# Places of Worship | Village Size | Places of Worship | | ------------------ | ----------------- | | Very Small | 1 | | Small / Medium | 1d2 | | Large / Very Large | 1d2 +1 | ^1c3ff7 # 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. | | 2-7 | **Altar.** A small shrine or, perhaps, a tiny shack, usually evincing some various items or images relating to that which the faith venerates. | | 8-14 | **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. | ^dc1dfa # Fervency of Local Following Roll on the following table to determine the degree of veneration that is visible to any outsider visiting the village. | 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. | ^f077d7 # Alignment of the Faith | d10 | Alignment of the Faith | | ---- | ---------------------- | | 1 | Evil | | 2-5 | Neutral | | 6-10 | Good | ^087731 # Number of Places of Gathering | Village Size | Gathering Places | | ------------ | ---------------- | | Very Small | 1d2 - 1 | | Small | 1 | | Medium | 1d2 | | Large | 1d2 | | Very Large | 1d2 +1 | ^b7f694 # Place of Gathering | 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 building used for community-organised activities. | | 4 | **Outdoor Recreational Area.** A tended space where locals might eat, take leisure time, or duel to the death... | ^32a418 # Number of Other Locations | Village Size | Number of Other Locations | | ------------ | ------------------------- | | Very Small | 1d2 - 1 | | Small | 1d2 | | Medium | 1d2 + 1 | | Large | 2d2 | | Very Large | 2d2 +1 | ^ff86ec # Other Locations | d100 | Shops | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-4 | Baker (B). Bakes and sells fresh bread and, possibly, pastries. | | 5-7 | Butcher (B). Processes and sells fresh and/or dried meat. | | 8-11 | Cooper (B). Crafts wooden vessels held together with metal hoops, including barrels, buckets, etc. | | 12-15 | Carpenter (B). Builds with or carves wood, as well as carrying out repairs. | | 16-19 | General Store (B). Sells basic supplies, groceries, and various odds and ends. | | 20-23 | Herbalist (B). Sells common herbs and natural, non- magical remedies. | | 24-27 | Smithy (B). Sells and crafts metal tools and equipment, including very basic weapons and armor. | | 28-31 | 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. | | 32-35 | Tanner/Taxidermist (B). Processes animal hides for practical or ornamental purposes. | | 36-39 | Thatcher (B). Builds roofs using layers of dried straw, reeds, rushes, etc. | | 40-43 | Wainwright (B). Builds carts and wagons. | | 44-47 | Weaver (B). Weaves raw fabric and baskets. | | 48-50 | **Alchemist (S).** Brews and sells potions, as well as mundane herbs and alchemical ingredients. | | 51-52 | **Artist (S).** Encompasses painter, sculptor or other visual art as appropriate. | | 53-55 | **Cobbler (S).** Makes and mends boots and shoes. | | 56-58 | **Mill (S).** Facilities for milling grain. | | 59-61 | **Shipwright (S).** Builds and launches boats and/<br>or ships. [Reroll if settlement is not bordering a significant source of water] | | 62 | *Rare Botanicals (E).* Cultivates and sells herbs rare<br>to the region. | | 63 | *Luxury Furnishings (E).* Procures and sells all manner of home items for fine living, including furniture, art, and other high-quality goods. | | 64 | *Rare Libations & Fare (E).* Sells (and, perhaps, makes or brews) drinks and/or food of surpassing quality or rarity to the region. | | 65 | *Rare Trade Goods (E).* Procures and sells items and materials, such as ores or textiles, that are rare to the region. | | 66 | *Magic Shop - Armor (E).* Sells magical items with a<br>focus on armor and protective equipment. | | 67 | *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. | | 68 | *Magic Shop - Clothing (E).* Sells magical items with a focus on clothing of all types which bear magical properties. | | 69 | *Magic Shop - Jewelry (E).* Sells magical items with a focus on enchanted, or otherwise magically imbued, jewelry. | | 70 | *Magic Shop - Weapons (E).* Sells magical items with a focus on weapons with mystic properties and, perhaps, shields. | | 71 | *Magic Shop - Miscellaneous & Curiosities (E).* Procures and sells magical items with a focus on strange and rare artifacts of a wondrous or intriguing nature. | | 72-73 | Barber. Provides grooming services, such as haircuts or shaves. | | 74-75 | Bathhouse. Provides spaces for bathing. | | 76-77 | Doctor/Apothecary. Provides medical care. | | 78-79 | House of Leisure. Provides entertainment and/or relaxation (GM may decide what kind). | | 80-84 | Inn. Provides accommodation, as well as a place to have a bath and a decent meal. | | 85-89 | Soothsayer. Provides magical prediction and prophecy - sayers of sooth! | | 90-94 | Stable. Provides boarding accommodation for mounts, as well as selling carts, animals, and their tack. | | 95-99 | Tavern. Provides food and drink. | | 100 | Burned down or abandoned business. This used to be a place of business, but isn’t anymore. Roll once more on this table to see what it was. | ^3fa8bc # Extra Intrigue #### Events | d10 | Events | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Birth or Birthday.** Blessings are sought for individuals on the day of their birth. | | 2 | **Party.