Fantasy TTRPG City Generator

Generate unique and memorable ideas for tabletop cities in just 3 rolls.

Fantasy TTRPG City Generator

Want to create a unique and memorable city for your tabletop campaign? Simply roll on these 3 massive tables to instantly generate an idea for your next RPG settlement. This works for D&D, Pathfinder, or whatever fantasy RPG you're playing. If you’ve already figured out the narrative hook, the location, or the aesthetic of your next city, just skip the relevant table and use the other two to flesh out the city. For added chaos, roll multiple times for additional complexity.

Note that these tables are geared toward fantasy settings. You could roll for inspiration for more modern or futuristic campaign worlds, but you'll probably need to tweak some details. 

d100 Narrative Hooks for a TTRPG City

  1. Benevolent bandits rule the city.
  2. A serial killer stalks the streets at night.
  3. The citizens worship a God but do not realize that their God walks amongst them.
  4. An eternal flame burns at the city’s center.
  5. The city’s coffers overflow with cursed gemstones.
  6. Great heroes defend the city against legendary monsters.
  7. Trade makes the city rich and cosmopolitan.
  8. The city is infamous for disgusting food and drink.
  9. An incurable plague grips the city.
  10. Intelligent cats outnumber the humanoid citizens 10-to-1.
  11. A magnificent machine whirs in the city center, but no one knows what it does.
  12. Bones of a leviathan are scattered around the city.
  13. No one who enters ever leaves.
  14. Magnificent factories produce arcane ships, carriages, or dirigibles.
  15. The city is spoken of in legend, but it is a shell of its former self. 
  16. Half of all doors are sealed with wax.
  17. Once a month, epic storms batter the city. 
  18. Dueling wizards compete for control of the city.
  19. Anyone born in the city gains mysterious powers.
  20. Time in the outside world does not pass while one is in the city.
  21. A great library holds secret knowledge.
  22. The city’s banks are central to the world’s economy. 
  23. The citizens ride dragons.
  24. The city holds the world’s premier school for mages, bards, or warriors.
  25. Constables rule the city with an iron grip.
  26. A unique festival is held every single day.
  27. Worship of any deity is strictly forbidden.
  28. The city’s lone goblin is inexplicably the acting mayor. 
  29. No one knows the history of the city, who built it, or why.
  30. The city is far more technologically advanced than nearby settlements.
  31. The city is far less technologically advanced than nearby settlements.
  32. Poisonous plants grow out of every unpaved surface.
  33. There is a grand castle at the city’s center, but no one ever steps inside.
  34. Impenetrable fortifications surround the city. 
  35. A cabal of cannibals holds unusual sway in local politics.
  36. Expressing affection in any capacity is a punishable offense.
  37. All children are raised to be warriors.
  38. The buildings are temporary, as the residents don’t plan on staying.
  39. The city has recently been conquered by an invading force.
  40. The corrupt rulers were recently overthrown.
  41. A great beast visits once a year and demands sacrifices.
  42. Nature has reclaimed the city, and only wildfolk remain.
  43. The city has always remained fiercely independent from neighboring powers.
  44. The city’s “immortal” ruler is actually a series of clones or doppelgangers.
  45. The city is inhabited by an ancient race long thought extinct.
  46. Famine grips the city; it will soon be completely out of food.
  47. Raiders are coming, and the city’s defenses are not yet ready. 
  48. A magic obelisk bleeds otherworldly energy.
  49. The city’s legendary protectors have disappeared.
