battlegrounds.
[Suggestions: Militia patrols increasing, tolls creating dissent, exotic diseases spreading from foreign traders.]
2% – A local guild has monopolized a critical resource, raising tensions.
The guild’s control over iron, salt, or another essential resource has made them rich, but the populace struggles with rising costs.
[Suggestions: Guild leaders being targeted by rebels, nobles debating intervention, foreign powers trying to break the monopoly.]
10% – Some agricultural conditions in this domain are bad, and harvests are relatively poor.
Blight has spread through fields, pests devour the crops, and farmers struggle to eke out enough to feed their families. Hunger drives theft, and discontent begins to brew.
[Suggestions: Local militias formed to guard granaries, rising peasant unrest, demands for aid from the lord.]
2% – Some agricultural conditions in this domain are atrocious, and harvests are anemic or otherwise unhealthy.
Famine looms as once-fertile fields yield little more than shriveled stalks. Livestock die off from malnutrition or disease. The population is desperate, willing to risk rebellion or banditry to survive.
[Suggestions: Refugee caravans, outbreaks of disease, neighboring fiefdoms turning away the starving.]
10% – Some agricultural conditions in this domain are comparatively beneficent, and harvests tend to be bountiful.
Granaries overflow, and markets are rich with fresh produce. This prosperity lifts the spirits of the people, who enjoy robust health and plentiful feasts.
[Suggestions: Trade routes flourish, neighboring fiefdoms seek alliances, merchants lobby for reduced tariffs.]
2% – Some agricultural conditions in this domain are all but perfect, and harvests tend to be spectacular.
Every seed planted yields double, with produce so large and flavorful it is said to be enchanted. Foreign dignitaries arrive seeking to replicate these methods.
[Suggestions: Secretive alchemists hired, tensions over monopolizing agricultural techniques, high tariffs imposed on exported goods.]
6% – A disease is spreading among livestock, reducing food supplies and trade.
Farmers are forced to cull herds, leading to rising tensions in the countryside. The nobility debates whether to import meat from neighboring fiefdoms.
[Suggestions: Peasants blaming outsiders, merchants raising prices on basic goods, desperate farmers turning to poaching.]
3% – A newly discovered mineral deposit promises wealth but disrupts local life.
Miners flood into the region, bringing both economic opportunity and social unrest. Villages near the site struggle to adapt to the sudden influx of outsiders.
[Suggestions: Bandits targeting mining caravans, disputes over land ownership, environmental damage causing friction with druids.]
Wealth and Economy; The economic status and stability of the fiefdom (e.g., historically wealthy, guild monopolies, or reliance on trade specialties).
6% – The Fiefdom is historically very wealthy.
Gold lines the coffers of the ruling house, and the land is dotted with grand manors and opulent marketplaces. Peasants enjoy a better-than-average quality of life.
[Suggestions: Lavish festivals, funding of grandiose projects, neighbors seeking loans or alliances.]
1% – The Fiefdom is historically obscenely wealthy.
The ruler is richer than kings, and the streets are paved with marble. The fiefdom attracts artisans, scholars, and opportunists alike. However, such wealth also draws the envy and ire of less fortunate domains.
[Suggestions: Mercenary armies hired to defend borders, whispers of coups, extravagant displays of power.]
8% – The Fiefdom is historically poor and backwards.
Hovels dot the countryside, and dirt paths serve as the only roads. The people scrape by, trading goods instead of using coin, and knowledge of the outside world is scarce.
[Suggestions: High rates of banditry, lack of formal education, superstitions spreading rapidly.]
2% – The Fiefdom is historically extremely impoverished and is causing considerable problems for the surrounding fiefdoms.
Starving peasants roam the borders, begging for aid or stealing from wealthier neighbors. The ruling class is too weak to control the chaos, and the domain is treated as a pariah.
[Suggestions: Military skirmishes at borders, mass desertion of soldiers, plague outbreaks spreading beyond the domain.]
Governance and Leadership; Characteristics of rulers or political structures (e.g., cruel duke, scheming spouse, or feuding nobles).
5% – A neighboring fiefdom claims that part of this domain was illegally annexed.
A historical dispute has resurfaced, with neighboring nobles pressing their case through diplomacy or the threat of force.
[Suggestions: Border skirmishes, foreign ambassadors pressuring the Duke, documents proving or disproving the claim unearthed.]
3% – A foreign prince is living the fiefdom, sparking political unrest.
The prince is a controversial figure, beloved by some and hated by others. Their presence destabilizes the already-tense court.
[Suggestions: Assassination plots uncovered, nobles allying with or against the prince, commoners rioting over their policies.]
10% – This particular Fiefdom is embroiled with an adjacent fiefdom in rivalry, competition, or cultural resentment.
The rivalry manifests in constant skirmishes, trade blockades, and public insults during festivals. Tensions run high, and even the smallest slight can escalate into violence.
[Suggestions: Spies infiltrating rival courts, merchants caught smuggling contraband, border villages switching allegiances under pressure.]
5% – This particular Fiefdom is embroiled in a simmering rival or hereditary conflict with an adjacent Fiefdom. Generational feuds over land and lineage continue to smolder, with occasional violent outbursts. The people on both sides live in a constant state of unease.
[Suggestions: Border fortifications being built, secret plots to assassinate rival nobles, unaligned villages caught in the crossfire.]
2% – This particular Fiefdom is engaged in actual declared open war with an adjacent Kingdom; this war is UNSANCTIONED.
The Duke has taken it upon themselves to wage war without royal approval, risking severe consequences. Soldiers march, and villages burn as the conflict escalates.
[Suggestions: The King threatening to intervene, mercenaries hired to supplement the army, deserters causing chaos in the countryside.]
2% – This particular Fiefdom is engaged in actual declared open war with an adjacent Kingdom; this war is SANCTIONED.
With the King’s blessing, the Duke leads a well-organized war effort against a neighboring kingdom. The populace rallies behind the cause, but the burden of war begins to take its toll.
[Suggestions: Levies raised from local villages, knights earning glory on the battlefield, tensions rising as taxes increase.]
0.5% – This particular Fiefdom is locked in a Blood Feud to the Death with an adjacent Kingdom.
The enmity runs so deep that only total annihilation will satisfy the feuding parties. The war has consumed generations, leaving both sides scarred.
[Suggestions: Entire regions depopulated, alliances formed to tip the balance, refugees flooding into neutral territories.]
2% – The Domain has a cruel Duke.
The Duke enforces harsh taxes, carries out brutal punishments, and shows no mercy for dissenters. Villages rebel in secret, and fear festers across the land.
[Suggestions: Secret networks of rebels, neighboring lords offering shelter to refugees, increased banditry.]
2% – The Domain has an exceptionally gifted or beneficial Duke.
The Duke is wise, fair, and beloved by their people. Roads are well-maintained, markets flourish, and travelers speak highly of the domain.
[Suggestions: Foreign dignitaries seek alliances, festivals honoring the Duke, trade caravans flowing freely.]
3% – The domain is inefficiently governed because of internal strife.
Feuding nobles disrupt the chain of command, leaving the populace neglected. Rival factions vie for power, with skirmishes breaking out in the countryside.
[Suggestions: Splintered allegiances among knights, taxes going unpaid, neighboring domains exploiting the instability.]
2% – The Spouse of the Duke is scheming and plotting.
The Duke’s spouse works behind the scenes, sowing discord to advance their personal ambitions. Courtiers whisper of betrayal, and loyalties are tested.
[Suggestions: Assassination attempts, secret alliances with rival domains, hidden correspondence uncovered.]
3% – There is a power behind the Duke who pulls the strings.
A shadowy figure—perhaps an advisor, clergy member, or foreign agent—holds sway over the Duke, steering policy for their own gain.
[Suggestions: Inquisitions launched to root out spies, increased taxes funding unknown projects, mysterious disappearances of dissidents.]
2% – The Duke is absent, fighting in a distant war, leaving the Spouse in control.
The sudden shift in power has destabilized the fiefdom. The Spouse enforces policies that are either unusually strict or surprisingly lenient, creating confusion and dissent.
[Suggestions: Nobles plotting to usurp power, rumors of the Duke’s death spreading, an inexperienced heir stepping into the spotlight.]
0.4% – The Duke is rumored to be an importer, replaced by a lookalike.
The populace grows suspicious as the Duke’s behavior changes dramatically. Whispers of blackmail or dark magic swirl through the court.
[Suggestions: Loyalists investigating, neighboring lords refusing to recognize the Duke’s authority, strange decrees issued.]
10% – This particular Fiefdom is embroiled with an adjacent fiefdom in rivalry, competition, or cultural resentment.
Generations of bad blood have fostered intense competition between the two domains. Festivals and tournaments are used as opportunities to one-up each other, and insults are exchanged at every turn. Border disputes and minor skirmishes are common.
[Suggestions: Cross-border trade restrictions, rumors of sabotage, spies infiltrating the rival domain.]
5% – This particular Fiefdom is embroiled in a simmering rival or hereditary conflict with an adjacent Fiefdom.
The grudge has escalated beyond cultural clashes to near open hostility. Generations of disputes over land, marriages, and ancient wrongs fuel this ongoing conflict. While not full-blown war, raids and assassinations keep tensions high.
[Suggestions: Mercenaries hired discreetly, calls for arbitration by a neutral third party, villagers living in fear near the contested border.]
3% – There is a power behind the Duke who pulls the strings.
While the Duke may appear to rule, the true power lies with another—whether a clergy member, a council, or even a foreign noble. The policies of the fiefdom align with the interests of this unseen hand.
[Suggestions: Nobles quietly investigating the puppet master, whispers of betrayal among the Duke’s court, conflicting orders causing unrest.]
Religion and Deities; Influence of divine figures or religious practices (e.g., strong presence of a specific deity, sacred sites, or unique rituals).
3% – Major site dedicated to Daevon.
A grand temple or fortress devoted to Daevon, the God of Honor, Law, Heroism, Money, and Feudalism. Pilgrims and knights alike gather here to pay homage, and its influence extends across the fiefdom.
[Suggestions: Annual tournaments held at the site, conflicts over access to its wealth, nobles vying for the temple’s favor.]
2% – Major site dedicated to Alalvar.
A sprawling complex of temples and shrines devoted to Alalvar, the God of Patriarchy, Law, and Family. The site serves as a religious and political hub, attracting devout followers and scholars.
[Suggestions: Clashes with progressive movements, pilgrimages creating tensions with locals, priests lobbying for stricter laws.]
2% – Major site dedicated to Galton.
A serene and mystical location devoted to Galton, the warrior God of spiritual balance and defense. It is a place of meditation and training, attracting both monks and warriors.
[Suggestions: Rising tensions with expansionist factions, foreign dignitaries seeking enlightenment, rumors of ancient artifacts hidden at the site.]
5% – Minor or significant presence of Ashillas’ faith
The people hold Ashillas in high regard, especially travelers, merchants, and explorers. Shrines dot crossroads, and wayfarers light candles in gratitude for safe passage. The faith encourages curiosity and open-mindedness, fostering a culture of innovation and wanderlust.
[Suggestions: Well-maintained roads, adventurers’ guilds flourishing, festivals celebrating exploration and discovery.]
2% – Major presence, structure, or community devoted to Ashillas
A grand temple or monastery dedicated to Ashillas stands as a beacon for pilgrims and scholars alike. Priests of Ashillas are seen as arbiters of freedom and wisdom, influencing policy to favor exploration and open borders.
[Suggestions: Sanctuaries for travelers, a renowned mapmaking guild, neighboring domains sending envoys for trade agreements.]
5% – Minor or significant presence of Dulmar’s worship
Dulmar’s faith thrives among the downtrodden and rebellious. Blacksmiths forge symbols of resistance in secret, and clandestine meetings echo Dulmar’s teachings of liberation. The people value hard work and independence, often resisting oppressive rulers.
[Suggestions: Underground movements, a vibrant culture of self-reliance, covert support for neighboring rebellions.]
2% – Major presence, structure, or community devoted to Dulmar
The fiefdom houses a fortress dedicated to Dulmar’s ideals, a hub for revolutionaries and visionaries. It serves as both a spiritual center and a rallying point for those seeking freedom. The ruling class may view it with suspicion or begrudging respect.
[Suggestions: Iconic leaders emerging, secret alliances with oppressed factions, industrial innovations tied to Dulmarite principles.]
3% – Minor influence of Shinthai
Shinthai’s presence inspires a culture of celebration and sensuality. Festivals honoring fertility and beauty are common, with communities placing a high value on art and interpersonal relationships.
[Suggestions: Lavish weddings, markets brimming with vibrant crafts, rumors of a growing cult among the youth.]
1% – Major influence of Shinthai
A grand temple devoted to Shinthai dominates the cultural landscape, drawing pilgrims and artists from afar. The domain thrives as a center of beauty and passion, though it faces criticism for excesses and decadence.
[Suggestions: Nobles commissioning grand artworks, scandals involving prominent figures, neighboring domains seeking cultural inspiration.]
5% – Minor influence of Begoth
Merchants and gamblers alike invoke Begoth’s name, seeking fortune in their endeavors. The fiefdom has a thriving trade network and a playful, sarcastic culture where wit and luck are highly valued.
[Suggestions: Bustling markets, gambling houses, disputes over wealth inequality.]
2% – Major influence of Begoth
A vast marketplace stands at the heart of the fiefdom, overseen by priests of Begoth who enforce fair trade—or their version of it. The faith’s influence ensures prosperity but also fosters cutthroat competition and cunning dealings.
[Suggestions: Trade alliances with far-off regions, rivalries with less mercantile domains, periodic festivals celebrating commerce.]
1% – Minor presence of Gural’s cult
The forbidden faith operates in shadows, its adherents gathering in secret to perform rites emphasizing sacrifice and merit. They are feared but respected for their unwavering discipline and strong communal bonds.
[Suggestions: Suspicious disappearances, underground meetings, coded symbols marking hidden shrines.]
0.2% – Major stronghold of Gural’s cult
A hidden enclave dedicated to Gural serves as both a sanctuary and a fortress. The community thrives on strict hierarchies and absolute loyalty, but its secrecy fosters fear and mistrust in neighboring lands.
[Suggestions: Infiltrators spreading influence, tensions with mainstream religions, covert power struggles within the cult.]
2% – Minor presence of Heiegos’ worship (2%)
Military traditions are deeply rooted in the fiefdom, with shrines to Heiegos placed near barracks and fortresses. Soldiers pray for victory, and martial pride defines the local culture.
[Suggestions: Grand parades celebrating military prowess, rising tensions with neighboring domains, mercenary groups seeking employment.]
0.4% – Major presence of Heiegos (0.4%)
The fiefdom is a military powerhouse, with temples to Heiegos integrated into its fortifications. The faith drives expansionist policies and enforces a rigid social order, often at the cost of individual freedoms.
[Suggestions: Rivalry with peace-focused domains, large-scale military campaigns, debates over the ethics of conquest.]
0.5% – Minor presence of Almirean
The domain values discipline, grace, and strategic thinking, with Almirean’s teachings shaping its governance. Women hold prominent roles in both politics and the arts, leading to a balanced but hierarchical society.
[Suggestions: Education reforms, cultural advancements, debates over gender roles.]
0.1% – Major presence of Almirean
A matriarchal society flourishes, guided by Almirean’s priestesses who ensure order and stability. The fiefdom is known for its long-term vision and cultural refinement, though critics see it as rigid and controlling.
[Suggestions: Trade agreements spanning decades, tensions with patriarchal neighbors, a thriving artistic scene.]
0.5% – Minor presence of Cebele (0.5%)
The fiefdom’s agricultural success is attributed to Cebele’s blessings. Festivals celebrating fertility and harvests are central to community life, reinforcing traditional values and social hierarchies.
[Suggestions: Surplus leading to trade opportunities, disputes over land rights, rising conservatism.]
0.1% – Major presence of Cebele
A shrine complex dedicated to Cebele serves as the spiritual and agricultural heart of the fiefdom. Her priesthood holds significant sway, advocating for policies that prioritize stability and tradition.
[Suggestions: Farmers forming alliances, political resistance to rapid industrialization, ecological harmony but resistance to change.]
0.5% – Minor presence of Hecate
The domain is steeped in mysticism, with witches and mages drawing inspiration from Hecate’s enigmatic power. Moonlit rituals and secretive gatherings are common, creating an air of mystery and unease.
[Suggestions: Magical anomalies in forests, local legends about witches, a growing interest in alchemical research.]
0.1% – Major presence of Hecate
The fiefdom is a hub of magical innovation, with Hecate’s grand temple serving as a center of mystical learning. Her followers are both revered and feared, their spells reshaping the land in subtle but profound ways.
[Suggestions: Rivalries with conventional scholars, influx of foreign wizards seeking enlightenment, rumors of dangerous experiments.]
0.5% – Minor presence of Henil
The people value charity and compassion, inspired by Henil’s teachings. Villages maintain strong community bonds, and festivals celebrate themes of renewal and forgiveness.
[Suggestions: Refugees welcomed warmly, disputes resolved peacefully, a local hero embodying Henil’s ideals.]
0.1% – Major presence of Henil
The domain is a sanctuary for those in need, with Henil’s temple providing aid and guidance. Her influence ensures peace and prosperity, but some see the fiefdom as naïve or overly idealistic.
[Suggestions: Diplomatic overtures from struggling neighbors, conflicts with warlike domains, a surge in pilgrimage.]
2% – Minor presence of Divrith
The fiefdom is characterized by its small, insular villages where superstition runs deep. Divrith’s shrines are tucked away in remote corners, visited only by the devout. Travelers find the locals wary of outsiders.
[Suggestions: Unique folk remedies, hostility toward foreign merchants, ancient relics linked to Divrith uncovered.]
0.5% – Major presence of Divrith (
The fiefdom’s culture is defined by its isolationism and deep-seated traditions. Divrith’s temple is both a spiritual and social hub, dictating the rhythm of life for its followers.
[Suggestions: Resistance to modernization, alliances with other insular communities, tales of divine intervention in local affairs.]
1% – Major presence of Eltmann
The domain is renowned for its reverence of death and the passage of time. Cemeteries are beautifully maintained, and rituals honoring ancestors are central to daily life. Eltmann’s priests mediate disputes and serve as historians.
[Suggestions: Grand mausoleums attracting visitors, nobles commissioning genealogical studies, eerie but respected death rites.]
