Settlement 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.
In engine terms, founding pins the first nodes in the Geography layer and establishes the settlement’s anchor. The founding resource is the first post between the two layers — the constraint that explains why this place exists where it does.
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
Sketch the major terrain feature covering about a quarter to a third of the map. This establishes spatial relationships, not artistic quality.
Terrain Features
Roll 4 times on the Terrain–Features table (Ex Novo p. 37). For each: roll/choose type → draw on map → name it → ask “What makes this feature significant?”
Founding Location (The Key Resource)
Roll on 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 — military importance |
| 11 | Favorable climate | Who wants to preserve it? What threatens it? |
| 12 | Culturally important location | Holy site — competing faiths |
Place it on the map, name it specifically (“The Deepvein Shaft” not just “gold mine”), mark with 2 power tokens.
Resources Create Conflict
The founding resource is the original source of power — the first contested node. 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 of outsiders |
| 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, pilgrimage site |
| 12 | Divine command | Prophetic founding, theocratic leanings |
Create the first district: draw it, name it, mark with 1 citizen token.
Quick Founding (5 Minutes)
- Pick terrain type
- Pick founding resource
- Combine into a name (Rivertown, Deepvein Hold, Thorngate)
- Note one-sentence description
Quick-founded settlements exist as provisional canon — real enough to reference, undefined enough to develop later.