# Number of Non-Commercial Locations | Town Size | Non-Commercial Locations | | ---------- | ------------------------ | | Very Small | 1 | | Small | 2 | | Medium | 3 | | Large | 4 | | Very Large | 5 | # Non-Commercial Location Type Roll on the table below for each non-commercial location your town has. | 1d4 | Non-Commercial Location Type | | --- | --------------------------------------------------------------------------- | | 1 | Place of Education<br><br>`dice:[[Towns 3 - Points of Interests#^2fbe5b]]` | | 2 | Place of Gathering<br><br>`dice:[[Towns 3 - Points of Interests#^344c0c]]` | | 3 | Place of Government<br><br>`dice:[[Towns 3 - Points of Interests#^53dd52]]` | | 4 | Place of Worship<br><br>`dice:[[Towns 3 - Points of Interests#^d29ea1]]` | ^316bf7 ### Places of Education These are places whose focus is around learning, the exploration of knowledge, or the practice of a particular skill or discipline. >[!info] Specialized Education and Training >Many academies and universities are not general institutions. Instead, they will tend to focus on a specific pursuit (such as a Mage’s Academy, for those who wish to study magic). If you would like to be more specific about your place(s) of education, try looking at the different kinds of Hired Help in the **Services** table later in this section. | 1d4 | Place of Education | | --- | ------------------------------------------------------------------------------------------------------------------------- | | 1 | **Academy/University.** A conservatory devoted to the pursuit of higher knowledge, sometimes of a specific area of study. | | 2 | **Archives/Library.** A structure devoted to housing records and written information. | | 3 | **Forum.** A place designated for the use of intellectual debate and discussion. | | 4 | **Schoolhouse.** An institution focused on educating children. | ^2fbe5b ### Places of Gathering These are places that are primarily social in nature. | 1d4 | Place of Gathering | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Amphitheater.** Outdoor space with a stage and tiered seating. | | 2 | **Dance Hall.** Location for dances and festive events. | | 3 | **Gathering Hall.** General, open-use building, such as a community center, used for local activities, or where locals may simply socialize on a day-to-day basis. | | 4 | **Outdoor Recreational Area.** A tended space where locals might eat, take leisure time, or duel to the death... | ^344c0c ### Places of Government These are places used by town officials and workers to deal with official matters. | 1d4 | Place of Government | | --- | ------------------------------------------------------------------------------------ | | 1 | **Chancery.** Used as an office for official documentation and administrative tasks. | | 2 | **Courthouse.** Used to hold trials or dispense justice. | | 3 | **Town Hall.** Used for official town business, audiences, and meetings. | | 4 | **Treasury.** Used as a centralized place to manage the town’s funds. | ^53dd52 ### Places of Worship Places of worship are a given in most settlements; there are often at least one, if not multiple, places where devotees congregate to celebrate and practice their faith. These can be huge, grandiose temples or small, possibly even secret, shrines. Roll on the table below for each place of worship in your settlement to determine their size. | d20 | Place of Worship Size | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Secret.** The place of worship’s size is unclear, as the location is not publicly known. | | 2-5 | **Altar.** A small shrine or, perhaps, a tiny shack, usually evincing some various items or images relating to that which the faith venerates. | | 6-10 | **Oratory.** A modest building with seating for attendees, appointed with various items or images relating to that which the faith venerates. | | 11-16 | **Sanctuary.** A large, well-appointed structure, able to comfortably accommodate up to a few hundred people. | | 17-19 | **Temple.** A grand building, replete with elements like high ceilings, plush furnishings, and other impressive ornamental and/or architectural features. It can hold nearly a thousand attendees. | | 20 | **Great Temple.** An awe-inspiring structure, devoted to that which it venerates. No expense was spared in its construction. It might display such elements as stunning frescos, elaborate stained-glass scenes, and towering, gilded statues. Walking into a great temple is a rare and striking experience for those who do not live near one. | ^d29ea1 # Fervency of Local Following | d20 | Fervency of Local Following | | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Unseen.** To those outside the following, it is not clear that the group exists. | | 2-5 | **Quiet.