5% – Minor presence of Muoran
The fiefdom has a thriving culture of revelry and celebration. Inns and taverns are always lively, and festivals honoring Muoran draw crowds from neighboring regions. The people are boisterous but welcoming.
[Suggestions: Surges in trade due to festivities, rising influence of tavern keepers, occasional brawls disrupting order.]
2% – Major presence of Muoran
The fiefdom is a land of perpetual celebration, with Muoran’s grand temple hosting legendary feasts and competitions. Visitors leave with stories of indulgence and camaraderie, though some fear the excesses may lead to decline.
[Suggestions: Tensions with ascetic faiths, growing tourism industry, nobles embracing or shunning the festive atmosphere.]
1% Major presence of Slaroth
The fiefdom is wild and untamed, with tribes and nomads roaming freely under Slaroth’s stormy skies. Lightning-scarred temples serve as both places of worship and rallying points for those seeking freedom.
[Suggestions: Rebellion simmering under the surface, alliances with barbarian tribes, unpredictable weather shaping local lore.]
0.5% – Minor presence of The Goddess
Her followers practice martial discipline and self-sufficiency, with women often leading in both military and political spheres. Men are expected to support the community without traditional authority.
[Suggestions: Local women’s militias, tensions with patriarchal neighbors, influx of feminist scholars.]
6% – Major presence of The King
The fiefdom embodies absolute loyalty to the monarch, with The King’s image and decrees omnipresent. Citizens view the royal family as divine instruments, and dissent is unthinkable.
[Suggestions: Extravagant tributes sent to the capital, rivalries with less loyal fiefdoms, zealous suppression of rebellion.]
10% – Strong Alalvarite Presence. Alalvar is the God of Patriarchy, Law, The Family. Alalvar is making trouble in the Kingdom.
The faith dominates local politics, enforcing strict moral codes and punishing dissenters. Women’s roles are heavily restricted, and priests wield immense power.
[Suggestions: Tensions with progressive domains, underground movements for reform, heightened military presence to enforce laws.]
2% – Very strong Alalvarite Presence.
The fiefdom is a bastion of Alalvar’s faith, with massive temples and pilgrimages drawing believers. Neighboring lords grow wary of this growing influence.
[Suggestions: Clashes with secular or rival religious factions, excommunication threats, vast wealth accumulating in temples.]
12% – Strong Daevonian Presence. Daevon is the God of Honor, Law, Heroism, Money and Feudalism.
Chivalry thrives, with knights upholding Daevon’s virtues. Duels of honor are common, and the populace respects the rigid structure of feudal society.
[Suggestions: Knightly tournaments attracting visitors, heavy investment in armor and weaponry, tensions with egalitarian movements.]
8% – Strong Galtonian Presence. Galton is a spiritually and more mystically inclined warrior God. They are more passive and defensive.
Devotees of Galton emphasize meditation, spiritual resilience, and inner strength. This influence has made the fiefdom a tranquil haven, often turning away from conflict unless absolutely necessary. Warrior-monks and mystic knights are revered figures here.
[Suggestions: Peaceful negotiations replacing battles, a monastery that attracts pilgrims, disdain from more aggressive neighboring factions.]
2% – There is a sacred site dedicated to a unique religion only found in this Fiefdom.
An ancient and mysterious place of worship, tied to a belief system practiced nowhere else. Pilgrims journey from far and wide to see the site, but the locals guard its secrets jealously. The faith may involve arcane rites or strange gods.
[Suggestions: Increased tourism causing tension with locals, foreign scholars seeking access to sacred texts, disputes over ownership of relics.]
Cultural Distinctiveness; Customs, traditions, or quirks shaping the fiefdom’s identity (e.g., regulated insults, unique art forms, or peculiar hierarchies).
5% – A regional dialect or language is causing political or cultural friction.
A portion of the populace speaks a language considered inferior or barbaric by the ruling class, leading to tensions in governance and representation.
[Suggestions: Calls for language bans, rebellion among linguistically isolated villages, bards using the language to rally dissent.]
6% – The Fiefdom is historically culturally retarded, backward, insular.
The domain is isolated and shunned by its neighbors due to its staunch resistance to outside influence. Superstition governs much of daily life, and innovations are met with hostility. Stories of strange rituals and odd traditions abound, perpetuated by the isolation of the people.
[Suggestions: A ban on foreign merchants, friction with progressive neighboring fiefdoms, rumors of witchcraft or pagan practices spreading fear.]
6% – The Fiefdom is historically enlightened and sophisticated.
A center of learning and culture, the domain is home to renowned universities, libraries, and artists. Visitors flock to witness the latest innovations and enjoy the refined atmosphere. The populace prides itself on its open-mindedness and intellectual pursuits.
[Suggestions: Rivalry with less cultured neighbors, influx of scholars and artists, political ambitions backed by intellectual might.]
1% – Sacrilegious cultural feature; some unique people or their habits is extremely offensive to a specific religion, generally for a specific religion, but can not be forbidden. This habit causes pilgims to flood in, express their outrage anbd disdain or pick fights.
1% – Sacrilegious site or landscaping feature; something in the Fiefdom is deeply offensive, generally for a specific religion, but can not be extinguished or destroyed. This feature causes pilgims to flood in, express their outrage anbd disdain or pick fights.
Commerce and Trade: The role of trade, guilds, or marketplaces (e.g., dominant trade goods, merchant influence, or thriving markets)
3% – An annual festival in the fiefdom attracts travelers from far and wide.
While the event boosts the economy, it also strains resources and introduces potential threats, from pickpockets to foreign spies.
[Suggestions: Disputes over festival profits, cults using the festival for recruitment, a major crime occurring during the festivities.]
3% – A celebrated playwright stages provocative performances.
The plays critique the ruling class, earning the adoration of the common folk but the ire of nobles.
[Suggestions: Nobles banning performances, underground theaters flourishing, the playwright seeking protection.]
2% – A new musical tradition sweeps through the fiefdom.
This distinctive style, whether joyful or melancholic, becomes a defining feature of the domain’s identity, attracting visitors and controversy.
[Suggestions: Rival bards clashing over ownership of the style, nobles adopting it for courtly entertainment, purists decrying it as vulgar.]
0.5% – An eccentric noble has been funfing a grand architectural project.
The project is so ambitious it drains resources and causes widespread disruption, but its completion would bring glory to the fiefdom.
[Suggestions: Labor strikes delaying progress, debates over its purpose, rival nobles sabotaging the effort.]
Folklore and Mythology; Superstitions, legends, or traditional narratives (e.g., haunted sites, local heroes, or eccentric festivals).
5% – There is a unique native Dreamlands ethnicity present; this may affect adjacent fiefdoms.
A strange and otherworldly group of people call this fiefdom home, their customs and traditions defying human understanding. Their presence influences art, trade, and diplomacy in both positive and disruptive ways.
[Suggestions: Exotic goods flooding markets, disputes over their autonomy, tensions with traditionalist factions.]
3% – Wandering Vagabonds, Gypsies, Nomads, Barbarians, or Outcasts are causing trouble.
A transient population moves through the fiefdom, often blamed for thefts, violence, or disruption of trade routes. While some see them as a nuisance, others view them as an opportunity for trade or recruitment.
[Suggestions: Local nobles enforcing strict laws, bands of vagabonds forming alliances with outlaws, festivals disrupted by roaming bands.]
6% – There is a folk hero of great renown.
A charismatic figure inspires the people, standing as a symbol of hope and resistance. Their deeds, real or exaggerated, are celebrated in songs and tales.
[Suggestions: The hero clashing with local authorities, their influence spreading beyond the fiefdom, rival factions trying to recruit or undermine them.]
5% – In the Fiefdom, the prevailing healers are alchemists, doctors, and such, but they are edging toward the Necromantic arts.
While not outright evil, these healers use unconventional methods that blur ethical boundaries. Their experiments are controversial but undeniably effective.
[Suggestions: Debates among scholars about their practices, secret attempts to harness necromantic power, villagers caught in the crossfire of moral disputes.]
Population and Social Structure; Demographics and societal dynamics (e.g., gnomish minority, humanoid reservations, or refugee integration).
3% – The Domain has a sinister humanoid reservation.
A dark, foreboding area of the domain where humanoid creatures such as orcs, goblins, or others reside under strict supervision. Fear and tension between the local humans and these creatures are palpable, and the reservation is a source of constant unease.
[Suggestions: Creatures plotting rebellion, guards abusing their authority, rumors of dark magic emanating from the reservation.]
5% – The Domain has a fairly mundane humanoid reservation.
Humanoid creatures live peacefully under watchful eyes. Trade and coexistence occur, albeit with some mistrust from the human populace. The reservation is functional but remains a point of cultural tension.
[Suggestions: Debate over granting citizenship to humanoids, growing intermarriages causing controversy, opportunistic merchants exploiting the reservation for trade.]
8% – There is a distinctive gnomish minority.
Inventive and industrious, the gnomes bring innovation and peculiar charm to the fiefdom. Their presence is seen as both a blessing and a curiosity, as their inventions occasionally cause chaos.
[Suggestions: A gnomish inventor accidentally creates a local crisis, tensions over their rapid wealth accumulation, cultural festivals showcasing gnomish traditions.]
1% – Tur (Feral) Gnomes are plotting in this Fiefdom.
Unlike their civilized kin, these gnomes live in the wild and operate on their own mysterious agenda. Their actions are unpredictable and often disruptive, leaving the locals in fear or awe.
[Suggestions: Sudden disappearances blamed on gnomes, ancient ruins linked to gnomish rituals, signs of sabotage in major projects.]
3% – There are Aureannu or Sun Elves living in the Fiefdom.
These martial, traditionalist elves command both admiration and fear. Their elegant architecture and disciplined ways influence local culture. However, their superiority complex often causes friction with humans.
[Suggestions: Elven enclaves demanding more autonomy, disputes over shared resources, interspecies marriage causing political drama.]
1% – There are Lastrauri Elves living in the Kingdom.
Dreamlike and euphoric, these elves live in constant merriment, thriving in arts and magic. Their wealth and decadence make them alluring but also foster resentment.
[Suggestions: Lavish parties drawing human nobles, envy over their wealth, accusations of bewitching locals.]
2% – There are Fae Nelra or Wood Elves living in the Fiefdom.
Guardians of the forest, these elves live in harmony with nature but view human expansion with suspicion. Their influence ensures strict environmental laws, much to the chagrin of local lords.
[Suggestions: Trade routes disrupted by elf protests, humans caught trespassing executed as poachers, alliances with druids.]
0.2% – There are Fae Nilri Elves living in the Fiefdom.
Fierce and dangerous, these wild elves are rarely seen and even less trusted. Known for their resistance to oppression, they strike fear into the hearts of invaders and settlers alike.
[Suggestions: Ambushes against logging parties, secret pacts with outlaws, weapons of unknown craftsmanship turning up in human hands.]
0.2% – There are Haehanil Elves living in the Fiefdom.
Immortal and otherworldly, the Haehanil originate from distant lands shrouded in mystery. Their presence brings a sense of awe and unease. Those who visit their domains often never return, rumored to become Haehanil themselves. Their hedonistic and detached ways leave them aloof from mortal concerns.
[Suggestions: Trade agreements with otherworldly artifacts, rumors of hidden gateways to their homeland, nobles attempting to gain favor with these enigmatic beings.]
0.1% – There are legal refugee Drow living in the Fiefdom, tolerated resentfully.
These exiles from the underlands struggle to adapt to surface society. While some attempt to integrate, many find themselves ostracized and forced into poverty. The locals’ deep-seated mistrust of Drow culture leads to frequent clashes.
[Suggestions: Underground black markets run by Drow, riots breaking out due to cultural misunderstandings, a Drow leader seeking to unite their community.]
0.5% – There are borderline illegal Drow refugees living in the Fiefdom in a state of squalor.
These Drow live in hiding, eking out an existence in abandoned ruins or deep forests. Their presence is a source of controversy, as their criminal activities to survive spark fear among the locals.
[Suggestions: Secret tunnels discovered, clashes with town guards, sympathetic nobles quietly providing aid.]
Magic and Mysticism; Presence of magical phenomena, artifacts, or practitioners (e.g., benign anomalies, wandering wizards, or minor curses).
0.5% – There is an acknowledged Unaligned Magisterium in the Fiefdom.
This Magisterium resists alignment with the major factions, focusing on maintaining balance and independence. They are both respected and mistrusted for their neutrality.
[Suggestions: Conflicts with expansionist neighbors, alliances with outcasts and rogues, subtle manipulation of local politics.]
3% – Unclaimed or Unclaimable Nondenominational Caern.
This magical site hums with raw energy, unaligned to any deity or power. It is said to amplify spells and strengthen magical abilities for those who visit. The lack of ownership creates a hotbed of disputes.
[Suggestions: Rival factions fighting for control, rogue mages tapping into its power, supernatural phenomena spreading outward.]
6% – There is a minor but acknowledged Golden Magisterium in the Fiefdom.
The Golden Magisterium focuses on wealth, law, and the consolidation of power within the upper classes. Merchants, nobles, and guild leaders thrive under its influence, often at the expense of commoners.
[Suggestions: Heavy taxation of peasants, lavish trade fairs funded by the Magisterium, rising resentment among lower classes.]
1% – There is a major acknowledged Golden Magisterium in the Fiefdom.
The Golden Magisterium dominates the region, steering its politics and economy. Massive projects, such as bridges and marketplaces, are undertaken, though the disparity between rich and poor grows stark.
[Suggestions: Major cities prospering while rural areas struggle, rival Magisteria scheming to curb its influence, foreign merchants seeking access to its wealth.]
5% – There is a minor but acknowledged White Magisterium in the Fiefdom.
The White Magisterium values subtlety, diplomacy, and fostering friendships. It operates behind the scenes, promoting peace and cooperation but often accused of manipulation.
[Suggestions: Successful peace talks between rival factions, rumors of spies embedded within the court, secretive meetings with neighboring fiefdoms.]
1% – There is a major acknowledged White Magisterium in the Fiefdom.
A dominant force, the White Magisterium ensures peace through subtle but firm control. Espionage, alliances, and goodwill are their tools, though critics call them meddlers.
[Suggestions: Noble families forced into arranged alliances, dissenting voices silenced through persuasion, neighboring regions adopting its methods.]
4% – There is a minor, acknowledged Green Magisterium in the Fiefdom.
The Green Magisterium advocates sustainable living and harmony with nature. It opposes expansionist politics and promotes agricultural reforms that clash with feudal traditions.
[Suggestions: Friction with landowners over conservation efforts, alliances with druids or elves, experimental farming techniques introduced.]
1% – There is a major acknowledged Green Magisterium in the Fiefdom.
The Green Magisterium wields significant influence, reshaping the fiefdom to align with its environmentalist ideals. Traditionalists view them as radicals, while peasants often support their reforms.
[Suggestions: Old farmlands abandoned for rewilding, disputes over water rights, tensions with feudal lords.]
5% – There is a minor but acknowledged Omber Magisterium in the Fiefdom.
The Omber Magisterium emphasizes discipline, intellectual rigor, and a strict interpretation of the law. Their rule is stern but generally respected for its consistency.
[Suggestions: Crackdowns on corruption, public trials showcasing their ideals, clashes with more lenient factions.]
1% – There is a major, acknowledged Omber Magisterium in the Fiefdom.
The Omber Magisterium enforces an iron grip on the fiefdom, rooting out dissent and ensuring loyalty. Critics call them oppressive, but their effectiveness is undeniable.
[Suggestions: Mass arrests of perceived dissidents, inquisitions to enforce doctrine, neighboring fiefdoms fearing their expansion.]
2% – There is a minor but acknowledged Grey Magisterium in the Fiefdom.
The Grey Magisterium takes a long-term view of politics, often manipulating events to prevent greater disasters. Their methods are pragmatic but widely disliked for their secrecy.
[Suggestions: Assassinations of key figures to maintain balance, secret alliances uncovered, philosophical debates over their ethics.]
0.5% – There is a major, acknowledged Grey Magisterium in the Fiefdom.
The Grey Magisterium wields great power, shaping the fiefdom through shadowy means. Their interventions prevent chaos, but the cost to individual freedoms is high.
[Suggestions: Factions attempting to expose their plans, cults quashed through subtle manipulation, rival Magisteria accusing them of terrorism.]
4% – There is a minor, acknowledged Blue Magisterium in the Fiefdom.
The Blue Magisterium represents the wealthy and indulgent elite who pursue power and influence for personal gain. They cultivate an air of sophistication while engaging in ruthless politics.
[Suggestions: Lavish balls and feasts hiding covert deals, scandals involving prominent members, alliances with mercenary groups.]
1% – There is a major acknowledged Blue Magisterium in the Fiefdom.
This Magisterium dominates the upper class, weaving wealth and decadence into every facet of life. Its members control trade, politics, and art, turning the fiefdom into a playground for the elite.
[Suggestions: Peasant revolts over exploitation, rival Magisteria forming coalitions to counteract their influence, cultural innovations emerging from their patronage.]
1% – There is a minor Black Magisterium in the Fiefdom.
The Black Magisterium thrives on cynicism and practicality, loathing organized religion and placing survival above morality. Its members are often involved in criminal activities or controversial dealings.
[Suggestions: Illegal trade networks uncovered, secretive dealings with warlocks, a scandal involving the Duke’s ties to the Magisterium.]
0.5% – There is a major Black Magisterium in the Fiefdom.
A formidable force, the Black Magisterium enforces its will with ruthless efficiency. Critics call them immoral, but their pragmatism ensures the fiefdom’s survival in the harshest circumstances.
[Suggestions: Suppression of religious institutions, alliances with shadowy powers, widespread fear among the populace.]
2% – There is a minor Purple Magisterium in the Fiefdom.
The Purple Magisterium thrives on ceremony, tradition, and the consolidation of power within the monarchy. They are staunch defenders of the King’s authority but are often linked to secret police and underhanded tactics.
[Suggestions: Public ceremonies promoting loyalty, secret arrests of dissenters, rival factions accusing them of tyranny.]
0.5% – There is a major Purple Magisterium in the Fiefdom.
The Purple Magisterium enforces absolute loyalty to the King, operating with an iron fist. Their presence looms over every aspect of life, ensuring order at all costs.
[Suggestions: Widespread surveillance, propaganda campaigns, rebellions crushed swiftly and brutally.]
1% – There is a minor Pink Magisterium in the Fiefdom.
