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.
| Tier | Level Range | Settlement Type | Guild Presence | Ex Novo Scale |
|---|---|---|---|---|
| 1 | 1-4 | Village | Bulletin board, local contact | Nestling-Budding (6-9 regions) |
| 2 | 5-10 | Town | Small branch office | Grown (9-12 regions) |
| 3 | 11-16 | City | Full guild hall | Aged-Elderly (12-18 regions) |
| 4 | 17+ | Capital / Metropolis | Regional headquarters | Ancient (20+ regions) |
Settlement Creation Modes
| Mode | Duration | When to Use | Output |
|---|---|---|---|
| Quick | 5-15 min | Background settlements, mid-session discovery | Geography + founding resource + 2 factions + name |
| Medium | 30-60 min | Notable towns, between-session prep | Founding Phase + 3-5 historical events + key landmarks |
| Full | 90-120 min | Session zero hometown, campaign hub | Complete 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:
| 2d6 | Terrain Type | Character |
|---|---|---|
| 2 | Mountains | Defensible, isolated, harsh climate |
| 3 | Plateau | Elevated, wide vistas, exposed |
| 4 | Valley | Hidden, sheltered, fertile |
| 5 | Deep Forests | Mysterious, resource-rich, dangerous |
| 6 | Hills | Rolling terrain, varied resources |
| 7 | Plains | Open, vast, vulnerable |
| 8 | Riverland | Trade routes, fertile, flood risk |
| 9 | Coastal | Trade hub, weather extremes |
| 10 | Peninsula | Isolated but accessible, strategic |
| 11 | Island | Truly isolated, self-sufficient |
| 12 | Special | Underground, 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):
| 2d6 | Resource | Adventure Hook Potential |
|---|---|---|
| 2 | Ruins of former settlement | What happened to them? What’s still buried? |
| 3 | Travel route | Who else travels here? Border conflicts? |
| 4 | Trade route | Bandits, tolls, exotic goods, smuggling |
| 5 | Valuable natural resources | Gold, gems—greed and danger |
| 6 | Useful natural resources | Timber, ore—who controls extraction? |
| 7 | Abundant edible plants | Farmland—who was displaced? |
| 8 | Abundant edible animals | Hunting grounds—territorial conflicts |
| 9 | Defensible location | What threats does it defend against? |
| 10 | Strategic location | Chokepoint, high ground—military importance |
| 11 | Favorable climate | Who wants to preserve it? |
| 12 | Culturally important location | Holy 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):
| 2d6 | Decision | Implications |
|---|---|---|
| 2 | Accident | Stranded travelers—scrappy, adaptive culture |
| 3 | Exile | Outcasts, refugees—suspicious, strong bonds |
| 4 | Escape | Fleeing oppression—valuing freedom |
| 5 | Individual vision | Founder-hero worship, descendants still prominent |
| 6 | Group consensus | Democratic traditions, town meetings |
| 7 | Economic opportunity | Gold rush mentality, wealth disparity |
| 8 | Noble decree | Planned settlement, class hierarchy |
| 9 | Military orders | Fortress origins, martial culture |
| 10 | Cultural expansion | Colonial outpost, identity tension |
| 11 | Sacred duty | Temple origins, religious authority |
| 12 | Divine command | Prophetic 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:
- Geography: Pick terrain type (or roll 2d6)
- Resource: Pick founding resource (or roll 2d6)
- Name: Combine terrain + resource + suffix (Rivertown, Deepvein Hold, Thorngate)
- 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):
| 2d6 | Paradigm | Nature |
|---|---|---|
| 2 | Clan | Family/tribal bonds, hereditary authority |
| 3 | Guild | Craftsmen/merchants, economic power |
| 4 | Faith | Religious authority, spiritual guidance |
| 5 | Council | Democratic assembly, elected leaders |
| 6 | Cabal | Secret society, hidden influence |
| 7 | Corporation | Business monopoly, economic control |
| 8 | Warband | Military force, martial authority |
| 9 | Nobility | Aristocratic bloodline, traditional rule |
| 10 | Commune | Collective ownership, shared resources |
