(You can enter any population size you want. The generator was designed for a maximum population of 90000. The higher above this you go the slower it will be. Make sure to press enter after typing the number for it to stick.)
By the Sea: Yes No Random
By a River: Yes No Random
Has Military: Yes No Random
Number of Gates
(At least one gate means city has walls)
Generate Buildings
Add Ward:
Generate Professions
Major Race
Society Type


The RPG City Generator takes a number of inputs and returns detailed, randomly generated, information about a city. It includes professions, medieval buildings, guilds, local hero classes and levels, and many other role playing tools to make your campaign worlds more believable. Your fantasy adventures just got more detailed and exciting for your players with information about each city's wards, establishments, imports and exports, income, and lots more to make your role playing game full of rich detail for your players to enjoy. Here is a description of the settings involved.

Name: The city's name. If this field is blank, then a name will be randomly generated for the city. The generated name will be translated to the majority race language.
Population: The number of people in the city. This is the base determiner for most all the stats, so choose wisely.
By the Sea: Does this city exist by the sea or ocean? If so, then one or more "Sea" ward(s) will be added to the city.
By a River: Does this city exist by a river? Or maybe one or more rivers flow through the city?
Has Military: Does this city have a military stationed in it? Not even the biggest cities always have an army. This is not the local constabulary, but a full blown army.
Number of Gates: How many gates does the city have in its walls? If the city has no walls, then the number of gates is 0 and vice versa.
Generate Buildings: If you don't want to know all the buildings in a ward and you find it extremely annoying, you can have them turned off.
Add Ward: If you are generating buildings you can specify which wards and the randomness weight of the buildings in that ward instead of having them completely randomly generated. Please note that the numbers are the weight that the building will occur. If you put houses at a weight of 5 and the total of all the weights for all the buildings for the ward is 120 then houses have a 5 in 120 chance of being generated. Make the weight 0 to not allow a building to generate in that ward. The size of the city determines how many wards are normally generated. If more wards are specified than the city uses all the wards will be added which may throw off the totals. If there are less wards specified than the city needs then wards will be generated to fill the extra slots.
Generate Professions: If you don't want to know all the professions of each and every member of the city and you find it extremely annoying, you can have them turned off. If generate professions is turned off, guilds will also not generate.
Major Race: This allows selecting the predominant race of the city. Depending on the Society Type, other races have a percentage of minority for the city. The race also determines the type of name that will be randomly generated for a city (if the name isn't specifically given).
Society Type: Depending on how remote or popular a city is, this effects the types of inhabitants found in it.

Thanks to bruno71 for ward bug spotting and ideas on ward frequency.
Thanks to terrancefarrel for awesome ideas on custom wards and professions.
Thanks to karrakerchris for compelling releasing layouts.
Thanks to jmöller, owbrogers, and karrakerchris for suggesting custom entering population size.
Please Contact Us if you have a feature you would like to see added.

This uses content from the free pdf donwload, open gaming content, A Magical Medieval City Guide which is chapters three and four out of A Magical Medieval Society: Western Europe created by Expeditious Retreat