# Number of Shops
As might be expected, a trading post will always have at least a few shops. Find your trading post’s size on the table below. Your trading post will have the respective number of shop locations. Roll on the table below to determine the available locations your trading post has for shops.
| Trading Post Size | Number of Shop Locations |
| ----------------- | ------------------------ |
| Very Small | 1d8 +2 shop locations |
| Small | 1d8 +4 shop locations |
| Medium | 1d8 +6 shop locations |
| Large | 1d8 + 8 shop locations |
| Very Large | 1d8 +10 shop locations |
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# Shop Types
| 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. |
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# Number of Service Locations
Depending on its size, your trading post will have the respective number of service locations below.
| Trading Post Size | Number of Service Locations |
| ----------------- | --------------------------- |
| Very Small | 1d6 |
| Small | 1d6 + 1 |
| Medium | 1d6 + 3 |
| Large | 1d6 + 5 |
| Very Large | 1d6 + 7 |
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# Service Types
| d100 | Services |
| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-8 | **Barber.** Provides grooming services, such as haircuts or shaves. |
| 9-16 | **Bathhouse.** Provides spaces for bathing. |
| 17-24 | **Doctor/Apothecary.** Provides medical care. |
| 25-32 | **House of Leisure.** Provides entertainment and/or relaxation (GM may decide what kind). |
| 33-44 | **Inn.** Provides accommodation, as well as a place to have a bath and a decent meal. |
| 45-52 | **Club.** Provides entertainment via comedic, dramatic or musical performance. |
| 53-60 | **Soothsayer.** Provides magical prediction and prophecy - sayers of sooth! |
| 61-68 | **Stable.** Provides boarding accommodation for mounts, as well as selling carts, animals, and their tack. |
| 69-80 | **Tavern.** Provides food and drink. |
| 81-82 | **Hired Help - Brutes and Brawlers.** Thugs, ruffians and muscle.<br><br>*Hired Help Size:*<br>`dice:[[Trading Posts 3 - Points of Interests#^58c72b]]` |
| 83-84 | **Hired Help - Cloak and Dagger.** Assassins, thieves and spies.<br><br>*Hired Help Size:*<br>`dice:[[Trading Posts 3 - Points of Interests#^58c72b]]` |
| 85-86 | **Hired Help - Bows and Slings.** Archers and ranged attack specialists.<br><br>*Hired Help Size:*<br>`dice:[[Trading Posts 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:[[Trading Posts 3 - Points of Interests#^58c72b]]` |
| 89-90 | **Hired Help - Guides and Trackers.** Scouts, rangers and wilderness experts.<br><br>*Hired Help Size:*<br>`dice:[[Trading Posts 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:[[Trading Posts 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:[[Trading Posts 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:[[Trading Posts 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:[[Trading Posts 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:[[Trading Posts 3 - Points of Interests#^58c72b]]` |
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# 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). |
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# 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.
Modified by: population wealth
| 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. |
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# Place of Worship?
| d6 | Place of Worship |
| --- | ----------------------------------------- |
| 1-3 | No (proceed to Extra Intrigue section) |
| 4-6 | Yes (continue on to the following tables) |
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# Place of Worship Size
| d20 | Place of Worship Size |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 1 | **Secret.** The place of worship’s size is unclear, as the location is not publicly known. |
| 2-8 | **Altar.** A small shrine or, perhaps, a tiny shack, usually evincing some various items or images relating to that which the faith venerates. |
| 9-14 | **Oratory.** A modest building with seating for attendees, appointed with various items or images relating to that which the faith venerates. |
| 15-17 | **Sanctuary.** A large, well-appointed structure, able to comfortably accommodate up to a few hundred people. |
| 18-19 | **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. |
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# Fervency of Local Following
| d20 | Fervency of Local Following |
| ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-3 | **Unseen.** To those outside the following, it is not clear that the group exists. |
| 4-7 | **Quiet.** Adherents to the faith are inconspicuous, unless one knows what to look for (perhaps particular gestures, items of clothing, or phrases). |
| 8-12 | **Subtle.** Followers of the faith may be identifiable, but remain very reserved. |
| 13-16 | **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. |
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# Alignment of the Faith
| d10 | Alignment of the Faith |
| ---- | ---------------------- |
| 1 | Evil |
| 2-5 | Neutral |
| 6-10 | Good |
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# Extra Intrigue
#### Recent History
| d6 | Recent History |
| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Benevolence of Yesteryear.** The trading post was run by a benevolent leader, or council, but a corrupt individual, or group, has taken over. |
| 2 | **Construction.** Certain parts of the trading post have been (or currently are) under construction. Tools, scaffolding, and other such elements can still be seen, as well as individuals working throughout the day. |
| 3 | **Crime Central.** Some of the older population remember when the trading post was run by a criminal organization, but they were ousted some time ago. |
| 4 | **Neutrality.** The trading post has always professed neutrality, setting itself apart as a safe haven, even if pressured by nearby settlements. |
| 5 | **Popular Producer.** The trading post was known for the production of a unique and/or popular item or service, which is now unavailable or no longer in demand. |
| 6 | **Wartorn.** The trading post was occupied by military forces, and suffered damages, during wartime in the recent past. |
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#### 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. |
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#### 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. |
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#### 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. |
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#### 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. |
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#### 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. |
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#### 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. |
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