Whenever the players first enter a 'settled' or 'mostly settled' hex, d3 villages should be randomly generated and placed in that hex, assuming a hex size of 6 miles. [It is likely there would be more villages than this in 'real life', but d3 is fine for game purposes.] Then, determine village characteristics as follows:
1 - Tiny (3d20 inhabitants)
2-4 - Small (1d100+20 inhabitants)
5-10 - Average (1d100+50 inhabitants)
11-12 - Large (1d100+100 inhabitants)
There will be number of inhabitants/6 houses, number of inhabitants/50 shrines, and 1 hall per village (rounding up all fractions).
1 - Centralized: houses grouped together around the hall, with rice paddies encircling.
2-4 - Scattered: houses spread evenly, separated by rice paddies, with a hall somewhere in the middle.
6 - Dispersed: the village represents a spread-out and sparse series of tiny hamlets and individual farmsteads, only loosely united, with a hall located apparently at random.
Each village has a headman, a priest for each shrine, and a number of NPCs from the following list (1 for tiny, d2 for small, d3 for average, d4 for large):
1. A mad hermit
2. A hedge witch (25% chance of being a level 1 magic-user, otherwise a charlatan)
3. A healer (25% chance of being a level 1 cleric, otherwise a charlatan)
4. An expert guide who knows about all of the contents of the hex
5. A locally reknowned beauty
6. A retired hero
7. An exiled criminal living as an anonymous farmer
8. An expert baker
9. An old man revered for his extraordinary wisdom
10. A locally reknowned hunter
11. A great story teller
12. A great flute player
13. A great singer
14. A visiting sage, studying the local night sky
15. A visiting sage, studying the local wildlife
16. A visiting sage, studying the local dialect
17. A fortune teller
18. A man who has been panning for gold in the local stream for years
19. An escaped slave
20. An escaped eunuch
1. Poor - the village has barely enough to scrape by
2-5. Average - the village produces enough of a surplus to trade with the nearest or most accessible town
6. Rich - the village has a special resource; roll d6:
- Nearby forest is rich in furs
- Nearby river is rich in fish
- Tiny amounts of gold are sometimes found in the river
- A small amount of opium is grown in a hidden field somewhere
- The soil is very rich, so the villagers can afford to sell a percentage of their children into servitude at the nearest town
- The villagers have organized a toll on the nearest road or river
Each village has 1 special quality from the following list:
1. A secret stash of savings is hidden under the village hall, worth d300sp.
2. The villagers are very hospitable, but kill, rob and eat visitors who stay the night.
3. The villagers shelter a group of bandits.
4. The villagers worship a giant crayfish who lives in a nearby lake.
5. The villagers breed giant velvet worms to help them hunt.
6. The villagers are very hospitable, but abduct visitors who stay the night and sell them into slavery.
7. The villagers speak an unusual dialect that is impossible for outsiders to understand.
8. The village has a fighting pit, and the locals will challenge visitors to wrestle their champion.
9. The villagers eat disgusting moths that they consider a delicacy.
10. The villagers are plagued by a group of bandits who live nearby.
11. The villagers are plagued by poisonous scorpions which inhabit the rice fields, rendering them unusable.
12. The villagers have a pet giant frog who has a 10% change of becoming aggressive if outsiders enter the village.
13. The villagers eat a type of mushroom that is mildly poisonous; they build up an immunity from an early age but outsiders will be violently ill and incapacitated for 3 days if they eat the fungus.
14. There are weirdly colourful snails everywhere, because of some characteristic of the local climate.
15. There are weirdly colourful beetles everywhere, because of some characteristic of the local climate.
16. The villagers are unusually short and stocky; it is rumoured that their ancestors were dwarfs who bred with humans, though everybody knows this is impossible.
17. The villagers worship a mantis god who demands animal sacrifices from visitors.
18. The villagers have the skeleton of a yak folk on display in the hall.
19. The villagers know where there is a mi-go lair in the mountains.
20. Almost all the menfolk were conscripted to go to war two years ago by the local oligarch, and none returned.
21. The villagers have a spell book a wandering wizard once 'left behind'.
22. The villagers are cannibals who eat the dead.
23. The villagers have a blood feud with the next village.
24. The villagers have a blood feud with a group of yak herders in the nearest 'hilly' hex.
25. The village is divided in two between two large families and their allies, who are hostile towards each other.
26. The village is frequented by gamblers seeking to avoid taxation in the nearby towns.
27. The villagers harvest a special kind of moss which has health benefits.
28. The village has a hot spring.
29. There is an ancient monument in the village.
30. There is a group of ancient statues in the village that it is rumoured are golems which will one day come to life.