# Population Density
Population density is meant to be a scalable visual representation of the people living in a settlement. Towns, cities, and capitals have so many people that it’s easier to visualize how the people might appear, rather than actually numbering them. These larger settlements require a certain amount of people to function, so the table below contains options that take this into account, and then build upon it.
| 1d20 | Population Density |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | **Skeleton.** The town only has enough people to function at its most basic level. <br><br>(-2 to *Population Overflow* roll) <br>(-2 to *Night Activity* roll) |
| 3-6 | **Sparse.** Folk live here, but it would never be called bustling. Walking down the street, you’ll typically only see a few people.<br><br>(-1 to *Population Overflow* roll) <br>(-1 to *Night Activity* roll) |
| 7-14 | **Populous.** A moderate amount of people live here. Walking through the streets, you will see plenty of people, but never so many that it would feel cramped.<br><br>(+0 to *Population Overflow* roll) <br>(+0 to *Night Activity* roll) |
| 15-18 | **Dense.** There is a large amount of people living here. There are few, if any, vacant buildings. In high traffic areas, one generally has elbow room, but not much more.<br><br>(+1 to *Population Overflow* roll) <br>(+1 to *Night Activity* roll) |
| 19-20 | **Crowded.** The town is filled with jostling throngs. Practically all structures are occupied. Some may even camp outside town. Moving about can be difficult, and bumping into other people is typical in higher traffic areas.<br><br>(+2 to *Population Overflow* roll) <br>(+2 to *Night Activity* roll) |
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# Population Overflow
There are often times when the demand for space within the town exceeds the capacity. This leads to population overflow, where people who would have liked to live in the town, but aren’t able to, establish themselves outside of it, either in camps or small adjoining neighborhoods. Roll below to see what percentage of your resident population falls into this category.
| 1d20 | Population Overflow |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **<10%.** Less than a tenth of the town’s population is outside the town proper. This typically means that the only people who live outside the town are those that do so out of necessity, due to requirement of duties (such as owning a farm). |
| 2-4 | **10%.** A tenth of the town’s population is outside the town proper. |
| 5-12 | **20%.** A fifth of the town’s population is outside the town proper. |
| 13-17 | **30%.** A third of the town’s population is outside the town proper. |
| 18-19 | **40%.** Just under half the town’s population is outside the town proper. |
| 20 | **50%.** Around half the town’s population is outside the town proper. |
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# Farms & Resources
#### F&R Rolls
| Town Size | Farms & Resources Rolls |
| ---------- | ----------------------- |
| Very Small | 1 roll |
| Small | 2 rolls |
| Medium | 2 rolls |
| Large | 3 rolls |
| Very Large | 3 rolls |
#### Fs & Rs
| 1d20 | Farms & Resources |
| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-4 | **None.** If you have any remaining rolls to make on this table, proceed with them. |
| 5-11 | **Farming (Agriculture).** A group of farms, which provide food, are found on the nearest hospitable land under the town’s control. |
| 12-16 | **Farming (Livestock).** A group of farms, which provide livestock, are found on the nearest hospitable land under the town’s control. |
| 17-20 | **Resource Harvesting.** Depending on the landscape and available resources (trees, minerals, ore, stone, etc.), a logging camp, mine, or quarry belonging to the town has been built nearby to harvest resources for use or sale. |
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# Visitor Traffic
Visitor traffic encompasses the typical amount of non-residents in town. Keep in mind that this is on a day-to-day basis. Market days tend to attract more people, but how many more would be up to you.
| 1d20 | Visitor Traffic |
| ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-3 | **Mostly Locals.** On any given day, there are typically a few from out-of-town, though not enough to impact congestion.<br><br>(+0 to *Night Activity* roll) |
| 4-9 | **Groups.** There are generally a fair amount of visitors. May slightly increase congestion.<br><br>(+1 to *Night Activity* roll) |
| 10-14 | **Crowds.** A noticeable amount of people come through town on a regular basis. Congestion is increased.<br><br>(+2 to *Night Activity* roll) |
| 15-17 | **Droves.** Large groups of people regularly frequent the town. Congestion is significantly increased.<br><br>(+3 to *Night Activity* roll) |
| 18-19 | **Masses.** Huge groups of people always seem to be visiting. Congestion could cause difficulties, if the town is unable to cope with very large amounts of people.<br><br>(+4 to *Night Activity* roll) |
| 20 | **Multitudes.** Massive groups of people throng the streets, likely spilling out onto the roads outside town. Congestion is an ever-present reality, and a regular issue.<br><br>(+5 to *Night Activity* roll) |
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# Night Activity
Where population density and visitor traffic give an ample idea of the daytime activity, a town’s night-life can vary greatly, depending on how many people are staying over. When only a few folks are around, there is little need for establishments to be open after dark. On the other hand, if people are coming and going at all hours, it’s far more likely that shops and services would be open to accommodate them.
