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Settlement Generator Generate NPCs, Businesses, Culture, and Maps Contents Section I: Probability Of Finding A Settlement.. Section II: Population & Power Cente: Section III: NPCs & Services... Section IV: District Placement & Characteristics Section V: Intra-District Features. Sources. Settlement Generation -For Use with the Mythic GME I. Probability of Finding a Settlement Roll Ids¢ and Idi0| once at the end af the travel day (B full hours af travel). Campare result to the Mythic Fate Chart using the odds indicated in Table 1. Odds are determined according to the environment and travel path used for the majority of the day's travel. "yes" result indicates the presence of a settlement. An “exceptional yes" Indicates elther a settlement that is twice the size as Is generated in the next step or Is highly unique in some way (roll on the "Mythic Event Meaning Chart” to determine which). A "no" result indicates no settlement and an "exceptional no" indicates an old, abandoned settlement with no people or resources to be found. When a settlement is discovered roll Id8 (representing & hours of travel). The result indicates the hour in which the settlement is. encountered Table 1 - Settlement Odds (compare to Mythic Fate Chart) Unlikely | Very Unlikely | Very Unlikely Very Uniikely | __ No Way No Way No Way No Way | Impossible Unlikely | Very Unlikely | _No Way Very Unlikely | Very Unlikely [ Very Unlikely NoWay | Impossible [Impossible Unlikely Unlikely Unlikely IL. Population & Power Center Roll 1ds¢ and 1d10. Compare to Table 2 for approximate population size (Source: D&D: OMG pg. 137 ed. 3.5). Rolling on Table 3 provides the governing body's overall alignment. This may be obvious and known to those in the settlement or secretive and underground. The settiement’s leader may or may not reflect the alignment - instead it may be a scheming advisor, heroic captain, or selFinterested counsel members, Table 4 determines who in the settlement is responsible for peacekeeping and dispensing of justice, Table 2 - settlement Size Table 3 - Government Alignment ves Thorp, 20-80 135 Lawful 26-50 | Hamlet 31-400 Good 51-70 Village 401-900 36-39 | Neutral 7-83 ‘Small 901-2000 Good Town 40-41 Chaotic 84-90, Large 2001-5000 Good Town ‘42-61 Lawful 9-94 | Small Gity | S00/12000 Neutral o5 City j2001-50000 52-63 True 96-100 | Roll Again oa Neutral BY Chaotic Table 4 - Captain of the Watch Neutral ore] esta nc 160 Highest Level Warrior 91-98 Neutral 61-80 | Second Highest Level Fighter Evil 81-100 Highest Level Fighter 93-100 Chaotic Neutral * 1 full-time gaurd for every 100 people + 1 malitia member for ever 20 people III. NPC's & Services Guidelines for NPC generation are found on pg. 139 of the DMG. > First roll 1420 + community modifier found in Table 5. > Second, roll the dice indicated on Table 6 for the desired class, adding the modifier determined in the first step. This Is the highest level NPC of that class in the settlement. > In general there are twice as many NPCs of half the highest level for any given class (e.g. one ath level Mighter and «wo 4th level fighters). To determine the number and strengths of remaining class members continue to double the number far each time the level is halved (e.g, one 6th level wizard, two 3rd level wizards, four Ist level wizards), > When rolling for district characteristics in section IV, some CM values may be affected. Table 7 represents how large a settlement typically has to be to sustain a business of a given type (Source: Medieval Demographics Made Easy) > If a settlement’s population Is equal to or above the "Sustaining Value" for a service then the business can turn a profit and should easily be found > If the population is less than the SV then there Is a good chance the service Is not found. Divide the settlement population by the SV to determine the chance of the desired business exisiting (e.g. when looking for a saddler in a village of 400, Yoo / 1000 (4, thus there Is a 40% chance of finding a saddler). Then roll 14% and 1di0. 