Character Sheet

Character Game Play Weather & Forage POI & Encounter Settlements Dungeons Treasure Bestiary

Settlements — Any time a settlement is encountered, the following procedure can be used to ascertain information about the place and its inhabitants.


1. Size and Type — Roll a d6 to determine the size and general type of the settlement. Any hex within 10 hexes of a city treats 5–6 as “Village.”

1Lone Dwelling (Hermit, Outlaw, etc.)4Tribal Compound (A few dozen inhabitants)
2Encampment (Small group of tents, yurts, etc.)5Village (Up to a few hundred inhabitants)
3Tribal Compound (A few dozen inhabitants)6City (A few thousand inhabitants)

2. Dominant Faction or Group — Roll a d6 to determine the dominant faction or group in the settlement.

1Warlord4Tribe/Clan
2Religious Sect5Local Militia or Mercenaries
3Merchant/Guild6Mix of several small groups, competing for resources — roll 3×, discarding 6’s

3. Important NPCs — Roll on the following d66 table for important NPCs to determine role.

Role

11Shaman21Hermit31Pit Fighter41Innkeeper
12Warlord22Hunter32Thief42Storyteller
13Nomad Leader23Elder33Prostitute43Craftsman
14Smith24Soothsayer34Forager44Falconer
15Trader25Healer35Outcast45Smuggler
16Scout26Warrior36Mystic46Guard
51Herdsman52Nomad53Refugee54Sorceress
55Beastmaster56Youth61Beggar62Mercenary
63Farmer64Emissary65Captive66Demon

Motivation

11Seek Wealth21Seek Revenge31Attain Enlightenment
12Gain Power22Establish Legacy32Explore Unknown
13Find Love23Prove Worth33Make Amends
14Achieve Peace24Protect Family34Find Purpose
15Obtain Knowledge25Overcome Fear35Achieve Victory
16Attain Freedom26Fulfill Duty36Gain Respect
41Secure Safety51Overcome Addiction61Conquer Challenges
42Find Home52Break Curse62Solve Mystery
43Escape Past53Find Truth63Prevent Disaster
44Heal Wounds54Achieve Greatness64Attain Wisdom
45Resolve Conflict55Restore Honor65Uncover Secrets
46Pursue Passion56Forge Alliance66Master Skill

Trait

11Brash24Enigmatic41Grim54Severe
12Sneaky25Crafty42Odd55Zealous
13Fierce26Cold43Sharp56Bold
14Guarded31Vindictive44Distrusting61Fearless
15Moody32Stoic45Loyal62Wild
16Obstinate33Slow46Untamed63Stern
21Violent34Secretive51Strong64Solemn
22Cautious35Tough52Shrewd65Steadfast
23Rough36Thoughtful53Silent66Remote

4. Resources and Trade — Roll a d6 to determine the main resources and trade goods available.

1Livestock and animal products2Metalwork and tools3Textiles and clothing
4Food and rations5Herbs, specialty items6Information

5. Rumors and Opportunities — Roll d66 for a rumor or opportunity circulating in the settlement.

11Stolen sacred relic24Blockaded route41Vanishing travelers54Forbidden love
12Violent nomad tribe25Lost caravan goods42Discovered ritual site55Collapsed cliff
13Hidden treasure cave26Enslaved nomads43Desecrated ancestral burial56Upcoming battle
14Outlawed rituals31Sacrificial cult44Stolen totem61Seasonal dance
15Forbidden ancient texts32Plague-ridden refugees45Hidden monastery62Blood feud
16Corrupted village elder33Smuggled artifacts46Betrayed warlord63Secret underground passage
21Abandoned yurts34Wandering warrior51Ruined temple64Nightly predatory beasts
22Dishonored warrior35Mysterious hermit’s warning52Silent warrior cult65Haunted canyon
23Poisoned water source36Ancient curse53Stolen herd animals66Lost ancient scripture

6. Potential Conflicts or Challenges — Roll a d6 to determine if there are any potential conflicts or challenges in the settlement.

1–2Internal Conflict (Faction rivalry, local disputes, etc.)5Resource Scarcity (Shortage of food, water, or other essentials)
3–4External Threat (Threats from outside the settlement)6Relative Stability (No major conflicts or challenges apparent)

7. Special Features or Events — Roll a d6 to determine if there are any special features or events currently taking place.

1Religious Festival or Ritual4Local Celebration or Holiday
2Market Day or Trade Fair5Recent Incident or Crisis
3Tournament or Contest6No special events; a typical day in the settlement