  50. Tourists flock to the city for vacation.
  51. Pilgrims come to the city to worship.
  52. The rulers say the city is protected by a magical artifact, but they are lying.
  53. The streets are filled with refuse and debris that no one will clean.
  54. Laborers have seized control of the city’s government.
  55. The city is controlled by a minority population (elves, dwarves, goblins, or some such).
  56. The residents do not speak. 
  57. When the party arrives, they are inexplicably treated like celebrities.
  58. The city’s infrastructure is made of pure gold. 
  59. A legendary forge produces epic weapons and armor.
  60. There are no adults in the city.
  61. Smoke, fog, or arcane mist suffuses the city.
  62. Beasts of burden crowd the streets.
  63. An ancient prophecy suggests the city will be destroyed this year.
  64. People trek to this city to consult with a friendly sage.
  65. The citizens have untold riches, but nothing can make them happy.
  66. Arcane masons build precarious towers ever taller.
  67. The citizens remain ignorant of basic facts of the outside world.
  68. The dead linger as specters, zombies, or reincarnated souls.
  69. The city’s military plans to annex surrounding lands. 
  70. The citizens are recovering from a once-in-a-lifetime weather event.
  71. The city is mostly empty as many citizens recently migrated elsewhere.
  72. A royal wedding has drawn elites from across the land.
  73. Ongoing protests threaten to tear the city apart.
  74. A great wall bisects the city.
  75. Only women are allowed to wield weapons or occupy seats of power.
  76. An overlooked shrine holds great significance to people from a distant land.
  77. The people value the arts above all else, ignoring their other needs.
  78. The citizens are blamed for a cataclysm that struck neighboring settlements.
  79. Lycanthropy, vampirism, or possession is more common than it seems.
  80. A complex feudal code stratifies the citizens.
  81. Commonfolk know nothing of the city’s rulers but adore them unconditionally.
  82. An enemy army has laid siege to the city for over a year.
  83. Assassins are available for hire at a worryingly low price.
  84. The city’s mages are the only spellcasters capable of wielding some particular magic.
  85. The entire city is one massive, labyrinthine castle. 
  86. Merchants sell curatives that seem too good to be true.
  87. The city is built with mysterious stone that couldn’t have been quarried nearby.
  88. Half of the city is overrun with monsters who won’t long remain contained.
  89. The city was only recently built by a displaced people.
  90. An arcane prison holds a chained demon, angel, or elemental.
  91. A coliseum draws combatants from across the land.
  92. Dozens of statues contain trapped souls of mysterious origin.
  93. The city’s economy is in shambles after leaders signed exploitative trade deals.
  94. Blood is the sole accepted medium of exchange. 
  95. The clergy are weaving curses at the behest of some foreign power.
  96. Authorities want to ban a local tinkerer’s new invention.
  97. The city is home to legendary hunters, anglers, or trappers. 
  98. The city is the world’s leading exporter of some foodstuff or industrial input.
  99. Inquisitors from the capital have arrived to question the citizens.
  100. The city is filled with traps meant to ensnare unsuspecting travelers.
A city run by benevolent bandits in the sky with a Ghibli-esque vibe. This is the sky-variant for our setting of Muc-Mhara.
The following locations are broadly arranged from most mundane / least magical to weirdest and most arcane. If you roll a d100, there's no telling what you'll get, but if you want to focus on more typical settings, consider rolling a d30 or rolling a d100 and dividing by 2.