** Adherents to the faith are inconspicuous, unless one knows what to look for (perhaps particular gestures, items of clothing, or phrases). | | 6-10 | **Subtle.** Followers of the faith may be identifiable, but remain very reserved. | | 11-16 | **Moderate.** The pious are confident and unafraid to display their faith openly, but do not encroach upon the wider populus uncalled for. | | 17-19 | **Fervent.** Followers are outspoken, with little or no fear of reproach. They may sing or speak to the masses. | | 20 | **Zealous.** Adherents are utterly and unthinkingly devout, forcing their doctrine upon their surroundings and peers, or taking actions that further their cause regardless of personal cost. Though typically seen as negative, this could also be a positive, such as a church of light rising up in an evil kingdom, helping those in need, even if it puts themselves in peril. | ^128cc5 # Alignment of the Faith | d10 | Alignment of the Faith | | ---- | ---------------------- | | 1 | Evil | | 2-5 | Neutral | | 6-10 | Good | ^8651cf # Number of Commercial Locations | Town Size | Commercial Locations | | ---------- | -------------------- | | Very Small | 4 | | Small | 6 | | Medium | 8 | | Large | 10 | | Very Large | 12 | #### Shop or Service? | d6 | Shop or Service | | --- | --------------- | | 1-3 | Shop | | 4-6 | Service | ^785b8f # Shops Shops are establishments whose primary purpose is selling some form of goods or items. Shops fall into three general categories: - **Basic (B):** Basic shops serve the simple, everyday needs of a settlement. Basic shops are owned and run by professionals with widely-available training, and offer goods that are not wildly different to those in other, similar locations. - **Specialty (S).** Specialty shops deal specifically in a particular category of item(s). Specialty shops are run by specially trained individuals, supplying goods that are less common. - **Exotic (E)+:** Exotic shops deal in rare, or exceedingly special item(s). They offer goods that are not locally available, or reach a level of expense, uniqueness, or expertise that exceed even that of specialty shops. **+Magic Shops.** Magic shops are always considered exotic. They are not catch-all shops for magic items but, instead, specialized dealers (and sometimes crafters) of particular things. To find exceptionally rare or unique magical items, one would need to seek out a magic shop specialized in the appropriate category. >[!question] No Armorer or Weaponsmith? >Historically, towns were too small to warrant such a specialized kind of smithing, or provide those craftsmen sustainable business. These specialists tended to be found in cities and capitals, as those were the places where the need was, and many wealthy patrons could be found. | d100 | Shops | | ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-4 | Baker (B). Bakes and sells fresh bread and, possibly, pastries. | | 5-8 | Butcher (B). Processes and sells fresh and/or dried meat. | | 9-12 | Cooper (B). Crafts wooden vessels held together with metal hoops, including barrels, buckets, etc. | | 13-16 | Carpenter (B). Builds with or carves wood, as well as carrying out repairs. | | 17-24 | General Store (B). Sells basic supplies, groceries, and various odds and ends. | | 25-28 | Herbalist (B). Sells common herbs and natural, non- magical remedies. | | 29-36 | Smithy (B). Sells and crafts metal tools and equipment, including very basic weapons and armor. | | 37-40 | Tailor (B). Makes and sells of clothing, including hats and cloaks. Also sells general items made from cloth, such as blankets, and carries out repairs and alterations of cloth goods. | | 41-44 | Tanner/Taxidermist (B). Processes animal hides for practical or ornamental purposes. | | 45-48 | Thatcher (B). Builds roofs using layers of dried straw, reeds, rushes, etc. | | 49-52 | Wainwright (B). Builds carts and wagons. | | 53-56 | Weaver (B). Weaves raw fabric and baskets. | | 57-59 | **Alchemist (S).** Brews and sells potions, as well as mundane herbs and alchemical ingredients. | | 60-62 | **Artist (S).** Encompasses painter, sculptor or other visual art as appropriate. | | 63-65 | **Bank & Exchange (S).** Encompasses auctions, banking, and the specific selling of gems or exchange of currency. | | 66-68 | **Cobbler (S).** Makes and mends boots and shoes. | | 69-71 | **Foundry/Smelting (S).** Ore processing and metal fabrication. | | 72-74 | **Mill (S).** Facilities for milling grain. | | 75-77 | **Textile Production (S).** Larger scale than a single weaver, offering a wider array of materials in larger quantities. | | 78-80 | **Shipwright (S).** Builds and launches boats and/<br>or ships. [Reroll if settlement is not bordering a significant source of water] | | 81-82 | *Rare Botanicals (E).