Initially a joke among nobles, the Pink Magisterium represents the indulgent upper class who seek power for fun and luxury. They disdain the countryside and focus on urban prosperity.
[Suggestions: Lavish parties influencing politics, tensions with rural lords, alliances with other elite factions.]
0.1% – There is a major Pink Magisterium in the Fiefdom.
The Pink Magisterium dominates the fiefdom’s aristocracy, making opulence and decadence the cornerstones of governance. Their focus on luxury creates stark divides between rich and poor.
[Suggestions: Extravagant taxes funding palaces, the rise of discontented peasant movements, foreign nobles drawn to the fiefdom’s splendor.]
3% – Strange lights in the sky are seen nightly, causing panic and curiosity.
The phenomenon defies explanation, with scholars proposing theories ranging from magical portals to celestial omens.
[Suggestions: Adventurers trying to find the source, religious leaders interpreting it as a sign, animals behaving erratically.]
1% – There is a subtle and highly secretive subculture of necromancers.
These practitioners of the dark arts live in the shadows, studying forbidden knowledge. While not inherently evil, their work stirs fear and suspicion among the populace.
[Suggestions: Hidden libraries of forbidden tomes, rivalries with religious authorities, a necromancer stepping forward to aid in crises—at a cost.]
2% – There are Wizards active in the area outside of a Magisteriae.
These rogue wizards pursue their own agendas, whether arcane experiments, personal power, or aiding the common folk. Their independence makes them unpredictable and sometimes dangerous.
[Suggestions: Magical duels disrupting villages, wizards forming secret alliances, authorities cracking down on unsanctioned magic use.]
2% – There are Sorcerers active in the area.
Unlike wizards who train rigorously, sorcerers are born with raw, innate magical talent. Their presence in the domain is both awe-inspiring and unnerving, as their unpredictable nature often leads to unintended consequences.
[Suggestions: Sorcerers forming bloodline-based guilds, disputes with traditional magicians, mysterious magical phenomena tied to their powers.]
3% – There is a prominent Magician in the Fiefdom.
This eccentric figure is deeply involved in local politics and everyday life. They provide magical services to both nobles and peasants, acting as a mediator, advisor, or problem-solver.
[Suggestions: Requests for magical arbitration in disputes, fears of the magician’s influence over the Duke, rival magicians challenging their dominance.]
1% – There are Mystics active in the area.
These psionic individuals wield mental powers, often aligning themselves with higher causes. Their presence brings a sense of mystery, as they are known for their cryptic warnings and deep insights.
[Suggestions: Mystics uncovering hidden threats, villagers misunderstanding their abilities as witchcraft, mystics forming small, devout followings.]
0.5% – There is a powerful Houri in the area.
This enchantress uses mind control and seduction to achieve her aims, weaving a web of influence across the fiefdom. Her presence is a closely guarded secret, as even the most cautious nobles risk falling under her spell.
[Suggestions: Nobles turning against each other under her influence, mysterious disappearances linked to her lair, an apprentice seeking to overthrow her.]
4% – There are Witches in the area.
These practitioners of hedge magic live on the outskirts of society, feared yet sought after for their potions, charms, and cures. They are both a blessing and a curse to the fiefdom.
[Suggestions: Villagers consulting witches for forbidden remedies, witch hunts led by zealous priests, rival witches engaging in petty conflicts.]
0.1% – Blackguard presence.
A Blackguard, once a paladin fallen from grace, has taken residence in the fiefdom. Their aura of menace and skill in combat attracts followers, but their intentions are unclear.
[Suggestions: Villagers flocking to the Blackguard’s cause, feuds with local knights, a hidden agenda to overthrow the Duke.]
0.2% – Dark Templar presence.
A Dark Templar, wielding both martial prowess and forbidden magics, operates covertly in the fiefdom. Their actions may serve a larger, sinister cause.
[Suggestions: Secretive orders forming alliances, peasants reporting strange rituals, tensions with clerical authorities.]
0.1% – Thaumaturgist presence.
A Thaumaturgist, specializing in reality-bending magic, has drawn the attention of scholars and adventurers alike. Their experiments create both wonder and chaos.
[Suggestions: Villages reporting strange phenomena, nobles hiring the Thaumaturgist for dangerous tasks, magical creatures appearing unexpectedly.]
0.1% – Theurge presence.
A Theurge, a divine magic user who blends the spiritual and arcane, holds sway in the fiefdom. They are revered by some and feared by others for their enigmatic power.
[Suggestions: Religious orders seeking their aid, villagers petitioning for miracles, political tensions over their influence.]
3% – There are Druids in the area.
Guardians of the wild, druids ensure that nature remains balanced. They are respected, though their strict environmentalism often clashes with human expansion.
[Suggestions: Villages fined for over-hunting, druids summoning natural disasters to halt deforestation, alliances with local elves.]
4% – In this fiefdom resides a single powerful or minor school of Alchemists.
The fiefdom boasts a thriving alchemical community, where potions and elixirs fuel trade and intrigue. However, their experiments occasionally go awry.
[Suggestions: Alchemists attracting international attention, rivalries with wizards and sorcerers, accidental magical disasters.]
3% – There are Shamen in the area.
Shamen serve as spiritual guides and mediators between the physical and spirit worlds. Their rituals are key to maintaining harmony but often misunderstood by outsiders.
[Suggestions: Shamen intervening in supernatural occurrences, nobles seeking their wisdom, accusations of collusion with dark forces.]
2% – There are Psions in the area.
Psions wield mental energy with precision, often operating in secret to avoid suspicion. Their abilities make them invaluable for espionage and intelligence.
[Suggestions: Psions discovering hidden conspiracies, nobles hiring them for subtle manipulation, fear of their mind-reading capabilities spreading.]
2% – There are Warlocks in the area.
These dark magic users have made pacts with otherworldly entities, often trading their humanity for power. Their presence brings an aura of danger and mystery to the fiefdom.
[Suggestions: Local priests denouncing their influence, warlocks manipulating noble families, rumors of impending catastrophes linked to their masters.]
0.5% – There is an Elementalist in the area.
An expert in harnessing the raw forces of nature, this individual is both revered and feared. Their control over fire, water, earth, and air makes them a force to be reckoned with.
[Suggestions: Elementalist preventing natural disasters, locals seeking to learn their secrets, rival powers plotting their downfall.]
Monstrous and Supernatural Presences; Influence of creatures or entities on the fiefdom (e.g., undead hauntings, faerie glades, or lurking elemental dragons).
0.2% – There is a festering presence of Deep Ones.
In coastal areas, shadowy figures infiltrate fishing villages, spreading their influence. These amphibious beings operate through fear and bribery, corrupting the social fabric of their hosts.
[Suggestions: Missing fishermen, secret cults forming in seaside towns, naval skirmishes with foreign powers suspected of harboring Deep Ones.]
2% – There is a festering presence of Shub-Niggurath warrens, grottos, cults, or hives in the Fiefdom.
Deep in the wilderness, strange groves and caves teem with unnatural growths, and whispers of dark rituals reach nearby villages. The followers of Shub-Niggurath, the Black Goat, gather here, summoning horrors to serve their twisted aims.
[Suggestions: Increasing attacks on settlements, corrupted lands spreading outward, neighboring fiefdoms sending knights to investigate.]
0.3% – There is a festering presence of Tsathoggua warrens, grottos, cults, or hives in the Fiefdom.
Hidden underground, cultists of Tsathoggua perform vile rituals, awakening ancient, slumbering entities. Their influence is subtle but insidious, with strange creatures emerging from the depths.
[Suggestions: Disappearances near mining towns, ominous dreams haunting villagers, explorers finding strange artifacts.]
0.1% – There is a festering presence of Nyarlathotep warrens, grottos, cults, or hives in the Fiefdom.
An enigmatic and malevolent influence spreads through the land, driven by cultists of Nyarlathotep. Their schemes are complex and their methods subtle, often involving madness and manipulation.
[Suggestions: Nobles behaving erratically, mysterious symbols appearing in cities, whispers of forbidden knowledge spreading among scholars.]
0.2% – If there are mountains and it’s away from the coast, there is a presence of Yog-Sothoth warrens, grottos, cults, or hives in the Fiefdom – However if its along the coast it’s Cthulhu.
The vast and unknowable power of Yog-Sothoth lingers in hidden mountain caves. Strange lights and sounds emanate from these locations, driving nearby villagers to madness. If along the coast, Deep Ones infiltrate communities, their influence hidden yet pervasive.
[Suggestions: Coastal towns reporting missing fishermen, inland villages struck by unexplainable earthquakes, adventurers returning insane from the mountains.]
4% – A tribe of centaurs has settled on the fiefdom’s outskirts.
The centaurs claim ancestral rights to the land and refuse to be displaced, leading to rising tensions with human settlers.
[Suggestions: Skirmishes between villagers and centaurs, druids mediating between groups, centaur raids on livestock.]
0.2% – A Leviathan is spotted off the coast, disrupting trade routes.
The massive sea creature is a source of both awe and terror. Sailors refuse to travel, and villages along the coast prepare for the worst.
[Suggestions: Bounty posted for adventurers, cults forming around the Leviathan, the creature destroying ships near the harbor.]
0.5% – A sentient magical artifact is uncovered in a ruin.
The artifact speaks to those who wield it, influencing their decisions and spreading its agenda. Its true purpose is unknown.
[Suggestions: Nobles vying for possession, adventurers attempting to destroy it, a curse affecting those who touch it.]
Architecture and Infrastructure; Unique or defining structures shaping the fiefdom (e.g., defensible fortresses, ancient aqueducts, or research facilities).
Political and Ideological Dynamics; Interactions with neighbors, internal factions, or ideological movements (e.g., rivalries, blood feuds, or reformist agitation).
1% – Tur (Feral) Gnomes are plotting in this Fiefdom.
Wild and untamed, these gnomes live deep in the forests or mountains, their actions mysterious and often dangerous. Their plotting could lead to strange alliances or disasters for the unwary.
[Suggestions: Gnomes sabotaging construction projects, secret negotiations with otherworldly powers, relics discovered in abandoned gnome settlements.]
0.1% – There are legal refugee Drow living in the fiefdom, tolerated resentfully.
Covered earlier. Expanded with interactions and community issues.
Environmental and Geographic Features; Distinctive natural landmarks or ecosystems (e.g., fog-covered valleys, volcanic activity, or lush jungles).
0.5% – A meteor recently crashed in the fiefdom, creating a massive crater.
The event has drawn scholars, adventurers, and opportunists seeking riches or knowledge. The impact site radiates strange energies, affecting nearby fauna and flora.
[Suggestions: Discovery of alien artifacts, crops mutating near the crater, religious leaders declaring it a sign from the heavens.]
2% – A massive sinkhole has swallowed part of a major road.
Trade grinds to a halt as the sinkhole grows, threatening nearby settlements. Strange artifacts are found at its bottom.
[Suggestions: Miners hired to explore the sinkhole, rumors of buried treasure, supernatural causes investigated.]
1% – A volcanic vent has opened, releasing noxious fumes into the air.
The fumes choke crops and livestock, and villagers begin to flee. Strange creatures seem drawn to the vent, complicating efforts to seal it.
[Suggestions: Mages trying to close the vent, creatures spreading disease, nobles debating whether to abandon the area.]
Specialized Skills or Industries; Areas of expertise or craftsmanship that define the fiefdom (e.g., glassblowing, advanced metallurgy, or rare textiles).
Criminal and Underworld Activity; Influence of illegal or subversive elements (e.g., smuggling rings, secretive assassins, or gambling dens).
3% – Significant presence of rogues, resulting in mischief and/or crime.
Thieves, cutpurses, and smugglers thrive in this fiefdom, often outpacing the efforts of the guards. The black market is robust, and crime syndicates operate openly in some areas.
[Suggestions: Nobles secretly funding rogue factions, peasants taking the law into their own hands, underground networks expanding into nearby domains.]
5% – A key hub for a very specific criminal activity of some sort
Gamblers, human traffickers, smugglers, a negotiations place between competing organizations, a black market.
0.5% – There are borderline illegal Drow refugees living in the Fiefdom in a state of squalor.
Covered earlier. Expanded with potential underground networks or black markets.
6% – A smuggling ring has taken control of key trade routes.
Illegal goods flow through the fiefdom, enriching the underworld while undermining legitimate trade. Officials are either complicit or overwhelmed.
[Suggestions: Nobles hiring mercenaries to crack down, smugglers bribing guards, peasants benefiting from cheaper contraband.]
2% – A prominent crime lord operates openly in the fiefdom.
The crime lord controls key urban areas, running protection rackets and manipulating politics. Their power rivals that of the Duke.
[Suggestions: Secret deals between nobles and the crime lord, peasants organizing resistance, the Duke hiring assassins to eliminate them.]
1% – An underground gambling den is draining wealth from the fiefdom.
The den attracts wealthy merchants and nobles, creating financial instability as fortunes are lost overnight.
[Suggestions: Nobles growing resentful of their losses, criminal syndicates increasing influence, rumors of magical manipulation in the games.]
Epidemics and Public Health; Long-term health trends or challenges (e.g., livestock diseases, miraculous healers, or magical plagues).
Cultural and Artistic Movements; Social trends or creative expressions (e.g., new musical traditions, eccentric playwrights, or philosophical schools).
5% – A bard of renown is up and about in the Fiefdom.
A celebrated bard entertains nobles and peasants alike, their tales and songs lifting spirits and spreading news. However, their influence can also sow discord or inspire rebellion.
[Suggestions: Nobles competing for the bard’s favor, songs exposing political secrets, villages rallying around inspiring ballads.]
Martial Orders and Training; Role of military or combat institutions (e.g., knightly orders, duelist academies, or gladiatorial schools).
7% – A major Knight’s order with a Charter has a distinctive presence. These tend to have a very narrow cause or ideology in keeping with the Law, local nobilities, the King, The Military and uhm often “property rights”.
0.5% – a Hidden Dark Knights order, Fallen Knights, Criminal Knights or secretive Knights order. They work in secrecy, sometimes with political extremists, dubious religions, sinister causes, conspiracies or revolutionary sentiments.
3% – There is a Duelist training academy in the area.
A prestigious institution trains expert duelists who are renowned for their skill in one-on-one combat. Its graduates often become bodyguards, champions, or hired blades.
[Suggestions: Nobles sponsoring students, rival academies competing for recognition, duels escalating into larger feuds.]
6% – In this Domain is a religious order that trains martial-inclined priests or “clerics” of a specific religion.
The clerics of this order are devout warriors who serve both faith and fiefdom. Their presence ensures the spiritual and physical defense of the land, though their fervor can lead to tensions with secular authorities.
[Suggestions: Clerics purging heretics, disputes with non-martial priesthoods, neighboring fiefdoms seeking alliances.]
5% – In this Domain is a religious order that trains Priests, who tend to be anything but martial inclined.
These priests focus on healing, education, and spiritual guidance. They wield significant influence among the populace and often serve as advisors to local lords.
[Suggestions: Priests mediating disputes, building schools and hospitals, conflicts with more militant factions.]
6% – In one capacity or another, in this Fiefdom there is a presence of Rangers.
Rangers patrol the wilderness, serving as protectors of the land and hunters of threats. Their knowledge of the terrain and survival skills make them invaluable.
[Suggestions: Rangers combating bandits or invading forces, alliances with druids and elves, disputes with expansionist nobles.]
10% – In this Fiefdom is a veteran fighter who is reputable and influential and has gathered around a school of like-minded fighters.
This renowned warrior has trained an elite group of fighters who serve as both defenders and enforcers of their ideals. Their influence extends beyond the battlefield.
[Suggestions: Their fighters enforcing local law, rival factions seeking their aid, younger fighters aspiring to join the school.]
5% – In this Fiefdom is a veteran warrior who is reputable and influential and has gathered around a school of like-minded warriors.
Unlike disciplined fighters, these warriors rely on agility, unpredictability, and raw strength. They embody the martial traditions of their ethnic or cultural background.
[Suggestions: Warrior traditions clashing with local customs, recruitment drives in nearby fiefdoms, political tension with more refined nobles.]
2% – In this Fiefdom is a Gladiatorial school.
Gladiators are trained to entertain and fight in brutal combat. While popular among the masses, the school faces criticism for its barbaric practices; [Suggestions: Gladiators becoming folk heroes, riots breaking out after a controversial match, noble patrons demanding private performances.]
0.5% – In this Fiefdom is secretly an Assassin or Assassins’ clique.
Operating in the shadows, these deadly individuals serve as tools for the powerful. Their services come at a high price, and their presence is both a threat and a resource.
[Suggestions: Nobles hiring assassins to eliminate rivals, a botched assassination leading to scandal, hunters seeking to expose them.]
Mystical Sites and Anomalies; Unique magical or spiritual landmarks (e.g., nondenominational caerns, planar portals, or cursed forests).
2% – There is a curse that affects all of the Domain.
The air carries a sense of dread, and misfortune haunts the fiefdom’s every corner. Crops wilt, livestock perish mysteriously, and the people are plagued by nightmares. Whispered tales suggest a powerful entity exacting vengeance.
[Suggestions: A sorcerer offering to lift the curse—for a price, hidden relics uncovered tied to the curse, religious leaders demanding purges to appease the gods.]
3% – There is a blessing that affects all of the Domain.
The land exudes a radiant energy, with crops flourishing, people living longer lives, and animals healthier than ever. The blessing is a source of pride and attracts visitors from all over.
[Suggestions: Neighboring fiefdoms demanding the secret to this prosperity, increased taxes to exploit the abundance, cults forming around the perceived divine favor.]
2% – There is a strange magical effect present in the Domain which is neither curse nor blessing.
Odd phenomena occur sporadically: the moon glows brighter, whispers fill the forests, or objects levitate momentarily. These occurrences are unsettling, neither harmful nor helpful, but they draw the attention of mages and adventurers.
[Suggestions: Scholars arriving to study the phenomena, fear of unintended consequences, rival factions seeking to claim the source.]
2% – An Elemental Dragon is Sleeping.
Deep beneath the land, an ancient elemental dragon lies in slumber. Its presence imbues the domain with subtle magical energies, but its awakening would spell disaster. Locals tread carefully around its resting place, worshiping it as a deity or guarding it as a secret.
[Suggestions: Earthquakes or eruptions signaling its stirring, treasure seekers disturbing the site, prophecies warning of its wrath.]
0.5% – An Elemental Dragon is active and is causing suffering and mischief.