d100 Locations for a TTRPG City

  1. In a verdant valley
  2. Astride a river
  3. In the middle of a river
  4. On a snowy mountaintop
  5. In a dry canyon
  6. On the edge of a cliff
  7. In a desert
  8. On the shore of a lake
  9. In a nasty bog or fen
  10. On a tropical island
  11. On a bridge
  12. Next to a massive cemetery
  13. In a subtropical savanna
  14. Surrounding a pleasant lake or pond
  15. In harsh, dry highlands
  16. Along rolling hills
  17. Up in the forest canopy
  18. In a jungle / rainforest
  19. Atop a mesa
  20. Carved into the hillside
  21. In a muddy crater
  22. On both sides of a narrow ravine
  23. In fields of colorful flowers
  24. On a tropical beach
  25. In a bayou
  26. On a narrow isthmus
  27. Along a thriving thoroughfare
  28. In dangerous badlands
  29. At the foot of a mountain
  30. Halfway up a craggy peak
  31. Where two rivers meet
  32. At a busy crossroads
  33. Where the river meets the sea
  34. On a defensible bay
  35. At the foot of a colossal dam
  36. On a series of tiny islands
  37. Along the rim of a caldera
  38. On a sandy barrier island
  39. In a gloomy grotto
  40. On the only hill for dozens of miles
  41. Next to a desert oasis
  42. In the frigid tundra
  43. Next to a frozen lake
  44. Next to a waterfall
  45. In an abandoned mine 
  46. In a droughted plain
  47. Alongside a canal
  48. In an extremely shallow lake bed
  49. Astride terraced farms
  50. Atop the ruins of a former city
  51. Carved into a massive tree
  52. On the shore of an infinite ocean
  53. In a withering dell
  54. On a sun-scorched peak
  55. On windswept seaside bluffs
  56. In an enchanted forest
  57. In a cursed moor
  58. On shrinking ice floes in a warming sea
  59. Underground
  60. In a dried up lake bed
  61. In a glade at the heart of a massive forest
  62. In the midst of strange, stony pillars
  63. Surrounding a magical monolith
  64. In trenches carved in centuries past
  65. In the sewers / bowels of a larger city
  66. On the moon
  67. At the convergence of lines of magical power
  68. In a dark and infinite void
  69. On an asteroid
  70. On the side of a volcano
  71. Hidden behind a magical veil
  72. In a grove of crystals
  73. On a sinking island
  74. Aboard a flotilla of ships at sea
  75. In the skeleton of a dead beast
  76. Atop a leviathan / wandering titan
  77. At the edge of the world
  78. In a shadowy dimension
  79. Hanging from the roof of a giant cave
  80. Where a blessed forest once grew
  81. Atop a dense labyrinth
  82. In the path of a glacier
  83. Amidst hot springs
  84. On the only stable ground between lava flows
  85. Atop gargantuan lily pads
  86. Inside a child’s dollhouse
  87. In a pocket dimension
  88. In a forest of eternal autumn
  89. Built into an abandoned temple
  90. Underwater
  91. Floating in the sky
  92. Inside an ancient machine
  93. In the dream of a dying God
  94. Inside a glass dome
  95. In the Feywild / fairytale land / elven dimension
  96. In a hellish dimension
  97. In literal heaven
  98. In some non-Euclidean, M.C. Escher-style dimension
  99. In a God’s divine realm
  100. Outside time and space
A Gothic horror city next to a massive cemetery where no one who enters ever leaves. This is our setting of Sootywn Barrow.
The following "aesthetic modifiers" can either help you to determine the architecture and/or cultural style of the people who live in the city, or they can help you clarify the NARRATIVE tone of the adventure. For example, a town can have a "Gothic horror look" without being a Gothic horror adventure. Alternatively, the town can look like whatever you want, but the adventure can have a Gothic horror feel to it.

d30 Aesthetic or Tonal Inspirations

  1. Antiquity / Ancient Roman
  2. Circusy
  3. Cozy Fantasy
  4. Dieselpunk
  5. Dystopian
  6. Early medieval European
  7. Eldritch / maddening
  8. Elegant and elven
  9. Epic, heroic, Godly
  10. Faded glory fantasy (à la Dark Souls)
  11. Fae / fairytale
  12. Feudal Japanese
  13. Film noir
  14. Folk horror
  15. Gothic horror
  16. Grimdark
  17. Magical utopian
  18. Ornate and majestic
  19. Painterly, idyllic, Ghibli-esque
  20. Polychromatic dreamland / psychedelic
  21. Post-apocalyptic
  22. Renaissance European
  23. Somber and moody
  24. Stark and minimal
  25. Steampunk
  26. Surreal, eerie, Lynchian (à la Twin Peaks)
  27. Victorian
  28. Viking / Norse
  29. Wild West / Frontier
  30. Whimsical Alpine