Authentic World Building — Generating Settlements

An oil painting depicting an idylic historic scene including a church tower, and farm houses.

By bowdens

Settlements are important parts of world building in any campaign setting. In this article, I'll set out some of the roll tables I use that I think help create authentic feeling settlements. This list of roll tables are mostly applicable to a setting based in medieval Europe; there aren't any fantasy elements here. I think adding fantasy elements to your world building is the easy bit — it's filling in the mundane details that these roll tables can help with.

Settlement Size

The first step is determining the size of your settlement. You can roll for it, or pick one from the list. The bonus die will come in useful later for weighting the results from future rolls.

1d12 Settlement Size Population Bonus Die
1 Hamlet 1d10 × 10 + 10 (60) -
2-4 Village 4d10 × 10 + 100 (300) 1d4
5-7 Town 2d10 × 100 +300 (1,300) 1d6
8-9 Market Town 1d10 × 1000 + 2,000 (7,000) 1d8
10-11 City 1d6 × 10,000 (30,000) 1d12
12 Capital City 1d100 × 1,000 + 50,000 (100,000) 1d20

Defenses

Many settlements have some kind of defense. Roll on this table to determine the defenses. Use the bonus dice from the settlement size table when rolling. Each row in the table would generally also have the defenses from the previous row.

1d10 + Bonus Die Defenses
1-6 None
7-8 Town Guard
9-10 Guardhall or barracks
11-12 Walls
13-14 Tower
15+ Castle

Prominent Locations

Roll on this table to determine what prominent locations are in the settlement. Roll as many times as you think is necessary to generate interesting locations in your settlement.

1d10 + Bonus Die Location
1-2 Farm
3-5 Tavern or inn
6-7 Church or temple
8 Bakery
9 Butchery
10 Artisans shop*
11 Market Square
12 Guild hall
13 Bathhouse
14 Apothecary
15 Stable
16 Jail
17 Courthouse
18 Armoury
19 University
20 Mint
21+ Castle or Palace

* Roll on the Artisans Shop table to determine what kind of artisans shop it is.

Artisans Shop

1d12 Artisan's Shop
1 Tanner
2 Tailor
3 Mason
4 Cobbler
5 Brewer
6 Carpenter
7 Chandler
8 Farrier
9 Wheelwright
10 Fletcher
11 Cooper
12 Jeweler

Taverns

Settlements would often have many taverns or inns. It is unreasonable to create more than a couple for larger settlements even though in reality they may have hundreds. Use the table below to determine how many taverns a settlement should have.

1d10 + Bonus Die Number of Taverns
1-2 None
3-7 1
8-10 2
11-12 3
13+ 1d4 + 3

Condition of Tavern

Roll on the condition of the tavern to determine how much it charges customers. Use the bonus die in the tavern building table.

1d20 Condition Bonus Die
1 Squalid -
2-5 Poor 1d4
6-12 Modest 1d6
13-17 Comfortable 1d8
18-19 Wealthy 1d12
20 Aristocratic 1d20

Tavern Building

Use this table with the bonus die from the condition table to determine what building a tavern occupies.

1d10 + Bonus Die Building
1 Shack
2-3 Barnhouse
4-8 Single story wooden
9-12 Single story stone/brick
13-15 Two story wooden
16-19 Two story stone/brick
20+ Repurposes tower or keep

Tavern name

Use this table to determine the name structure of your tavern.

1d10 Name Structure Example
1 Named for its owner or founder Wulfrid's Keep
2-3 Named after local lore or history The Cinderhouse
4-8 The [adjective] [noun] The Spirited Journeyman
9-10 [Noun]'s [noun] The Cat's Paw