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Dungeons & Dragons: How To Homebrew A Kingdom

William Shakespeare
Release: 2024-12-26 11:58:10
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Homebrewing your own kingdom within a Dungeons & Dragons campaign can prove to be a daunting and complex task. But, it can also be some of the most fun you’ll ever have as a DM when it comes to shaping the arc of your campaign. For newer DMs or even seasoned players however, it can be tricky to know exactly how to begin that process.

Dungeons & Dragons: How To Homebrew A Kingdom

Most tabletop sourcebooks provide details and inspiration for creating continents, worlds, and villages. For this guide, we’re going to focus on kingdoms, and break down how to come up with this massive backdrop for your campaign. Here’s what you need to know to start creating fantastical kingdoms of your very own.

Establish Basic Kingdom Facts

Dungeons & Dragons: How To Homebrew A Kingdom

This may sound daunting at first, but it’s better to start big before sweating the small stuff. It can be easy to get caught up in tiny details like city streets, local NPCs, or environmental variances. The best thing you can do when it comes to starting to homebrew a vast campaign setting is to work through some basic facts about your burgeoning kingdom.

Geography

Geography is the best place to start. Even simple things like positioning your kingdom on a coastline or in a mountain range can have massive effects on the shape and character of your nation. Ask yourself these questions to begin.

  • How Big Is Your Kingdom? - Make sure you understand how geographically large your kingdom is. Is it a small island nation? Or, rather, does it consume an entire continent?
  • Where Is Your Kingdom? - Where is your kingdom situated, particularly in relation to other nations and countries. Does it share a continent with another rival kingdom? Is it sequestered on a barren archipelago?

Weather & Terrain

The climate and type of environment your kingdom is situated in can be instrumental in determining the character of this place. As you think about geography, also consider some of the below climates to choose for your kingdom, or whether your kingdom has many different types of weather.

Weather And Terrain

Environment Example
Pastoral And Calm Dungeons & Dragons: How To Homebrew A Kingdom
Wintery And Harsh Dungeons & Dragons: How To Homebrew A Kingdom
Tropical Archipelago Dungeons & Dragons: How To Homebrew A Kingdom
Mountainous Dungeons & Dragons: How To Homebrew A Kingdom
Scorching Desert Dungeons & Dragons: How To Homebrew A Kingdom
Dense And Urban Dungeons & Dragons: How To Homebrew A Kingdom

History

Dungeons & Dragons: How To Homebrew A Kingdom

Many dedicated DMs will map out hundreds of years of history for their campaign settings. This, of course, includes a history of the kingdoms on their respective continents. But, you don’t have to know every single beat of a country’s history to create a compelling backdrop for adventures. Follow these steps to create a generalized timeline for your kingdom.

Kingdom Timeline

Founding Early Beginnings Golden Age Dark Age Current Age
When was your kingdom founded? What did the early days of your kingdom look like? What was the peak of your kingdom's history? What was the low point for your kingdom? What does your kingdom look like today?
Kingdom Timeline
Founding Early Beginnings Golden Age Dark Age Current Age
When was your kingdom founded? What did the early days of your kingdom look like? What was the peak of your kingdom's history? What was the low point for your kingdom? What does your kingdom look like today?

As you create a basic history for your kingdom, consider peppering your timeline with special events or historical moments of note. Evenly distribute these events or moments in history along a timeline that also features your kingdom's founding, beginnings, and various ages.

Examples of these events could include the following.

  • A new ruler seizes control by coup.
  • A deadly plague befalls the kingdom.
  • Scientific advancements launch a glorious industrial revolution.
  • A prince dies, ending the line of a great dynasty.
  • Revolutionaries seize control of the palace, attempting to execute their monarch.
  • A great enemy is defeated, and the kingdom enjoys unprecedented peace.

Government

Dungeons & Dragons: How To Homebrew A Kingdom

Lastly, consider what system of government this kingdom employs. By default, most kingdoms will have a monarch of some kind. But, depending on the flavor you want to employ, you can consider any of the below systems of government.

  • Oligarchy - Rule by a select few.
  • Autocracy - Rule by one absolute leader.
  • Theocracy - Rule by a religion and religious figures.
  • Republic - Rule by the people.

Finally, no matter your system of government, create a few important NPCs who either rule on high as mighty monarchs or as a small council of few. Then, decide what type of leader this NPC is based on the below table.

Leader Type

Description

Iron Fist

This ruler leads with a firm hand, and is unrelenting in their control.

Tough But Fair

Though just and equitable, this variety of leader is not to be trifled with.

Benevolent

Kind and fair, benevolent rulers seek to do right by their people.

