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# Settlements [^1]
A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who's gone into hiding, solve a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege.
When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don't worry about naming every street and identifying the inhabitants of every building; that way lies madness.
> [!error] Settlement<br>
> Community Size: `dice:[[Settlements#^size]]` <br>
> Race Relations: `dice: [[Settlements#^race]]`<br>
> Ruler's Status: `dice: [[Settlements#^ruler]]`<br>
> Notable Traits: `dice: [[Settlements#^notable]]`<br>
> Known for its `dice: [[Settlements#^known]]`<br>
> Current Calamity: `dice: [[Settlements#^calamity]]`<br>
> Overall Alignment: `dice:[[Settlements#^alignment]]`<br>
> Government: `dice: [[Settlements#^Government]]`<br>
^roller
| dice:1d% | Size |
| -------- | ------------------------------ |
| 1-15 | Thorp (20-80) |
| 16-35 | Hamlet (81-400) |
| 36-50 | Village (401-900) |
| 51-70 | Small Town (901-2,000) |
| 71-80 | Large Town (2,001-5,000) |
| 81-90 | Small City (5,001-12,000) |
| 91-96 | Large City (12,001 - 25,000) |
| 97-100 | Metropolis (25,001 and higher) |
^size
| dice:1d20 | Race Relations |
| --------- | ---------------------------------- |
| 1-10 | Harmony |
| 11-14 | Tension or rivalry |
| 15-16 | Racial Majority are conquerors |
| 17 | Racial minority are rulers |
| 18 | Racial minority are refugees |
| 19 | Racial majority oppresses minority |
| 20 | Racial minority oppresses majority |
^race
| dice:1d20 | Ruler's Status |
| --------- | ----------------------------------------- |
| 1-5 | Respected, fair, and just |
| 6-8 | Feared tyrant |
| 9 | weakling manipulated by others |
| 10 | Illegitimate ruler, simmering civil war |
| 11 | Ruled or controlled by a powerful monster |
| 12 | Mysterious, anonymous cabal |
| 13 | Contested leadership, open fighting |
| 14 | Cabal seized power openly |
| 15 | Doltish lout |
| 16 | On deathbed, claimants compete for power |
| 17-18 | Iron-willed but respected |
| 18-20 | Religious leader |
^ruler
| dice:1d20 | Notable Traits |
| --------- | ------------------------------------------ |
| 1 | Canals in place of streets |
| 2 | Massive statue or monument |
| 3 | Grand temple |
| 4 | Large Fortress |
| 5 | Verdant parks and orchards |
| 6 | River divides town |
| 7 | Major trade center |
| 8 | Headquarters of a powerful family or guild |
| 9 | Population mostly wealthy |
| 10 | Destitute, rundown |
| 11 | Awful smell (tanneries, open sewers) |
| 12 | Center of trade for one specific good |
| 13 | Site of many battles |
| 14 | Site of mythic of magical event |
| 15 | Important library or archive |
| 16 | Worship of all gods banned |
| 17 | Sinister reputation |
| 18 | Notable library or academy |
| 19 | Site of important tomb or graveyard |
| 20 | Built atop of ancient ruins |
^notable
| dice:1d20 | Known for |
| --------- | ------------------- |
| 1 | Delicious cuisine |
| 2 | Rude people |
| 3 | Greedy merchants |
| 4 | Artists and writers |
| 5 | Great hero/savior |
| 6 | Hordes of beggars |
| 7 | Flowers |
| 8 | Tough warriors |
| 9 | Dark magic |
| 10 | Decadence |
| 11 | Piety |
| 12 | Gambling |
| 13 | Godlessness |
| 14 | Education |
| 15 | Wines |
| 16 | High Fashion |
| 17 | Political intrigue |
| 18 | Powerful guilds |
| 19 | Strong drink |
| 20 | Patriotism |
^known
| dice:1d20 | Calamity |
| --------- | ---------------------------------------------- |
| 1 | Suspected vampire infestation |
| 2 | New cult seeks converts |
| 3 | Important figure died (murder suspected) |
| 4 | War between rival thieves' guilds |
| 5-6 | Plague or famine (sparks riots) |
| 7 | Corrupt officials |
| 8-9 | Marauding monsters |
| 10 | Powerful wizard has moved into town |
| 11 | Economic depression (trade disrupted) |
| 12 | Flooding |
| 13 | Undead stirring in cemeteries |
| 14 | Prophecy of doom |
| 15 | Brink of war |
| 16 | Internal strife (leads to anarchy) |
| 17 | Besieged by enemies |
| 18 | Scandal threatens powerful families |
| 19 | Dungeon discovered (adventurers flock to town) |
| 20 | Religious sects struggle for power |
^calamity
| dice:1d100 | Overall Alignment |
| ---------- | ----------------- |
| 01-20 | Lawful Good |
| 21-28 | Neutral Good |
| 29-36 | Chaotic Good |
| 37-61 | Lawful Neutral |
| 62-67 | Neutral |
| 68-69 | Chaotic Neutral |
| 70-89 | Lawful Evil |
| 90-95 | Neutral Evil |
| 96-100 | Chaotic Evil |
^alignment
| dice:1d100 | Government |
| ---------- | ------------ |
| 01-08 | Autocracy |
| 09-13 | Bureaucracy |
| 14-19 | Confederacy |
| 20-22 | Democracy |
| 23-27 | Dictatorship |
| 28-42 | Feudalism |
| 43-44 | Gerontocracy |
| 45-53 | Hierarchy |
| 54-56 | Magocracy |
| 57-58 | Matriarchy |
| 59-64 | Militocracy |
| 65-74 | Monarchy |
| 75-78 | Oligarchy |
| 79-80 | Patriarchy |
| 81-83 | Meritocracy |
| 84-85 | Plutocracy |
| 86-92 | Republic |
| 93-94 | Satrapy |
| 95 | Kleptocracy |
| 95-100 | Theocracy |
^Government
[^1]: Dungeon Master's Guide 5e, p.112