** These are fun events that bring the community together for fellowship and camaraderie, and could be happening for a number of reasons. | | 3 | **Funeral.** A gathering to remember those from the community who passed away, either in mourning or in celebration of their life, with a party reflecting the things that meant most to the deceased. | | 4 | **Harvest and Productivity.** Villagers seek blessings for upcoming work, such as a harvest, or thanks are given for bountiful yields. | | 5 | **Love.** Festivities to encourage pairing, celebrating couples and family. | | 6 | **Political.** A celebration honoring events of national significance, such as remembering a great victory, or gaining independence. | | 7 | **Religious.** Events relating to and honoring a venerated deity are ofen regular and steeped in tradition. | | 8 | **Wedding.** Celebrating the formal joining of two families. | | 9 | **Local.** Celebration revolving around a major local event or the deeds of a local hero. | | 10 | **Travel & Welcome.** Festivities welcome someone new to the community, or someone well on a journey. | ^85eefc #### Political Rumors | d6 | Political Rumors | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Mighty Misfortune.** Misfortune has fallen upon a prominent fgure residing near to, but outside the bounds of, the settlement (stripped of title, robbed, murdered, lost at cards, etc). | | 2 | **Fealty.** A new power is claiming rights of fealty over the village, at the culmination of a long conflict. | | 3 | **Drums of War.** Neighboring cities are preparing to go to war with one another. | | 4 | **Noble Wedding.** A local noble has just married the son or daughter of a well-loved (or greatly-loathed) family. | | 5 | **More Taxes.** An increase in taxes is about to be implemented, to pay for an expensive and ambitious project. | | 6 | **Missing Taxman.** Taxes have not been collected in quite some time, and no one has seen the collector for weeks. | ^9a3d7d #### Superstitions | 1d20 | Superstitions | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Burying a dead cat under the doorstep is essential for a building’s prosperity. | | 2 | Half a chicken will cure any number of ailments (from plague, to pimples) when tied to the aficted area. | | 3 | Placing mirrors, or large refective objects, opposite one another in a room can open an invisible doorway for devils. | | 4 | Hanging mistletoe above the lintel is a sacred oath that the host will harm none who enter. | | 5 | Never stick a knife point-down into wood, or a cutting block, as it invites acts of violence among those nearby. | | 6 | Evil spirits can lurk within the leaves of cabbages and sprouts; you must carve a holy sign into the bottom before cooking them. | | 7 | Afer visiting a grave or cemetery, one must take a winding path home, making stops along the way, in order to lose any tag-along spirits | | 8 | Giving a knife as a gif will sever a friendship, so they must always be symbolically paid for. | | 9 | Never use dull scissors as, if you do, you risk accidentally cutting the thread tethering your soul to your body. | | 10 | Knowing your full name allows those who wish you ill to put a curse on you, so keep your middle names secret. | | 11 | A carrion bird landing in front of you means you, or someone close to you, will die soon. | | 12 | A single magpie is bad luck, but saluting the lone magpie (‘Good morning Mr. Magpie, how’s your wife?’) will turn bad luck into good. | | 13 | In games, never grab the dice. The owner of the dice must give them to the frst person who must roll, who must pass them on and so on. Doing otherwise will curse the dice for a fortnight. | | 14 | A pregnant woman must not go out in the evenings, lest the overwhelming darkness taint the child. If she must go out, she must carry a second lamp directly in front of her stomach, to protect the baby. | | 15 | When making a wish at a well, the value of coin you throw in should be commensurate with that of your wish. | | 16 | When speaking with adult men or women, it is bad luck to not address them as ‘sir’ or ‘madam’, at least once, during the exchange. | | 17 | When mining or cutting stone, the chips from the frst strike of the day must be pocketed by the one who struck, lest earth spirits feel taken for granted. | | 18 | Proclaiming new love at dawn or dusk is bad luck. | | 19 | Kissing the door frame of your house upon entry or exit asks the gods’ protection upon it. | | 20 | Never leave an empty spirits glass or cup rightside-up, lest an actual spirit attempt to fll the void, inhabiting the body of the next drinker. | ^55d983 #### Goings On | 1d6 | Goings On | | --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Worker’s Compensation.** A worker has been injured on the job, and folks are rushing to help them. | | 2 | **Road Merchant.** A travellng merchant just arrived in town, and has all kinds of unique things to show and sell. | | 3 | **Children Missing.** Some of the younger villagers have gone missing. How long have they been gone? What were they last seen doing? | | 4 | **Fallen Rider.** A severely injured man in armor has ridden into the village, late at night, and fallen, unconscious, from his horse. He is wearing a tabard displaying an unfamiliar coat of arms. | | 5 | **They’re Mine.