Random Village Generation v0.1

Random Village Generation v0.1

A quick random village generator. It is intended to be used with Medieval Demographics Made easy. Useful accompaniments and reading: Lisa J. Steele’s Fief, Grain to Gold, Pyramid’s Building Low-Tech Landscapes I and II.


Roll 3d

Population

Product

Power Center

Problems

Disposition

Wealth

3-6

3d x 5

Mine/Forestry

Freeman

Civil Disupte

dangerous

Destitute

7-9

3d x 10

Low Grains

Clergy

Logistical

troublesome

Poor

10-12

3d x 30

High Grains

Bureaucrat

Abuse

Indifferent

Struggling

13-15

3d x 50

Pasture

Aristocrat

Failed Venture

friendly

Sustainable

16-18

3d x 100*

Luxury Produce

Military

Banditry

helpful

Prospering

Population

16-18 is practically a small town or a market village.

Roll 1d

1-2 seasonal market

3-4 small market

5 a small guild of artisans

6 sizable market


Product.

Roll twice for Primary and Secondary.


Mine/Forestry.

Roll 1d

1-5 Forestry

6 Mine or Quarry


Forestry

Roll 1d

1-3 Lumber

4-5 Game

6 Special Product


Mine

Roll 1d

1-2 Quarry

3-4 Iron

5 Copper, Tin

6 Precious Gems or Metals


Low Grains

Roll 1d

1-4 Feed Grain

5-6 Hedge


High Grains

typically Wheat, Rice can only be grown in the Jordan valley.


Pasture

Roll 1d

1-3 Sheep

4-5 Cow

6 Horse


Luxury Produce

Roll 1d

1-3 Olive Grove

4-5 Fruit Orchard

6 Vineyard


Power Center

Freeman – the rare independent self made man or woman, who seems to hold the people together through force of will.

Clergy – the religious authority, typically a stationed novice or monk.

Bureaucrat – the legal authority representative of a higher absent one.

Aristocrat – the powerful Land owners

Military – the martial authority, either terrorizing, disciplining, or protecting the inhabitants.


Problems.

Civil Dispute – a serious neighborly dispute that can get the entire village up in arms. This serious problem can have very petty beginnings that just escalated out of control.

Logistical – A problem managing resources or what can end up as a failed venture. Unlike failed venture, the community is buzzing or struggling to fix this before a deadline.

Abuse – the most common problem, given medieval civics. It usually begins with authority or power. It doesn’t have to have a direct relationship with the village inhabitants. This is essentially more powerful people causing trouble with the villagers.

Failed venture – the village is suffering from some loss or shortage. A classic example is the primary or secondary product failed and will cause the entire village to suffer. Problems with the village infrastructure projects is also quite common: not enough resources to complete the new mill, granary, palisade, holdfast, irrigation etc…



The Disposition.

Roll this secretly.

Dangerous – potentially dangerous or out-right hostile.

Troublesome – the type that can easily lead to problems with the PCs.

Indifferent – (self explanatory)

friendly – (self explanatory)

helpful – (self explanatory)


Wealth

Annual Income per Family and definition

Destitute ($1440 and below) – Sharecroppers who are poorly compensated.

Poor ($1500-$1560) – Sharecroppers who are barely making enough

Struggling ($1560-$1620) – A growing working class

Sustainable ($1620-$1680) – A strong working class and the start of a middle class.

Prospering ($1680+) – Sizable working class and middle class.


Village NPC encounter

roll 1d (and secretly roll disposition)

1 The Elder or Head

2 the Bailife or Caretaker

3 the clergy

4 the village hero or beauty (1-4 hero/ 5-6 beauty)

5 the village eccentric

6 the Transient


Village Name – typically a special feature of the village. This feature could be a unique product, founder, patron saint, part of the landscape, significant historical event etc. This also reshaped by the language of the inhabitants and the shifting and mixing of cultures.




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