The dragon roams the skies, its elemental powers devastating the land. Crops are burned, rivers diverted, and villages abandoned as the beast wreaks havoc. Attempts to appease or slay it have so far failed.
[Suggestions: Bounty hunters arriving in search of glory, peasants offering sacrifices, rival fiefdoms demanding intervention.]
1% – A Minor Demon is haunting a spot in the Domain.
A corrupted glade or ruined tower houses a minor demon, its influence spreading dread and fear in nearby villages. Travelers avoid the area, and the demon’s whispers tempt the weak-willed into unspeakable acts.
[Suggestions: Clerics organizing an exorcism, adventurers seeking to banish it, villagers forming cults in service to the demon.]
1% – Strange Leyline. Dragon Nests tend to form into “Caerns” and strong magical or natural energies flow from these sites, often meandering around the landscape through “Dragon” or “Ley”-Lines. Sometimes these energies can disrupt the landscape, the people.
2% – There is a faerie presence.
The fae wander freely in the forests and glades, playing their mischief on unsuspecting mortals. While some offer blessings in exchange for gifts, others delight in luring travelers into their whimsical but dangerous realm.
[Suggestions: Mysterious disappearances in the woods, bargains struck with dire consequences, enchanted artifacts left behind by the fae.]
3% – Undead are haunting the Fiefdom.
Graveyards stir at night, and shadowy figures roam the countryside. The undead plague villages, driving the population to desperation. Some claim the dead seek revenge for a terrible crime.
[Suggestions: Fortifications built around graveyards, necromancers suspected of foul play, holy orders called in to cleanse the land.]
5% – Ghoul warrens in the Fiefdom.
Deep beneath the surface, ghoul colonies thrive, emerging at night to scavenge. Their presence is an ever-looming threat, with occasional raids leaving villages in terror.
[Suggestions: Local lords dispatching hunting parties, ghouls forming alliances with dark powers, rumors of ghoul infestations spreading fear.]
Natural Resources and Exploitation; Long-term use and availability of natural assets (e.g., sustainable forests, depleted mines, or rare minerals).
5% – A new aqueduct has revolutionized agriculture and urban life.
The introduction of a massive aqueduct allows water to flow into previously dry regions, boosting productivity and quality of life but drawing envy from neighboring domains.
[Suggestions: Merchants demanding higher taxes, rival fiefdoms sabotaging the aqueduct, debates over water rights.]
5% – A rare and valuable resource is discovered in the domain.
The newfound resource attracts miners, merchants, and thieves. Its extraction threatens the environment and draws political intrigue.
[Suggestions: Disputes over mining rights, druids opposing exploitation, foreign powers offering alliances or threats.]
2% – The fiefdom’s forests are being depleted at an unsustainable rate.
Logging to fuel construction and trade threatens long-term ecological stability. Tensions rise as locals and environmentalists demand action.
[Suggestions: Wood elves intervening, merchants lobbying for unrestricted logging, villages suffering from floods due to deforestation.]
1% – A previously fertile river has dried up, sparking crisis.
The sudden disappearance of a key water source creates chaos. Farmers abandon their fields, and tensions rise as the fiefdom struggles to adapt.
[Suggestions: Investigations into magical causes, rival fiefdoms exploiting the crisis, attempts to divert water from neighboring domains.]
Unusual Social Systems and Quirks; Unique societal norms or metrics defining social rank and behavior (e.g., status by travel distance, debt economy).
4% – A populist movement gains traction among the peasants.
The movement calls for reforms, including fairer taxes and greater representation. Nobles view it as a threat to their power.
[Suggestions: Riots breaking out in major towns, nobles conspiring to crush the movement, the Duke forced into uneasy compromises.]
2% – A secret cabal of nobles plots to overthrow the Duke.
Discontented lords work in the shadows, building alliances and planning a coup. Their influence spreads subtly through the court.
[Suggestions: Assassins targeting loyalists, evidence of treason uncovered, the Duke making pre-emptive arrests.]
0.5% – An egalitarian philosopher gains a following among the educated elite.
The philosopher’s radical ideas challenge the status quo, inspiring both admiration and fear among the populace.
[Suggestions: Nobles debating whether to exile or assassinate the philosopher, students forming secret societies, a neighboring domain adopting their ideas.]
5% – Abundance of Common Ore (Iron, Copper, Tin)
The fiefdom possesses vast and easily accessible deposits of common ores. The economy thrives on a strong metalworking industry, and its tools and weapons are known across the region for their reliability and affordability.
[Suggestions: Well-fortified villages, surplus trade with neighboring domains, blacksmith guilds wielding significant influence.]
1% – Excessive Mineral Wealth (Gold, Silver, Precious Stones)
The land is dotted with deposits of valuable minerals, making the fiefdom immensely wealthy but politically precarious. The nobles are opulent and powerful, but the allure of their riches invites both internal corruption and external threats.
[Suggestions: Merchant guild dominance, frequent skirmishes with envious neighbors, stratified social hierarchies.]
3% – Scarcity of Metal Ores
The fiefdom lacks significant metal deposits, forcing reliance on imports for tools, weapons, and armor. Local innovation often leans toward alternative materials such as wood, bone, or hardened clay, making the domain appear primitive to outsiders.
[Suggestions: Bartering culture, frequent raids on metal-rich neighbors, dependence on trade routes.]
5% – Salt Deposits Define the Economy
Salt mines or flats are the lifeblood of this fiefdom’s economy, allowing them to control food preservation and trade routes. This wealth grants the ruling elite significant political clout but makes them targets for rivals.
[Suggestions: Salt barons acting as de facto rulers, heavily guarded caravans, wealth disparities with underdeveloped agricultural sectors.]
1% – Gem-Cutters’ Paradise
The region boasts rich deposits of gemstones like emeralds, rubies, or sapphires. Over generations, the local populace has perfected gem-cutting and jewelry-making, making their wares highly sought after across the kingdom.
[Suggestions: Strict regulation of mines, flourishing artisan guilds, growing envy from rival domains.]
2% – Mining Culture Dominates Local Life
Generations of miners have ingrained a strong mining culture into the fiefdom. Songs, traditions, and festivals revolve around the deep earth. The populace is pragmatic, hardworking, and skeptical of outsiders.
[Suggestions: Religious devotion to an earth deity, underground communities, tension with druids or nature-focused factions.]
0.3% – Magical Mineral Deposits (Mithril, Adamant, or Arcane Crystals)
The fiefdom is known for a rare mineral that holds magical properties, sought after by mages, artificers, and warriors alike. Strict controls prevent overmining, but these resources still define the fiefdom’s identity.
[Suggestions: Restricted access to magical metals, a council of mages regulating extraction, surrounding lands depending on the fiefdom’s output.]
2% – Dangerous Mining Conditions
The ore is plentiful, but mining is fraught with peril due to unstable tunnels, toxic gases, or lurking subterranean creatures. Despite this, the mines remain operational, as the rewards outweigh the risks.
[Suggestions: High miner mortality rates, a community hardened by loss, legends of monsters in the depths.]
5% – Deforested and Depleted Landscape
Centuries of aggressive mining and deforestation have left the fiefdom scarred. Once-prosperous villages are abandoned, and the people now struggle to rebuild amidst barren fields and polluted rivers.
[Suggestions: Nomadic or semi-nomadic population, increasing tensions with neighboring fiefdoms over natural resources, druids or elves seeking retribution.]
2% – Strategic Resource Monopoly (Coal, Marble, Sulfur)
The fiefdom controls a resource essential to the kingdom’s economy or military, such as coal for industry, marble for construction, or sulfur for gunpowder. This grants the ruling class political leverage but makes them a focal point in any conflict.
[Suggestions: A heavily fortified capital, increased royal oversight, uneasy alliances with powerful factions.]
1% – Grand Asylum for the Insane
A sprawling, fortress-like structure designed to house and care for those deemed mentally unfit or dangerous. The asylum’s reputation varies—some see it as a sanctuary for healing, while others whisper of cruel experiments and dark secrets hidden within its walls.
[Suggestions: Run by eccentric doctors or alchemists, rumors of ghostly apparitions from past patients, a hidden wing housing criminally insane nobles.]
1% – Arcane Research Institute
A secluded and heavily guarded facility dedicated to the study of magic and its applications. Scholars, wizards, and artificers gather here to experiment with new spells and create enchanted items. Its activities often draw both admiration and suspicion.
[Suggestions: Explosions or magical anomalies occurring frequently, spies attempting to infiltrate, powerful artifacts created or tested.]
1% – Alchemical Foundry
A massive industrial complex where alchemists create potions, explosives, and rare compounds. The foundry is a hub of innovation, but its caustic fumes and unpredictable experiments make it a perilous place to live nearby.
[Suggestions: Quarrels over pollution with neighboring farmers, rival alchemists sabotaging work, accidental creation of a sentient alchemical golem.]
1% – University of Natural Philosophy
A center for learning devoted to the study of mathematics, astronomy, biology, and the physical sciences. It attracts the brightest minds of the realm, but its secular nature sometimes causes friction with religious factions.
[Suggestions: Professors conducting dangerous experiments, students protesting against local authorities, neighboring fiefdoms seeking to recruit scholars.]
2% – Experimental Mechanical Workshop
This workshop houses inventors and engineers creating mechanical marvels like clockwork automatons, advanced siege engines, and innovative farming tools. The facility is noisy and chaotic but produces groundbreaking designs.
[Suggestions: Locals wary of mechanical malfunctions, theft of designs by rival fiefdoms, tensions between engineers and traditional craftsmen.]
2% – Sanatorium for Chronic Illness
A serene retreat for those suffering from incurable or chronic illnesses. While ostensibly a place of healing, some suspect experimental treatments are tested on the patients. Nobles often send their sick relatives here to keep them hidden from the public eye.
[Suggestions: Secret herbal gardens, rumors of miraculous recoveries or disappearances, a famed healer with questionable methods.]
1% – Vault of Forbidden Knowledge
A secure and labyrinthine archive housing books, artifacts, and scrolls considered too dangerous or controversial for general use. Only authorized scholars and nobles are allowed entry. The vault is said to be a key target for thieves and spies.
[Suggestions: Mages lobbying for access, forbidden tomes leaking into black markets, whispers of curses on those who delve too deeply.]
1% – Observatory on the Edge
Perched atop a remote mountain or cliff, this observatory is renowned for its cutting-edge telescopes and star charts. It is a hub for astronomers and astrologers alike, though its isolation makes it vulnerable to attacks or sabotage.
[Suggestions: Prophecies derived from celestial observations, secret meetings held under the guise of research, mysterious disappearances during celestial events.]
2% – Grand Prison and Penal Colony
A vast facility designed to house the regions most dangerous criminals and political dissidents. Located in a remote area, the prison operates as a near-autonomous society, with inmates farming and crafting to sustain themselves.
[Suggestions: Frequent escape attempts, rumors of prison officials abusing their power, inmates forming factions to vie for control.]
1% – Aqueduct and Waterworks Hub
An advanced water management facility combining aqueducts, cisterns, and purification systems. This structure ensures the fiefdom’s cities and farmlands remain hydrated and fertile, but its strategic importance makes it a target for rival powers.
[Suggestions: Corruption among overseers, sabotage by enemies during wartime, disputes over water distribution between nobles and commoners.]
1% – Renowned Artisan Guilds
The fiefdom is home to a guild of exceptional artisans specializing in intricate crafts such as glassblowing, clockmaking, or embroidery. Their creations are sought after across the realm, granting the domain both wealth and prestige.
[Suggestions: Guild feuds over trade secrets, nobles commissioning one-of-a-kind masterpieces, a festival showcasing the guild’s finest works.]
3% – Thriving Merchant Hub
The fiefdom’s central market is a bustling crossroads where traders from distant lands gather to exchange goods, ideas, and culture. Exotic spices, silks, and rare items fill the stalls, making it the envy of neighboring domains.
[Suggestions: Black market activities thriving under the radar, guilds lobbying for tariffs, tensions between local merchants and foreign traders.]
4% – Seasonal Folklore Festival
Each year, the fiefdom hosts a festival celebrating local myths, legends, and spirits. Storytellers, dancers, and actors reenact famous tales, while villagers don masks to ward off ill luck. The event draws visitors but also stirs old superstitions.
[Suggestions: Rival villages competing to host the festival, rumors of real spirits drawn by the festivities, merchants profiting from themed trinkets.]
4% – Famed Culinary Tradition
The fiefdom is celebrated for a unique dish or drink, such as honeyed wine, spiced meat pies, or a rare type of cheese. The recipe is closely guarded, and it becomes a symbol of local pride.
[Suggestions: Rival domains attempting to steal the recipe, disputes over access to key ingredients, a festival dedicated to the dish drawing visitors.]
6% – Cultural Insularity
The fiefdom is known for its deeply traditional ways, with customs and rituals that outsiders find baffling or unsettling. This strong cultural identity fosters unity but also breeds mistrust of foreigners.
[Suggestions: Disputes with neighboring domains over trade practices, a charismatic outsider attempting to introduce change, nobles debating whether to modernize.]
2% – Center for Storytelling and Oral Traditions
The fiefdom boasts a rich tradition of oral storytelling, with bards and skalds preserving the histories and myths of the land. Stories told here are so compelling that they spread far and wide, often exaggerated in the retelling.
[Suggestions: Nobles commissioning stories to enhance their legacy, traveling bards spreading tales with political implications, rival storytellers competing for fame.]
2% – Legend of a Local Hero
A mythical figure is said to have defended the fiefdom from invaders, monsters, or otherworldly threats. Statues and songs immortalize their deeds, and their tale is woven into the region’s identity.
[Suggestions: Adventurers seeking the hero’s fabled relics, rival historians questioning the hero’s existence, a descendant claiming the hero’s legacy.]
3% – Exotic Animal Trade
The fiefdom has become a hub for trading rare and exotic animals, from peacocks and lions to magical beasts. Nobles from far and wide come to purchase unique specimens for their menageries.
[Suggestions: Concerns about mistreatment of animals, smugglers introducing dangerous creatures, clashes with druids protesting the trade.]
2% – Superstitions and Omens
The people of the fiefdom live by a complex web of superstitions, consulting local wise folk and diviners before major decisions. Outsiders view these beliefs as quaint or bizarre, but they are deeply ingrained in daily life.
[Suggestions: A noble violating a superstition with disastrous consequences, merchants exploiting superstitions for profit, tensions between traditionalists and skeptics.]
2% – Fabled Merchant’s Guild
The fiefdom houses a legendary merchant guild that controls trade routes and influences prices across the kingdom. Their cunning and wealth give them immense political sway, making them both revered and feared.
[Suggestions: Tensions with rulers over taxation, rival guilds attempting to undermine their dominance, a scandal exposing corrupt practices within the guild.]
1% – Unique Terrain Feature
The fiefdom contains an unusual geographical formation that shapes its identity, such as jagged hills, expansive wetlands, or a winding canyon.
[Suggestions: Travel is influenced, trade routes are redirected, cultural practices evolve to accommodate the terrain.]
2% – Localized Magical Phenomenon
An ongoing but benign magical anomaly subtly influences daily life, such as glowing rivers, singing winds, or floating rocks.
[Suggestions: Resources tied to the anomaly, superstitions forming around its presence, external interest from scholars.]
1% – Necropolis – In the Fiefdom lies a “kept secret” or occasionally widely dreaded spot where in ancient times cadavers were buried. These places can be quite huge and go deep underground. They contain undead, often quite specific undead, which would spill out occasionally/intermittently unless contained.
3% – Dominant Trade Resource
The fiefdom relies heavily on a single trade good—whether timber, salt, textiles, or livestock—shaping its economy and politics.
[Suggestions: Monopolies forming, disputes over control, external dependence on the resource.]
2% – Uncommon Natural Condition
A unique state exists in the fiefdom, such as year-round cold, persistent humidity, or chemical contaminations.
[Suggestions: Crops and lifestyles adapting to the climate, tensions with neighboring domains jealous or dismissive of the conditions.]
5% – Cultural Distinctiveness
The populace of the fiefdom adheres to a distinct cultural practice or philosophy, such as a unique justice system, artistic tradition, or social hierarchy.
[Suggestions: Misunderstandings with neighboring fiefdoms, pride or disdain for these practices, influence on diplomacy.]
2% – Endemic Creature or Flora
A specific plant, animal, or pest is unique to this fiefdom, shaping agriculture, trade, or myths.
[Suggestions: It becomes a key export, is regarded as sacred, or causes periodic problems like disease or scarcity.]
4% – Major Guild or Trade Presence
A powerful guild or association of craftsmen dominates the local economy, regulating prices and trade.
[Suggestions: Rising tensions between guilds and the nobility, worker strikes, guild-based monopolies on innovation.]
5% – Significant Defensible Position
The fiefdom is built around a natural or constructed defensive position, such as a fortress atop a hill, a walled city, or a river-crossing stronghold.
[Suggestions: Greater focus on military readiness, tensions with expansionist neighbors, a history of sieges shaping local culture.]
1% – Highly Specialized Industry
The fiefdom is renowned for a specific skill or product, such as glassblowing, weapon forging, or intricate embroidery.
[Suggestions: Nobles seeking exclusive commissions, rival domains trying to poach talent, apprenticeships thriving.]
5% – Overarching Isolation or Integration
The fiefdom is either unusually isolated, fostering a self-sufficient but insular culture, or deeply integrated with neighboring domains, blending influences but risking identity loss.
[Suggestions: Trade dynamics influenced, cultural exchanges heightened, or suspicion of outsiders growing.]
4% – Isolationist by Cultural Tradition
The fiefdom strictly limits outside influence, creating a self-contained, inward-focused society.
[Examples: Prohibition on foreign goods, a ban on outsiders entering central regions, or deliberate refusal to adopt innovations.]
6% – Highly Ritualized Social Interactions
Everyday life in the fiefdom revolves around strict etiquette rules that dictate how people interact.
[Examples: Specific greetings, rituals for hosting guests, or ceremonial trade agreements.]
10% – Reputation as a Center for Outsider Curiosity
The fiefdom is famed for something so bizarre or unique that it attracts foreigners.
[Examples: Strange festivals, unusual architecture, or mysterious landmarks.]
5% – Distinctive Architectural Style
All buildings follow a strict, idiosyncratic aesthetic, reflecting the fiefdom’s culture or history.
[Examples: Spiral towers, underground dwellings, or homes built entirely from a single material.]
