# Origin To begin to imagine your town and make it real in your mind, it helps a great deal to understand the circumstances surrounding the initial settling of the site. | 1d8 | Origin | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Accidental.** The town was never meant to be anything more than a camp or minor settlement, at most. Fate saw to it that things happened differently. Outsiders found the place, some stayed, some left and told others and, over time, more and more came, more and more stayed, and the place grew. | | 2 | **Decree.** It was decided by some authority that a town was needed here, funds and materials were set aside for its founding, and it was established. | | 3 | **Exodus or Exile.** A group of settlers left (or were forced to leave) their home. They found this place and decided to build. | | 4 | **Key Crossroads.** The town was established on a crossroads frequented by travelers from all over. | | 5 | **Military Camp.** A deployment wound up lasting longer than anticipated, so the camp began building more solid fortifications in an increasingly permanent fashion. Either the original members of the encampment still reside here, or it was otherwise occupied after they departed. | | 6 | **Port.** The town established itself on the water where none had done so previously, sprouting worn piers and roads taken by merchants and travelers alike.<br><br>(The environment your port is in is [d6]: <br>1-3: coastal <br>4-6: river.) | | 7 | **Rapid.** Fueled by ambition, strong will and, perhaps, access to certain excellent products or resources, a group of people set their minds to creating this town in an important location. Witnesses express how it almost seemed to spring up overnight. | | 8 | **Steady.** Built piece by piece over time, this town was a labor of commitment and devotion. It may have taken years, or even decades, until it reached fruition, but now it stands, such as it is. | ^fda007 # Priority What is the town’s top priority? A great deal can be understood about a place, and the people in it, when one finds out what they care about most. A town’s priority is an idea of particular importance within the town itself, and it may have been founded around it. Some ways this may manifest are in the form of laws which accommodate the idea (such as laws allowing for easy trade), or physical representations of the idea (such as places that produce a particular product). | 1d6 | Priority | | --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Military.** The town prioritizes defenses and law enforcement.<br><br>(+1 to *Fortification* roll)<br>(+1 to *Law Enforcement* roll) | | 2 | **Government.** The town prioritizes structure, order, and law.<br><br>(+1 to *Law Enforcement* roll)<br>(When rolling on the *Leadership* table, reroll any results from 91-100.)<br>(*Free location:* Non-Commercial - Place of Government) | | 3 | **Production.** The town prioritizes generation and movement of resources.<br><br>(Roll a d4 instead of a d8 on the *Specialty* table.) | | 4 | **Economic.** The town prioritizes their market, ensuring a large area, wide streets, more shops, and lodging.<br><br>(+2 to *Market Square* roll)<br>(When checking the *Commercial Locations* table,<br>consider your town 1 size category larger) | | 5 | **Religious.** The town contains substantial temples in prominent locations.<br><br>(*Free location:* Non-Commercial - Place of Worship<br>and +5 to its place of worship size roll) | | 6 | **Magic.** The town is focused on some form of magical pursuit.<br><br>(*Free location:* Shop - Magic Shop [d6]:<br>1: Armor<br>2: Books<br>3: Clothing<br>4: Jewelry<br>5: Weapons<br>6: Misc. & Curiosities) | ^15fdd4 # Specialty The town’s specialty is the main thing it is known for. Towns are a significant step up from trading posts and villages as they have the potential to have a bit of everything, from trade to agriculture, industry, or even government. | 1d8 | Specialty | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Craft.** The town is known for being a place to find high-quality, hand-crafted goods.<br> | | 2 | **Farming or Resource Gathering.** The town is known for the resource(s) it produces. Base this on what kind of environment and climate the town is in. If farming wouldn’t work as well, perhaps they mine or harvest lumber instead.<br><br>(Reroll *Farms and Resources* roll results of 1-4.) | | 3 | **Industry.** This town is known for certain industrial processes such as milling, textiles, or smelting.