Figurehead

This type of ruler is merely a puppet for the real power behind the throne.

Machiavellian

Wielding lies and deceit is this ruler's bread and butter, often using spies to Achieve wicked ends.

Corrupt

Though neutral at times, this leader can be bought for the right price.

When designing a ruler or ruling body for your kingdom, consult the player alignment chart in Chapter Two of the 2024 Dungeon Master's Guide and ascribe one of the nine alignments to them for extra flare.

Dungeons & Dragons: How To Homebrew A Kingdom

How To Build Settlements

Dungeons & Dragons: How To Homebrew A Kingdom

Now that you have the grand scope of your kingdom or nation, it’s time to work your way downwards. Depending on the size of your kingdom, craft a handful of settlements for your players to explore.

Kingdom Size Number of Settlements
Small (An island or tiny crop of land) 5-7
Medium (Part of a continent or larger landmass) 8-12
Large (An entire continent and beyond) 13-20

Break Down Each Settlement

Once you have your settlements, you should decide on a few key aspects for each and make note of these. Create a table like the one below for each settlement.

City Or Settlement Breakdown

Settlement Name

The name of your settlement, which should include colloquial references or nicknames.

Population Size

How many people exist in your settlement, which should vary by geographic size.

Areas of Note

Key neighborhoods, monuments of note, or other interesting places your players may want to visit in the settlement.

Key NPC Or Leaders

Who lords over this settlement? Is it one person or a group?

Factions

Include any organizations or factions such as wizard schools or criminal syndicates that call this settlement home.
City Or Settlement Breakdown
Settlement Name The name of your settlement, which should include colloquial references or nicknames.
Population Size How many people exist in your settlement, which should vary by geographic size.
Areas of Note Key neighborhoods, monuments of note, or other interesting places your players may want to visit in the settlement.
Key NPC Or Leaders Who lords over this settlement? Is it one person or a group?
Factions Include any organizations or factions such as wizard schools or criminal syndicates that call this settlement home.

From there, you can decide how much detail you want to add to each ahead of the campaign. You can either plan every street, nook, and cranny out in advance. Or, you can decide to wait until your party visits to map out the details of each settlement more precisely.

Create Points Of Interest

Dungeons & Dragons: How To Homebrew A Kingdom

Beyond just villages, towns, and cities, you should create other fantastical points of interest. These are natural environments, man-made structures, or strange physical phenomena that pepper the landscape of your kingdom. These can look like any of the following.

  • Ruins from an ancient civilization.
  • Poisonous jungles.
  • Storm-ridden seas.
  • A guarded portal to another realm.
  • The dungeon of a wicked mage.

From there, draw out the generalized shape of the borders of your kingdom and dot the landscape with your settlements and points of interest. Be sure to make sure these locales are evenly distributed.

For traversal purposes in your campaign, draw a scale at the bottom of your map, determining miles per inch on your map. There are also plenty of online map-making resources at a DM's disposal.

What’s The State Of The Nation?

Dungeons & Dragons: How To Homebrew A Kingdom

Now that you know the character and shape of your kingdom, as well as its history mapped out, it’s time to think about what the present day looks like. What call to adventure does your kingdom offer that will make your players interested in visiting its storied lands?

Whatever you decide, this call to adventure should tie into either the welfare of your kingdom or one of its historic sites or landmarks.

Use Adventure Hooks

Consider using either one of your points of interest or an event happening in one of your settlements to draw the players in to the adventure. Depending on the overall level of your adventuring party, here are some examples you can use to pique the player’s interest.

  • Levels One To Four - A band of thieves is terrorizing a small town in your kingdom. It's up to the players to put an end to their tyranny.
  • Levels Five To Ten - A feud between rival wizards is wreaking havoc on the Weave of magic within the kingdom's capital. Players must negotiate between the two mages or pick a side in the fight.
  • Levels 11 to 15 - An ancient dragon is threatening to burn the farmlands of the kingdom to the ground, threatening starvation for the entire population. The adventuring party must intercede.
  • Levels 16 to 20 - Extraplanar monsters are pouring in through a portal and terrorizing the kingdom, and are plotting to consume the material plane's souls to slake their bloodlust. The party must travel to the portal and put a stop to this plot.

Chapter 4 of the 2024 Dungeon Master’s Guide has tables you can roll on to generate a random adventure hook if you’re feeling stuck!

Once you have your call to adventure, it’s time to utilize its mystique to draw the players in. With the stage set and your details all fleshed out you'll have the perfect homebrewed kingdom for your campaign.

Dungeons & Dragons: How To Homebrew A Kingdom

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