* Cultivates and sells herbs rare<br>to the region. | | 83-84 | *Luxury Furnishings (E).* Procures and sells all manner of home items for fine living, including furniture, art, and other high-quality goods. | | 85-86 | *Rare Libations & Fare (E).* Sells (and, perhaps, makes or brews) drinks and/or food of surpassing quality or rarity to the region. | | 87-88 | *Rare Trade Goods (E).* Procures and sells items and materials, such as ores or textiles, that are rare to the region. | | 89-90 | *Magic Shop - Armor (E).* Sells magical items with a<br>focus on armor and protective equipment. | | 91-92 | *Magic Shop - Books (E).* Sells magical items with a focus on literature, arcane tomes and lore. They may also carry books and documents (such as maps and records) of a rare and significant nature, though non-magical. | | 93-94 | *Magic Shop - Clothing (E).* Sells magical items with a focus on clothing of all types which bear magical properties. | | 95-96 | *Magic Shop - Jewelry (E).* Sells magical items with a focus on enchanted, or otherwise magically imbued, jewelry. | | 97-98 | *Magic Shop - Weapons (E).* Sells magical items with a focus on weapons with mystic properties and, perhaps, shields. | | 99-100 | *Magic Shop - Miscellaneous & Curiosities (E).* Procures and sells magical items with a focus on strange and rare artifacts of a wondrous or intriguing nature. | ^d179a6 # Services Services are establishments where something can be done for you -- for a price. | d100 | Services | | ------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-8 | **Barber.** aka Dirt Knife (Poor quality)/Coiffeur (Fine quality)<br><br>Provides grooming services, such as haircuts or shaves. | | 9-16 | **Bathhouse.** aka Tubs (Poor quality)/Private Baths (Fine quality)<br><br>Provides spaces for bathing. | | 17-24 | **Doctor/Apothecary.** aka Sawbones (Poor quality)/Physician (Fine quality)<br><br>Provides medical care. | | 25-32 | **House of Leisure.** aka Den of Leisure (Poor quality)/ Den of Leisure (Fine quality)<br><br>Provides entertainment and/or relaxation (GM may decide what kind). | | 33-44 | **Inn.** aka Tents (Poor quality)/Hostel or Lodge (Fine quality)<br><br>Provides accommodation, as well as a place to have a bath and a decent meal. | | 45-52 | **Club.** aka Stage (Poor quality)/Theatre (Fine quality)<br><br>Provides entertainment via comedic, dramatic or musical performance. | | 53-60 | **Soothsayer.** aka Fortune Teller (Poor quality)/Diviner (Fine quality)<br><br>Provides magical prediction and prophecy - sayers of sooth! | | 61-68 | **Stable.** aka Stalls (Poor quality)/Livery (Fine quality)<br><br>Provides boarding accommodation for mounts, as well as selling carts, animals, and their tack. | | 69-80 | **Tavern.** aka Pub (Poor quality)/Taphouse (Fine quality)<br><br>Provides food and drink. | | 81-82 | **Hired Help - Brutes and Brawlers.** Thugs, ruffians and muscle.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 83-84 | **Hired Help - Cloak and Dagger.** Assassins, thieves and spies.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 85-86 | **Hired Help - Bows and Slings.** Archers and ranged attack specialists.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 87-88 | **Hired Help - Scribes and Clerks.** Masters of history, literature, mathematics and/or business.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 89-90 | **Hired Help - Guides and Trackers.** Scouts, rangers and wilderness experts.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 91-92 | **Hired Help - Caravan and Mount.** Specialists in transportation and journeys to various locations as well as expedition organization and management.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 93-94 | **Hired Help - Arcane Academics.** Experts in matters of magic and lore (may also be natural magic or something else; it need not be exclusively arcane).<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 95-96 | **Hired Help - Magic Mercenaries.** Specialists trained the use of arcane or non-divine magic in combat and practical mission scenarios.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 97-98 | **Hired Help - Priestly Guidance.** Sages offering counsel in all matters of religion and the divine.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 99-100 | **Hired Help - Hands of the Divine.** Specialists trained in the use of divine magic in combat and practical mission scenarios.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | ^1dd237 # Hired Help Size | d12 | Hired Help Size | | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-6 | **Individual Person.** The hired help is a single person hiring out their services. | | 7-10 | **Team.