II. Settlements on the Horizon

Settlements in Western Horizon are living palimpsests—layered documents where history is visible in the present. They’re generated responsively when players declare intent to visit or establish a new location, using a combination of geographic foundation, factional dynamics, and historical events.

Settlements as Story Engines

A settlement isn’t just geography—it’s contested space where factions compete for resources and power. Every landmark tells a story. Every district bears historical scars. The map itself becomes a visual timeline that generates adventure hooks organically.

TierLevel RangeSettlement TypeGuild PresenceEx Novo Scale
11-4VillageBulletin board, local contactNestling-Budding (6-9 regions)
25-10TownSmall branch officeGrown (9-12 regions)
311-16CityFull guild hallAged-Elderly (12-18 regions)
417+Capital / MetropolisRegional headquartersAncient (20+ regions)

Settlement Creation Modes

ModeDurationWhen to UseOutput
Quick5-15 minBackground settlements, mid-session discoveryGeography + founding resource + 2 factions + name
Medium30-60 minNotable towns, between-session prepFounding Phase + 3-5 historical events + key landmarks
Full90-120 minSession zero hometown, campaign hubComplete Ex Novo generation with development phase

Partial Definition is Intentional

Even “full” settlements leave 50-70% undefined. Blank spaces aren’t failures—they’re breathing room for future development. The undefined spaces invite player-driven discovery.

Who Participates:

  • Quick Mode: DM alone (5 min between sessions)
  • Medium Mode: DM + interested players (async or live)
  • Full Mode: Whole table as session zero activity

Essential Output for every settlement generation:

  • Geographic foundation (terrain type, major features, founding resource)
  • 2-5 active factions with power relationships
  • Settlement name (and optional secondary/local name)
  • 3-8 historical events (scaled to tier)
  • Hand-drawn map showing districts, landmarks, resources
  • Timeline of formative events
  • Notable landmarks (at least 1 per faction)

The Map is Your Primary Artifact

Don’t spend hours on elaborate keyed locations. The hand-drawn map with labeled districts and landmarks is your working document. Detailed location descriptions come later through Beak, Feather & Bone and Street Magic when players actually visit.


Founding: Why This Place Exists

Every settlement begins with geography and purpose. The terrain explains why people would settle here, and the founding resource explains what keeps them here.

Geographic Foundation (Major Terrain)

Roll on the Terrain-Geography table (Ex Novo p. 36) or choose based on regional context:

2d6Terrain TypeCharacter
2MountainsDefensible, isolated, harsh climate
3PlateauElevated, wide vistas, exposed
4ValleyHidden, sheltered, fertile
5Deep ForestsMysterious, resource-rich, dangerous
6HillsRolling terrain, varied resources
7PlainsOpen, vast, vulnerable
8RiverlandTrade routes, fertile, flood risk
9CoastalTrade hub, weather extremes
10PeninsulaIsolated but accessible, strategic
11IslandTruly isolated, self-sufficient
12SpecialUnderground, floating, unusual

Draw the Terrain Shape

On your settlement map, sketch the major terrain feature covering about a quarter to a third of the space. This isn’t about art—it’s about establishing spatial relationships.

Terrain Features (Add Topographic Detail)

Roll 4 times on the Terrain-Features table (Ex Novo p. 37). For each feature: roll or choose, draw it on the map, name it, ask “What makes this feature significant?”

Founding Location (The Key Resource)

Roll on the Purpose-Location table (Ex Novo p. 38):

2d6ResourceAdventure Hook Potential
2Ruins of former settlementWhat happened to them? What’s still buried?
3Travel routeWho else travels here? Border conflicts?
4Trade routeBandits, tolls, exotic goods, smuggling
5Valuable natural resourcesGold, gems—greed and danger
6Useful natural resourcesTimber, ore—who controls extraction?
7Abundant edible plantsFarmland—who was displaced?
8Abundant edible animalsHunting grounds—territorial conflicts
9Defensible locationWhat threats does it defend against?
10Strategic locationChokepoint, high ground—military importance
11Favorable climateWho wants to preserve it?
12Culturally important locationHoly site, ancestral claim—competing faiths

Place the resource on the map, name it specifically, mark with 2 power tokens.