<br><br>(*Free Location:* Shop - [d6]:<br>1-2: Mill<br>3-4: Textile Production<br>5-6: Foundry/Smelting) | | 4 | **Unique Shipping Methods.** These people know how to get things from one place to another by strange or innovative means. | | 5 | **Connections.** This town is full of people who can find and obtain almost anything (or, perhaps, *anyone*). | | 6 | **Drink.** The town is known for having a wide variety of (or excellent quality) beverages available throughout. | | 7 | **Education.** The town is known as the location of a widely-renowned educational institution.<br><br>(*Free Location:* Non-Commercial - Place of Education) | | 8 | **Hospitality.** The town is known as a welcoming, desirable place to stay.<br><br>(The default inn is of [d6]:<br>1-3: good quality<br>4-6: fine quality) | ^cf394c # Age Towns vary widely in age but, due to the time it takes for towns to come into being, they will likely be longer established than such settlements as trading posts or villages. This time frame assumes the ‘beginning’ was when the first actions were taken to establish the town. | 1d10 | Age | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Recent.** Established within the past year, the town has not been around long. Awareness has likely not spread beyond the immediate surrounding area.<br><br>(-2 to *Population Density* roll) | | 3-4 | **Established.** The town has been around for a few years. Folk within a few dozen miles may have heard of it. It has most likely been added to major official maps.<br><br>(-1 to *Population Density* roll) | | 5-6 | **Mature.** The town has been around for decades, and may have developed some sort of reputation, depending on its community, location, and what goes on in the town.<br><br>(+0 to *Population Density* roll) | | 7-8 | **Old.** The town has been around near enough to a century, or so. Families have grown up here. Some businesses have grown, folded, and been replaced by new ones. Features have likely been added, or it may have expanded outwards. It may also have seen through many events that could have altered the town’s course.<br><br>(+1 to *Population Density* roll) | | 9-10 | **Ancient.** The town is hundreds of years old, or more. It may still be thriving, or in ruins, remaining much like it has always been, or may have drastically changed, for better or worse.<br><br>(+2 to *Population Density* roll) | ^24f1d7 # Size A town’s size can difer greatly, as can the number of people around. The town’s boundary also includes the surrounding countryside, so among the structures numbered here, a fair number can be small communities of thatched-roof cottages or wattle-and-daub houses for folk who aren’t wealthy enough to live in the town proper. It also includes the town’s farms and other outlying buildings. | 1d20 | Size | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1-2 | **Very Small.** Up to a few hundred standing structures in an area able to support up to around 1000 people.<br><br>(+2 to *Population Overflow* roll) | | 3-6 | **Small.** Up to 500 standing structures in an area able to support around 2000 people.<br><br>(+1 to *Population Overflow* roll) | | 7-14 | **Medium.** Up to 1000 standing structures in an area able to support around 4000 people.<br><br>(+0 to *Population Overflow* roll) | | 15-18 | **Large.** Up to 1500 standing structures in an area able to support around 6000 people.<br><br>(-1 to *Population Overflow* roll) | | 19-20 | **Very Large.** Up to 2000 standing structures in an area able to support around 8000 people.<br><br>(-2 to *Population Overflow* roll) | ^c8fd9a # Condition The town’s condition includes how well it is maintained, and what the town may have gone through historically, or be experiencing in the present. It can also somewhat refect the personality of its population. A town’s condition may also be the result of something that is not under its control. For instance, if it came under attack, it could be badly damaged, through no direct fault of the town itself. | 1d20 | Condition | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Derelict.** Buildings may be coming down, or in ruins. Refuse may line the streets, which, if they were ever maintained to begin with, are nigh unrecognizable now. Everything seems broken, flthy, or both. This place might beneft from complete destruction and a re-build. The smells are, likely, vile.<br><br>(-6 to *Population Wealth* roll) | | 2-4 | **Lousy.