1f the result is lower than the calculated chance of being present then there Is a single shop of that service. Assume this shop Is of low quality. > Large towns or cities may have multiple shops of a single service. Divide the city’s population by the service SV. For each whole number result there Is one shop of that type (eg. a settlement of 1000 should easily have 4 tailors). Treat remainder values as the % chance that one extra shop exists as well, rolling 1d% and IdID Just as if there weren't enough people to sustain the business (e.g. a town of 3000 Is guaranteed to have 3 wine sellers and a 33% chance of a Yth, as 3000 / 900 = 3.33). In general, ! square mile of farmland can support 180 people. Table 5 - Community Modifier (CM) Table 6 - NPC Class Level ane ee ae Thorp Aristocrat_|id4+CM_| Monk 1d4+ CM Hamlet Barbarian [id4+CM [Paladin |[1d3+CM Village a Bard 1d6+CM | Ranger__|1d3+CM ‘Small Town a Ceric 1d6+CM [Rogue | 1d8+CM Large Town 3 Commoner | 4d4+CM | Sorcerer _[1d4+CM ‘Small City #5 (2x) Druid 1d6+CM [Warrior | ed4+ CM Large City #3(3x) Expert 3dq> CM [Wizard [idu + cM Metropolis He (x) Table 7 - Businesses & Services ‘Shoemaker 150_| Mercer 700 | | BuckleMaker | 1400 | Tanner 2000 Furrier 250 | Cooper 700 | Plasterer 1400 | Copyist 2000 Maidservant 250 | Baker B00 | | Spice Merchant | 1400, | Sculptor 2000 Tailor 250 | Water Carrier | @50 | | Blacksmith 1500_| Rugmaker 2000 Barber 350 | Scabbard Maker | 850 | | Painter 1500_| Bleacher 2100 Jeweler ‘400 | Wine Seller 900 | | Doctor 1700 _| Hay Seller’ 2300 Tavern Yoo | Hat Maker ‘950 _| | Roofer 1800 _| Cutler 2300 Reuse oo | Saddler Too0 | | Locksmith 1900 | Glove Maker | 2400 Pastry Cook 500 | Chicken Butcher | 1000 | | Bather 1900 | Woodcarver | e400 Mason 500 | Pursemaker Tig _| [Ropemaker [1900 |MagicShop | euoo Carpenter 550 | Butcher ve00 | [Harness Maker | 2000 | Bookbinder | 3000 Weaver 600 | Fishmonger j200 | [WoodSeller | 2000 |Mluminator | 3900 Chandler 700 | Brewer 1400 | [Inn 2000 | Bookseller 6000 \.. District Placement & Characteristics + Roll 3d6, designating one for the Government District, one for the Commerce District, and one for the Religious District. Refer to ‘Table 8 to determine the number of Residential Districts, > Mark the position of each dice relative to one another. This Is @ rough outline of the settlement and how it's districts are related as opposed to precise distances, Use Tables 9a-3d to determine each district's major characteristics. Open spaces between districts are filled with follage and contain ancient rulns 50% of the time. Odd values > Structures are largely constructed of wood. Even Values —» Structures are largely constructed of stone + Districts that are close together have roads connecting them and are sometimes seperatred by walls or fencing appropriate for the settlement (common in larger towns and cities; gates provide access to neighboring districts). Districts that are far apart do not have roads connecting them, A "stand alone” district, set apart from every other district, Is accessible only from the district nearest it + Each settlement has at least one perimeter wall which Is closed off every night at sundown. It opens again at sunrise. + Use POVas the character's Initlal entry Into the settlement. Initial entry may be via a gate, docks, over a wall, etc + Ageneral feel for the settlement’s layout, government, cultural emphases, and historic background can be generated by the following tables. Table 8 - Residential Distribution <1000 1 district / SOO people To00-S000 T district /1000 people ‘5000-10000 Tdistrict /1S00 people Too00+ Tdistrict / 2000 people Table 9a - The Government District Result Characteristic Stat Adjustments 7 A large heart tree stands In front of the government bullding (2+ within a When using Table 6, add 6 to the CM of larger townrs/city’s government camplex). The ruling body is largely Barbarians, Bards, Druids, Monks, and Paladins. concerned with nature warship or some cther religious figure. BN) # large stone statue, commemorating a local hero or event, stand in front_| When using Table 6, add 6 to the CM of Bards, of the government building (2+ within a larger town's/city's govt complex). | Clerics, Experts, Fighters, Wizards, and Warriors. The ruling body is largely concerned with history/cultural preservation, Sip) Government administrators are primarily concerned with economic sues, when usng Table 6, add 6 to the cm of favoring