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Settlement Notes

As you create a settlement from its blueprint, you will want somewhere to write it down. Any paper will do; the fields below are what matter. Keep a page beside the blueprint and add to it as play discovers more.

What to capture

Field Description
Identity
    Name The settlement's name.
    Theme Which theme was picked from the blueprint.
    Region / terrain / hex Where it sits on the map.
    Population Rough headcount.
    Parent Enclosing town or city.
Creatures (one row per faction or notable person)
    Category Rulers, Military, Traders, Faith, Criminal, Households, Arcane.
    Name / Description Name, role, traits, brief handle.
Features
    Defenses Palisade, ditch, bell, watchtower, etc.
    Infrastructure Water source, bridge, etc.
Locations (one row per location)
    Category Facilities, Fortifications, Government, Hospitality, Public Works, Sacred, Commerce, Residence, Arcane.
    Name / Description Name, distinguishing details.
Nearby
    Landmarks and dungeons Nearby sites and notable features.
Notes
    Notes, current events, trouble Situations, events, other details.

Worked example: A fishing village called Coldpond

The party is heading up the east shore of Crystal Lake, and the road passes through a fishing village. You open the Village blueprint, pick Fishing, roll, and write it down.

Identity

  • Name: Coldpond
  • Theme: Fishing
  • Region / terrain / hex: East shore of Crystal Lake; forest; hex 12.14
  • Population: ~200
  • Parent: none

Creatures

Category Name / Description
Households ~20 fisher families. Personality: superstitious.
Rulers Council of Elders (3 seats). Personality: contested.
Rulers Old Aster, senior fisher; respects the old ways.
Rulers Marn Halbrand, young; wants to salt the catch and sell south.
Rulers Vessa the Weaver, widow; mediates the other two.
Military Village Militia, eight villagers, armed with fishing spears and one crossbow.
Military Kelso Halbrand, militia captain and Marn's older brother.
Faith Shrine, to the lake spirit. Personality: fervent.
Faith Deacon Rem, caretaker; quietly says the spirit is angry.
Traders Sten's General Store. Personality: gossipy.
Traders Bertan Sten, proprietor; hears everything before the Council does.

Features

  • Defenses: Watchtower on the pier; muster bell at the Shrine.
  • Infrastructure: Village well; wooden pier and boat slips.

Locations

Category Name / Description
Residence Twenty fisher cottages along the shore.
Hospitality The Iron Sow, the village inn. Bertan's cousin runs it.
Sacred Shrine to Lake Spirit, a small stone hut with a brass bell.
Commerce Sten's General Store; a smokehouse at the pier.
Public Works Village well; wooden pier.

Nearby

  • The Bone Islet, a small rocky island half a mile out.
  • A ruined watchtower, half a day's walk north; said to be haunted.

Notes

  • The Council is split on what to do about the ruined watchtower. Old Aster and Marn argue every week; Vessa keeps the peace.
  • Something is stealing fish from the drying racks at night.
  • Deacon Rem is quietly telling people the lake spirit is angry.