** Things are in rough shape. Most structures seem unsound, or are just in poor condition. Windows, if there are any, may be broken or boarded up. Walls are stained, and streets are rutted or cracked. The smells are an afront to the senses.<br><br>(-3 to *Population Wealth* roll) | | 5-12 | **Moderate.** Structures seem sound enough though are, perhaps, not attractive. It is likely that most homes keep occupants dry. Roads are relatively clear, if not clean. The smells are not pleasant, but tolerable.<br><br>(+0 to *Population Wealth* roll) | | 13-19 | **Robust.** Buildings in the town appear solid. Beams protruding from structure walls look to be sturdy and hard-wearing. While possibly lacking in true refnement, the town bears a strength and sense of reliability. Roads are maintained, though not obsessed over, and are largely free of refuse and flth. The smells are those of smoke and sawdust, leather and sweat.<br><br>(+3 to *Population Wealth* roll) | | 20 | **Superb.** The town is exemplary in all aspects. The buildings are built with exquisite skill and fair, leaving no doubt as to their quality. The roads are immaculately kept, with little to no detritus anywhere. The smells are those of fresh air and fowers, grass and trees, or cool sea mist.<br><br>(+6 to *Population Wealth* roll) | ^63eb99 # Environment While a trading post or village could be established almost anywhere, towns are large enough to be the first settlement type to have more limitations on their placement. The tables and options available in this book are designed to allow settlements to be placed anywhere, regardless of environment. If you have an environment in mind for your settlement already, feel free to skip, or manually select from, this table. | d10 | Environment | | --- | ------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Coastal.** The town is near a large body of water, such as a lake or ocean. | | 2 | **Forest.** The town has been established in an area cleared of the surrounding trees. | | 3 | **Mountains.** The town is found on a stony pass or soaring peak. | | 4 | **Plains.** The town is encircled by wide, open felds. | | 5 | **River.** The town is near or built around a steadily flowing stream, or other watercourse. | | 6 | **Swamp.** The town is in, or near, a vast area of stagnant water. | | 7 | **Underground.** The town is within a vast network of caves. | | 8 | **Valley.** The town is found within, or on the edge of, an area of recessed elevation in relation to the landscape around it. | | 9 | **Tundra.** The town is in a very cold environment. | | 10 | **Desert.** The town is in a dry and arid environment, likely flanked by vast sand dunes. | ^8fefad # Prosperity A town’s degree of success is intimately tied to its commercial traffic. Ideally, people from all around will visit for market day(s) and whatever else the town may have to offer, and any coin changing hands is excellent for the economy. However, the inverse can be true, too. If a town is badly placed, or something is making trade difficult, it could be detrimental to its success. | 1d20 | Prosperity | | ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Abysmal Failure.** The town has had little to no business, or has been very unfortunate. <br><br>(-8 to *Visitor Traffic* roll) <br>(-13 to *Population Wealth* roll) | | 2-4 | **Failure.** The town has struggled to generate meaningful wealth or notoriety. <br><br>(-6 to *Visitor Traffic* roll) <br>(-6 to *Population Wealth* roll) | | 5-10 | **Mildly Successful.** The town has attained a mild degree of success and visibility.<br><br>(-1 to *Visitor Traffic* roll) <br>(-3 to *Population Wealth* roll) | | 11-16 | **Successful.** The town is functional and generates a modest to good amount of coin.<br><br>(+0 to *Visitor Traffic* roll) <br>(+0 to *Population Wealth* roll) | | 17-19 | **Very Successful.** The town has achieved real fnancial success and attracts a large number of visitors.<br><br>(+2 to *Visitor Traffic* roll) <br>(+3 to *Population Wealth* roll) | | 20 | **Incredibly Successful.** The town attracts huge amounts of wealth for its citizens and visitors fock to be part of it.<br><br>(+6 to *Visitor Traffic* roll) <br>(+6 to *Population Wealth* roll) | ^1561dd # Market Square The **market square** is often the beating heart of a town. On market days, vendors from all over will come to ply their wares. It is also where hoards of travelers will come to find anything they could need (or be convinced they do). Buildings around the market square are typically considered prime real estate, due to the amount of traffic they see. | 1d6 | Market Square | | --- | --------------------------------------------------- | | 1-2 | **Tight.