the merchant class in mast legislation. The build ings in this district, Aristocrats, Bards, Experts, and Rogues. are particularly omate with intricately carved doors, handrails, windows, etc. | +4000 people for settlements smaller than a large town. +1000 for anything larger. GI) Government administrators are primarily concerned with military strength ‘When using Table 6, add 6 to the CM of. either for defensive or offensive purposes (roll on Mythic Event Meaning | Barbarians, Clerics, Fighters, Sorcerers, Warriors, Chart to determine which), Stone structures are particularly robust and and Wizards. Triple the number of each. Most fortified, many topped by siege weapons. NPCs are devoted to the military's objective. Triple the number of guards and militia 5 The government is particularly harsh in lt dispensing of justice: When using Table 6, add 6 to the CM of dismembered hands and heads of those found gullty by court's harsh code | Aristocrats, Barbarians, Rogues, Sorcerers, and of law are nalled to the entry gates and set atop pikes along the perimeter weards, wall. Iron jal cells holding the condemned occupy the center of this district. Government alignment cannot be good. Population Is 20% smaller, and 10% of the remaining people are Incarcerated IB There are two government districts either competing with or complimenting When using Table 6, add 6 to the CM of. each other (roll on Mythic Event Meaning Chart to determine which).Re-roll | Aristocrats, Clerics, Paladins, Sorcerers, and. for first district's characteristc. Roll an extra d& for the second district's, weeards. placement and characteristic, rerolling a 6 result Each govt district has It's own alignment and Captain of the Watch, Table 9b - The Commerce District ‘One or more outdoor bazaars are hosted on open, grassy yards encompassed by wooden fences and colorful flowers. Soll and gravel pathways wind between store fronts with the occasional set of cobblestones, tall grass, and small trees accenting open spaces. Stone blocks and brick make up this district's foundation with low stone walls lining the walkways and courtyards. Stone shops and vendor stalls are bullt into the foundation, with larger settlements having at least one courtyard commemorating a local hero, event, or deity. This is a regional trading hub; a significant merchant class has established Itself here, promoting trade and sale to a much higher degree than normal. Fences, store fronts, walkways, lamp posts, and vendor carts are all very ornate and the walkways are made of finely cut stone. Every vacant space has been landscaped with trees and flowers. A sizeable black market Is. almost garaunteed, Tn addition to the normal services this settlement is home to a either a bank or depository for a lucrative natural resource. It Is stored and traded here though it's existence may be a tightly kept secret by the residents or company owner for security purposes, Both the bank and/or the depository are heavily guarded at all times. Local scandals, recently made public, and subsequent power struggles between the social elite have left this settlement’s commerce district in ruins, The entire settlement has been affected and most of the shops have closed or moved ta another town. One powerful merchant has. monopolized most of the wealth during this time. A mysterious and powerful mage set up shop In this town long ago and has since earned the trust and respect of the common folk, priests merchants, politicians, and soldiers, The store itself is humble, overcrowded, and poorly It, but knowledge and wondrous Items can be bought here for a price, Table Sc - The Religious District ‘When using Table 7, decrease the SV by 50% for Butcher, Spice Merchant, Wood Seller, Tanner, Woodearver, and Magic Shop. When using Table 7, decrease the SV by 50% for Jeweler, Tavern, Pastry Cook, Hat Maker, Brewer, and Inn, Most of these businesses are named after the person, event, or god commemorated In the local parks. When using Table 7, decrease the SV to all services by 25%. Ifthe settlement is smaller than 2 large town, it's population becomes 2000. For settlements that are larger, the population increases 100%. Bank - When using Table 7, decrease the SV by ‘50% for Jeweler, Wine Seller, Hat