A Table for Determining Status and Provenance in my campaign

I was inspired by a post at Vaults of Nagoh (here) to create a list of where PCs come from, and how high they are in the social pecking order.This is not a general-use chart, but more specific to my campaign. Hopefully, though, there are some things others can use as a springboard should they want something similar for their campaign.

Base Social Status Chance: Roll d100
01-15: Low (beggars, serfs) – roll 3d4x10gp to start
16-60: Average (farmers, unskilled labourers) – roll 3d6x10gp to start
61-95: Middle (skilled craftsmen, merchants) – roll 3d8x10gp to start
96-110: Minor Nobility (second cousin of a duke, etc.) – roll 3d10x10gp to start
111-120: Actual Nobility (son of a baron/lord, etc.) – roll 3d12x10gp to start

Rural/Urban: Roll d6
1-3: Rural
4-6: Urban

Humans: Roll d10
1. Ravolox – the capital of the Human Empire that fought against the dragons. Fashions are started here, and this is where the kingdom’s military is strongest. Much political intrigue goes on between the many minor noble houses, and also between the various ‘arcane’ houses. The farmland here is very rich and fertile. Notable cities: Kied, Zil. Rural: +10%, Urban +20%
2. Taril – a city very close to the Dwarven city of Zagrax, and surrounded by bandit-ridden forests. People from here are likely to be at home with dwarves, and used to bandit raids, rural folk doubly so. Notable cities: Tosk (port), Sanor. Rural: -10%
3. Barros – a city on the shores of Lake Barros, at the feet of the mountains. Lord Sayle the Giant-Slayer imposes heavy taxes, but his people are well protected from bandits and giants. Notable cities: Miorg. Rural: -5%
4. Telgar – a city near the Elven forests. Elves are welcomed, but Dwarves are shunned. Urban: +5%
5. Sholar – the great trading city of the plains, Sholar’s symbol is a coin superimposed upon a cart wheel. Ravolox holds the military might, but Sholar is just as influential. Temples exist here for almost every religion, and there is a prominent Wizard’s University. Notable cities: Iber, Kalran. Urban +15%
6. Greatport – as its name suggests, Greatport is the most influential city for leagues along the coast. Both of the kingdom’s major rivers converge here, tumbling over the cliffs in twin waterfalls. Spire University is much more powerful than the one in Sholar. Power here is loosely held between Spire, the Merchant Hall and the temples, and arbitrated by the guard. Rural: +5%, Urban +10%
7. Barbarian North – these nomadic tribes are not technically under Ravolox’s rule, but they were before the Dragon Wars. There is no rural/urban distinction.
8. The Moor Line – a line of fortresses built along the edge of the moors as the first defence during the Dragon Wars. Usually, the rulers of these fortresses are noble houses banished from Ravolox for some indiscretion of other. Notable fortresses: Cilidan. Rural: -15%, Urban: +25%
9. The Island – the Island was under Greatport’s rule until the Dragon Wars. At that time, they rebelled, and Ravolox was forced to raise one of their own up to lordship. Islanders remain fiercely independent, and only rarely come to the mainland. Urban: +5%
10. Foreign Lands
      1. The Realm of the Blue Queen (west of the kingdom) +15%
      2. The Twelve Free Cities of the Red Plains (east of the kingdom) +15%
      3. The Sultanate of Ghubari (south of the kingdom) – the Sultanate is a wide stretch of fertile land between the sea and the Desert of Sighing Winds. The sun is strong here, and natives all have very dark skin. Slave trade is very common here; Low-Class PCs are escaped slaves, while Average PCs are freedmen. +1d20-1d20%
      4. A mysterious foreign land of which little is known in civilized parts.

Elves: 
1. Celiadriel – the capital of the Elves. Only the rarest of humans is allowed to set foot here. Trespassers are usually killed on sight. +11%
2. Elelas – the most human-friendly of the Elven cities. +10%
3. Telgar – the only bastion of Elves in human lands. Elves may do well for themselves here, but are often shunned if they try to return to Celiadriel. +5% (-15% status if returning)
4. The Wild Forest – elves from the Wild Forest do not belong to any particular city or group; rather, they exist on their own, self-supported. -10%

Dwarves: Roll
1. Zagrax – the Great City of the Dwarves. Zagrax is carved out of the side of the Zarga Peak, in three grand terraces. This is the heart of Dwarven culture, and many dwarves make a pilgrimage here at least once in their lives. It is a great honour to have one’s bones laid in the great catacombs beneath the Peak. +10%
2. The Northern Mountains – dwarves from the mountains tend to be hard-working folk, who live and breathe mining. (+15% for determining starting gold)
3. Taril – many dwarves work in the smithies and factories in Taril, or work as mercenaries keeping bandits away from farms and roads. -5%
4. The Deeps – Deep dwarves live almost all their lives down in the mines, never once seeing the sun. They like it this way. (+25% for determining starting gold)

Halflings
Halflings are stunted cross-breeds between either elves and humans or dwarves and humans. They may roll on any racial table. -10%

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