%% Tags: %% # 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