Maker, Purse Maker, Brewer, Suckle Maker, Saddler, and spice Merchant, Depository - In addition to the normal businesses, shops relating to the natural resource stored here are plentiful. When using Table 7, add 1000 to the SV of all businesses. The population decreases 25%, ‘When using Table 6, add 6 to the CM of Wizards, ‘There Is automatically #1 high quality magic shop Where enchanted items, potion vials, and spell components can be bought. Nature-worship is heavily observed in this settlement, and the center of the religious district is adorned by a grand, ancient heart tree. In larger settlements It may be found inside a large church A gigantic, finely cut statue of a god or goddess ina dramatic pose stands either in front of a small chapel or inside a larger settlement's stone ziggurat. Priests here preach of the virtue of preparedness, specifically defense. The clergy here are money-hungry, extorting the rich and poor allke with promises of fortune and eternal life. The church or temple Is lavishly adorned bringing prestige and power to the deity and It's priests, Here the clergy preach of eminent armageddon or cultural cleansing of some sort. In addition to fortifying the town and churches, the priests have ralsed a host of holy warriors united in their cause (roll on Mythic Event. Meaning chart. Double the number of Barbarians, Druld, and Rangers. When using Table 7, decrease the SV by 50% for When using Table 6, subtract 3 from the &M for Expert and Aristocrat. Decrease the settlement's population by 20%. Triple the number of Clerics, Paladins, Warriors, and Fighters. Double the number of full-time guards and militia members, ‘There are two religious districts, either competing with or complimenting each other. Re-rall for each district's characteristic, re-rolling any sixes. Drop ‘a second d6 on the drop map to get this district's placement, use the Mythic Event Meaning Chart to get an idea of their relationship. Table Sd - The Residential District A library of appreciable size Is found in this district. In addition to highly rare Double the number of Experts. books the library boasts an excellent collection of artifacts from across the continent. Scholars from around the knawn world have set up homes here ta take advantage of this wealth of knowledge. Here, public baths are all the rage. This district Is bullt atop a warm-running Add Public Bath SV = 1000 to services, spring and uses stone aquifers to channel the water into the bathhouses. | Double the number of masons and sculptors. Commoners enjoy a community pool while the elite share asmaller, more private spa The population here is restless/discontent. 25% of the time the people are Decrease population size by 10%. on the verge of panic due to social, political, or magical influences, Much of the population here Is xenophobic, Adventurers willbe hard-pressed | When using Table 6, subtract 6 from the CM of finding townsfolk with a disposition above “Unfriendly”. Druids, Rogues, Rangers, Sorcerers, and wizards, significant portion of this district Is considered part of the "ruined quarter” | Guard patrol in this district Is heavier than. a solitary place composed of ancient ruins where vagrants, homeless, and | normal, while resident encounters are fewer. Sometimes monsters go to be alone. Part of this districts in quarantine due to an undead outbreak or disease. Decrease population size by 25%. Some buildings are boarded up entirely while others have been converted Into makeshift fleld hospitals. V. Intra-District Features + Use the following charts to place primary, secondary, and misc. features on a dice-drop map of each individual district. > Use di's for Primary and Secondary Features when generating the dice-drop map. Use another type of dice to distinguish Misc. Features, > Odd Values > Feature is made of the most prominent building material in the district (refer to Section IV), Even Values —-> Feature is made of same type of material as most structures in district but is slightly different in some way (e.g If the district is mostly bullt of oaken structures, thisfeature may be composed of ebony or sycamore}, > Feature Is composed of something other than what Is prominent (e.g. wood vs. stone). + When placing roads in a