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.”
| 1 | Lone Dwelling (Hermit, Outlaw, etc.) | 4 | Tribal Compound (A few dozen inhabitants) |
| 2 | Encampment (Small group of tents, yurts, etc.) | 5 | Village (Up to a few hundred inhabitants) |
| 3 | Tribal Compound (A few dozen inhabitants) | 6 | City (A few thousand inhabitants) |
2. Dominant Faction or Group — Roll a d6 to determine the dominant faction or group in the settlement.
| 1 | Warlord | 4 | Tribe/Clan |
| 2 | Religious Sect | 5 | Local Militia or Mercenaries |
| 3 | Merchant/Guild | 6 | Mix 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
| 11 | Shaman | 21 | Hermit | 31 | Pit Fighter | 41 | Innkeeper |
| 12 | Warlord | 22 | Hunter | 32 | Thief | 42 | Storyteller |
| 13 | Nomad Leader | 23 | Elder | 33 | Prostitute | 43 | Craftsman |
| 14 | Smith | 24 | Soothsayer | 34 | Forager | 44 | Falconer |
| 15 | Trader | 25 | Healer | 35 | Outcast | 45 | Smuggler |
| 16 | Scout | 26 | Warrior | 36 | Mystic | 46 | Guard |
| 51 | Herdsman | 52 | Nomad | 53 | Refugee | 54 | Sorceress |
| 55 | Beastmaster | 56 | Youth | 61 | Beggar | 62 | Mercenary |
| 63 | Farmer | 64 | Emissary | 65 | Captive | 66 | Demon |
Motivation
| 11 | Seek Wealth | 21 | Seek Revenge | 31 | Attain Enlightenment |
| 12 | Gain Power | 22 | Establish Legacy | 32 | Explore Unknown |
| 13 | Find Love | 23 | Prove Worth | 33 | Make Amends |
| 14 | Achieve Peace | 24 | Protect Family | 34 | Find Purpose |
| 15 | Obtain Knowledge | 25 | Overcome Fear | 35 | Achieve Victory |
| 16 | Attain Freedom | 26 | Fulfill Duty | 36 | Gain Respect |
| 41 | Secure Safety | 51 | Overcome Addiction | 61 | Conquer Challenges |
| 42 | Find Home | 52 | Break Curse | 62 | Solve Mystery |
| 43 | Escape Past | 53 | Find Truth | 63 | Prevent Disaster |
| 44 | Heal Wounds | 54 | Achieve Greatness | 64 | Attain Wisdom |
| 45 | Resolve Conflict | 55 | Restore Honor | 65 | Uncover Secrets |
| 46 | Pursue Passion | 56 | Forge Alliance | 66 | Master Skill |
Trait
| 11 | Brash | 24 | Enigmatic | 41 | Grim | 54 | Severe |
| 12 | Sneaky | 25 | Crafty | 42 | Odd | 55 | Zealous |
| 13 | Fierce | 26 | Cold | 43 | Sharp | 56 | Bold |
| 14 | Guarded | 31 | Vindictive | 44 | Distrusting | 61 | Fearless |
| 15 | Moody | 32 | Stoic | 45 | Loyal | 62 | Wild |
| 16 | Obstinate | 33 | Slow | 46 | Untamed | 63 | Stern |
| 21 | Violent | 34 | Secretive | 51 | Strong | 64 | Solemn |
| 22 | Cautious | 35 | Tough | 52 | Shrewd | 65 | Steadfast |
| 23 | Rough | 36 | Thoughtful | 53 | Silent | 66 | Remote |
4. Resources and Trade — Roll a d6 to determine the main resources and trade goods available.
| 1 | Livestock and animal products | 2 | Metalwork and tools | 3 | Textiles and clothing |
| 4 | Food and rations | 5 | Herbs, specialty items | 6 | Information |
5. Rumors and Opportunities — Roll d66 for a rumor or opportunity circulating in the settlement.
| 11 | Stolen sacred relic | 24 | Blockaded route | 41 | Vanishing travelers | 54 | Forbidden love |
| 12 | Violent nomad tribe | 25 | Lost caravan goods | 42 | Discovered ritual site | 55 | Collapsed cliff |
| 13 | Hidden treasure cave | 26 | Enslaved nomads | 43 | Desecrated ancestral burial | 56 | Upcoming battle |
| 14 | Outlawed rituals | 31 | Sacrificial cult | 44 | Stolen totem | 61 | Seasonal dance |
| 15 | Forbidden ancient texts | 32 | Plague-ridden refugees | 45 | Hidden monastery | 62 | Blood feud |
| 16 | Corrupted village elder | 33 | Smuggled artifacts | 46 | Betrayed warlord | 63 | Secret underground passage |
| 21 | Abandoned yurts | 34 | Wandering warrior | 51 | Ruined temple | 64 | Nightly predatory beasts |
| 22 | Dishonored warrior | 35 | Mysterious hermit’s warning | 52 | Silent warrior cult | 65 | Haunted canyon |
| 23 | Poisoned water source | 36 | Ancient curse | 53 | Stolen herd animals | 66 | Lost ancient scripture |
6. Potential Conflicts or Challenges — Roll a d6 to determine if there are any potential conflicts or challenges in the settlement.
| 1–2 | Internal Conflict (Faction rivalry, local disputes, etc.) | 5 | Resource Scarcity (Shortage of food, water, or other essentials) |
| 3–4 | External Threat (Threats from outside the settlement) | 6 | Relative 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.
| 1 | Religious Festival or Ritual | 4 | Local Celebration or Holiday |
| 2 | Market Day or Trade Fair | 5 | Recent Incident or Crisis |
| 3 | Tournament or Contest | 6 | No special events; a typical day in the settlement |