Free worldbuilding tools
Tools for building worlds, any world. Roll the terrain underfoot, a landmark on the horizon, a castle or a whole city, a temple and its relics, an encounter on the road, a ship, a market, a noble house, a festival, a graveyard, a dungeon room, the weather, a whole kingdom, a ruin, a monster, a villain and their scheme, a magic sword, a curse, a strange place the map forgot, or a god with a name worth fearing. Nothing here is tied to one system or setting: take what fits, rename what doesn't, and make it yours.
Eleven biomes, from coastlines and swamps to tundra, volcanic fields, rivers and the deep underground.
Roll the terrain d600Six hundred things to find off the path, from game trails and fairy rings to sea caves, salt flats and quicksand.
Roll a feature d500 names · d6 effect type · d500 effectsName a strange plant or mushroom and learn what it does: mundane, poisonous, or magical, with optional region, harvest month and market value.
Gather a specimen d500 · 10 categoriesThe small things that make a place feel lived in: dropped belongings, cold campfires, charms, smells, and eerie signs.
Roll a detail 6 climates x 4 seasonsToday's weather by climate and season, wind and sky, signs of the season, folk forecasts, omens, great storms and uncanny weather.
Check the skyA thousand landmarks, built or magical: toll bridges, ruined courts, singing lakes, haunted inns and fallen stars.
Find a landmark d300 + 10 detail tablesThree hundred places that should not exist, with a hundred rumors that lead there, first impressions and ways in that fit the kind of place, and the secrets only the DM sees.
Find a strange place d50 · d50 · d50 · d50 · d200 bog chambersOne line, one cave: the Flooded Chambers of Echoing Voices, which always attracts bats that cluster in high corners, but never keeps your equipment dry.
Name a cave levels · rooms floor by floor · 43 tablesA wizard's tower from the top room to the deepest vault: its shape and stone, every floor, its magic and triggers, history, defenses, surroundings and secret purpose.
Raise a tower d6 · six d100 subjects · d100 · d100What kind of statue, what it shows, what it is made of, what state it is in, and why anyone put it there.
Carve a statue d100 x d100 names · 6 tablesA named throne with its material, strange build, possible magic and history, such as the Copper Throne of Visions.
Raise a throne 15 tablesRoom by room: purpose, contents, occupants, doors and exits, traps with triggers and tells, hazards, caches and clues.
Open the door 16 tablesWhat it was, who built it, why it fell, who lives there now, what still stands, and what was sealed away.
Uncover the ruinA whole castle in one click: purpose, defenses, garrison, fifteen staff departments, shire, quirks, legends and rumors, with optional packs for court politics, intrigue, culture, the supernatural and adventure hooks.
Raise a castle homestead to metropolis · 58 tablesPick a size or roll one. Origin, population, government, look and feel, walls, economy, farms and herds, occupations, notable people, news, rumors, town secrets and an adventure hook, all scaled to fit.
Found a settlement 140 tables · 7 detail packsCrafters, merchants, scholars, performers, mages, thieves and holy orders: a guild's name, home region, ranks, hall, trade, members, allies, rivals and secrets.
Charter a guild 120 tables · 5 detail packsGangs, cults, syndicates and thieves' rings: what they do, how they are run, where they hide, who fears them, what they want, and what is about to go wrong.
Form a gang d100 crimes · sentences · jails · escapesA charge, a sentence, the jail or prison they end up in, its conditions, and a way out.
Bring the charge 45 tables · full menuA name over the door, the building, the mood and light within, what hangs on the walls, prices, rooms and staff, who drinks there, what they do for fun, and tonight's meal, house drink and specialty.
Open a tavern 19 tablesMarket days, local specialties, odd products, stalls, imports and exports, contraband, famous makers and frauds.
Open the market 15 tablesFestival names, what is celebrated, customs, food, dress, music, games, taboos, origins and what goes wrong.
Ring in the feast 20 tablesLand, government, ruler and court, laws, customs, faith, armies, wealth, neighbors, wars, a crisis and a wonder.
Draw the borders 13 tablesHow a sickness spreads, its signs, what people blame and the true cause, remedies, and how the town responds.
Ring the bellSomeone to talk to: their people, how they look, from scales and tusks to hair and scars, what drives them, from their quirk and flaw to the secret they keep, and their trade, voice and what they want right now.
Meet someone 34 specialties · 12 knowledge domains · 33 tablesA wizard, witch or sage with a specialty, power, look and staff, an area of expertise, methods, a familiar, a rival, a sanctum, and the secret and weakness they hide.
Summon a magic user 19 tablesNames, heraldry and mottos, seats and fortunes, heads and heirs, feuds, pacts, secrets and scandals.
Found a house 13 tablesTown, road, court, temple and dark rumors, who spreads them and how true they are, plus jobs with patrons, rewards and twists.
Listen in 19 tablesMercenary companies, merchant leagues, secret societies, knightly orders and movements: goals, leaders, allies, enemies, secrets and hooks.
Raise a faction 18 tablesWhat they want and why, a scheme in three stages, lieutenants, minions, lair, weakness, secret and the clues that lead to them.
Reveal the villainHazards, empty places with something to find, disputes, threats, puzzles, mysteries, folk in need, and monsters with a reason to be there.
Roll an encounter 16 tablesShip names, vessels, captains, cargo and crew trouble, harbors and docks, voyages, omens and wrecks.
Raise the sails 15 tablesA day on the road and a night in camp: the way ahead, events, travelers, complications, campsites, foraging, the watch and the dawn.
Set out 11 tablesWanted notices, fugitives, rewards, rival hunters, complications and the truth of the crime.
Post the noticeOriginal creatures built from parts: body, habits, lair, how it fights, its weakness, the signs it is near and what locals believe.
Wake a beast 23 tablesWeapons, rings, cloaks, staffs and stranger things: power, price, quirks, makers, histories and who wants them back.
Unwrap it 19 tablesWho laid the curse and how to break it, gifts with hidden costs, and prophecies with a meaning and a twist.
Read the fatesBooks, letters, maps, ledgers, scrolls and notices: who wrote them, what they are written on, what is in the margins and what they reveal.
Pull it from the shelf 11 tablesPocket finds, drawer finds, odd loot, curios, keepsakes and uncanny trinkets, with their materials, marks, stories and worth.
Turn out a pocket 12 tablesWhose it was, where it is hidden, what guards it, coin, valuables, art, goods, odd finds and the catch.
Open the chestA whole temple in one click, from its rooms and rites to its staff, money, secrets and rumors. Or a whole religious compound with its people, grounds and daily rites. Or roll just an altar, a patch of holy ground, a sacred relic, or a religious procession.
Consecrate a temple d500 · d300 · d200 · d500 · d520Names, titles and domains for gods. Tick faith details and the domain picks a theme, which shapes the holy symbol, sacred creature, what they demand, and the signs of their favor or anger.
Name a god 25 d100 tables · artifacts · sacred textsWhat the cult worships and wants, who it lures in and how, its rites, signs, hideout, relics and holy texts, its weaknesses, and what it leaves behind if it falls.
Found a cult 13 tablesBurial grounds, notable graves, markers and epitaphs, funeral rites, mourning, grave goods, beliefs about the dead, and trouble.
Walk the rowsDarkageon teaches live worldbuilding masterclasses on Kinspire, for anyone who wants more out of tools like these, or wants to make their own. Bring your setting, your half-finished maps, and your questions.
Join a class on Kinspire