Settlement History — Development 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
Events aren’t just backstory—they’re mysteries waiting to be explored. “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?
How Many Events?
| Tier | Settlement Age | Events | Time Span |
|---|---|---|---|
| 1 (Village) | Nestling-Budding | 3-5 events | 5-20 years per event |
| 2 (Town) | Grown | 5-8 events | 10-30 years per event |
| 3 (City) | Aged-Elderly | 8-12 events | 20-50 years per event |
| 4 (Capital) | Ancient | 12+ events | 40-100+ years per event |
Event Categories (Ex Novo p. 42-59)
108 events organized into 18 categories. Roll 2d6 for category, then d6 for specific event:
| Category | Themes | Typical Results |
|---|---|---|
| War & Conflict | Violence, invasion, battles | Districts destroyed, factions weakened |
| Discovery & Innovation | Technology, magic, breakthroughs | New resources, power shifts |
| Natural Disaster | Floods, quakes, storms, fires | Districts destroyed, refugees arrive |
| Trade & Commerce | Economics, markets, wealth | Merchant faction gains power |
| Religion & Faith | Spirituality, prophecy, miracles | Cleric faction rises, temples built |
| Crime & Corruption | Thieves, black markets, scandal | Thief faction emerges, authority challenged |
| Cultural Shifts | Fashion, art, customs | District character evolves |
| Leadership Change | Succession, coups, elections | Seat of Power shifts |
Event Procedure
For each event:
- Roll on Event Table (2d6 for category + d6 for specific) or choose thematically
- Interpret the prompt in context of existing elements
- Perform mechanical actions (add/remove districts, shift tokens, etc.)
- Update the map to reflect physical changes
- Record on timeline with brief description
- Optional: Draw up to 2 tokens from Growth Pool as settlement expands
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 chronologically
- Fill gaps during play as needed
Example Event Integration
Event Rolled: “A devastating plague strikes” (Natural Disaster category)
Interpretation: “The Red Fever swept through the harbor district during a humid summer, brought by foreign traders. The Merchants’ Guild tried to suppress news of it, and by the time the Clerics could quarantine, half the district was infected.”
Mechanical Consequences:
- Harbor district destroyed (mark as ruins)
- Merchants’ Guild loses 2 power (moved to Clerics)
- New landmark: The Fever Wall (quarantine boundary, still standing)
- Population decline: 1 citizen token returns to Growth Pool
Adventure Hooks Created:
- What caused the fever? Natural disease or magical curse?
- Harbor ruins are unexplored—what valuables remain?
- Merchants lost power—are they plotting to regain it?
- Clerics gained authority—are they abusing it?
- Some survivors never left the quarantine zone—who are they now?
Quick Reference: Historical Event Table
Roll 2d6 or choose:
- War/Battle (district destroyed, faction weakened)
- Plague/Disaster (population decline, district abandoned)
- Discovery (new resource, technology advance)
- Trade Boom (merchants gain power, district expands)
- Religious Movement (clerics rise, temple built, schism)
- Crime Wave (thieves emerge, corruption revealed)
- Cultural Shift (fashion/art changes, new district character)
- Leadership Change (Seat of Power shifts)
- Arrival (refugees, strangers, new faction appears)
- Construction (major landmark built)
- Depletion (resource runs out, economic crisis)
- Miracle/Omen (unexplained event, shifts beliefs)
The Timeline as Reference
Your settlement timeline should be visible during play:
□ Founded by exiled miners (20 years ago)
□ Deepvein Shaft discovered, brought prosperity (18 years ago)
□ Merchant guild established trade routes (15 years ago)
□ Red Fever destroyed harbor district (10 years ago)
□ New defensive walls built after bandit raids (5 years ago)
□ Present day