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Settlement Generator
Last updated February 11, 2023
Settlements
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