Gloaming Lands 2: Settlements
The Gloaming Lands are a place deeply etched with disaster. It is (like many OSR settings) a post apocalyptic setting. The cycle of civilisation and destruction creates room for mystery and adventure that can be easily understood (and exploited) by players.
It is, however, not a bleak, picked-over post-apocalypse. The last true disaster is now but a distant story kept alive by the lorespeakers. Lush forests grow between massive shards nuclear-frozen glass. Herds of deer drink from clear crater lakes. Peoples dot the land, working away in the safety of their settlements.
These tables provide a set of tools for creating those settlements. The settlements themselves are lightly detailed, hopefully providing the GM and players with just enough to describe a location and hint at a hook or two.
A future post will detail a quick procedure for generating a pointcrawl between settlements.
Settlement tables
Settlement size
Roll 2d6 and take the lowest value.
Very few settlements are larger than a few hundred people. Smaller settlements pay dues to—and are protected by—a baron or nearby city. Cities are often large enough to support their own standing milita, and some even buy full independence from the system of baronial rent.
d6 | Size |
---|---|
1 | Farm/manor – 1-3 families |
2 | Crossroads – 3-5 families |
3 | Hamlet – 50-150 people |
4 | Village – 150-300 people |
5 | Town – 300-1000 people |
6 | City – 1000+ people |
Settlement details
For all settlements, Roll 1d20 for each column.
- Towns: Roll an additional time on either the Building, Industry or Event column.
- Cities: Roll an additional time on each of the Building, Industry and Event columns.
d20 | Environs | People | Building | Industry | Event |
---|---|---|---|---|---|
1 | In the ruins of an ancient temple | Extremely suspicious of outsiders | Imposing defensive walls | Fields of maize, yellow in the sun | A grand wedding |
2 | In the ruins of an ancient castle | Often intoxicated by strange mushrooms | Unmaintained wooden palisades | Rows of cabbage | Festival for the local god |
3 | Amongst the bones of a great beast | Fervent followers of their strange god | Ancient castle | Shallow ponds of green rice | Meeting of elders from afar |
4 | Atop a hill | Known for their strange delicacies | Wood and stone manor house with a high peaked roofs | Windmill for grinding maize | A building is on fire |
5 | At the banks of burbling stream | Have laws or customs confusing to outsiders | Comfortable, well-appointed inn | Wood mill | A god walks amongst the people |
6 | In a protected valley | Refuse to do business with outsiders | Shrine, of ornately carved and polished black oak | Bustling market | Children have been going missing |
7 | A pond, covered in lilies and the persistent croaking of frogs | Practice strange rituals under the cover of darkness | Shrine, newly constructed of stone | Staging area for cave-scavengers | An illness has struck |
8 | A gnarled tree, older than anything around | Cover themselves in odd tattoos | Shrine, recently burned to the ground | Renowned school | Under attack from bandits |
9 | Cleared for industry or agriculture | Brew delicious, potent maize wine | Shrine constructed of scavenged shards of metal | Quarry for marble or quartz | A plague of insects has ruined the harvest |
10 | Animals wander the streets, searching for food | Wear long hoods that cover their faces | Shine carved into the stone of a cave | Mine for copper, tin or iron | Strange creatures have raided the storehouse |
11 | A long-forgotten tunnel system links the basements | Wear large, wide-brimmed hats | A mess of closely-packed shanties | Deep mine for gold or silver, maybe abandoned | The folk are in the midst of a cutthroat factional struggle |
12 | Amongst tall, wind-eroded towers of stone | Wear brightly-dyed woollen garments | Meditative garden, carefully maintained | Alchemical lab, spewing strange-coloured smoke | A funeral procession, the streets thick with ceremonial smoke |
13 | Built into caves or the walls of a cliff | Are very curious about news from afar | Huge abandoned machine, it's interior stripped of parts | Traps for eels in a nearby creek | Market day, farmers from throughout the area flock to town |
14 | Overgrown with rare flowers | All descended from a single matriarch | Ornate wooden bridge, guarded by statues | Glassblower's workshop | Local baron holding a recruitment drive for their milita |
15 | Amongst giant, moss-covered boulders | Believe cutting their hair is bad luck | Ancient bridge of concrete and steel, reinforced with wood | Workshop for fine wooden crafts | A public execution is taking place |
16 | Nearby animals are strangely intelligent | Keep regimented hours of work and prayer | Shell or skull of a massive beast | Wool mill, draped in brightly-dyed cutoffs | A public trial is taking place |
17 | A field of enormous glass shards, blindingly bright at sunset and dawn | Wear finely-embroidered clothes | Grand hall built on stilts over a lake | Silk mill and tailor of fine clothes | A flying machine slowly drifts far above the clouds |
18 | Between high white karst hills, bursting out of the forest | Make pungent cheese, cured for years | Unnervingly tall and twisted wooden tower | Tannery, stinking of blood and piss | A wizard's walking tower has planted itself nearby |
19 | On the banks of a wide, slow river | Are mostly children | Strong, squat tower of stone | Kiln for lacquered porcelain | Seasonal festival, shirtless revelers and drunkenness |
20 | Atop the ruins of an ancient factory | Are mostly elders | Repurposed tower of glass and steel, built by the ancients | Wizard's tower, travelers coming to seek help | Baronial levy is called, tax collectors stalk the streets |
Settlement names
Roll d10 for the structure of the name, then a d20 for each column indicated by the structure. Names will probably need a bit of massaging for mouthfeel.
d20 | Structure (d10) | History A | History B | Thing A | Thing B | Place |
---|---|---|---|---|---|---|
1 | {Thing A} {Place} | New | North | Tree | Ox | River |
2 | {Thing B} {Place} | Old | East | Oak | Eagle | Pond |
3 | {History A} {Place} | Broken | South | Jasmine | Crab | Lake |
4 | {History B} {Place} | Gallows | West | Jade | Eel | Manor |
5 | {History A} {Thing A} | Shield | Upper | Rice | Carp | Spring |
6 | {History B} {Thing B} | Bloody | Lower | Rose | Ape | Mountain |
7 | {Thing A} {Thing B} {Place} | Hidden | Dragon | Arrow | Monkey | Hill |
8 | {Thing B} {Thing A} {Place} | White | Ogre | Petal | Skull | Creek |
9 | {History A} {Thing A} {Place} | Blue | Lord's | Pine | Forge | Swamp |
10 | {History B} {Thing B} {Place} | Yellow | Ghostly | Maple | Sword | Gate |
11 | Green | Hell's | Blossom | Horseshoe | Field | |
12 | Banner | Heavenly | Cherry | Anvil | Woods | |
13 | Typhoon | Midsummer | Crab | Witch | Bridge | |
14 | Friendship | Solstice | Stone | Wizard | Farm | |
15 | Sunset | All-gods | Cloud | Willow | Tower | |
16 | Dawn | Harvest | Iron | Machine | Road | |
17 | Ancient | Wailing | Gold | Mineral | Bluff | |
18 | Lost | Wailing | Glass | Copper | Harbor | |
19 | Wounded | Glowing | Tea | Hoard | Rock | |
20 | Singing | Winding | Crystal | Amber | Castle |