Resources Create Conflict

The founding resource isn’t just background—it’s the original source of power in the settlement. Factions will compete to control it. Historical events will threaten or enhance it.

Settlement Decision (Who Founded This Place?)

Roll on Purpose-Decision table (Ex Novo p. 39):

2d6DecisionImplications
2AccidentStranded travelers—scrappy, adaptive culture
3ExileOutcasts, refugees—suspicious, strong bonds
4EscapeFleeing oppression—valuing freedom
5Individual visionFounder-hero worship, descendants still prominent
6Group consensusDemocratic traditions, town meetings
7Economic opportunityGold rush mentality, wealth disparity
8Noble decreePlanned settlement, class hierarchy
9Military ordersFortress origins, martial culture
10Cultural expansionColonial outpost, identity tension
11Sacred dutyTemple origins, religious authority
12Divine commandProphetic founding, zealous population

Create the first district: draw it on the map, name it, mark with 1 citizen token.

Quick Founding (5 Minutes)

For background settlements:

  1. Geography: Pick terrain type (or roll 2d6)
  2. Resource: Pick founding resource (or roll 2d6)
  3. Name: Combine terrain + resource + suffix (Rivertown, Deepvein Hold, Thorngate)
  4. Note: One-sentence description

Expand Later

Quick-founded settlements can be fleshed out with full Ex Novo generation if players express interest. The five-minute version gives you enough to reference it in play.


Factions: Power in Motion

Factions are organized power structures competing for influence over resources, districts, and landmarks. They’re not demographic categories—they’re interpretive lenses that create meaning and conflict.

Factions as Dynamic Forces

Ex Novo teaches us that factions aren’t static. They rise and fall. They gain and lose power. They physically manifest through landmarks. Each faction has a symbol, a paradigm, and power tokens.

Starting Factions (The First Two)

First Faction — The Paradigm: Roll on Power-Paradigm (Ex Novo p. 40):

2d6ParadigmNature
2ClanFamily/tribal bonds, hereditary authority
3GuildCraftsmen/merchants, economic power
4FaithReligious authority, spiritual guidance
5CouncilDemocratic assembly, elected leaders
6CabalSecret society, hidden influence
7CorporationBusiness monopoly, economic control
8WarbandMilitary force, martial authority
9NobilityAristocratic bloodline, traditional rule
10CommuneCollective ownership, shared resources
11SyndicateOrganized crime, black market
12CultZealous believers, radical ideology

Name the faction specifically (not “Mages” but “The Crystalline Order”). Choose a symbol. Mark 2 power tokens.

Second Faction — The Relationship: Roll on Power-Relationship (Ex Novo p. 41):

2d6RelationshipDynamic
2OppositionDirect rivals
3ComplementSymbiotic
4SubordinateServes the first
5ParasiteExploits the first
6SchismBroke away
7IndependentCoexist without direct interaction
8ReformSeeks to change the first
9Rival ideologySame methods, different values
10UpstartNewer, challenging established power
11AllianceFormal partnership
12Merger threatAbsorbing or being absorbed

Guild Integration

In Western Horizon, the Adventurers’ Guild is always at least a minor faction. For starting settlements, make one of your two factions the Guild.

Beak, Feather & Bone Community Roles as Faction Types

RoleFocusNatural Conflicts
MagesMagic, knowledgeClerics (faith vs. reason), Elders (tradition vs. innovation)
MinersResources, undergroundFarmers (destruction vs. cultivation), Clerics (sacred ground)
FarmersAgriculture, foodMiners (land use), Ranchers (territory), Merchants (prices)
RanchersLivestock, tradeFarmers (land), Hunters (wild vs. domestic)
ThievesCrime, shadowsSoldiers (law vs. chaos), Merchants (theft vs. profit)
SoldiersDefense, orderThieves (order vs. liberty), Elders (military vs. civilian rule)
MerchantsTrade, wealthElders (profit vs. tradition), Thieves (legitimate vs. black market)
EldersTradition, wisdomMerchants (tradition vs. progress), Mages (wisdom vs. knowledge)
ClericsFaith, healingMages (faith vs. reason), Miners (sacred vs. profane)
StrangersOutsiders, mysteryAnyone (outsider vs. insider tension)
HuntersSurvival, wildernessMiners/Farmers (expansion), Ranchers (wild vs. domestic)

Power Token Economy

  • Growth Pool: Unallocated potential
  • Faction Power: Influence over settlement decisions
  • Resource Power: Control over key resources
  • Landmark Power: Physical manifestation of influence

When factions gain power, tokens move from Growth Pool or other factions. When factions lose power, tokens return. Zero-sum.