| 11 | Syndicate | Organized crime, black market |
| 12 | Cult | Zealous 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):
| 2d6 | Relationship | Dynamic |
|---|---|---|
| 2 | Opposition | Direct rivals |
| 3 | Complement | Symbiotic |
| 4 | Subordinate | Serves the first |
| 5 | Parasite | Exploits the first |
| 6 | Schism | Broke away |
| 7 | Independent | Coexist without direct interaction |
| 8 | Reform | Seeks to change the first |
| 9 | Rival ideology | Same methods, different values |
| 10 | Upstart | Newer, challenging established power |
| 11 | Alliance | Formal partnership |
| 12 | Merger threat | Absorbing 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
| Role | Focus | Natural Conflicts |
|---|---|---|
| Mages | Magic, knowledge | Clerics (faith vs. reason), Elders (tradition vs. innovation) |
| Miners | Resources, underground | Farmers (destruction vs. cultivation), Clerics (sacred ground) |
| Farmers | Agriculture, food | Miners (land use), Ranchers (territory), Merchants (prices) |
| Ranchers | Livestock, trade | Farmers (land), Hunters (wild vs. domestic) |
| Thieves | Crime, shadows | Soldiers (law vs. chaos), Merchants (theft vs. profit) |
| Soldiers | Defense, order | Thieves (order vs. liberty), Elders (military vs. civilian rule) |
| Merchants | Trade, wealth | Elders (profit vs. tradition), Thieves (legitimate vs. black market) |
| Elders | Tradition, wisdom | Merchants (tradition vs. progress), Mages (wisdom vs. knowledge) |
| Clerics | Faith, healing | Mages (faith vs. reason), Miners (sacred vs. profane) |
| Strangers | Outsiders, mystery | Anyone (outsider vs. insider tension) |
| Hunters | Survival, wilderness | Miners/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?
| Tier | Settlement Age | Events | Time Span |
|---|---|---|---|
| 1 (Village) | Nestling-Budding | 3-5 | 5-20 years per event |
| 2 (Town) | Grown | 5-8 | 10-30 years per event |
| 3 (City) | Aged-Elderly | 8-12 | 20-50 years per event |
| 4 (Capital) | Ancient | 12+ | 40-100+ years per event |
Event Categories (Ex Novo p. 42-59)
| Category | Themes | Typical Results |
|---|---|---|
| War & Conflict | Violence, invasion | Districts destroyed, factions weakened |
| Discovery & Innovation | Technology, magic | New resources, cultural changes |
| Natural Disaster | Floods, quakes, fires | Districts destroyed, refugees arrive |
| Trade & Commerce | Economics, markets | Merchant faction gains power |
| Religion & Faith | Spirituality, prophecy | Cleric faction rises, temples built |
| Crime & Corruption | Thieves, scandal | Authority challenged, secrets revealed |
| Cultural Shifts | Fashion, art, customs | District character evolves |
| Leadership Change | Succession, coups | Seat of Power shifts |
Event Procedure
For each event:
- Roll on Event Table (2d6 for category + d6 for specific) or choose
- Interpret the prompt in context of existing elements
- Perform mechanical actions (add/remove districts, shift tokens)
- Update the map
- Record on timeline
- 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:
- Start with what exists now (“Mining town with abandoned harbor district”)
- Roll 3-5 events that explain it
- Arrange them chronologically
- Fill gaps during play
Quick Reference: Historical Event Table
- War/Battle (district destroyed, faction weakened)
- Plague/Disaster (population decline, district abandoned)
- Discovery (new resource found, technology advance)
- Trade Boom (merchants gain power, district expands)
- Religious Movement (clerics rise, temple built, schism)
- Crime Wave (thieves emerge, corruption revealed)
- Cultural Shift (new district character)
- Leadership Change (Seat of Power shifts)
- Arrival (refugees, strangers, new faction)
- Construction (major landmark built)
- Depletion (resource runs out, economic crisis)
- 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
| Type | Function | Common Buildings |
