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Kingdoms, Races and Populations

1408031715

Edited 1408109830
Stephen S.
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Dwarven Dominated Lands Races: Dwarven 84% Gnome 9% Human 3% Halfling 2% Elf 1% Half-Elf 1% Culture Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. The chief unit of dwarven society is the clan, and dwarves highly value social standing. Physical Area: Covers an area of 161 thousand square miles. Of this, 19% (30 thousand sq. miles) is arable land, and 80% (130 thousand sq. miles) is mountainous. Total population of 3.2 million people. The largest city has a population of 25 thousand people, the second largest 7,542. There are no other cities of note in the kingdom, and 20 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. 64 active mines and 86 ruined. Of these, 42 mines and 74 ruined are in civilized lands, and 22 mines and 12 ruined are in the wilderness, along borders, etc. Alignment: Most dwarves are lawful, believing firmly in the benefits o f a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Map Color Grey Elven Dominated Lands Races: Elf 86% Gnome 4% Human 4% Half-Elf 3% Halfling 2% Dwarf 1% Culture Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. Physical Area: Covers an area of 230 thousand square miles. Of this, 17% (39 thousand sq. miles) is arable land, and 82% (190 thousand sq. miles) is wilderness. Total population of 4.6 million people. The largest city has a population of 32 thousand people, the second largest 12 thousand. There are no other cities of note in the kingdom, and 16 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. 92 active forest strongholds and 130 ruined. Of these, 69 forest strongholds and 85 ruined are in civilized lands, and 23 forest strongholds and 45 ruined are in the wilderness, along borders, etc. Alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. Map Color Green Halfling Lands Races: Halfling 80% Dwarf 10% Elf 4% Human 3% Half-Elf 2% Gnome 1% Culture: Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms o f their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort o f halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall o f empires. Physical Area: Covers an area of 96 thousand square miles. Of this, 71% (68 thousand sq. miles) is arable land, and 28% (27 thousand sq. miles) is wilderness. Total population of 1.9 million people The largest city has a population of 22 thousand people, the second largest 13 thousand. There are no other cities of note in the kingdom, and 18 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. 38 active temples and 32 ruined. Of these, 25 temples and 24 ruined are in civilized lands, and 13 temples and 8 ruined are in the wilderness, along borders, etc. Alignment: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support o f their community and the comfort of their old ways. Map Color Yellow Gnome Realm Races: Gnome 72% Elf 19% Dwarf 5% Human 2% Halfling 1% Half-Elf 1% Culture: Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living w orld on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those w ho are not welcome are unlikely to find the burrows in the first place. Physical Area: Covers an area of 115 thousand square miles. Of this, 13% (16 thousand sq. miles) is arable land, and 86% (99 thousand sq. miles) is wilderness. Total population of 2.3 million people (an estimate.) The largest city has a population of 18 thousand people, the second largest 10 thousand. There are no other cities of note in the kingdom or known towns. No known castles, ruins, temples, or dungeons. Alignment: Neutral Good. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Map Color: Magenta Human Kingdoms Races: Human 80% Half-Elf 9% Elf 4% Dwarf 3% Halfling 2% Gnome 2% Culture: Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach o f any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. Physical Area: Covers an area of 161 thousand square miles. Of this, 69% (111 thousand sq. miles) is arable land, and 30% (49 thousand sq. miles) is wilderness. Total population of 4.5 million people. The largest city has a population of 41 thousand people, the second largest 28 thousand. There are 3 other cities of note in the kingdom, and 40 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. 90 active castles and 127 ruined. Of these, 68 castles and 96 ruined are in civilized lands, and 22 castles and 31 ruined are in the wilderness, along borders, etc. Alignment: Humans tend toward no particular alignment. The best and the worst are found among them. Map Color: Brown Other Areas of the Map Map Color: White - Titans and Giants Map Color: Red - Restriction Map Color: Orange - unknown Lands
1408110369

Edited 1408110470
Stephen S.
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Changes based on feedback from erez87.
I love the small populations :) makes you feel this world is new. What about the "Evil" races like Orcs? (And other races altogether like Tieflings and Dragonborn).
1408112499
Stephen S.
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No to Tieflings and Dragonborn. " Races: Human, Elf (non-drow), Dwarf, Halfling, Gnome, Half-Elf, Half-Orc" ~ Was part of the information shared on LFG. I can't get into the monster races.... and neither can some of the old school players in this group.
1408114107

Edited 1408114127
I've always thought that tieflings and dragonborn should be regarded as abominations, monsters if you will, by the other races. Good call by the DM, in my opinion.
Oh I understand we don't play them. But they also don't exist in the world? The table doesn't have half-Orcs, or Orcs. Not for playing, just for population measures and all.
1408117912
Stephen S.
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Its a broad stroke on the population, we could have added a column for "other" but why bother? We only needed enough detail to provide a shared sense of scope and make up to drive our story along. If you want a really detail campaign world, I would suggest LFG where some place like the Forgotten Realms is used, there are tomes and tomes of commercial contentment to that provided ridiculous detail and granularity. And I don't plan to have tieflings and dragonborn anywhere in the game. There are more monsters/races in the monster manual than we can possibility encounter.
Sure, just wondered :) And good, once I knew they existed, Dragonborn and Tiefling did strike me as weird (especially as playable races). I like that they don't exist as far as we know :)
1408119100
Stephen S.
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They don't exist. I even checked the "Magic 8 Ball" And just so we are clear below is going to be my level of effort as a DM: |----->| (this hard) Not |------------------------------------------>| (this hard) If that level of effort is disappointing, I am sorry; however I would point my effort will always more than the players. Not being snarky, that is just how this game works. The DM has to do a lot of prep-work but every DM has a finite amount of time and resources. I like feedback, I work hard to incorporate the vision of others because I feel we all get a better game experience.But its just me and my spare time.