** Two villagers are competing for the hand of a local heartthrob. | | 6 | **Echoes in the Deep.** A villager swears they can hear sounds like voices coming from underground. | ^9b6555 #### Opportunities | d6 | Opportunities | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Thief.** Someone has been absconding with large amounts of the village’s major crop, or resource. | | 2 | **Wildlife.** Local wildlife has been harassing the villagers, or animals. | | 3 | **Monster(s).** Something worse than simple wildlife is terrorizing the village. | | 4 | **Haunting.** A spirit haunts some place within the village. Something was done to this person while they were alive that has tied the spirit to this place. | | 5 | **Party Time.** A festival is coming up soon, and a shipment carrying something important for the event has not arrived. | | 6 | **Shady Doings.** Strange symbols are discovered written on the walls of certain homes, or other buildings. Bits of bones, or piles of stones, placed just-so have been found. Something, or someone, is trying to send a message, or accomplish a less-thansavory task. What is it and why is it happening? | ^072814 #### Harsh Weather | d10 | Weather | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Ideal.** Recent conditions have been as good as possible. Work has been able to progress better than usual, and any grown resource may be having a richer yield than normal. | | 2 | **Heavy Precipitation.** Rain or snow have been signifcantly heavier than usual. There has either been sufcient fooding, or snow has been deep enough, to cause damage, perhaps even trapping folk inside their homes. | | 3 | **Drought.** It has been warm, maybe even pleasantly so, but it also has not rained in some time. Things are getting dry and brittle. Unless water storage solutions are in place, and water distribution (such as irrigation) is available, this doesn’t bode well. | | 4 | **Thunderstorms or Blizzards (non-arid region).** The precipitation hasn’t been the problem so much as the severity of the storms. It is impossible to work, or travel, in these conditions, so village residents are holed up inside, waiting out the storms, which have been occurring much more frequently | | 5 | **Wildfires.** There have been fres, either nearby or some ways of. Either way, they’re too close for comfort. Ash can be seen on the ground, smoke can be smelled in the air, and forests nearby are in danger, if not ablaze already. | | 6 | **Hail.** Storms dropping chunks of ice at great speeds have been devastating the village, possibly damaging crops, structures, or even people and animals caught outdoors. | | 7 | **Dust Storms (arid region).** Dust storms have been passing through in a choking haze, making it difcult to travel, or do extended work outside. Air quality is awful, and some folk are getting sick. | | 8 | **Hurricane (coastal region).** A hurricane is approaching, or has arrived. Forceful wind, pounding rain, fooding, and hail have all been seen. Some folks may be feeing. | | 9 | **Tornado.** A whirling cyclone is approaching, or has careened through or near, the village, uprooting crops, destroying buildings, or worse. | | 10 | **Earthquake.** Shifing earth beneath the village is causing, or has caused, structural collapse and, possibly, even sinkholes and cave-ins. | ^40f5ea #### Danger Level | d20 | Danger Level | | ----- | ----------------------------------------------------------------------------------------------- | | 1-2 | **No Danger or Hazards.** The village is a perfectly safe place to be (skip danger type table). | | 3-6 | **Low.** Danger or hazards are a rarity. | | 7-14 | **Medium.** Danger or hazards are not unheard of, but not everyone has experienced them. | | 15-18 | **High.** Danger or hazards are common. | | 19-20 | **Extreme.** Danger or hazards abound. It is never safe to go anywhere alone. | ^e0f431 #### Danger Type | d6 | Danger Level | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Wildlife Attack.** Wildlife lives in close proximity to the village, which may be open, or have little in the way of defenses. Wildlife may be free to roam the village, especially in low-traffic hours. | | 2 | **Misunderstanding.** For new arrivals in the village, especially those not from the region, communication can be hard. Miscommunication can lead to dangerous situations. | | 3 | **Workplace Accidents.** Depending on the kind of work being done, there may be some omnipresent danger, from mishaps with animals, to issues with equipment, especially if it is in poor condition. | | 4 | **Disease.** Villages can lack rigorous standards of cleanliness or, due to their rural placement, can sometimes be prone to issues with disease-carrying vermin. | | 5 | **Unwanted Attention.** Being a tight-knit community has the beneft of everyone being very familiar with everyone else. This makes visitors stick out like a sore thumb. This could draw attention from the villagers, or anyone who might be watching. | | 6 | **Monster Prey.** Large monsters, who might view a town or city as too threatening a target, may view a village as a much easier source of food. | ^974ee1