|---|---|---|
| Residential | Where people live | Houses, apartments, manors |
| Commercial | Trade and services | Markets, shops, taverns, inns |
| Industrial | Production and craft | Workshops, forges, mills |
| Administrative | Governance and law | Town hall, courts, archives |
| Religious | Worship and spirituality | Temples, shrines, graveyards |
| Military | Defense and training | Barracks, armories, walls |
| Cultural | Entertainment and gathering | Theaters, parks, libraries |
| Specialized | Unique to this settlement | Academy, 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 Size | Low Density | Medium Density | High Density |
|---|---|---|---|
| Village | 100 | 250 | 500 |
| Town | 150 | 500 | 1,500 |
| Small City | 200 | 1,000 | 5,000 |
| Medium City | 350 | 2,000 | 10,000 |
| Large City | 600 | 5,000 | 25,000 |
| Metropolis | 1,500 | 15,000 | 100,000 |
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
| Frame | Purpose | Examples |
|---|---|---|
| Hearts Social | Present community function | Taverns, meeting halls, active temples |
| Diamonds Financial | Present economic role | Markets, workshops, banks |
| Clubs Future | Preparation, aspiration | Construction sites, academies, arsenals |
| Spades Past | Historical, abandoned | Ruins, 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):
- DM starts: “Let’s see [Name] in their element. Where are they and what are they doing?”
- Players contribute: “I see them…” / “I hear…” / “They’re holding…” / “I notice…”
- Build together until you can see this person clearly
- 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)
- Title & Pronouns (30 seconds)
- Skip the vignette—just pick one defining trait
- Minimal True Name (1 minute): One sensory detail + one quirk
- 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
- Identify Catalyst Faction — Most power or most dramatic action
- Describe the Action — What specific thing caused the threat?
- 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)
| Faction | Hearts Social | Diamonds Financial | Clubs Future | Spades Past |
|---|---|---|---|---|
| Mages | Summoning ritual | Magical theft | Experiment disaster | Curse awakened |
| Miners | Worker uprising | Dug too deep | Unstable excavation | Broke sealed vault |
| Clerics | Mass worship | Temple wealth curse | Zealot prophecy | Heresy punishment |
| Thieves | Stolen sacred item | Guild war violence | Heist preparation | Wrong tomb opened |
| Strangers | Outsider knowledge | Introduced parasite | Portal opened | Brought old enemy |
Practical Workflow Summary
Session Zero Starting Settlement (90-120 min, Full)
- Setup (5 min): Choose tier, determine region count
- Founding Phase (30 min): Geography, terrain features, resource, factions, name
- Development Phase (40 min): Roll 5-10 historical events, update map for each
- Detailing (20 min): Add landmarks (BF&B/Street Magic), create key NPCs, optional threat
- Document (10 min): Photo map, type up timeline, create wiki stub
New Settlement During Campaign (30-60 min, Medium)
- Quick Founding (15 min): Geography, resource, 2 factions, name
- Key Events (15 min): Roll 3-5 events, arrange chronologically
- Adventure Hooks (15 min): 1 landmark per faction, 1-2 key NPCs
Background Settlement (5 min, Quick)
- Choose terrain and founding resource
- Create name
- Note 2 factions, brief description
- Add to regional map — expand if players visit
Integration with Other WH Systems
| After Ex Novo… | Next System | What It Adds |
|---|---|---|
| Settlement map with factions | Street Magic | Specific buildings, sensory details |
| Faction landmarks | Beak, Feather & Bone | Three-layer descriptions, rivals |
| Historical timeline | Microscope/Chronicle | Deeper historical context |
| Faction power balance | Kingdom | Crossroads and developmental choices |
| Abandoned districts/ruins | Ex Umbra/RISE | Dungeon generation within settlement |