** The hired help is a team of individuals who work together. | | 11-12 | **Guild.** An organized guild is hiring out their services. When hired, a portion of the guild’s members handle the job, not the entire guild (unless the job is very large). | ^58c72b # Market Stalls | d100 | Shops | | ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | Baker (B). Bakes and sells fresh bread and, possibly, pastries. | | 4-6 | Butcher (B). Processes and sells fresh and/or dried meat. | | 7-9 | Cooper (B). Crafts wooden vessels held together with metal hoops, including barrels, buckets, etc. | | 10-12 | Carpenter (B). Builds with or carves wood, as well as carrying out repairs. | | 13-16 | General Store (B). Sells basic supplies, groceries, and various odds and ends. | | 17-19 | Herbalist (B). Sells common herbs and natural, non- magical remedies. | | 20-22 | Smithy (B). Sells and crafts metal tools and equipment, including very basic weapons and armor. | | 23-25 | Tailor (B). Makes and sells of clothing, including hats and cloaks. Also sells general items made from cloth, such as blankets, and carries out repairs and alterations of cloth goods. | | 26-28 | Tanner/Taxidermist (B). Processes animal hides for practical or ornamental purposes. | | 29-31 | Thatcher (B). Builds roofs using layers of dried straw, reeds, rushes, etc. | | 32-34 | Wainwright (B). Builds carts and wagons. | | 35-37 | Weaver (B). Weaves raw fabric and baskets. | | 38-39 | **Alchemist (S).** Brews and sells potions, as well as mundane herbs and alchemical ingredients. | | 40-41 | **Artist (S).** Encompasses painter, sculptor or other visual art as appropriate. | | 42-43 | **Bank & Exchange (S).** Encompasses auctions, banking, and the specific selling of gems or exchange of currency. | | 44-45 | **Cobbler (S).** Makes and mends boots and shoes. | | 46-47 | **Foundry/Smelting (S).** Ore processing and metal fabrication. | | 48-49 | **Mill (S).** Facilities for milling grain. | | 50-51 | **Textile Production (S).** Larger scale than a single weaver, offering a wider array of materials in larger quantities. | | 52-53 | **Shipwright (S).** Builds and launches boats and/<br>or ships. (Reroll if settlement is not bordering a significant source of water) | | 54 | *Rare Botanicals (E).* Cultivates and sells herbs rare<br>to the region. | | 55 | *Luxury Furnishings (E).* Procures and sells all manner of home items for fine living, including furniture, art, and other high-quality goods. | | 56 | *Rare Libations & Fare (E).* Sells (and, perhaps, makes or brews) drinks and/or food of surpassing quality or rarity to the region. | | 57 | *Rare Trade Goods (E).* Procures and sells items and materials, such as ores or textiles, that are rare to the region. | | 58 | *Magic Shop - Armor (E).* Sells magical items with a<br>focus on armor and protective equipment. | | 59 | *Magic Shop - Books (E).* Sells magical items with a focus on literature, arcane tomes and lore. They may also carry books and documents (such as maps and records) of a rare and significant nature, though non-magical. | | 60 | *Magic Shop - Clothing (E).* Sells magical items with a focus on clothing of all types which bear magical properties. | | 61 | *Magic Shop - Jewelry (E).* Sells magical items with a focus on enchanted, or otherwise magically imbued, jewelry. | | 62 | *Magic Shop - Weapons (E).* Sells magical items with a focus on weapons with mystic properties and, perhaps, shields. | | 63 | *Magic Shop - Miscellaneous & Curiosities (E).* Procures and sells magical items with a focus on strange and rare artifacts of a wondrous or intriguing nature. | | 64-66 | **Barber.** aka Dirt Knife (Poor quality)/Coiffeur (Fine quality)<br><br>Provides grooming services, such as haircuts or shaves. | | 67-69 | **Bathhouse.** aka Tubs (Poor quality)/Private Baths (Fine quality)<br><br>Provides spaces for bathing. | | 70-72 | **Doctor/Apothecary.** aka Sawbones (Poor quality)/Physician (Fine quality)<br><br>Provides medical care. | | 73-74 | **House of Leisure.** aka Den of Leisure (Poor quality)/ Den of Leisure (Fine quality)<br><br>Provides entertainment and/or relaxation (GM may decide what kind). | | 75-76 | **Inn.** aka Tents (Poor quality)/Hostel or Lodge (Fine quality)<br><br>Provides accommodation, as well as a place to have a bath and a decent meal. | | 77-79 | **Club.** aka Stage (Poor quality)/Theatre (Fine quality)<br><br>Provides entertainment via comedic, dramatic or musical performance. | | 80-82 | **Soothsayer.** aka Fortune Teller (Poor quality)/Diviner (Fine quality)<br><br>Provides magical prediction and prophecy - sayers of sooth! | | 83-84 | **Stable.