Your campaign world is likely to include settlements that characters can visit. The characters might even adopt one of these settlements as a home base, in or near which they can build their Bastions when they are of high enough level to do so (see chapter 8).
The Settlements by Size table provides population ranges for villages, towns, and cities as well as the value of the most expensive item the settlement is likely to have for sale. Adjust these numbers as you wish to account for special circumstances. For example, a Potion of Healing (which costs 50 GP) is too expensive an item to purchase in most villages, but a village that happens to have an alchemist, an herbalist, or a potion brewer might have one or more such potions for sale.
Life in a city is full of fantastical surprises!
Settlements by Size
Settlement |
Population Range |
Max. GP Value |
Village |
Up to 500 |
20 GP |
Town |
501–5,000 |
2,000 GP |
City |
5,001 and higher |
200,000 GP |
Do I Need a Settlement Map?
A settlement doesn’t always require a map. Simply describing the settlement to your players is usually sufficient. But if it’s important for the players to know where certain buildings or other locations are in the settlement, having a map is helpful.
For an example of a settlement map, see the Crossroads Village map in appendix B.
Settlement Tables and Tracker
The following tables allow you to flesh out details about a settlement. You can use the accompanying Settlement Tracker to record important information about a village, town, or city in your campaign.
Defining Traits
1d20 |
Trait |
1–2 |
Fortified outer wall
|
3–4 |
Lots of gardens, parks, and greenery
|
5–6 |
Lots of mud, filth, and litter
|
7–8 |
Sprawling cemetery
|
9–10 |
Lingering fog
|
11–12 |
Noise and smoke from smithies and forges
|
13 |
Canals and bridges
|
14 |
Cliffs on one or more sides
|
15–16 |
Clean streets and well-maintained buildings
|
17–18 |
Ancient ruins within the settlement
|
19–20 |
Impressive structure (such as a keep, temple, circle of standing stones, or ziggurat)
|
Claims to Fame
1d20 |
Claim to Fame |
1 |
Delicious food
|
2 |
Rude people
|
3 |
Friendly folk
|
4 |
Artists or writers
|
5 |
Great hero/savior
|
6 |
Flowers
|
7 |
Seasonal festival
|
8 |
Hauntings
|
9 |
Spellcasters
|
10 |
Decadence
|
11 |
Piety
|
12 |
Gambling
|
13 |
Godlessness
|
14 |
Education
|
15 |
Wines
|
16 |
High fashion
|
17 |
Political intrigue
|
18 |
Powerful guilds
|
19 |
Patriotism
|
20 |
Ancient ruins
|
Current Calamities
1d12 |
Calamity |
1 |
Monsters infest the settlement.
|
2 |
A key figure died; murder is suspected.
|
3 |
War brews between rival guilds or gangs.
|
4 |
A plague or famine sparks riots.
|
5 |
Monsters attack anyone who approaches or leaves the settlement.
|
6 |
Trade disputes cause economic hardship.
|
7 |
A natural disaster threatens the settlement.
|
8 |
A prophecy of doom has residents on edge.
|
9 |
Locals are being drafted to fight in a war.
|
10 |
Political or religious strife threatens violence.
|
11 |
The settlement is under siege.
|
12 |
Scandal threatens powerful local families.
|
Local Leaders
1d12 |
Leader |
1 |
Respected, fair, and just leader or council
|
2 |
Feared tyrant
|
3 |
Coward manipulated by others
|
4 |
Illegitimate leader causing civil unrest
|
5 |
Powerful monster
|
6 |
Mysterious, anonymous conspirators
|
7 |
Contested leadership (with open fighting)
|
8 |
Acrimonious council unable to make decisions
|
9 |
Doltish lout
|
10 |
Dying leader (with disputed succession)
|
11 |
Iron-willed and respected leader or council
|
12 |
Religious leader or council
|
Tavern Names*
1d20 |
First Part |
Second Part |
1 |
The Golden
|
Lyre
|
2 |
The Silver
|
Dolphin
|
3 |
The Beardless
|
Dwarf
|
4 |
The Laughing
|
Pegasus
|
5 |
The Dancing
|
Hut
|
6 |
The Gilded
|
Rose
|
7 |
The Stumbling
|
Stag
|
8 |
The Wolf and
|
Duck
|
9 |
The Fallen
|
Lamb
|
10 |
The Leering
|
Demon
|
11 |
The Drunken
|
Goat
|
12 |
The Wine and
|
Spirit
|
13 |
The Roaring
|
Horde
|
14 |
The Frowning
|
Jester
|
15 |
The Barrel and
|
Bucket
|
16 |
The Thirsty
|
Crow
|
17 |
The Wandering
|
Satyr
|
18 |
The Barking
|
Dog
|
19 |
The Happy
|
Spider
|
20 |
The Witch and
|
Dragon
|
*Roll a separate d20 for each part of the tavern’s name.
Random Shops
1d20 |
Type |
1 |
Pawnshop
|
2 |
Apothecary
|
3 |
Grocer
|
4 |
Delicatessen
|
5 |
Potter
|
6 |
Undertaker
|
7 |
Bookstore
|
8 |
Moneylender
|
9 |
Armorer
|
10 |
Chandler
|
11 |
Smithy
|
12 |
Carpenter
|
13 |
Weaver
|
14 |
Jeweler
|
15 |
Baker
|
16 |
Mapmaker
|
17 |
Tailor
|
18 |
Ropemaker
|
19 |
Mason
|
20 |
Scribe
|