Roll on the table below to see the town’s level of activity once the sun goes down.
| 1d20 | Night Activities |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 1-2 | **Dark.** By the time the sun goes down, the streets are nearly empty and the town closes up. All is quiet and peaceful. If the town has a gate, it is closed and barred. Guards may, or may not, allow night travelers inside. |
| 3-6 | **Quiet.** Everything is closed except for inns and taverns, which remain open until midnight. Late guests would have to wake an innkeeper to get a room. If the town has a gate, it is closed and barred. Guards will usually let visitors in, but will discourage wandering. |
| 7-14 | **Slow.** Almost everything is closed except for taverns, which may be open until early morning, and inns, which stay open perpetually. If the town has a gate, it is closed, but guards will generally be ready to open it, as needed. |
| 15-18 | **Active.** Inns and taverns remain open perpetually. Some shops and services may be open, catering to late travelers or night owls. A fair amount of establishments may still be closed. If the town has a gate, it is kept open, but guarded, ready to be closed, if needed. |
| 19-20 | **Lively.** There is little difference between day and night traffic. There are always people on the streets and it may seem like no one ever sleeps. Most shops and services remain open constantly. If the town has a gate, it remains open and is only closed under the most dire of circumstances. |
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# Demographics
Towns are known for being much bigger than either villages or trading posts. How diverse are the people that live here? Is it an entirely elven community, or is it populated by folk from all corners of the world?
Roll on the table below to determine what people reside in your city. When deciding what those races are, be sure to use the setting and environment of the town to help you.
| 1d20 | Demographics |
| ----- | ------------------------------------------------------------------------------------------------------------- |
| 1-4 | **Only One.** 100% primary race.<br><br> |
| 5-8 | **Only Two.** 60% primary race, 40% secondary race. |
| 9-14 | **Normal Distribution.** 50% primary race, 25% secondary race, 15% tertiary race, 10% other. |
| 15-17 | **Wide Distribution.** 20% primary race. All others reasonably well represented. |
| 18-19 | **High and Low.** 80% primary race, 20% secondary race. |
| 20 | **Ever-Changing.** No discernible distribution. Racial representation lacks any sense of numerical dominance. |
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# Disposition
Disposition is the general attitude or impression a visitor would get from interacting with the locals and noting their behavior toward visitors. This is how the locals seem (whether they truly are is up to you).
| 1d20 | Disposition |
| ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | **Hostile.** Locals seem very unfriendly toward visitors, and would likely make out-of-towners feel unwelcome. This could manifest as coldness, passive-aggressiveness, or even violence. |
| 3-6 | **Unfriendly.** Locals don’t care much for visitors, looking upon them with contempt, fear, or suspicion. |
| 7-14 | **Neutral.** Locals are standoffish, or perhaps hard on the outside, but can be friendly if you get to know them. |
| 15-18 | **Friendly.** Locals are generally friendly, welcoming, and slow to take offense. |
| 19-20 | **Open.** The locals actively enjoy visitors, and their culture incorporates this. Just about anyone is welcome. |
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# Leadership
Towns are large enough that it is nigh-impossible for one to exist without some form of local leadership. Roll on the table below to see who is in charge at present.
***(If priority is Government, remember to reroll any results 91-100)***
| d100 | Leadership |
| ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-15 | **Town Council.** Prominent members of the community were chosen to lead the town collectively.<br><br>(*Free Location:* Non-Commercial - Town Hall) |
| 16-30 | **Mayor.** The locals democratically voted for their current leader. |
| 31-45 | **Hereditary.** A non-elected leader is in power, by virtue of their bloodline. |
| 46-60 | **Merchant Monarch.** The wealthiest shop owner in the town leads by default.<br><br>(+2 to your *Commercial Locations* number) |
| 61-75 | **Military Rule.** The town is controlled by a current or ex-leader of a military group.<br><br>(+1 to *Law Enforcement* roll) |
| 76-90 | **Oligarchy.** A few individuals hold sway, collectively, over the town.<br><br>Roll [d4]:<br>1: merchants (plutocracy);<br>2: mages (magocracy);<br>3: priests (theocracy);<br>4: other small group.<br><br>(*Free Location:* Non-Commercial - (choose one appropriate type and roll on that table)) |
| 91-99 | **Underworld or Criminal Enterprise.** A criminal, or group of criminals, either publicly, or privately, controls the town.<br><br>(-1 to *Crime* roll) |
| 100 | **Anarcho-Syndicalist Commune.** The members of the town take turns as a sort of executive officer for the week. |
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# Law Enforcement
In order for a town to run effectively, those within the walls must feel safe. Law enforcement plays a big role in this. Town policing, if there is any, is always sanctioned by a higher legal authority. This may be a lord to whom the town owes fealty or, if the town was established independently, whoever makes up its rulership.
