Wednesday, November 24, 2010

Bottom Up World Creation, Part 3

Populating the Settlement
Most settlements are going to have a church of some variety. Each household gives a 5% chance to have a priest and a shrine. Anything over 100% gives a chance of a church instead of a shrine. Anything over 200% gives a chance of a Temple or Cathedral. If there are conflicting religions, determine which religion is dominant. Use the normal percentages for the dominant religion for their churches. For the minor religion, it depends on how the dominant religion gets along with it. If the religions are friendly towards one another, multiply the base percentage by 0.75. If the Dominant religion is neutral towards the minor religion, multiply the percentage for the minor church by 0.5. If it's hostile, multiply by 0.25 instead. If the minor religion is illegal, the multiplier is 0.1.

Populating Steadings
Unlike villages, steadings offer a greater opportunity for strangeness, as such, a DM may choose to roll on the following chart when populating a Steading

1d00

Result

Description

01-70

Homesteader

Roll on households as normal to determine populations.

71-85

Religious Commune

Either a Monastary/Abbey, Druid Circle, or Cult Compound, depending on the nature of the campaign. Roll 2d4 instead of 1d6 to determine population. Young Adults and younger are either orphans, prisoners, or acolytes in training. Generally found on the outskirts of another settlement.

86-93

Hermit/Survivor

Either a ranger, druid, or just someone else looking to stay away from others. Alternately this steading may hold the sole survivor of some sort of invasion or other disaster. Population: 1

94-98

Monster

Some monsters live by pretending to be something they’re not. Lycanthropes, Hags, or even a polymorphed dragon may find it easier to pose as freemen living on their own.

99-00

Wizard

Well, a wizard needs to build a tower somewhere, right? Roll on households as normal, results over 1 indicating the wizard’s family or apprentices and other servants.


Populating the Household
To determine the population of a household, roll 1d6 for basic population. Roll on the following chart for the modifier to the roll. If you roll a 6 on your basic population roll, roll again on the chart to determine how many extra people live there.

Roll

Base Die Modifier

Extra on a max roll

1

-1

+1d6-1

2

+0

+1d6-1

3

+1

+1d6-1

4

+1

+1d6

5

+1

+1d6

6

+2

+1d6+1

This population determines the total number of persons living in the household, including dependents such as infants and those too old to work. If you're looking for a quicker means of generating population, perhaps because you're just after an idea of your population averages for multiple settlements, just assume 5 people per household. A result of 0 on the table indicates that the buildings for a household exist, but no people live there.

Yes, But who are these people?
For determining who exactly lives in the household, you may roll on the following chart. Keep rolling until every person is accounted for.

1d100

Result

Qty

Age

Profession%

Class%

01-04

Venerable

1d3-1

89+2d20 years

10%/50%

5%

05-12

Old

1d3-1

60 +1d20/1d10**

10%/60%

3%

13-32

Middle Age

1d3-1

40 + 1d20 years

10%/60%

2%

33-60

Adult

1d3-1

15+ 1d20/1d10**

10%/75%

1%

61-80

Young Adult

1d3-1

12+1d3 years

5%/50%

NA

81-92

Child

1d3-1

2+1d0 years

NA

NA

93-00

Very Young

1d3-1

1d3-1 years*

NA

NA

* = On a roll of 0, roll 1d(# of months in year)-1 instead. If that roll indicates a 0, do the same but for weeks, etc.

** = First roll 1d3. If the result is 1-2, roll the 1d20 as is. If the result is a 3, roll the 1d20 + 1d10.

Profession%: This is the chance that the individual is a member of a non-agriculture related profession. The Number before the / indicates those living on steadings or in villages, while the number after the / indicates those who live in towns or cities.
Class%: This is the chance that the individual has at least 1 level in a class.

More to come!

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