The Seat of Power

The faction with the most power tokens controls the settlement’s primary authority. They control the most significant landmark, set laws and priorities, provide default authority figures, determine what’s legal/valued. If another faction gains more tokens, the Seat of Power changes — a major campaign event.


Development: History Shapes the Present

Settlements gain depth through historical events that explain their current state. Each event adds layers—new districts, destroyed landmarks, shifting power, arriving factions.

History as Adventure Seeds

“Twenty years ago, a plague destroyed the harbor district” becomes: What caused it? Who profited? What’s still buried in the ruins? Is it truly over? Events aren’t just backstory—they’re mysteries waiting to be explored.

How Many Events?

TierSettlement AgeEventsTime Span
1 (Village)Nestling-Budding3-55-20 years per event
2 (Town)Grown5-810-30 years per event
3 (City)Aged-Elderly8-1220-50 years per event
4 (Capital)Ancient12+40-100+ years per event

Event Categories (Ex Novo p. 42-59)

CategoryThemesTypical Results
War & ConflictViolence, invasionDistricts destroyed, factions weakened
Discovery & InnovationTechnology, magicNew resources, cultural changes
Natural DisasterFloods, quakes, firesDistricts destroyed, refugees arrive
Trade & CommerceEconomics, marketsMerchant faction gains power
Religion & FaithSpirituality, prophecyCleric faction rises, temples built
Crime & CorruptionThieves, scandalAuthority challenged, secrets revealed
Cultural ShiftsFashion, art, customsDistrict character evolves
Leadership ChangeSuccession, coupsSeat of Power shifts

Event Procedure

For each event:

  1. Roll on Event Table (2d6 for category + d6 for specific) or choose
  2. Interpret the prompt in context of existing elements
  3. Perform mechanical actions (add/remove districts, shift tokens)
  4. Update the map
  5. Record on timeline
  6. Optional: Draw up to 2 tokens from Growth Pool

Responsive History Generation

You don’t need to generate history chronologically. Work backwards from present need:

  1. Start with what exists now (“Mining town with abandoned harbor district”)
  2. Roll 3-5 events that explain it
  3. Arrange them chronologically
  4. Fill gaps during play

Quick Reference: Historical Event Table

  1. War/Battle (district destroyed, faction weakened)
  2. Plague/Disaster (population decline, district abandoned)
  3. Discovery (new resource found, technology advance)
  4. Trade Boom (merchants gain power, district expands)
  5. Religious Movement (clerics rise, temple built, schism)
  6. Crime Wave (thieves emerge, corruption revealed)
  7. Cultural Shift (new district character)
  8. Leadership Change (Seat of Power shifts)
  9. Arrival (refugees, strangers, new faction)
  10. Construction (major landmark built)
  11. Depletion (resource runs out, economic crisis)
  12. Miracle/Omen (unexplained event, shifts beliefs)

Districts: The City’s Anatomy

Districts are the settlement’s functional zones—abstract rather than precisely mapped, providing framework without over-detailing.

District Types

TypeFunctionCommon Buildings
ResidentialWhere people liveHouses, apartments, manors
CommercialTrade and servicesMarkets, shops, taverns, inns
IndustrialProduction and craftWorkshops, forges, mills
AdministrativeGovernance and lawTown hall, courts, archives
ReligiousWorship and spiritualityTemples, shrines, graveyards
MilitaryDefense and trainingBarracks, armories, walls
CulturalEntertainment and gatheringTheaters, parks, libraries
SpecializedUnique to this settlementAcademy, arena, observatory

District Character

Beyond function, each district should have sensory identity (using Street Magic principles): sights, sounds, smells, feel.