2% – A Tradition of Persistent Rivalries
Interpersonal or family feuds are deeply ingrained in the culture, making grudges a societal norm.
[Examples: Long-standing feuds over trade, water access, or ancient betrayals.]
2% – A Cultural Taboo Shapes Society
One specific taboo influences every aspect of daily life, from governance to common folk.
[Examples: Fear of using a certain color, avoiding specific types of music, or bans on speaking during particular hours.]
1% – Unique Measurement of Status
Social status is determined by an unusual, arbitrary measure that shapes ambition and rivalry.
[Examples: Number of books owned, distance traveled, or how many unique spices are used in personal cuisine.]
Weather and Climate- Long-term atmospheric conditions and their impact on the fiefdom (e.g., overcast skies, uncommonly mild weather)
5% – In this Domain, the Weather is somehow uncommonly bad relative to surrounding fiefdoms.
The skies are perpetually overcast, rains are frequent and unseasonal, and the winds carry a chill that seeps into bones. Crops struggle to ripen, and roads become a quagmire, making travel difficult. Locals speak of a lingering curse or a displeased weather deity.
[Suggestions: Flooded fields, ruined trade routes, rising tensions due to famine.]
1% – In this Domain, the Weather is somehow atrociously bad relative to surrounding fiefdoms.
Torrential downpours last for weeks, punctuated by hailstorms and violent gusts that tear roofs from homes. Rivers regularly burst their banks, causing catastrophic flooding. The populace whispers of omens and blames witchcraft or celestial punishment.
[Suggestions: Villages submerged, mass migrations, extreme poverty.]
5% – In this Domain, the Weather is somehow mild and pleasant relative to surrounding fiefdoms.
Gentle breezes and temperate days create a land of verdant pastures and flourishing orchards. This microclimate fosters thriving agriculture and attracts settlers from neighboring domains.
[Suggestions: Festivals celebrating the weather, increased tourism, but rising envy from neighbors.]
1% – In this Domain, the Weather is somehow paradisaical relative to surrounding fiefdoms.
Endless blue skies, soft rains that arrive just in time for planting, and nights kissed by cool, refreshing breezes. The domain is a garden of Eden, drawing attention from nobles and merchants alike.
[Suggestions: Nobility purchasing estates, rumors of divine favor, influx of artists and poets.]
2% – The Domain experiences frequent and sudden fogs that obscure vision across large areas.
The thick mists come without warning, disorienting travelers and cloaking potential dangers. Locals navigate by instinct but remain uneasy about what lurks within.
[Suggestions: Smugglers using fog as cover, legends of ghostly apparitions, increased accidents on trade routes.]
Agriculture and Resources; Trends in farming, resource abundance, or scarcity (e.g., spectacular harvests, mineral deposits, or depleted forests).
6% – A new trade route through the fiefdom has brought prosperity—and danger.
Caravans laden with exotic goods attract bandits and rival merchants, turning the roads into battlegrounds.
[Suggestions: Militia patrols increasing, tolls creating dissent, exotic diseases spreading from foreign traders.]
2% – A local guild has monopolized a critical resource, raising tensions.
The guild’s control over iron, salt, or another essential resource has made them rich, but the populace struggles with rising costs.
[Suggestions: Guild leaders being targeted by rebels, nobles debating intervention, foreign powers trying to break the monopoly.]
10% – Some agricultural conditions in this domain are bad, and harvests are relatively poor.
Blight has spread through fields, pests devour the crops, and farmers struggle to eke out enough to feed their families. Hunger drives theft, and discontent begins to brew.
[Suggestions: Local militias formed to guard granaries, rising peasant unrest, demands for aid from the lord.]
2% – Some agricultural conditions in this domain are atrocious, and harvests are anemic or otherwise unhealthy.
Famine looms as once-fertile fields yield little more than shriveled stalks. Livestock die off from malnutrition or disease. The population is desperate, willing to risk rebellion or banditry to survive.
[Suggestions: Refugee caravans, outbreaks of disease, neighboring fiefdoms turning away the starving.]
10% – Some agricultural conditions in this domain are comparatively beneficent, and harvests tend to be bountiful.
Granaries overflow, and markets are rich with fresh produce. This prosperity lifts the spirits of the people, who enjoy robust health and plentiful feasts.
[Suggestions: Trade routes flourish, neighboring fiefdoms seek alliances, merchants lobby for reduced tariffs.]
2% – Some agricultural conditions in this domain are all but perfect, and harvests tend to be spectacular.
Every seed planted yields double, with produce so large and flavorful it is said to be enchanted. Foreign dignitaries arrive seeking to replicate these methods.
[Suggestions: Secretive alchemists hired, tensions over monopolizing agricultural techniques, high tariffs imposed on exported goods.]
6% – A disease is spreading among livestock, reducing food supplies and trade.
Farmers are forced to cull herds, leading to rising tensions in the countryside. The nobility debates whether to import meat from neighboring fiefdoms.
[Suggestions: Peasants blaming outsiders, merchants raising prices on basic goods, desperate farmers turning to poaching.]
3% – A newly discovered mineral deposit promises wealth but disrupts local life.
Miners flood into the region, bringing both economic opportunity and social unrest. Villages near the site struggle to adapt to the sudden influx of outsiders.
[Suggestions: Bandits targeting mining caravans, disputes over land ownership, environmental damage causing friction with druids.]
Wealth and Economy; The economic status and stability of the fiefdom (e.g., historically wealthy, guild monopolies, or reliance on trade specialties).
6% – The Fiefdom is historically very wealthy.
Gold lines the coffers of the ruling house, and the land is dotted with grand manors and opulent marketplaces. Peasants enjoy a better-than-average quality of life.
[Suggestions: Lavish festivals, funding of grandiose projects, neighbors seeking loans or alliances.]
1% – The Fiefdom is historically obscenely wealthy.
The ruler is richer than kings, and the streets are paved with marble. The fiefdom attracts artisans, scholars, and opportunists alike. However, such wealth also draws the envy and ire of less fortunate domains.
[Suggestions: Mercenary armies hired to defend borders, whispers of coups, extravagant displays of power.]
8% – The Fiefdom is historically poor and backwards.
Hovels dot the countryside, and dirt paths serve as the only roads. The people scrape by, trading goods instead of using coin, and knowledge of the outside world is scarce.
[Suggestions: High rates of banditry, lack of formal education, superstitions spreading rapidly.]
2% – The Fiefdom is historically extremely impoverished and is causing considerable problems for the surrounding fiefdoms.
Starving peasants roam the borders, begging for aid or stealing from wealthier neighbors. The ruling class is too weak to control the chaos, and the domain is treated as a pariah.
[Suggestions: Military skirmishes at borders, mass desertion of soldiers, plague outbreaks spreading beyond the domain.]
Governance and Leadership; Characteristics of rulers or political structures (e.g., cruel duke, scheming spouse, or feuding nobles).
5% – A neighboring fiefdom claims that part of this domain was illegally annexed.
A historical dispute has resurfaced, with neighboring nobles pressing their case through diplomacy or the threat of force.
[Suggestions: Border skirmishes, foreign ambassadors pressuring the Duke, documents proving or disproving the claim unearthed.]
3% – A foreign prince is living the fiefdom, sparking political unrest.
The prince is a controversial figure, beloved by some and hated by others. Their presence destabilizes the already-tense court.
[Suggestions: Assassination plots uncovered, nobles allying with or against the prince, commoners rioting over their policies.]
10% – This particular Fiefdom is embroiled with an adjacent fiefdom in rivalry, competition, or cultural resentment.
The rivalry manifests in constant skirmishes, trade blockades, and public insults during festivals. Tensions run high, and even the smallest slight can escalate into violence.
[Suggestions: Spies infiltrating rival courts, merchants caught smuggling contraband, border villages switching allegiances under pressure.]
5% – This particular Fiefdom is embroiled in a simmering rival or hereditary conflict with an adjacent Fiefdom.
Generational feuds over land and lineage continue to smolder, with occasional violent outbursts. The people on both sides live in a constant state of unease.
[Suggestions: Border fortifications being built, secret plots to assassinate rival nobles, unaligned villages caught in the crossfire.]
2% – This particular Fiefdom is engaged in actual declared open war with an adjacent Kingdom; this war is UNSANCTIONED.
The Duke has taken it upon themselves to wage war without royal approval, risking severe consequences. Soldiers march, and villages burn as the conflict escalates.
[Suggestions: The King threatening to intervene, mercenaries hired to supplement the army, deserters causing chaos in the countryside.]
2% – This particular Fiefdom is engaged in actual declared open war with an adjacent Kingdom; this war is SANCTIONED.
With the King’s blessing, the Duke leads a well-organized war effort against a neighboring kingdom. The populace rallies behind the cause, but the burden of war begins to take its toll.
[Suggestions: Levies raised from local villages, knights earning glory on the battlefield, tensions rising as taxes increase.]
0.5% – This particular Fiefdom is locked in a Blood Feud to the Death with an adjacent Kingdom.
The enmity runs so deep that only total annihilation will satisfy the feuding parties. The war has consumed generations, leaving both sides scarred.
[Suggestions: Entire regions depopulated, alliances formed to tip the balance, refugees flooding into neutral territories.]
2% – The Domain has a cruel Duke.
The Duke enforces harsh taxes, carries out brutal punishments, and shows no mercy for dissenters. Villages rebel in secret, and fear festers across the land.
[Suggestions: Secret networks of rebels, neighboring lords offering shelter to refugees, increased banditry.]
2% – The Domain has an exceptionally gifted or beneficial Duke.
The Duke is wise, fair, and beloved by their people. Roads are well-maintained, markets flourish, and travelers speak highly of the domain.
[Suggestions: Foreign dignitaries seek alliances, festivals honoring the Duke, trade caravans flowing freely.]
3% – The domain is inefficiently governed because of internal strife.
Feuding nobles disrupt the chain of command, leaving the populace neglected. Rival factions vie for power, with skirmishes breaking out in the countryside.
[Suggestions: Splintered allegiances among knights, taxes going unpaid, neighboring domains exploiting the instability.]
2% – The Spouse of the Duke is scheming and plotting.
The Duke’s spouse works behind the scenes, sowing discord to advance their personal ambitions. Courtiers whisper of betrayal, and loyalties are tested.
[Suggestions: Assassination attempts, secret alliances with rival domains, hidden correspondence uncovered.]
3% – There is a power behind the Duke who pulls the strings.
A shadowy figure—perhaps an advisor, clergy member, or foreign agent—holds sway over the Duke, steering policy for their own gain.
[Suggestions: Inquisitions launched to root out spies, increased taxes funding unknown projects, mysterious disappearances of dissidents.]
2% – The Duke is absent, fighting in a distant war, leaving the Spouse in control.
The sudden shift in power has destabilized the fiefdom. The Spouse enforces policies that are either unusually strict or surprisingly lenient, creating confusion and dissent.
[Suggestions: Nobles plotting to usurp power, rumors of the Duke’s death spreading, an inexperienced heir stepping into the spotlight.]
0.4% – The Duke is rumored to be an importer, replaced by a lookalike.
The populace grows suspicious as the Duke’s behavior changes dramatically. Whispers of blackmail or dark magic swirl through the court.
[Suggestions: Loyalists investigating, neighboring lords refusing to recognize the Duke’s authority, strange decrees issued.]
10% – This particular Fiefdom is embroiled with an adjacent fiefdom in rivalry, competition, or cultural resentment.
Generations of bad blood have fostered intense competition between the two domains. Festivals and tournaments are used as opportunities to one-up each other, and insults are exchanged at every turn. Border disputes and minor skirmishes are common.
[Suggestions: Cross-border trade restrictions, rumors of sabotage, spies infiltrating the rival domain.]
5% – This particular Fiefdom is embroiled in a simmering rival or hereditary conflict with an adjacent Fiefdom.
The grudge has escalated beyond cultural clashes to near open hostility. Generations of disputes over land, marriages, and ancient wrongs fuel this ongoing conflict. While not full-blown war, raids and assassinations keep tensions high.
[Suggestions: Mercenaries hired discreetly, calls for arbitration by a neutral third party, villagers living in fear near the contested border.]
3% – There is a power behind the Duke who pulls the strings.
While the Duke may appear to rule, the true power lies with another—whether a clergy member, a council, or even a foreign noble. The policies of the fiefdom align with the interests of this unseen hand.
[Suggestions: Nobles quietly investigating the puppet master, whispers of betrayal among the Duke’s court, conflicting orders causing unrest.]
Religion and Deities; Influence of divine figures or religious practices (e.g., strong presence of a specific deity, sacred sites, or unique rituals).
3% – Major site dedicated to Daevon.
A grand temple or fortress devoted to Daevon, the God of Honor, Law, Heroism, Money, and Feudalism. Pilgrims and knights alike gather here to pay homage, and its influence extends across the fiefdom.
[Suggestions: Annual tournaments held at the site, conflicts over access to its wealth, nobles vying for the temple’s favor.]
2% – Major site dedicated to Alalvar.
A sprawling complex of temples and shrines devoted to Alalvar, the God of Patriarchy, Law, and Family. The site serves as a religious and political hub, attracting devout followers and scholars.
[Suggestions: Clashes with progressive movements, pilgrimages creating tensions with locals, priests lobbying for stricter laws.]
2% – Major site dedicated to Galton.
A serene and mystical location devoted to Galton, the warrior God of spiritual balance and defense. It is a place of meditation and training, attracting both monks and warriors.
[Suggestions: Rising tensions with expansionist factions, foreign dignitaries seeking enlightenment, rumors of ancient artifacts hidden at the site.]
5% – Minor or significant presence of Ashillas’ faith
The people hold Ashillas in high regard, especially travelers, merchants, and explorers. Shrines dot crossroads, and wayfarers light candles in gratitude for safe passage. The faith encourages curiosity and open-mindedness, fostering a culture of innovation and wanderlust.
[Suggestions: Well-maintained roads, adventurers’ guilds flourishing, festivals celebrating exploration and discovery.]
2% – Major presence, structure, or community devoted to Ashillas
A grand temple or monastery dedicated to Ashillas stands as a beacon for pilgrims and scholars alike. Priests of Ashillas are seen as arbiters of freedom and wisdom, influencing policy to favor exploration and open borders.
[Suggestions: Sanctuaries for travelers, a renowned mapmaking guild, neighboring domains sending envoys for trade agreements.]
5% – Minor or significant presence of Dulmar’s worship
Dulmar’s faith thrives among the downtrodden and rebellious. Blacksmiths forge symbols of resistance in secret, and clandestine meetings echo Dulmar’s teachings of liberation. The people value hard work and independence, often resisting oppressive rulers.
[Suggestions: Underground movements, a vibrant culture of self-reliance, covert support for neighboring rebellions.]
2% – Major presence, structure, or community devoted to Dulmar
The fiefdom houses a fortress dedicated to Dulmar’s ideals, a hub for revolutionaries and visionaries. It serves as both a spiritual center and a rallying point for those seeking freedom. The ruling class may view it with suspicion or begrudging respect.
[Suggestions: Iconic leaders emerging, secret alliances with oppressed factions, industrial innovations tied to Dulmarite principles.]
3% – Minor influence of Shinthai
Shinthai’s presence inspires a culture of celebration and sensuality. Festivals honoring fertility and beauty are common, with communities placing a high value on art and interpersonal relationships.
[Suggestions: Lavish weddings, markets brimming with vibrant crafts, rumors of a growing cult among the youth.]
1% – Major influence of Shinthai
A grand temple devoted to Shinthai dominates the cultural landscape, drawing pilgrims and artists from afar. The domain thrives as a center of beauty and passion, though it faces criticism for excesses and decadence.
[Suggestions: Nobles commissioning grand artworks, scandals involving prominent figures, neighboring domains seeking cultural inspiration.]
5% – Minor influence of Begoth
Merchants and gamblers alike invoke Begoth’s name, seeking fortune in their endeavors. The fiefdom has a thriving trade network and a playful, sarcastic culture where wit and luck are highly valued.
[Suggestions: Bustling markets, gambling houses, disputes over wealth inequality.]
2% – Major influence of Begoth
A vast marketplace stands at the heart of the fiefdom, overseen by priests of Begoth who enforce fair trade—or their version of it. The faith’s influence ensures prosperity but also fosters cutthroat competition and cunning dealings.
[Suggestions: Trade alliances with far-off regions, rivalries with less mercantile domains, periodic festivals celebrating commerce.]
1% – Minor presence of Gural’s cult
The forbidden faith operates in shadows, its adherents gathering in secret to perform rites emphasizing sacrifice and merit. They are feared but respected for their unwavering discipline and strong communal bonds.
[Suggestions: Suspicious disappearances, underground meetings, coded symbols marking hidden shrines.]
0.2% – Major stronghold of Gural’s cult
A hidden enclave dedicated to Gural serves as both a sanctuary and a fortress. The community thrives on strict hierarchies and absolute loyalty, but its secrecy fosters fear and mistrust in neighboring lands.
[Suggestions: Infiltrators spreading influence, tensions with mainstream religions, covert power struggles within the cult.]
2% – Minor presence of Heiegos’ worship (2%)
Military traditions are deeply rooted in the fiefdom, with shrines to Heiegos placed near barracks and fortresses. Soldiers pray for victory, and martial pride defines the local culture.
[Suggestions: Grand parades celebrating military prowess, rising tensions with neighboring domains, mercenary groups seeking employment.]
0.4% – Major presence of Heiegos (0.4%)
The fiefdom is a military powerhouse, with temples to Heiegos integrated into its fortifications. The faith drives expansionist policies and enforces a rigid social order, often at the cost of individual freedoms.
[Suggestions: Rivalry with peace-focused domains, large-scale military campaigns, debates over the ethics of conquest.]
0.5% – Minor presence of Almirean
The domain values discipline, grace, and strategic thinking, with Almirean’s teachings shaping its governance. Women hold prominent roles in both politics and the arts, leading to a balanced but hierarchical society.
[Suggestions: Education reforms, cultural advancements, debates over gender roles.]
0.1% – Major presence of Almirean
A matriarchal society flourishes, guided by Almirean’s priestesses who ensure order and stability. The fiefdom is known for its long-term vision and cultural refinement, though critics see it as rigid and controlling.
[Suggestions: Trade agreements spanning decades, tensions with patriarchal neighbors, a thriving artistic scene.]
0.5% – Minor presence of Cebele (0.5%)
The fiefdom’s agricultural success is attributed to Cebele’s blessings. Festivals celebrating fertility and harvests are central to community life, reinforcing traditional values and social hierarchies.