district refer back to the "District Placement & Characterist Map" generated in Section IV. Districts that are adjacent to one another have roads connecting them; use these connections as starting points. Roads will typically "slink" or Max. Dice value "meander’ through a district's features in a logical way, utilizing open spaces as often as possible and avoiding "pinch points* between closely placed features. Connect roads leading to/from inter-district entry points in a logical way somewhere in the middle ofthe district, again utilizing open spaces. A single district may have multiple road intersections. + After features and roads are placed, any remaining open spaces are usually filed with trees and small groups of residential structures. In particularly old settlements, ancient ruins can sometimes be found within tree groupings A. The Government District (©The Primary Features being placed in a government district are administrative structures, such as longhalls, courthouses, and meeting pavilions. Refer to Table 10 to determine the number being placed. There Is always one main governmental bullding in settlement. ‘The type of Secandary Feature being placed depends an the initial Government Disctrict roll In Section IV. Use Table 11 to determine what the feature Is, then use Table 10 to determine the number being placed. Table 10 - Number Of Government Features Smal-targeTown| 2 | Table Il - Government Secondary Features 2 Statue Courtyard Crusade HQ / Soldier Barracks 5 Refer to Event Meaning to determine feature B, The Commerce District 0 The Primary Features being placed in a commere district are individual market yards where vendors set up stalls or carts to sell ems, Use Table 12 to determine the number being placed. Multiple yards may Imply that they are designated according to product (e.g. a produce yard, 2 meat yard, a weapons yard, etc). 0 The type of Secondary Feature being placed depends on the initial Commerce District roll In Section IV. Use Table 13 to determine whet the feature Is, then use Table 12 to determine the number being placed. Table 12 - Number Of Commerce Features Smal = Large Town Large City 5 q Table 13 - Commerce Secondary Features Heart Tree Courtyard Statue Courtyard Gardens, Fountains, Art Pieces, etc. Bank / Depository Last Prospering Business Uf there are multiples, they are owned by the same merchant) 6 High Quality Magic Shop (if multiples, they are owned by the same sage) un cw] ru} =| C. The Rellgious District © The Primary Features being placed in a religious district are shrines, chapels, and/or temples. Small settlements will have humble chapels and shrines, while large settlements will have grandiose temple complexes and monuments. Use Table 14 to determine the number being placed. There Is always one main religious structure within a district, The type of Secondary Feature being placed depends on the initial Commerce District roll result in Section 1V. Use Table 15 to determine what the feature Is, then use Table 4 to determine the number being placed. Table 14 - Number of Religious Features SmalistargeTown | 3 Table 15 - Religious Secondary Features aan = aaa Enclosed, Stone Shrine | Crusade HQ / Holy Warrior Barracks D. The Residential District (©The Primary Features being placed in a residential district are residential blocks composed of housing appropriate for the settlement, eg. huts, houses, apartment complexes, etc. Refer to Table 16 to determine the number of residential districts are in a settlement, ‘The type of Secondary Feature being placed depends on the initial residential District Roll in Section IV. Use Table 17 to determine what the feature Is, then use Table 15 to determine the number being placed. Table 16 - Number Of Residential Features ‘Small- Large Town 2 4 Large City q 6 Table 17 - Residential Secondary Features [aaa CEA Greenhouse / Religious Shrine [4 ___| "No Outsiders Quarter /"No Magic Users" Quarter 6 "Quarantine Quarter” Sources Cited: Mythic: Game Master Emulator Dungeons and Dragons: Dungeon Master's Guide (Ed. 3.5) Medieval Demographics Made Easy (<--- This is an AMAZING free PDF) © 2019 Graham Ifyou enjoyed this please check out the hard work from those in Sources!

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