Example: The Forge Quarter: blackened stone buildings, constant hammering and furnace roar, smell of hot metal and coal smoke, uncomfortably warm even in winter

Districts Through Time

  • Founded: Original character from settlement founding
  • Expanded: Grown beyond original boundaries
  • Transformed: Major event changed its nature
  • Abandoned: Disaster left it empty (becomes instant dungeon site)
  • Reclaimed: Previously abandoned, now being rebuilt

Abandoned Districts as Adventure Sites

When an event destroys a district, don’t erase it—mark it as ruins. Collapsed buildings to explore, squatters or monsters move in, lost treasures buried, faction efforts to reclaim.

Population & Density

City SizeLow DensityMedium DensityHigh Density
Village100250500
Town1505001,500
Small City2001,0005,000
Medium City3502,00010,000
Large City6005,00025,000
Metropolis1,50015,000100,000

But mostly: Don’t worry about exact population. The number of districts and density feeling is sufficient.


Notable Buildings

Buildings are defined through faction claiming and three-layer description—each location gets personality through reputation, appearance, and hidden truth. This can be done collaboratively (session zero) or by the DM (between sessions).

The Three-Layer Description

Every building gets three sentences that create depth:

  • BEAK (Reputation): What do locals say? The rumor, the common knowledge
  • FEATHER (Appearance): What does it look like outside? Visual hooks for players
  • BONE (Reality): What’s it really like inside? The truth, often contradicting the rumor

This technique from Beak, Feather & Bone works for ANY location in Western Horizon.

How Many Landmarks?

  • Session Zero/Full: 2-3 per active faction (5-10 total)
  • Medium: 1 per faction (3-5 total)
  • Quick: Just faction headquarters (2 total)
  • During Play: Add more reactively as players explore

The Landmark Procedure (5-10 minutes)

Title: What do locals call this place? Examples: The Gilt Rose Inn, Temple of Smoke and Mirrors, The Stormwatch Tower

Address: Where is it within the district? Can be literal (“17 Saltmarket Street”), relative (“Three blocks from the fountain”), poetic (“At the crossroads where the pilgrim trail ends”), or vertical (“In the undercity, below the aqueduct”).

True Name: The sensory essence that makes the landmark unforgettable. Ask: “What do you see, smell, hear, feel, or taste when you walk in?”

Creating True Names

Close your eyes. Imagine walking into this place. What’s the first thing you notice?

  • The Gilt Rose Inn: “sawdust floors smell of pine, firelight dances on copper mugs, laughter from the kitchen”
  • Temple of Smoke and Mirrors: “incense thick enough to taste, reflective obsidian walls, whispered prayers echo”
  • The Counting House: “scratch of quills on parchment, smell of ink and dust, golden abacus clicks rhythmically”

Building Purposes & Temporal Frames

FramePurposeExamples
Hearts SocialPresent community functionTaverns, meeting halls, active temples
Diamonds FinancialPresent economic roleMarkets, workshops, banks
Clubs FuturePreparation, aspirationConstruction sites, academies, arsenals
Spades PastHistorical, abandonedRuins, sealed temples, old fortifications

Temporal Balance

Settlements feel lived-in when they have buildings across all four frames. Heavy Past = settlement in decline. Heavy Future = growth focus. Use Past buildings as instant dungeon sites or mystery hooks.

Generating Rival NPCs

When a building serves an important purpose, create a rival from an opposing faction using natural conflict pairings (Mages/Clerics, Miners/Farmers, Soldiers/Thieves, Merchants/Elders, Strangers/Anyone).

Create the rival in three sentences: BEAK (reputation), FEATHER (appearance), BONE (true motivation).

Example: Brother Aldus opposes the Mages’ research laboratory.

  • BEAK: Known as a voice of moral clarity, warning against dangerous experiments.
  • FEATHER: Stern elderly cleric with ink-stained fingers, always carrying a leather-bound tome.
  • BONE: Once a mage himself, saw a ritual kill his colleagues. Switched to the cloth to prevent others from making the same mistakes.

Rivals Are Quest Fuel

Each rival provides: named NPC with clear position, faction quest hook, information source, investigation angle. Don’t default to combat. Rivals create political opposition, not necessarily violent conflict.