[Suggestions: Surplus leading to trade opportunities, disputes over land rights, rising conservatism.]
0.1% – Major presence of Cebele
A shrine complex dedicated to Cebele serves as the spiritual and agricultural heart of the fiefdom. Her priesthood holds significant sway, advocating for policies that prioritize stability and tradition.
[Suggestions: Farmers forming alliances, political resistance to rapid industrialization, ecological harmony but resistance to change.]
0.5% – Minor presence of Hecate
The domain is steeped in mysticism, with witches and mages drawing inspiration from Hecate’s enigmatic power. Moonlit rituals and secretive gatherings are common, creating an air of mystery and unease.
[Suggestions: Magical anomalies in forests, local legends about witches, a growing interest in alchemical research.]
0.1% – Major presence of Hecate
The fiefdom is a hub of magical innovation, with Hecate’s grand temple serving as a center of mystical learning. Her followers are both revered and feared, their spells reshaping the land in subtle but profound ways.
[Suggestions: Rivalries with conventional scholars, influx of foreign wizards seeking enlightenment, rumors of dangerous experiments.]
0.5% – Minor presence of Henil
The people value charity and compassion, inspired by Henil’s teachings. Villages maintain strong community bonds, and festivals celebrate themes of renewal and forgiveness.
[Suggestions: Refugees welcomed warmly, disputes resolved peacefully, a local hero embodying Henil’s ideals.]
0.1% – Major presence of Henil
The domain is a sanctuary for those in need, with Henil’s temple providing aid and guidance. Her influence ensures peace and prosperity, but some see the fiefdom as naïve or overly idealistic.
[Suggestions: Diplomatic overtures from struggling neighbors, conflicts with warlike domains, a surge in pilgrimage.]
2% – Minor presence of Divrith
The fiefdom is characterized by its small, insular villages where superstition runs deep. Divrith’s shrines are tucked away in remote corners, visited only by the devout. Travelers find the locals wary of outsiders.
[Suggestions: Unique folk remedies, hostility toward foreign merchants, ancient relics linked to Divrith uncovered.]
0.5% – Major presence of Divrith (
The fiefdom’s culture is defined by its isolationism and deep-seated traditions. Divrith’s temple is both a spiritual and social hub, dictating the rhythm of life for its followers.
[Suggestions: Resistance to modernization, alliances with other insular communities, tales of divine intervention in local affairs.]
1% – Major presence of Eltmann
The domain is renowned for its reverence of death and the passage of time. Cemeteries are beautifully maintained, and rituals honoring ancestors are central to daily life. Eltmann’s priests mediate disputes and serve as historians.
[Suggestions: Grand mausoleums attracting visitors, nobles commissioning genealogical studies, eerie but respected death rites.]
5% – Minor presence of Muoran
The fiefdom has a thriving culture of revelry and celebration. Inns and taverns are always lively, and festivals honoring Muoran draw crowds from neighboring regions. The people are boisterous but welcoming.
[Suggestions: Surges in trade due to festivities, rising influence of tavern keepers, occasional brawls disrupting order.]
2% – Major presence of Muoran
The fiefdom is a land of perpetual celebration, with Muoran’s grand temple hosting legendary feasts and competitions. Visitors leave with stories of indulgence and camaraderie, though some fear the excesses may lead to decline.
[Suggestions: Tensions with ascetic faiths, growing tourism industry, nobles embracing or shunning the festive atmosphere.]
1% Major presence of Slaroth
The fiefdom is wild and untamed, with tribes and nomads roaming freely under Slaroth’s stormy skies. Lightning-scarred temples serve as both places of worship and rallying points for those seeking freedom.
[Suggestions: Rebellion simmering under the surface, alliances with barbarian tribes, unpredictable weather shaping local lore.]
0.5% – Minor presence of The Goddess
Her followers practice martial discipline and self-sufficiency, with women often leading in both military and political spheres. Men are expected to support the community without traditional authority.
[Suggestions: Local women’s militias, tensions with patriarchal neighbors, influx of feminist scholars.]
6% – Major presence of The King
The fiefdom embodies absolute loyalty to the monarch, with The King’s image and decrees omnipresent. Citizens view the royal family as divine instruments, and dissent is unthinkable.
[Suggestions: Extravagant tributes sent to the capital, rivalries with less loyal fiefdoms, zealous suppression of rebellion.]
10% – Strong Alalvarite Presence. Alalvar is the God of Patriarchy, Law, The Family. Alalvar is making trouble in the Kingdom.
The faith dominates local politics, enforcing strict moral codes and punishing dissenters. Women’s roles are heavily restricted, and priests wield immense power.
[Suggestions: Tensions with progressive domains, underground movements for reform, heightened military presence to enforce laws.]
2% – Very strong Alalvarite Presence.
The fiefdom is a bastion of Alalvar’s faith, with massive temples and pilgrimages drawing believers. Neighboring lords grow wary of this growing influence.
[Suggestions: Clashes with secular or rival religious factions, excommunication threats, vast wealth accumulating in temples.]
12% – Strong Daevonian Presence. Daevon is the God of Honor, Law, Heroism, Money and Feudalism.
Chivalry thrives, with knights upholding Daevon’s virtues. Duels of honor are common, and the populace respects the rigid structure of feudal society.
[Suggestions: Knightly tournaments attracting visitors, heavy investment in armor and weaponry, tensions with egalitarian movements.]
8% – Strong Galtonian Presence. Galton is a spiritually and more mystically inclined warrior God. They are more passive and defensive.
Devotees of Galton emphasize meditation, spiritual resilience, and inner strength. This influence has made the fiefdom a tranquil haven, often turning away from conflict unless absolutely necessary. Warrior-monks and mystic knights are revered figures here.
[Suggestions: Peaceful negotiations replacing battles, a monastery that attracts pilgrims, disdain from more aggressive neighboring factions.]
2% – There is a sacred site dedicated to a unique religion only found in this Fiefdom.
An ancient and mysterious place of worship, tied to a belief system practiced nowhere else. Pilgrims journey from far and wide to see the site, but the locals guard its secrets jealously. The faith may involve arcane rites or strange gods.
[Suggestions: Increased tourism causing tension with locals, foreign scholars seeking access to sacred texts, disputes over ownership of relics.]
Cultural Distinctiveness; Customs, traditions, or quirks shaping the fiefdom’s identity (e.g., regulated insults, unique art forms, or peculiar hierarchies).
5% – A regional dialect or language is causing political or cultural friction.
A portion of the populace speaks a language considered inferior or barbaric by the ruling class, leading to tensions in governance and representation.
[Suggestions: Calls for language bans, rebellion among linguistically isolated villages, bards using the language to rally dissent.]
6% – The Fiefdom is historically culturally retarded, backward, insular.
The domain is isolated and shunned by its neighbors due to its staunch resistance to outside influence. Superstition governs much of daily life, and innovations are met with hostility. Stories of strange rituals and odd traditions abound, perpetuated by the isolation of the people.
[Suggestions: A ban on foreign merchants, friction with progressive neighboring fiefdoms, rumors of witchcraft or pagan practices spreading fear.]
6% – The Fiefdom is historically enlightened and sophisticated.
A center of learning and culture, the domain is home to renowned universities, libraries, and artists. Visitors flock to witness the latest innovations and enjoy the refined atmosphere. The populace prides itself on its open-mindedness and intellectual pursuits.
[Suggestions: Rivalry with less cultured neighbors, influx of scholars and artists, political ambitions backed by intellectual might.]
Commerce and Trade: The role of trade, guilds, or marketplaces (e.g., dominant trade goods, merchant influence, or thriving markets).
3% – An annual festival in the fiefdom attracts travelers from far and wide.
While the event boosts the economy, it also strains resources and introduces potential threats, from pickpockets to foreign spies.
[Suggestions: Disputes over festival profits, cults using the festival for recruitment, a major crime occurring during the festivities.]
3% – A celebrated playwright stages provocative performances.
The plays critique the ruling class, earning the adoration of the common folk but the ire of nobles.
[Suggestions: Nobles banning performances, underground theaters flourishing, the playwright seeking protection.]
2% – A new musical tradition sweeps through the fiefdom.
This distinctive style, whether joyful or melancholic, becomes a defining feature of the domain’s identity, attracting visitors and controversy.
[Suggestions: Rival bards clashing over ownership of the style, nobles adopting it for courtly entertainment, purists decrying it as vulgar.]
0.5% – An eccentric noble has been funfing a grand architectural project.
The project is so ambitious it drains resources and causes widespread disruption, but its completion would bring glory to the fiefdom.
[Suggestions: Labor strikes delaying progress, debates over its purpose, rival nobles sabotaging the effort.]
Folklore and Mythology; Superstitions, legends, or traditional narratives (e.g., haunted sites, local heroes, or eccentric festivals).
5% – There is a unique native Dreamlands ethnicity present; this may affect adjacent fiefdoms.
A strange and otherworldly group of people call this fiefdom home, their customs and traditions defying human understanding. Their presence influences art, trade, and diplomacy in both positive and disruptive ways.
[Suggestions: Exotic goods flooding markets, disputes over their autonomy, tensions with traditionalist factions.]
3% – Wandering Vagabonds, Gypsies, Nomads, Barbarians, or Outcasts are causing trouble.
A transient population moves through the fiefdom, often blamed for thefts, violence, or disruption of trade routes. While some see them as a nuisance, others view them as an opportunity for trade or recruitment.
[Suggestions: Local nobles enforcing strict laws, bands of vagabonds forming alliances with outlaws, festivals disrupted by roaming bands.]
6% – There is a folk hero of great renown.
A charismatic figure inspires the people, standing as a symbol of hope and resistance. Their deeds, real or exaggerated, are celebrated in songs and tales.
[Suggestions: The hero clashing with local authorities, their influence spreading beyond the fiefdom, rival factions trying to recruit or undermine them.]
5% – In the Fiefdom, the prevailing healers are alchemists, doctors, and such, but they are edging toward the Necromantic arts.
While not outright evil, these healers use unconventional methods that blur ethical boundaries. Their experiments are controversial but undeniably effective.
[Suggestions: Debates among scholars about their practices, secret attempts to harness necromantic power, villagers caught in the crossfire of moral disputes.]
Population and Social Structure; Demographics and societal dynamics (e.g., gnomish minority, humanoid reservations, or refugee integration).
3% – The Domain has a sinister humanoid reservation.
A dark, foreboding area of the domain where humanoid creatures such as orcs, goblins, or others reside under strict supervision. Fear and tension between the local humans and these creatures are palpable, and the reservation is a source of constant unease.
[Suggestions: Creatures plotting rebellion, guards abusing their authority, rumors of dark magic emanating from the reservation.]
5% – The Domain has a fairly mundane humanoid reservation.
Humanoid creatures live peacefully under watchful eyes. Trade and coexistence occur, albeit with some mistrust from the human populace. The reservation is functional but remains a point of cultural tension.
[Suggestions: Debate over granting citizenship to humanoids, growing intermarriages causing controversy, opportunistic merchants exploiting the reservation for trade.]
3% – There are Aureannu or Sun Elves living in the Fiefdom.
These martial, traditionalist elves command both admiration and fear. Their elegant architecture and disciplined ways influence local culture. However, their superiority complex often causes friction with humans.
[Suggestions: Elven enclaves demanding more autonomy, disputes over shared resources, interspecies marriage causing political drama.]
1% – There are Lastrauri Elves living in the Kingdom.
Dreamlike and euphoric, these elves live in constant merriment, thriving in arts and magic. Their wealth and decadence make them alluring but also foster resentment.
[Suggestions: Lavish parties drawing human nobles, envy over their wealth, accusations of bewitching locals.]
2% – There are Fae Nelra or Wood Elves living in the Fiefdom.
Guardians of the forest, these elves live in harmony with nature but view human expansion with suspicion. Their influence ensures strict environmental laws, much to the chagrin of local lords.
[Suggestions: Trade routes disrupted by elf protests, humans caught trespassing executed as poachers, alliances with druids.]
0.2% – There are Fae Nilri Elves living in the Fiefdom.
Fierce and dangerous, these wild elves are rarely seen and even less trusted. Known for their resistance to oppression, they strike fear into the hearts of invaders and settlers alike.
[Suggestions: Ambushes against logging parties, secret pacts with outlaws, weapons of unknown craftsmanship turning up in human hands.]
0.2% – There are Haehanil Elves living in the Fiefdom.
Immortal and otherworldly, the Haehanil originate from distant lands shrouded in mystery. Their presence brings a sense of awe and unease. Those who visit their domains often never return, rumored to become Haehanil themselves. Their hedonistic and detached ways leave them aloof from mortal concerns.
[Suggestions: Trade agreements with otherworldly artifacts, rumors of hidden gateways to their homeland, nobles attempting to gain favor with these enigmatic beings.]
0.1% – There are legal refugee Drow living in the Fiefdom, tolerated resentfully.
These exiles from the underlands struggle to adapt to surface society. While some attempt to integrate, many find themselves ostracized and forced into poverty. The locals’ deep-seated mistrust of Drow culture leads to frequent clashes.
[Suggestions: Underground black markets run by Drow, riots breaking out due to cultural misunderstandings, a Drow leader seeking to unite their community.]
0.5% – There are borderline illegal Drow refugees living in the Fiefdom in a state of squalor.
These Drow live in hiding, eking out an existence in abandoned ruins or deep forests. Their presence is a source of controversy, as their criminal activities to survive spark fear among the locals.
[Suggestions: Secret tunnels discovered, clashes with town guards, sympathetic nobles quietly providing aid.]
Magic and Mysticism; Presence of magical phenomena, artifacts, or practitioners (e.g., benign anomalies, wandering wizards, or minor curses).
0.5% – There is an acknowledged Unaligned Magisterium in the Fiefdom.
This Magisterium resists alignment with the major factions, focusing on maintaining balance and independence. They are both respected and mistrusted for their neutrality.
[Suggestions: Conflicts with expansionist neighbors, alliances with outcasts and rogues, subtle manipulation of local politics.]
3% – Unclaimed or Unclaimable Nondenominational Caern.
This magical site hums with raw energy, unaligned to any deity or power. It is said to amplify spells and strengthen magical abilities for those who visit. The lack of ownership creates a hotbed of disputes.
[Suggestions: Rival factions fighting for control, rogue mages tapping into its power, supernatural phenomena spreading outward.]
6% – There is a minor but acknowledged Golden Magisterium in the Fiefdom.
The Golden Magisterium focuses on wealth, law, and the consolidation of power within the upper classes. Merchants, nobles, and guild leaders thrive under its influence, often at the expense of commoners.
[Suggestions: Heavy taxation of peasants, lavish trade fairs funded by the Magisterium, rising resentment among lower classes.]
1% – There is a major acknowledged Golden Magisterium in the Fiefdom.
The Golden Magisterium dominates the region, steering its politics and economy. Massive projects, such as bridges and marketplaces, are undertaken, though the disparity between rich and poor grows stark.
[Suggestions: Major cities prospering while rural areas struggle, rival Magisteria scheming to curb its influence, foreign merchants seeking access to its wealth.]
5% – There is a minor but acknowledged White Magisterium in the Fiefdom.
The White Magisterium values subtlety, diplomacy, and fostering friendships. It operates behind the scenes, promoting peace and cooperation but often accused of manipulation.
[Suggestions: Successful peace talks between rival factions, rumors of spies embedded within the court, secretive meetings with neighboring fiefdoms.]
1% – There is a major acknowledged White Magisterium in the Fiefdom.
A dominant force, the White Magisterium ensures peace through subtle but firm control. Espionage, alliances, and goodwill are their tools, though critics call them meddlers.
[Suggestions: Noble families forced into arranged alliances, dissenting voices silenced through persuasion, neighboring regions adopting its methods.]
4% – There is a minor, acknowledged Green Magisterium in the Fiefdom.
The Green Magisterium advocates sustainable living and harmony with nature. It opposes expansionist politics and promotes agricultural reforms that clash with feudal traditions.
[Suggestions: Friction with landowners over conservation efforts, alliances with druids or elves, experimental farming techniques introduced.]
1% – There is a major acknowledged Green Magisterium in the Fiefdom.
The Green Magisterium wields significant influence, reshaping the fiefdom to align with its environmentalist ideals. Traditionalists view them as radicals, while peasants often support their reforms.
[Suggestions: Old farmlands abandoned for rewilding, disputes over water rights, tensions with feudal lords.]
5% – There is a minor but acknowledged Omber Magisterium in the Fiefdom.
The Omber Magisterium emphasizes discipline, intellectual rigor, and a strict interpretation of the law. Their rule is stern but generally respected for its consistency.
[Suggestions: Crackdowns on corruption, public trials showcasing their ideals, clashes with more lenient factions.]
1% – There is a major, acknowledged Omber Magisterium in the Fiefdom.
The Omber Magisterium enforces an iron grip on the fiefdom, rooting out dissent and ensuring loyalty. Critics call them oppressive, but their effectiveness is undeniable.
[Suggestions: Mass arrests of perceived dissidents, inquisitions to enforce doctrine, neighboring fiefdoms fearing their expansion.]
2% – There is a minor but acknowledged Grey Magisterium in the Fiefdom.
The Grey Magisterium takes a long-term view of politics, often manipulating events to prevent greater disasters. Their methods are pragmatic but widely disliked for their secrecy.
[Suggestions: Assassinations of key figures to maintain balance, secret alliances uncovered, philosophical debates over their ethics.]
4% – There is a minor, acknowledged Blue Magisterium in the Fiefdom.
The Blue Magisterium represents the wealthy and indulgent elite who pursue power and influence for personal gain. They cultivate an air of sophistication while engaging in ruthless politics.
[Suggestions: Lavish balls and feasts hiding covert deals, scandals involving prominent members, alliances with mercenary groups.]
1% – There is a major acknowledged Blue Magisterium in the Fiefdom.
This Magisterium dominates the upper class, weaving wealth and decadence into every facet of life. Its members control trade, politics, and art, turning the fiefdom into a playground for the elite.
[Suggestions: Peasant revolts over exploitation, rival Magisteria forming coalitions to counteract their influence, cultural innovations emerging from their patronage.]
1% – There is a minor Black Magisterium in the Fiefdom.
The Black Magisterium thrives on cynicism and practicality, loathing organized religion and placing survival above morality. Its members are often involved in criminal activities or controversial dealings.
