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.

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

Sketch the major terrain feature covering about a quarter to a third of the map. For rivers, draw the water; for mountains, sketch peaks; for coasts, show the shoreline. This isn’t about art—it’s about establishing spatial relationships.

Terrain Features

Roll 4 times on the Terrain–Features table (Ex Novo p. 37) to add topographic detail. For each feature: roll/choose type → draw on map → name it → ask “What makes this feature significant?”

Example: Rolling “river” → Draw winding river → Name it “The Serpent’s Flow” → “It changes course during spring floods, leaving abandoned channels like shed skin.”

Founding Location (The Key Resource)

Why did people settle here? Roll on 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—military importance
11Favorable climateWho wants to preserve it? What threatens it?
12Culturally important locationHoly site—competing faiths

Place it on the map, name it specifically (not just “gold mine” but “The Deepvein Shaft”), 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. It’s the economic engine that justifies the settlement’s existence.

Settlement Decision (Who Founded This Place?)

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

2d6DecisionImplications
2AccidentStranded travelers—scrappy, adaptive culture
3ExileOutcasts, refugees—suspicious of outsiders
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, pilgrimage site
12Divine commandProphetic founding, theocratic leanings

Then create the first district: draw it filling roughly one region, name it (often reflects the founding), mark with 1 citizen token, note its character.

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

Example: “Ironhearth (Village, Tier 1): Mountain settlement founded by exiled miners around rich iron deposits. Defensive, insular culture.”

Expand Later

Quick-founded settlements can be fleshed out with full Ex Novo generation if players express interest in visiting.