Think of how the tables above interact with one another. Once you generate buildings and arrange them pleasingly in your city, guilds: assassin, shoemaker, scribe, necromancer.trade: warehouses, factors, shippers, docks.resource extraction: Loggers, miners, farmers, fishers, hunters.manufacture: (smith, wagon, building, ship, baker, butcher, candlestick maker). retail sales: (taverns, chandler/general store, specialty stores).defensive ability: military recruiting, size of walls/moats/giant lava trap.type of laws currently in force (passing on the left results in beheadings).infrastructure: quality of roads, water/waste distribution, taxation.quality and skills of leader's cabinet/yes-men.leader and personality: paranoid, thoughtful, secretive.type dictator, monarchy, democracy, anarchy, mixture.alignment of god, unusual practices of religion.population and probably power/influence of local priest.Now build smaller template tables for substructures to place in town: who are your neighbors? Evil empire? Necromancer? My little pony?.What religions are represented locally?.commerce: who trades with them, what do they have/desire to trade?.nearby nations or empires, and their relations.what races make up it's population (and what cultures did they come from?).how long ago was the town/city founded?.forested? Desert? Swamp? Rock slab? Volcano? Glacier?.abundance or lack of mineral resources (mining town/trade-town).abundance or lack of local water transport.isolated shop/tavern, possibly with a few houses.Tables for the town or city you are building: Note that some of the factors will not apply to any but the largest cities, but having them allows you use them for flavor in smaller settings, such placing either a government in exile or an assassins guild in an isolated hut somewhere. Once you have your world, you then want to create some general tables for different aspects of the hamlet/town/city you want to place.ĭevelop tables for describing and possibly randomly determining different factors. When building your world you will need to determine general aspects that apply to your entire world, such as gods and their religions, races and their cultures, empires and their locations and other questions beyond the scope of this question. Thanks.īefore you can place a town or city, you must first have a world to place it in. Now I'm looking for your help and recommendations. For reference, I've consulted AD&D 1st edition, D&D 3.5 DMG, A Magical Medieval City Guide, and Judge's Guild Ready Ref Sheets. My goal is to be able to generate something like the Keep in the Keep on the Borderlands (or at least a sketch that could be developed into something similar). Number, size, and affiliation of temples.Defensible structures (wall, keep, castle, etc).minor noble, major noble, church official, usurping villian, etc) But does anyone have some good methods for quickly generating or stocking a village or town? For example, information like (but not limited to): Obviously the larger the settlement the more involved or recursive the process could become. And where else but a nearby settlement, be it village, town, or city? But inevitably characters have to return from the to spend those ill-gotten gains. There is a lot of material written on random generation of dungeons for play.
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