** aka Stalls (Poor quality)/Livery (Fine quality)<br><br>Provides boarding accommodation for mounts, as well as selling carts, animals, and their tack. | | 85-90 | **Tavern.** aka Pub (Poor quality)/Taphouse (Fine quality)<br><br>Provides food and drink. | | 91 | **Hired Help - Brutes and Brawlers.** Thugs, ruffians and muscle.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 92 | **Hired Help - Cloak and Dagger.** Assassins, thieves and spies.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 93 | **Hired Help - Bows and Slings.** Archers and ranged attack specialists.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 94 | **Hired Help - Scribes and Clerks.** Masters of history, literature, mathematics and/or business.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 95 | **Hired Help - Guides and Trackers.** Scouts, rangers and wilderness experts.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 96 | **Hired Help - Caravan and Mount.** Specialists in transportation and journeys to various locations as well as expedition organization and management.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 97 | **Hired Help - Arcane Academics.** Experts in matters of magic and lore (may also be natural magic or something else; it need not be exclusively arcane).<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 98 | **Hired Help - Magic Mercenaries.** Specialists trained the use of arcane or non-divine magic in combat and practical mission scenarios.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 99 | **Hired Help - Priestly Guidance.** Sages offering counsel in all matters of religion and the divine.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | | 100 | **Hired Help - Hands of the Divine.** Specialists trained in the use of divine magic in combat and practical mission scenarios.<br><br>*Hired Help Size:*<br>`dice:[[Towns 3 - Points of Interests#^58c72b]]` | ^74064b # Quality You can roll on this table for *any* location's quality. >[!info] Quality Can Apply to Anything! >Quality is simply a general descriptor of the state that a place is in. It can be any kind of establishment (rolled shops and services, default locations, or even non-commercial places like places of worship). The table never changes, so you can even roll on elements that you add later, if you’d like. >[!tip] Poor/Fine Service Names >Here are some suggestions for service names whether they’re poor/fine. > >Barber: Dirt Knife/Coiffeur >Bathhouse: Tubs/Private Baths >Club: Stage/Theater >Doctor/Apothecary: Sawbones/Physician >House of Leisure: Den of Leisure/Hall of Leisure >Inn: Tents or Hostel/Lodge Soothsayer: Fortune Teller/Diviner Stable: Stalls/Livery Tavern: Pub/Taphouse | d12 | Quality | | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-4 | **Poor.** The location is a substandard version of what is typically expected. Its offerings are likely limited, or of bad quality. The location itself may be in disrepair, dirty, or have any number of other issues present. | | 5-10 | **Good.** The location is a standard version of what is typically expected. Its offerings are likely not terrible, but often not particularly remarkable either (though sometimes there may be exceptions). The location itself is likely in a serviceable state, though probably not flawless. | | 11-12 | **Fine.** The location is an exceptional version of what is typically expected. Its offerings are likely extensive, or of surpassing quality. The location itself is likely remarkable in some way (or, possibly, many ways) such as being very clean or well-built. | ^201457 # Extra Intrigue #### Recent History | d8 | Recent History | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Defended.** There was a failed attack on the town by a local force. | | 2 | **Pickpockets.** Invisible, sticky hands at work? Many reports have surfaced of pickpockets in the market, but none have been found. | | 3 | **No Adventurers.** Get out! A tavern in town has instituted a no-adventurer policy, afer sustaining one bar fight too many. | | 4 | **Asleep.** Working hard, or hardly working? One of the guards manning the main gate was found asleep at his post. | | 5 | **Spiders.** One of the local children has been catching and breeding spiders. The spiders have grown very large, broken out, and have scattered all over town. Townspeople are fnding them in homes, businesses... everywhere. | | 6 | **Tunnel.** What’s this then? On the outskirts, someone has discovered a tunnel leading towards town. Even stranger, it’s incomplete; not even reaching halfway. Who has dug the tunnel? Why? | | 7 | **Obstruction.** If a tree falls on the road, and no one’s around to hear it, does it stop market day? News has reached that a massive tree, stone, or other big natural object, fell and is blocking the main route to town a few miles away. | | 8 | **Event Night.