[Suggestions: Illegal trade networks uncovered, secretive dealings with warlocks, a scandal involving the Duke’s ties to the Magisterium.]
0.5% – There is a major Black Magisterium in the Fiefdom.
A formidable force, the Black Magisterium enforces its will with ruthless efficiency. Critics call them immoral, but their pragmatism ensures the fiefdom’s survival in the harshest circumstances.
[Suggestions: Suppression of religious institutions, alliances with shadowy powers, widespread fear among the populace.]
2% – There is a minor Purple Magisterium in the Fiefdom.
The Purple Magisterium thrives on ceremony, tradition, and the consolidation of power within the monarchy. They are staunch defenders of the King’s authority but are often linked to secret police and underhanded tactics.
[Suggestions: Public ceremonies promoting loyalty, secret arrests of dissenters, rival factions accusing them of tyranny.]
0.5% – There is a major Purple Magisterium in the Fiefdom.
The Purple Magisterium enforces absolute loyalty to the King, operating with an iron fist. Their presence looms over every aspect of life, ensuring order at all costs.
[Suggestions: Widespread surveillance, propaganda campaigns, rebellions crushed swiftly and brutally.]
1% – There is a minor Pink Magisterium in the Fiefdom.
Initially a joke among nobles, the Pink Magisterium represents the indulgent upper class who seek power for fun and luxury. They disdain the countryside and focus on urban prosperity.
[Suggestions: Lavish parties influencing politics, tensions with rural lords, alliances with other elite factions.]
0.1% – There is a major Pink Magisterium in the Fiefdom.
The Pink Magisterium dominates the fiefdom’s aristocracy, making opulence and decadence the cornerstones of governance. Their focus on luxury creates stark divides between rich and poor.
[Suggestions: Extravagant taxes funding palaces, the rise of discontented peasant movements, foreign nobles drawn to the fiefdom’s splendor.]
3% – Strange lights in the sky are seen nightly, causing panic and curiosity.
The phenomenon defies explanation, with scholars proposing theories ranging from magical portals to celestial omens.
[Suggestions: Adventurers trying to find the source, religious leaders interpreting it as a sign, animals behaving erratically.]
1% – There is a subtle and highly secretive subculture of necromancers.
These practitioners of the dark arts live in the shadows, studying forbidden knowledge. While not inherently evil, their work stirs fear and suspicion among the populace.
[Suggestions: Hidden libraries of forbidden tomes, rivalries with religious authorities, a necromancer stepping forward to aid in crises—at a cost.]
2% – There are Wizards active not aligned to the Magisteriae.
These rogue wizards pursue their own agendas, whether arcane experiments, personal power, or aiding the common folk. Their independence makes them unpredictable and sometimes dangerous.
[Suggestions: Magical duels disrupting villages, wizards forming secret alliances, authorities cracking down on unsanctioned magic use.]
2% – There are Sorcerers active in the area.
Unlike wizards who train rigorously, sorcerers are born with raw, innate magical talent. Their presence in the domain is both awe-inspiring and unnerving, as their unpredictable nature often leads to unintended consequences.
[Suggestions: Sorcerers forming bloodline-based guilds, disputes with traditional magicians, mysterious magical phenomena tied to their powers.]
3% – There is a prominent Magician in the Fiefdom.
This eccentric figure is deeply involved in local politics and everyday life. They provide magical services to both nobles and peasants, acting as a mediator, advisor, or problem-solver.
[Suggestions: Requests for magical arbitration in disputes, fears of the magician’s influence over the Duke, rival magicians challenging their dominance.]
1% – There are Mystics active in the area.
These psionic individuals wield mental powers, often aligning themselves with higher causes. Their presence brings a sense of mystery, as they are known for their cryptic warnings and deep insights.
[Suggestions: Mystics uncovering hidden threats, villagers misunderstanding their abilities as witchcraft, mystics forming small, devout followings.]
0.5% – There is a powerful Houri in the area.
This enchantress uses mind control and seduction to achieve her aims, weaving a web of influence across the fiefdom. Her presence is a closely guarded secret, as even the most cautious nobles risk falling under her spell.
[Suggestions: Nobles turning against each other under her influence, mysterious disappearances linked to her lair, an apprentice seeking to overthrow her.]
4% – There are Witches in the area.
These practitioners of hedge magic live on the outskirts of society, feared yet sought after for their potions, charms, and cures. They are both a blessing and a curse to the fiefdom.
[Suggestions: Villagers consulting witches for forbidden remedies, witch hunts led by zealous priests, rival witches engaging in petty conflicts.]
0.1% – Blackguard presence.
A Blackguard, once a paladin fallen from grace, has taken residence in the fiefdom. Their aura of menace and skill in combat attracts followers, but their intentions are unclear.
[Suggestions: Villagers flocking to the Blackguard’s cause, feuds with local knights, a hidden agenda to overthrow the Duke.]
0.2% – Dark Templar presence.
A Dark Templar, wielding both martial prowess and forbidden magics, operates covertly in the fiefdom. Their actions may serve a larger, sinister cause.
[Suggestions: Secretive orders forming alliances, peasants reporting strange rituals, tensions with clerical authorities.]
0.1% – Thaumaturgist presence.
A Thaumaturgist, specializing in reality-bending magic, has drawn the attention of scholars and adventurers alike. Their experiments create both wonder and chaos.
[Suggestions: Villages reporting strange phenomena, nobles hiring the Thaumaturgist for dangerous tasks, magical creatures appearing unexpectedly.]
0.1% – Theurge presence.
A Theurge, a divine magic user who blends the spiritual and arcane, holds sway in the fiefdom. They are revered by some and feared by others for their enigmatic power.
[Suggestions: Religious orders seeking their aid, villagers petitioning for miracles, political tensions over their influence.]
3% – There are Druids in the area.
Guardians of the wild, druids ensure that nature remains balanced. They are respected, though their strict environmentalism often clashes with human expansion.
[Suggestions: Villages fined for over-hunting, druids summoning natural disasters to halt deforestation, alliances with local elves.]
4% – In this fiefdom resides a single powerful or minor school of Alchemists.
The fiefdom boasts a thriving alchemical community, where potions and elixirs fuel trade and intrigue. However, their experiments occasionally go awry.
[Suggestions: Alchemists attracting international attention, rivalries with wizards and sorcerers, accidental magical disasters.]
3% – There are Shamen in the area.
Shamen serve as spiritual guides and mediators between the physical and spirit worlds. Their rituals are key to maintaining harmony but often misunderstood by outsiders.
[Suggestions: Shamen intervening in supernatural occurrences, nobles seeking their wisdom, accusations of collusion with dark forces.]
2% – There are Psions in the area.
Psions wield mental energy with precision, often operating in secret to avoid suspicion. Their abilities make them invaluable for espionage and intelligence.
[Suggestions: Psions discovering hidden conspiracies, nobles hiring them for subtle manipulation, fear of their mind-reading capabilities spreading.]
2% – There are Warlocks in the area.
These dark magic users have made pacts with otherworldly entities, often trading their humanity for power. Their presence brings an aura of danger and mystery to the fiefdom.
[Suggestions: Local priests denouncing their influence, warlocks manipulating noble families, rumors of impending catastrophes linked to their masters.]
0.5% – There is an Elementalist in the area.
An expert in harnessing the raw forces of nature, this individual is both revered and feared. Their control over fire, water, earth, and air makes them a force to be reckoned with.
[Suggestions: Elementalist preventing natural disasters, locals seeking to learn their secrets, rival powers plotting their downfall.]
Monstrous and Supernatural Presences; Influence of creatures or entities on the fiefdom (e.g., undead hauntings, faerie glades, or lurking elemental dragons).
0.2% – There is a festering presence of Deep Ones.
In coastal areas, shadowy figures infiltrate fishing villages, spreading their influence. These amphibious beings operate through fear and bribery, corrupting the social fabric of their hosts.
[Suggestions: Missing fishermen, secret cults forming in seaside towns, naval skirmishes with foreign powers suspected of harboring Deep Ones.]
2% – There is a festering presence of Shub-Niggurath warrens, grottos, cults, or hives in the Fiefdom.
Deep in the wilderness, strange groves and caves teem with unnatural growths, and whispers of dark rituals reach nearby villages. The followers of Shub-Niggurath, the Black Goat, gather here, summoning horrors to serve their twisted aims.
[Suggestions: Increasing attacks on settlements, corrupted lands spreading outward, neighboring fiefdoms sending knights to investigate.]
0.3% – There is a festering presence of Tsathoggua warrens, grottos, cults, or hives in the Fiefdom.
Hidden underground, cultists of Tsathoggua perform vile rituals, awakening ancient, slumbering entities. Their influence is subtle but insidious, with strange creatures emerging from the depths.
[Suggestions: Disappearances near mining towns, ominous dreams haunting villagers, explorers finding strange artifacts.]
0.1% – There is a festering presence of Nyarlathotep warrens, grottos, cults, or hives in the Fiefdom.
An enigmatic and malevolent influence spreads through the land, driven by cultists of Nyarlathotep. Their schemes are complex and their methods subtle, often involving madness and manipulation.
[Suggestions: Nobles behaving erratically, mysterious symbols appearing in cities, whispers of forbidden knowledge spreading among scholars.]
0.2% – If there are mountains and it’s away from the coast, there is a presence of Yog-Sothoth warrens, grottos, cults, or hives in the Fiefdom – However if its along the coast it’s Cthulhu.
The vast and unknowable power of Yog-Sothoth lingers in hidden mountain caves. Strange lights and sounds emanate from these locations, driving nearby villagers to madness. If along the coast, Deep Ones infiltrate communities, their influence hidden yet pervasive.
[Suggestions: Coastal towns reporting missing fishermen, inland villages struck by unexplainable earthquakes, adventurers returning insane from the mountains.]
4% – A tribe of centaurs has settled on the fiefdom’s outskirts.
The centaurs claim ancestral rights to the land and refuse to be displaced, leading to rising tensions with human settlers.
[Suggestions: Skirmishes between villagers and centaurs, druids mediating between groups, centaur raids on livestock.]
0.2% – A Leviathan is spotted off the coast, disrupting trade routes.
The massive sea creature is a source of both awe and terror. Sailors refuse to travel, and villages along the coast prepare for the worst.
[Suggestions: Bounty posted for adventurers, cults forming around the Leviathan, the creature destroying ships near the harbor.]
0.5% – A sentient magical artifact is uncovered in a ruin.
The artifact speaks to those who wield it, influencing their decisions and spreading its agenda. Its true purpose is unknown.
[Suggestions: Nobles vying for possession, adventurers attempting to destroy it, a curse affecting those who touch it.]
Architecture and Infrastructure; Unique or defining structures shaping the fiefdom (e.g., defensible fortresses, ancient aqueducts, or research facilities).
Political and Ideological Dynamics; Interactions with neighbors, internal factions, or ideological movements (e.g., rivalries, blood feuds, or reformist agitation).
0.1% – There are legal refugee Drow living in the fiefdom, tolerated resentfully.
Covered earlier. Expanded with interactions and community issues.
Environmental and Geographic Features; Distinctive natural landmarks or ecosystems (e.g., fog-covered valleys, volcanic activity, or lush jungles).
0.5% – A meteor recently crashed in the fiefdom, creating a massive crater.
The event has drawn scholars, adventurers, and opportunists seeking riches or knowledge. The impact site radiates strange energies, affecting nearby fauna and flora.
[Suggestions: Discovery of alien artifacts, crops mutating near the crater, religious leaders declaring it a sign from the heavens.]
2% – A massive sinkhole has swallowed part of a major road.
Trade grinds to a halt as the sinkhole grows, threatening nearby settlements. Strange artifacts are found at its bottom.
[Suggestions: Miners hired to explore the sinkhole, rumors of buried treasure, supernatural causes investigated.]
1% – A volcanic vent has opened, releasing noxious fumes into the air.
The fumes choke crops and livestock, and villagers begin to flee. Strange creatures seem drawn to the vent, complicating efforts to seal it.
[Suggestions: Mages trying to close the vent, creatures spreading disease, nobles debating whether to abandon the area.]
Specialized Skills or Industries; Areas of expertise or craftsmanship that define the fiefdom (e.g., glassblowing, advanced metallurgy, or rare textiles)
Criminal and Underworld Activity; Influence of illegal or subversive elements (e.g., smuggling rings, secretive assassins, or gambling dens).
3% – Significant presence of rogues, resulting in mischief and/or crime.
Thieves, cutpurses, and smugglers thrive in this fiefdom, often outpacing the efforts of the guards. The black market is robust, and crime syndicates operate openly in some areas.
[Suggestions: Nobles secretly funding rogue factions, peasants taking the law into their own hands, underground networks expanding into nearby domains.]
5% – A key hub for a very specific criminal activity of some sort
Gamblers, human traffickers, smugglers, a negotiations place between competing organizations, a black market.
0.5% – There are borderline illegal Drow refugees living in the Fiefdom in a state of squalor.
Covered earlier. Expanded with potential underground networks or black markets.
6% – A smuggling ring has taken control of key trade routes.
Illegal goods flow through the fiefdom, enriching the underworld while undermining legitimate trade. Officials are either complicit or overwhelmed.
[Suggestions: Nobles hiring mercenaries to crack down, smugglers bribing guards, peasants benefiting from cheaper contraband.]
2% – A prominent crime lord operates openly in the fiefdom.
The crime lord controls key urban areas, running protection rackets and manipulating politics. Their power rivals that of the Duke.
[Suggestions: Secret deals between nobles and the crime lord, peasants organizing resistance, the Duke hiring assassins to eliminate them.]
1% – An underground gambling den is draining wealth from the fiefdom.
The den attracts wealthy merchants and nobles, creating financial instability as fortunes are lost overnight.
[Suggestions: Nobles growing resentful of their losses, criminal syndicates increasing influence, rumors of magical manipulation in the games.]
Epidemics and Public Health; Long-term health trends or challenges (e.g., livestock diseases, miraculous healers, or magical plagues).
Cultural and Artistic Movements; Social trends or creative expressions (e.g., new musical traditions, eccentric playwrights, or philosophical schools).
5% – A bard of renown is up and about in the Fiefdom.
A celebrated bard entertains nobles and peasants alike, their tales and songs lifting spirits and spreading news. However, their influence can also sow discord or inspire rebellion.
[Suggestions: Nobles competing for the bard’s favor, songs exposing political secrets, villages rallying around inspiring ballads.]
Martial Orders and Training; Role of military or combat institutions (e.g., knightly orders, duelist academies, or gladiatorial schools).
7% – A major Knight’s order with a Charter has a distinctive presence. These tend to have a very narrow cause or ideology in keeping with the Law, local nobilities, the King, The Military and uhm often “property rights”.
0.5% – a Hidden Dark Knights order, Fallen Knights, Criminal Knights or secretive Knights order. They work in secrecy, sometimes with political extremists, dubious religions, sinister causes, conspiracies or revolutionary sentiments.
3% – There is a Duelist training academy in the area.
A prestigious institution trains expert duelists who are renowned for their skill in one-on-one combat. Its graduates often become bodyguards, champions, or hired blades.
[Suggestions: Nobles sponsoring students, rival academies competing for recognition, duels escalating into larger feuds.]
6% – In this Domain is a religious order that trains martial-inclined priests or “clerics” of a specific religion.
The clerics of this order are devout warriors who serve both faith and fiefdom. Their presence ensures the spiritual and physical defense of the land, though their fervor can lead to tensions with secular authorities.
[Suggestions: Clerics purging heretics, disputes with non-martial priesthoods, neighboring fiefdoms seeking alliances.]
5% – In this Domain is a religious order that trains Priests, who tend to be anything but martial inclined.
These priests focus on healing, education, and spiritual guidance. They wield significant influence among the populace and often serve as advisors to local lords.
[Suggestions: Priests mediating disputes, building schools and hospitals, conflicts with more militant factions.]
6% – In one capacity or another, in this Fiefdom there is a presence of Rangers.
Rangers patrol the wilderness, serving as protectors of the land and hunters of threats. Their knowledge of the terrain and survival skills make them invaluable.
[Suggestions: Rangers combating bandits or invading forces, alliances with druids and elves, disputes with expansionist nobles.]
10% – In this Fiefdom is a veteran fighter who is reputable and influential and has gathered around a school of like-minded fighters.
This renowned warrior has trained an elite group of fighters who serve as both defenders and enforcers of their ideals. Their influence extends beyond the battlefield.
[Suggestions: Their fighters enforcing local law, rival factions seeking their aid, younger fighters aspiring to join the school.]
5% – In this Fiefdom is a veteran warrior who is reputable and influential and has gathered around a school of like-minded warriors.
Unlike disciplined fighters, these warriors rely on agility, unpredictability, and raw strength. They embody the martial traditions of their ethnic or cultural background.
[Suggestions: Warrior traditions clashing with local customs, recruitment drives in nearby fiefdoms, political tension with more refined nobles.]
2% – In this Fiefdom is a Gladiatorial school.
Gladiators are trained to entertain and fight in brutal combat. While popular among the masses, the school faces criticism for its barbaric practices.
[Suggestions: Gladiators becoming folk heroes, riots breaking out after a controversial match, noble patrons demanding private performances.]
0.5% – In this Fiefdom is secretly an Assassin or Assassins’ clique.
Operating in the shadows, these deadly individuals serve as tools for the powerful. Their services come at a high price, and their presence is both a threat and a resource.
[Suggestions: Nobles hiring assassins to eliminate rivals, a botched assassination leading to scandal, hunters seeking to expose them.]
Mystical Sites and Anomalies; Unique magical or spiritual landmarks (e.g., nondenominational caerns, planar portals, or cursed forests).
2% – There is a curse that affects all of the Domain.
The air carries a sense of dread, and misfortune haunts the fiefdom’s every corner. Crops wilt, livestock perish mysteriously, and the people are plagued by nightmares. Whispered tales suggest a powerful entity exacting vengeance.
[Suggestions: A sorcerer offering to lift the curse—for a price, hidden relics uncovered tied to the curse, religious leaders demanding purges to appease the gods.]
3% – There is a blessing that affects all of the Domain.
The land exudes a radiant energy, with crops flourishing, people living longer lives, and animals healthier than ever. The blessing is a source of pride and attracts visitors from all over.
[Suggestions: Neighboring fiefdoms demanding the secret to this prosperity, increased taxes to exploit the abundance, cults forming around the perceived divine favor.]