Key NPCs

Street Magic creates NPCs as Residents—characters associated with specific landmarks. This ties every important NPC to a location, making them easier to remember and giving players clear places to find them.

The Resident Procedure (5-10 minutes)

Title & Pronouns: What do people call them? The Lamplighter (she/her), Brother Moss (he/him), Sena Three-Coins (she/her)

Affiliated Landmark: Where do they work/live? Creates findability.

True Name (via Collaborative Vignette):

  1. DM starts: “Let’s see [Name] in their element. Where are they and what are they doing?”
  2. Players contribute: “I see them…” / “I hear…” / “They’re holding…” / “I notice…”
  3. Build together until you can see this person clearly
  4. Extract the true name from the details

Example Vignette:

DM: “Let’s see The Lamplighter. Where is she?” Player 1: “She’s on the corner of Saltmarket at dusk, lighting the street lamps one by one.” Player 2: “Her hands are always smudged with lamp oil, and she hums old mining songs.” DM: “She gives a gap-toothed smile, then moves to the next lamp without breaking her rhythm.”

True Name: “oil-smudged hands, hums mining songs, gap-toothed smile, moves like ritual”

Quick NPC Creation (mid-session)

  1. Title & Pronouns (30 seconds)
  2. Skip the vignette—just pick one defining trait
  3. Minimal True Name (1 minute): One sensory detail + one quirk
  4. Note landmark

Example: Jorn the Smith (he/him), always sweating, never finishes sentences, works at the Forge Quarter

Recording Residents

Each resident becomes a wiki page with: Title & Pronouns, True Name, Affiliated Landmark, Faction (if any), Relationships, Session Appearances.


Settlement Threats (Optional)

Some settlements have unique threats that emerge from faction actions. Unlike random encounters, these threats are consequences of political choices.

Consequences, Not Random Encounters

A settlement-specific threat isn’t “there happens to be a dragon nearby.” It’s “The Miners dug too deep seeking profit, and awakened something they shouldn’t have.” The threat exists because of faction choices, and resolving it will change the faction balance.

Threat Generation Procedure

  1. Identify Catalyst Faction — Most power or most dramatic action
  2. Describe the Action — What specific thing caused the threat?
  3. Collaborative Threat Design — Everyone contributes one aspect: appearance, behavior, what it wants, special ability, weakness, connection to the inciting action

Faction-Threat Matrix (Quick Reference)

FactionHearts SocialDiamonds FinancialClubs FutureSpades Past
MagesSummoning ritualMagical theftExperiment disasterCurse awakened
MinersWorker uprisingDug too deepUnstable excavationBroke sealed vault
ClericsMass worshipTemple wealth curseZealot prophecyHeresy punishment
ThievesStolen sacred itemGuild war violenceHeist preparationWrong tomb opened
StrangersOutsider knowledgeIntroduced parasitePortal openedBrought old enemy

Practical Workflow Summary

Session Zero Starting Settlement (90-120 min, Full)

  1. Setup (5 min): Choose tier, determine region count
  2. Founding Phase (30 min): Geography, terrain features, resource, factions, name
  3. Development Phase (40 min): Roll 5-10 historical events, update map for each
  4. Detailing (20 min): Add landmarks (BF&B/Street Magic), create key NPCs, optional threat
  5. Document (10 min): Photo map, type up timeline, create wiki stub

New Settlement During Campaign (30-60 min, Medium)

  1. Quick Founding (15 min): Geography, resource, 2 factions, name
  2. Key Events (15 min): Roll 3-5 events, arrange chronologically
  3. Adventure Hooks (15 min): 1 landmark per faction, 1-2 key NPCs

Background Settlement (5 min, Quick)

  1. Choose terrain and founding resource
  2. Create name
  3. Note 2 factions, brief description
  4. Add to regional map — expand if players visit

Integration with Other WH Systems

After Ex Novo…Next SystemWhat It Adds
Settlement map with factionsStreet MagicSpecific buildings, sensory details
Faction landmarksBeak, Feather & BoneThree-layer descriptions, rivals
Historical timelineMicroscope/ChronicleDeeper historical context
Faction power balanceKingdomCrossroads and developmental choices
Abandoned districts/ruinsEx Umbra/RISEDungeon generation within settlement