** To boost town morale, the local leader has proposed ‘a night on the town,’ a sanctioned date-night for all locals where sponsored food and entertainment vendors provide deep discounts to romantic couples who visit their establishments. | ^d4569f #### Noteworthy Official | 1d8 | Officials | | --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Catchpole.** Catches and brings in debtors.<br><br>*Competence:*<br>`dice:[[Towns 3 - Points of Interests#^6d11fc]]` | | 2 | **Clerk.** Recordkeeper for the town.<br><br>*Competence:*<br>`dice:[[Towns 3 - Points of Interests#^6d11fc]]` | | 3 | **Exchequer.** Responsible for taxes.<br><br>*Competence:*<br>`dice:[[Towns 3 - Points of Interests#^6d11fc]]` | | 4 | **Jailer.** In charge of confning prisoners.<br><br>*Competence:*<br>`dice:[[Towns 3 - Points of Interests#^6d11fc]]` | | 5 | **Judge.** Decision-maker in legal matters.<br><br>*Competence:*<br>`dice:[[Towns 3 - Points of Interests#^6d11fc]]` | | 6 | **Liner.** Determines property boundaries.<br><br>*Competence:*<br>`dice:[[Towns 3 - Points of Interests#^6d11fc]]` | | 7 | **Master of Revels.** Lead organizer of festivals and special events.<br><br>*Competence:*<br>`dice:[[Towns 3 - Points of Interests#^6d11fc]]` | | 8 | **Master of Stores.** Oversees the town’s stores of supplies such as grain or building materials.<br><br>*Competence:*<br>`dice:[[Towns 3 - Points of Interests#^6d11fc]]` | ^452e16 #### Official Competence | 1d6 | Official Competence | | --- | ------------------------------------------------------------------------------------------------------- | | 1 | **Corrupt.** Taking advantage of the position for personal gain. | | 2-3 | **Incompetent.** Doesn’t truly understand how to execute the position. | | 4-5 | **Committed.** Utterly committed to the job, truly feeling it is of vital importance. | | 6 | **Overqualifed.** Based on skills and experience, ought to be in a higher or more challenging position. | ^6d11fc #### Market Day | 1d12 | Market Day Events | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | A merchant selling lively, little monkeys has arrived, and whipped both the local, and visiting, children into an excited frenzy. | | 2 | It’s raining. Hard. Many of the vendors are fighting to get their wares covered so they remain unspoiled. | | 3 | Fruits and vegetables have been in easy supply recently, so are being sold at half the usual price. | | 4 | A cattle merchant’s pen has broken, and cows now roam all over town. The merchant is trying their best to round them up. | | 5 | A cookfre has sparked a blaze, setting one of the stalls alight, and is now threatening to spread to neighboring tables. | | 6 | A traveling puppet show is in town, performing a political parody of some famous regional fgures to rapturous applause. | | 7 | Bandits, posing as merchants, are stealing goods from the other, legitimate merchants nearby. | | 8 | A small child has swiped an apple from a fruit cart. The merchant has noticed, and is yelling afer the small, fleeing figure, calling for someone to catch them. | | 9 | A local wedding is taking place in town, and the reception is being set up alongside the merchants in the square, supplementing all the hubbub with happy music and dancing. | | 10 | One of the taverns, facing onto the market square, has announced a market day special, and now has an ever-growing line out their door. | | 11 | An injured guard has ridden into the marketplace, looking around frantically. They have promptly passed out, falling from their horse. | | 12 | One of the merchants’ wagon loads is infested with some kind of pest, and the guards are working to remove the cart and its cargo to be burnt outside of town, before it spreads. The merchant is arguing loudly and desperately. | ^906eae #### Politics | d6 | Politics | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **On the Brink of War.** Tension is in the air, and rumors of impending conflict can be heard in hushed tones within the trading post. | | 2 | **Lawless Region.** With the trading post outside the regularly frequented borders of any established kingdom, the generally accepted standards of justice don’t seem to apply here. | | 3 | **Embattled.** Opposing enemy forces surround the trading post on all sides, and it finds itself located in the midst of (though not necessarily participating in) an ongoing conflict. | | 4 | **Revolution.** A nearby kingdom is in the throes of an uprising. Members of either side may be present in the trading post. | | 5 | **Peace.** All is quiet, almost suspiciously so... | | 6 | **New Governance.