| 1d20 | Law Enforcement |
| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **None.** This could be good or bad, depending on one’s point of view. Good if the folk here are trustworthy, but bad if a situation gets out of hand.<br><br>(-8 to *Crime* roll) |
| 2-4 | **Sheriff.** A sheriff, as well as a handful of deputies, is sanctioned by the town’s governing entity.<br><br>(-4 to *Crime* roll) |
| 5-9 | **Small Town Watch.** The watch is run by a nominated captain, and employs a small number of guards. Presence may be scattered, or lacking, at times.<br><br>(-2 to *Crime* roll) |
| 10-16 | **Town Watch.** The watch is run by an appointed captain, with one lieutenant, and enough guards, to adequately guard key points in the town with token patrols.<br><br>(+0 to *Crime* roll) |
| 17-19 | **Strong Town Watch.** The watch is run by a seasoned captain with two lieutenants, a few corporals, and an ample quantity of boots on the ground. Presence allows for extra patrols and well-rested guards.<br><br>(+4 to *Crime* roll) |
| 20 | **Extensive Town Watch.** The watch is overseen by a decorated captain with three lieutenants, several corporals and more than enough guards. Presence allows for the watch to maintain an ever-present appearance. A guard is never more than a shout away.<br><br>(+8 to *Crime* roll) |
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# Population Wealth
How wealthy are most folks in town? Market days may be successful, but this does not necessarily mean that the general population sees this wealth. It may be funneled into one place, widely distributed, or anywhere in between.
As settlements reach sizes of significance, the distribution of wealth within the community begins to vary more. The table below will tell us how the wealth it commands (whatever it may be) is distributed among the populace. It is up to you to determine why.
| 1d20 | Population Wealth |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | **Destitute.** Nearly everyone in town consistently lacks the barest essentials of what they need to survive.<br><br>(-4 to *Crime* roll)<br>(-2 to *Quality* rolls) |
| 3-6 | **Impoverished.** Around half of the population struggles to carve out even a meager existence.<br><br>(-2 to *Crime* roll)<br>(-1 to *Quality* rolls) |
| 7-14 | **Average.** Most of the population have enough to live a modest life. Those without are a minority.<br><br>(+0 to *Crime* roll)<br>(+0 to *Quality* rolls) |
| 15-17 | **Prosperous.** Most of the population has enough to live a good life and, of them, a fair amount can even live comfortably.<br><br>(-1 to *Crime* roll)<br>(+1 to *Quality* rolls) |
| 18-19 | **Wealthy.** Nearly everyone has what they need to live comfortably, many are able to live well, and some are very prosperous.<br><br>(-2 to *Crime* roll)<br>(+2 to *Quality* rolls) |
| 20 | **Affluent.** The entire town is able to live comfortably, with a significant portion living in luxury.<br><br>(-3 to *Crime* roll)<br>(+3 to *Quality* rolls) |
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>[!question] All Minuses?
> The minuses to crime on this table represent reasons why there might be more crime, based on population wealth. If wealth is low, crime is likely due to desperation. If wealth is high, it’s likely due to greed.
# Crime
Crime encompasses activities such as robbery, confidence games, and muggings, sometimes even murder. How likely are these kinds of things to happen in the trading post? Do coin purses and trinkets go missing often? Are there grifters running cons on the street? How frequently are people being assaulted while walking home at night?
**Modified by: [[Towns 2 - Community#Resident Population|Resident Population]], [[Towns 1 - Basic Information#Visitor Traffic|Visitor Traffic]], [[Towns 2 - Community#Law Enforcement|Law Enforcement]], [[Towns 2 - Community#Population Wealth|Population Wealth]]**
| 1d20 | Crime |
| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | **Regular.** The streets are crawling with criminals, and a purse unstowed is almost sure to be snatched.<br><br>(+4 to *Urban Encounter* rolls) |
| 3-6 | **Common.** Most are used to hearing about trouble every day or two. Everyone knows someone who’s been a victim of crime.<br><br>(+3 to *Urban Encounter* rolls) |
| 7-14 | **Average.** Theft or mild violence can happen from time to time. Best to keep an eye out.<br><br>(+2 to *Urban Encounter* rolls) |
| 15-18 | **Uncommon.** Some in the trading post have run into a pickpocket or heard about a robbery but, when they do, it’s a noteworthy occurrence.<br><br>(+1 to *Urban Encounter* rolls) |
| 19-20 | **Rare.** Most in the trading post have had no personal experience of crime, and know few people that have.<br><br>(+0 to *Urban Encounter* rolls) |
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>[!info] Urban Encounters
>Urban encounters are intended to happen in-game while players are in your settlement and, as such, are not intended to be planned as part of game preparation or world building. The table for these can be found in Appendix B: Encounters (p. 442).