** Only room for a few, key vendor stalls. | | 3-4 | **Ample.** Room for a fair number of vendor stalls. | | 5-6 | **Spacious.** Room for lots of vendor stalls. | ^0813ab # Vendor Stall Acquisition Merchants depend on having a great location from which to sell. With finite space in the market square, how does a town determine who gets a space? | 1d4 | Vendor Stall Acquisition | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **First Come, First Served - No Fee.** Merchants line up prior to market day. Those at the front of the line are given the spaces. No fees are charged. | | 2 | **First Come, First Served - Fee.** Merchants line up prior to market day. Those at the front of the line are given frst pick of the available stall spaces, provided they can pay the fee for the day. | | 3 | **Lease.** Merchants pay in advance (sometimes far in advance) for the right to a space in the market square. | | 4 | **Bid.** Prior to market day, the spaces are auctioned off. | ^a305c1 # Merchant Overflow Does the town allow merchants unable to acquire a vendor stall in the market square to sell their wares outside of town? Overflow areas would typically be along the major road(s), potentially out through the main gate(s). | 1d4 | Overflow | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Banned.** Excess vendors are not allowed to set up stalls outside the town. Town guards will enforce this. <br><br>(+1 to *Law Enforcement* roll) | | 2 | **Unpatrolled.** Excess vendors are allowed to set up stalls but, as the town guard do not patrol or monitor these areas, the risk is higher. The spaces available are unkempt. | | 3 | **Monitored.** Excess vendors are allowed to set up stalls, and the town guard patrols through regularly, but the areas themselves are less-maintained and traffic is lighter. | | 4 | **Encouraged.** Excess vendors are encouraged to set up stalls outside the town, if they are unable to get a spot in the square. There are maintained areas available for use, and provided on a frst-come, frst-served basis. When in use by vendors, this area is regularly patrolled, if law enforcement personnel can be spared. | ^31a7f5 # Fortification As settlements grow, they begin to attract more attention. As they draw in well-intentioned visitors, they also bring all kinds of ne’er do wells, and the need for defenses may quickly become apparent. Fortifications can include walls, heavy gates and watchtowers. As well as acting as protection, fortifications can have an effect on how the populace feels. If one feels safer, it is much easier to feel happier to stay and spend or, at the very least, unafraid to walk alone back to your inn. | 1d20 | Fortification | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Unfortified.** The town’s perimeter is open, allowing entry from almost any point. <br><br>(-5 to *Disposition* roll) | | 2-8 | **Lightly Fortified.** The town proper is surrounded by a light wall of wood or stacked stone. The fortifications pose only a mild inconvenience to outside forces, but they easily keep out wild animals.<br><br>(+1 to *Disposition* roll) | | 9-15 | **Fortified.** The town proper is surrounded by a substantial wall of wood or stone. The wall is able to be patrolled by guards on a raised walkway. Visitors to the city pass through a main gate that can be barred in the evenings. A few watch towers may be placed around the town, though they are likely sporadic.<br><br>(+3 to *Disposition* roll) | | 16-19 | **Heavily Fortified.** The town proper is surrounded by a heavy wall of wood or stone, with several watchtowers built along its length. The gate is double-thickness and reinforced with metal bands. There are additional watchtowers built at various points throughout the surrounding countryside.<br><br>(+5 to *Disposition* roll) | | 20 | **Extremely Fortified.** The town proper is surrounded by an imposing wall of wood or stone, with many fully-staffed watchtowers at regular intervals along its length. The gate is double-thickness, reinforced with metal bands, augmented with a portcullis, and is always manned. A supplementary wall of wood or stone encompasses the surrounding countryside, with its own watchtowers. Nothing goes in or out without the watch’s knowledge or permission.<br><br>(+7 to *Disposition* roll) | ^f5fbd0