** A new and unknown power has moved in to control the surrounding area. Locals may be in favor of, against, or neutral about it. Depending on the kind of governance, speaking out against the leadership may not be permitted. | ^cc32d8 #### Events | d6 | Events | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **High-Class Visitor.** A wealthy aristocrat is passing through and throwing their money around. It seems like anything can be bought, and no price is too high. | | 2 | **Troublemakers.** A pack of ruffians is making themselves a nuisance to the locals. Hostile encounters are escalating and might become violent. | | 3 | **Fool’s Festival.** It’s the day of the fool. Many folk are dressed as jesters and tumblers. The drink is flowing and the mood is merry. | | 4 | **Caught Red-Handed.** A shop owner has caught a thief, and is threatening them with a weapon in the street as they beg for mercy. | | 5 | **Strangers.** A large trade caravan just arrived, full of people locals have never seen, and some don’t know what to make of them. | | 6 | **Public Emergency.** There is an emergency situation in town, such as a fire. There is lots of commotion as people rush to help, or get a look at what’s going on. | ^63b49a #### Opportunities | d6 | Opportunities | | --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Political Intrigue.** A locally-known noble has gone missing recently. Perhaps they were traveling through and never made it to their destination? Perhaps no one even saw them leave at all... | | 2 | **Missing Person.** A local has gone missing, possibly a child, and rumors abound. Some talk of monsters, but their whispers are quickly dismissed as fairy tales. Others have theories, but none have yielded fruit. | | 3 | **Monster.** A monster has been causing trouble for the locals. Someone in the trading post is asking for help to deal with it. | | 4 | **Guard Duty.** The local constabulary are in need of more hands for an upcoming event, and capable adventurers are prime candidates. | | 5 | **Transportation.** A visitor feels they’ve outstayed their welcome, or urgently needs to leave, for some reason. They need help leaving and getting to their destination. | | 6 | **Acquisition.** Rumours abound that an item of value is hidden nearby, perhaps one tied to the trading post’s history. Several locals are interested in acquiring it, but not all for the same reason. | ^ab8530 #### Weather | d20 | Weather | | ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Good.** Unseasonably excellent. A warm day in winter, a cool day in summer, etc. | | 3-6 | **Mild.** The best kind of day that could be expected for the season. Rain or snow is light, if at all. Winds are soft. | | 7-14 | **Fair.** A normal day for the season. Rain, snow or wind are average and manageable. | | 15-18 | **Harsh.** A rough day for the season. Rain, snow and wind are strong and could make things difficult. | | 19-20 | **Bad.** Most folk are staying indoors. Travel is dangerous in these conditions. Rain is torrential, snow is blinding. Winds potentially reach hurricane force. | ^8ba137 #### Danger Level | d20 | Danger Level | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Ever-Present.** The trading post is constantly in peril. Encountering some form of hardship or adversity, when in the area, is almost guaranteed. It is never safe to go anywhere alone. Preparation and caution (even in and around the trading post) are critical. | | 3-6 | **Frequent.** Traveling near the trading post and not encountering danger or hazards is a rarity. Preparation and caution are strongly advised. | | 7-14 | **Common.** Danger or hazards are commonplace. Preparation and caution are advised. | | 15-18 | **Uncommon.** Danger or hazards are not encountered often, though preparation is encouraged. | | 19-20 | **Rare.** This trading post is built in a place known to be extremely safe; danger or hazards are a rarity. | ^484b24 #### Danger Type | d10 | Danger Level | | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Suspicious Locals.** Outsiders are often considered untrustworthy, and may be prime suspects in the event of crime. | | 3-4 | **Raids.** The trading post is often raided by nearby groups of bandits, or packs of marauding creatures. | | 5-6 | **Monster.** The trading post is terrorized by a monster that roams the local area. | | 7-8 | **Environmental.** The environment in which the trading post exists is hazardous. It could be subject to frequent earthquakes, volcanoes, floods, mudslides, avalanches, frequent storms, or the like. | | 9-10 | **Cult.** There is a cult within the trading post. The cult may be known, and present a direct form of threat, or they may be unknown, and the dangers they present may seem to stem from another source, or be unrelated. | ^d5e5b0