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Settlement Generator

Last updated February 11, 2023

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.

[!info] Settlement

Community Size: dice:Settlements Race Relations: dice: Settlements Ruler’s Status: dice: Settlements Notable Traits: dice: Settlements Known for its dice: Settlements Current Calamity: dice: Settlements Overall Alignment: dice:Settlements Government: dice: Settlements ^generator

Community Sizes Population
Thorp 20-80
Hamlet 81-400
Village 401-900
Small Town 901-2,000
Large Town 2,001-5,000
Small City 5,001-12,000
Large City 12,001 - 25,000
Metropolis 25,001 -
^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 Ion-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
^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 ↩︎


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