2% – There is a strange magical effect present in the Domain which is neither curse nor blessing.
Odd phenomena occur sporadically: the moon glows brighter, whispers fill the forests, or objects levitate momentarily. These occurrences are unsettling, neither harmful nor helpful, but they draw the attention of mages and adventurers.
[Suggestions: Scholars arriving to study the phenomena, fear of unintended consequences, rival factions seeking to claim the source.]
2% – An Elemental Dragon is Sleeping.
Deep beneath the land, an ancient elemental dragon lies in slumber. Its presence imbues the domain with subtle magical energies, but its awakening would spell disaster. Locals tread carefully around its resting place, worshiping it as a deity or guarding it as a secret.
[Suggestions: Earthquakes or eruptions signaling its stirring, treasure seekers disturbing the site, prophecies warning of its wrath.]
0.5% – An Elemental Dragon is active and is causing suffering and mischief.
The dragon roams the skies, its elemental powers devastating the land. Crops are burned, rivers diverted, and villages abandoned as the beast wreaks havoc. Attempts to appease or slay it have so far failed.
[Suggestions: Bounty hunters arriving in search of glory, peasants offering sacrifices, rival fiefdoms demanding intervention.]
1% – A Minor Demon is haunting a spot in the Domain.
A corrupted glade or ruined tower houses a minor demon, its influence spreading dread and fear in nearby villages. Travelers avoid the area, and the demon’s whispers tempt the weak-willed into unspeakable acts.
[Suggestions: Clerics organizing an exorcism, adventurers seeking to banish it, villagers forming cults in service to the demon.]
2% – There is a faerie presence.
The fae wander freely in the forests and glades, playing their mischief on unsuspecting mortals. While some offer blessings in exchange for gifts, others delight in luring travelers into their whimsical but dangerous realm.
[Suggestions: Mysterious disappearances in the woods, bargains struck with dire consequences, enchanted artifacts left behind by the fae.]
3% – Undead are haunting the Fiefdom.
Graveyards stir at night, and shadowy figures roam the countryside. The undead plague villages, driving the population to desperation. Some claim the dead seek revenge for a terrible crime.
[Suggestions: Fortifications built around graveyards, necromancers suspected of foul play, holy orders called in to cleanse the land.]
5% – Ghoul warrens in the Fiefdom.
Deep beneath the surface, ghoul colonies thrive, emerging at night to scavenge. Their presence is an ever-looming threat, with occasional raids leaving villages in terror.
[Suggestions: Local lords dispatching hunting parties, ghouls forming alliances with dark powers, rumors of ghoul infestations spreading fear.]
Natural Resources and Exploitation; Long-term use and availability of natural assets (e.g., sustainable forests, depleted mines, or rare minerals).
5% – A new aqueduct has revolutionized agriculture and urban life.
The introduction of a massive aqueduct allows water to flow into previously dry regions, boosting productivity and quality of life but drawing envy from neighboring domains.
[Suggestions: Merchants demanding higher taxes, rival fiefdoms sabotaging the aqueduct, debates over water rights.]
5% – A rare and valuable resource is discovered in the domain.
The newfound resource attracts miners, merchants, and thieves. Its extraction threatens the environment and draws political intrigue.
[Suggestions: Disputes over mining rights, druids opposing exploitation, foreign powers offering alliances or threats.]
2% – The fiefdom’s forests are being depleted at an unsustainable rate.
Logging to fuel construction and trade threatens long-term ecological stability. Tensions rise as locals and environmentalists demand action.
[Suggestions: Wood elves intervening, merchants lobbying for unrestricted logging, villages suffering from floods due to deforestation.]
1% – A previously fertile river has dried up, sparking crisis.
The sudden disappearance of a key water source creates chaos. Farmers abandon their fields, and tensions rise as the fiefdom struggles to adapt.
[Suggestions: Investigations into magical causes, rival fiefdoms exploiting the crisis, attempts to divert water from neighboring domains.]
Unusual Social Systems and Quirks; Unique societal norms or metrics defining social rank and behavior (e.g., status by travel distance, debt economy).
4% – A populist movement gains traction among the peasants.
The movement calls for reforms, including fairer taxes and greater representation. Nobles view it as a threat to their power.
[Suggestions: Riots breaking out in major towns, nobles conspiring to crush the movement, the Duke forced into uneasy compromises.]
2% – A secret cabal of nobles plots to overthrow the Duke.
Discontented lords work in the shadows, building alliances and planning a coup. Their influence spreads subtly through the court.
[Suggestions: Assassins targeting loyalists, evidence of treason uncovered, the Duke making pre-emptive arrests.]
0.5% – An egalitarian philosopher gains a following among the educated elite.
The philosopher’s radical ideas challenge the status quo, inspiring both admiration and fear among the populace.
[Suggestions: Nobles debating whether to exile or assassinate the philosopher, students forming secret societies, a neighboring domain adopting their ideas.]
5% – Abundance of Common Ore (Iron, Copper, Tin)
The fiefdom possesses vast and easily accessible deposits of common ores. The economy thrives on a strong metalworking industry, and its tools and weapons are known across the region for their reliability and affordability.
[Suggestions: Well-fortified villages, surplus trade with neighboring domains, blacksmith guilds wielding significant influence.]
1% – Excessive Mineral Wealth (Gold, Silver, Precious Stones)
The land is dotted with deposits of valuable minerals, making the fiefdom immensely wealthy but politically precarious. The nobles are opulent and powerful, but the allure of their riches invites both internal corruption and external threats.
[Suggestions: Merchant guild dominance, frequent skirmishes with envious neighbors, stratified social hierarchies.]
3% – Scarcity of Metal Ores
The fiefdom lacks significant metal deposits, forcing reliance on imports for tools, weapons, and armor. Local innovation often leans toward alternative materials such as wood, bone, or hardened clay, making the domain appear primitive to outsiders.
[Suggestions: Bartering culture, frequent raids on metal-rich neighbors, dependence on trade routes.]
5% – Salt Deposits Define the Economy
Salt mines or flats are the lifeblood of this fiefdom’s economy, allowing them to control food preservation and trade routes. This wealth grants the ruling elite significant political clout but makes them targets for rivals.
[Suggestions: Salt barons acting as de facto rulers, heavily guarded caravans, wealth disparities with underdeveloped agricultural sectors.]
1% – Gem-Cutters’ Paradise
The region boasts rich deposits of gemstones like emeralds, rubies, or sapphires. Over generations, the local populace has perfected gem-cutting and jewelry-making, making their wares highly sought after across the kingdom.
[Suggestions: Strict regulation of mines, flourishing artisan guilds, growing envy from rival domains.]
2% – Mining Culture Dominates Local Life
Generations of miners have ingrained a strong mining culture into the fiefdom. Songs, traditions, and festivals revolve around the deep earth. The populace is pragmatic, hardworking, and skeptical of outsiders.
[Suggestions: Religious devotion to an earth deity, underground communities, tension with druids or nature-focused factions.]
0.3% – Magical Mineral Deposits (Mithril, Adamant, or Arcane Crystals)
The fiefdom is known for a rare mineral that holds magical properties, sought after by mages, artificers, and warriors alike. Strict controls prevent overmining, but these resources still define the fiefdom’s identity.
[Suggestions: Restricted access to magical metals, a council of mages regulating extraction, surrounding lands depending on the fiefdom’s output.]
2% – Dangerous Mining Conditions
The ore is plentiful, but mining is fraught with peril due to unstable tunnels, toxic gases, or lurking subterranean creatures. Despite this, the mines remain operational, as the rewards outweigh the risks.
[Suggestions: High miner mortality rates, a community hardened by loss, legends of monsters in the depths.]
5% – Deforested and Depleted Landscape
Centuries of aggressive mining and deforestation have left the fiefdom scarred. Once-prosperous villages are abandoned, and the people now struggle to rebuild amidst barren fields and polluted rivers.
[Suggestions: Nomadic or semi-nomadic population, increasing tensions with neighboring fiefdoms over natural resources, druids or elves seeking retribution.]
2% – Strategic Resource Monopoly (Coal, Marble, Sulfur)
The fiefdom controls a resource essential to the kingdom’s economy or military, such as coal for industry, marble for construction, or sulfur for gunpowder. This grants the ruling class political leverage but makes them a focal point in any conflict.
[Suggestions: A heavily fortified capital, increased royal oversight, uneasy alliances with powerful factions.]
1% – Arcane Research Institute
A secluded and heavily guarded facility dedicated to the study of magic and its applications. Scholars, wizards, and artificers gather here to experiment with new spells and create enchanted items. Its activities often draw both admiration and suspicion.
[Suggestions: Explosions or magical anomalies occurring frequently, spies attempting to infiltrate, powerful artifacts created or tested.]
1% – Alchemical Foundry
A massive industrial complex where alchemists create potions, explosives, and rare compounds. The foundry is a hub of innovation, but its caustic fumes and unpredictable experiments make it a perilous place to live nearby.
[Suggestions: Quarrels over pollution with neighboring farmers, rival alchemists sabotaging work, accidental creation of a sentient alchemical golem.]
1% – University of Natural Philosophy
A center for learning devoted to the study of mathematics, astronomy, biology, and the physical sciences. It attracts the brightest minds of the realm, but its secular nature sometimes causes friction with religious factions.
[Suggestions: Professors conducting dangerous experiments, students protesting against local authorities, neighboring fiefdoms seeking to recruit scholars.]
2% – Experimental Mechanical Workshop
This workshop houses inventors and engineers creating mechanical marvels like clockwork automatons, advanced siege engines, and innovative farming tools. The facility is noisy and chaotic but produces groundbreaking designs.
[Suggestions: Locals wary of mechanical malfunctions, theft of designs by rival fiefdoms, tensions between engineers and traditional craftsmen.]
2% – Sanatorium for Chronic Illness
A serene retreat for those suffering from incurable or chronic illnesses. While ostensibly a place of healing, some suspect experimental treatments are tested on the patients. Nobles often send their sick relatives here to keep them hidden from the public eye.
[Suggestions: Secret herbal gardens, rumors of miraculous recoveries or disappearances, a famed healer with questionable methods.]
1% – Vault of Forbidden Knowledge
A secure and labyrinthine archive housing books, artifacts, and scrolls considered too dangerous or controversial for general use. Only authorized scholars and nobles are allowed entry. The vault is said to be a key target for thieves and spies.
[Suggestions: Mages lobbying for access, forbidden tomes leaking into black markets, whispers of curses on those who delve too deeply.]
1% – Observatory on the Edge
Perched atop a remote mountain or cliff, this observatory is renowned for its cutting-edge telescopes and star charts. It is a hub for astronomers and astrologers alike, though its isolation makes it vulnerable to attacks or sabotage.
[Suggestions: Prophecies derived from celestial observations, secret meetings held under the guise of research, mysterious disappearances during celestial events.]
2% – Grand Prison and Penal Colony
A vast facility designed to house the fiefdom’s most dangerous criminals and political dissidents. Located in a remote area, the prison operates as a near-autonomous society, with inmates farming and crafting to sustain themselves.
[Suggestions: Frequent escape attempts, rumors of prison officials abusing their power, inmates forming factions to vie for control.]
1% – Renowned Artisan Guilds
The fiefdom is home to a guild of exceptional artisans specializing in intricate crafts such as glassblowing, clockmaking, or embroidery. Their creations are sought after across the realm, granting the domain both wealth and prestige.
[Suggestions: Guild feuds over trade secrets, nobles commissioning one-of-a-kind masterpieces, a festival showcasing the guild’s finest works.]
3% – Thriving Merchant Hub
The fiefdom’s central market is a bustling crossroads where traders from distant lands gather to exchange goods, ideas, and culture. Exotic spices, silks, and rare items fill the stalls, making it the envy of neighboring domains.
[Suggestions: Black market activities thriving under the radar, guilds lobbying for tariffs, tensions between local merchants and foreign traders.]
4% – Seasonal Folklore Festival
Each year, the fiefdom hosts a festival celebrating local myths, legends, and spirits. Storytellers, dancers, and actors reenact famous tales, while villagers don masks to ward off ill luck. The event draws visitors but also stirs old superstitions.
[Suggestions: Rival villages competing to host the festival, rumors of real spirits drawn by the festivities, merchants profiting from themed trinkets.]
4% – Famed Culinary Tradition
The fiefdom is celebrated for a unique dish or drink, such as honeyed wine, spiced meat pies, or a rare type of cheese. The recipe is closely guarded, and it becomes a symbol of local pride.
[Suggestions: Rival domains attempting to steal the recipe, disputes over access to key ingredients, a festival dedicated to the dish drawing visitors.]
6% – Cultural Insularity
The fiefdom is known for its deeply traditional ways, with customs and rituals that outsiders find baffling or unsettling. This strong cultural identity fosters unity but also breeds mistrust of foreigners.
[Suggestions: Disputes with neighboring domains over trade practices, a charismatic outsider attempting to introduce change, nobles debating whether to modernize.]
2% – Center for Storytelling and Oral Traditions
The fiefdom boasts a rich tradition of oral storytelling, with bards and skalds preserving the histories and myths of the land. Stories told here are so compelling that they spread far and wide, often exaggerated in the retelling.
[Suggestions: Nobles commissioning stories to enhance their legacy, traveling bards spreading tales with political implications, rival storytellers competing for fame.]
2% – Legend of a Local Hero
A mythical figure is said to have defended the fiefdom from invaders, monsters, or otherworldly threats. Statues and songs immortalize their deeds, and their tale is woven into the region’s identity.
[Suggestions: Adventurers seeking the hero’s fabled relics, rival historians questioning the hero’s existence, a descendant claiming the hero’s legacy.]
3% – Exotic Animal Trade
The fiefdom has become a hub for trading rare and exotic animals, from peacocks and lions to magical beasts. Nobles from far and wide come to purchase unique specimens for their menageries.
[Suggestions: Concerns about mistreatment of animals, smugglers introducing dangerous creatures, clashes with druids protesting the trade.]
2% – Superstitions and Omens
The people of the fiefdom live by a complex web of superstitions, consulting local wise folk and diviners before major decisions. Outsiders view these beliefs as quaint or bizarre, but they are deeply ingrained in daily life.
[Suggestions: A noble violating a superstition with disastrous consequences, merchants exploiting superstitions for profit, tensions between traditionalists and skeptics.]
2% – Fabled Merchant’s Guild
The fiefdom houses a legendary merchant guild that controls trade routes and influences prices across the kingdom. Their cunning and wealth give them immense political sway, making them both revered and feared.
[Suggestions: Tensions with rulers over taxation, rival guilds attempting to undermine their dominance, a scandal exposing corrupt practices within the guild.]
1% – Unique Terrain Feature
The fiefdom contains an unusual geographical formation that shapes its identity, such as jagged hills, expansive wetlands, or a winding canyon.
[Suggestions: Travel is influenced, trade routes are redirected, cultural practices evolve to accommodate the terrain.]
2% – Localized Magical Phenomenon
An ongoing but benign magical anomaly subtly influences daily life, such as glowing rivers, singing winds, or floating rocks.
[Suggestions: Resources tied to the anomaly, superstitions forming around its presence, external interest from scholars.]
3% – Dominant Trade Resource
The fiefdom relies heavily on a single trade good—whether timber, salt, textiles, or livestock—shaping its economy and politics.
[Suggestions: Monopolies forming, disputes over control, external dependence on the resource.]
2% – Uncommon Climate Condition
A unique microclimate exists in the fiefdom, such as year-round cold, persistent humidity, or unusually mild seasons.
[Suggestions: Crops and lifestyles adapting to the climate, tensions with neighboring domains jealous or dismissive of the conditions.]
5% – Cultural Distinctiveness
The populace of the fiefdom adheres to a distinct cultural practice or philosophy, such as a unique justice system, artistic tradition, or social hierarchy.
[Suggestions: Misunderstandings with neighboring fiefdoms, pride or disdain for these practices, influence on diplomacy.]
2% – Endemic Creature or Flora
A specific plant, animal, or pest is unique to this fiefdom, shaping agriculture, trade, or myths.
[Suggestions: It becomes a key export, is regarded as sacred, or causes periodic problems like disease or scarcity.]
4% – Major Guild or Trade Presence
A powerful guild or association of craftsmen dominates the local economy, regulating prices and trade.
[Suggestions: Rising tensions between guilds and the nobility, worker strikes, guild-based monopolies on innovation.]
5% – Significant Defensible Position
The fiefdom is built around a natural or constructed defensive position, such as a fortress atop a hill, a walled city, or a river-crossing stronghold.
[Suggestions: Greater focus on military readiness, tensions with expansionist neighbors, a history of sieges shaping local culture.]
1% – Highly Specialized Industry
The fiefdom is renowned for a specific skill or product, such as glassblowing, weapon forging, or intricate embroidery.
[Suggestions: Nobles seeking exclusive commissions, rival domains trying to poach talent, apprenticeships thriving.]
5% – Overarching Isolation or Integration
The fiefdom is either unusually isolated, fostering a self-sufficient but insular culture, or deeply integrated with neighboring domains, blending influences but risking identity loss.
[Suggestions: Trade dynamics influenced, cultural exchanges heightened, or suspicion of outsiders growing.]
4% – Isolationist by Cultural Tradition
The fiefdom strictly limits outside influence, creating a self-contained, inward-focused society.
[Examples: Prohibition on foreign goods, a ban on outsiders entering central regions, or deliberate refusal to adopt innovations.]
6% – Highly Ritualized Social Interactions
Everyday life in the fiefdom revolves around strict etiquette rules that dictate how people interact.
[Examples: Specific greetings, rituals for hosting guests, or ceremonial trade agreements.]
10% – Reputation as a Center for Outsider Curiosity
The fiefdom is famed for something so bizarre or unique that it attracts foreigners.
[Examples: Strange festivals, unusual architecture, or mysterious landmarks.]
2% – A Tradition of Persistent Rivalries
Interpersonal or family feuds are deeply ingrained in the culture, making grudges a societal norm.
[Examples: Long-standing feuds over trade, water access, or ancient betrayals.]
2% – A Cultural Taboo Shapes Society
One specific taboo influences every aspect of daily life, from governance to common folk.
[Examples: Fear of using a certain color, avoiding specific types of music, or bans on speaking during particular hours.]
1% – Unique Measurement of Status
Social status is determined by an unusual, arbitrary measure that shapes ambition and rivalry.
[Examples: Number of books owned, distance traveled, or how many unique spices are used in personal cuisine.]