TOWN CREATION RULES - DM TOOLS
Town Creation Ruleset (DM Tool)
System: Vorrengarde Basic
Purpose
This ruleset gives Dungeon Masters a structured system to generate or curate towns throughout Vorrengarde. It balances dice-driven randomness with narrative control and integrates with both the Basic and Pro Town Upgrade Systems referenced in the official rules:
Town Level Rules. Vorrengarde Basic
STEP 1 — Determine Creation Method
Choose how the settlement is formed:
Random Generation: Use dice for fast, organic towns discovered by players.
Curated Creation: For planned locations tied to lore, economy, or faction influence.
STEP 2 — Determine Dominant Races
Every town has two main racial influences:
Primary Race: The majority population (sets culture, architecture, and government tone)
Secondary Race: The minority influence (affects trade, religion, or aesthetics)
Roll 1d8 for the Primary Race
| Roll | Race | Notes |
|---|---|---|
| 1 | Human | Adaptable, common in all nations; culture varies by region. |
| 2 | Orc | Strong military towns, practical architecture, survival-focused. |
| 3 | Halfling | Agricultural, peaceful, and trade-focused. |
| 4 | Hellion | Corruption-touched or demonic-blooded; often isolated or feared. |
| 5 | Dwarf | Industrial, mining-heavy, fortified; excellence in craft. |
| 6 | Beastfolk | Diverse humanoid-animal hybrids; settlements depend on species. |
| 7 | Elf | Elegant, ley-connected, and deeply tied to nature or old magics. |
| 8 | DM or Party Choice | Choose freely, mix races, or create hybrids (e.g., Human–Elf). |
STEP 3 — Determine Subrace
After rolling for race, roll 1dX based on the subrace count for that species, as listed under
Character Creation → Races → Subraces on WorldAnvil.
Each subrace dramatically shifts the tone, climate, and resources of the town.
Example (using official subraces as reference structure):
| Race | Subrace Examples | Dice |
|---|---|---|
| Human | Lucitanian, Neurovian, Meadwynian, Ashkarthian, Halvarethian (rare) | 1d5 |
| Orc | Frost Orc, Iron Orc, Plains Orc, Ash Orc | 1d4 |
| Halfling | Hillfolk, Riverfolk, Farwanderer | 1d3 |
| Hellion | Infernal, Corrupted, Half-Tainted, Half-Faye | 1d4 |
| Dwarf | Mountain, Hammerfield, Deepdelver, Forgeborn | 1d4 |
| Beastfolk | Lupine (wolf), Felid (cat), Avian, Ursid (bear), Serpentkin | 1d5 |
| Elf | Lucitanian Highborn, Faye-Born, Silverwood, Desertborn | 1d4 |
DM Note: The subrace affects how the town looks and feels.
Example: a Halvarethian Human town may have metallic, ley-infused structures and strict hierarchy, while a Hill Dwarf settlement will be buried deep in stone halls and ringed by trade mines.
STEP 4 — Determine Town Level
If random, roll 1d4:
| Roll | Town Level | Description |
|---|---|---|
| 1 | Level 1 (Hamlet) | Sparse dwellings, subsistence farming, limited trade. |
| 2 | Level 2 (Village) | Small trade hub, early structure and basic economy. |
| 3 | Level 3 (Township) | Balanced trade and defense, regional significance. |
| 4 | Level 4 (City) | Major stronghold or capital, full infrastructure. |
Town Levels 5–11 are Curated Only — they represent grand capitals, ancient ruins, ley cities, and faye or halvarethian relics.
STEP 5 — Establish Base Features
Each town starts with a number of upgrades, determined by its level.
Choose or roll upgrades from the Basic or Pro Town Upgrades systems.
| Level | Starting Upgrades | Notes |
|---|---|---|
| 1 | 2–3 | Minimal structures; survival and sustenance. |
| 2 | 5–8 | Basic economy, defenses, and government. |
| 3 | 9–15 | Fully functioning trade, guilds, and civic growth. |
| 4 | 16+ | Complex systems, defense, law, and spiritual buildings. |
If using the Pro System, also include specialized upgrades such as:
Guild networks
Religious centers
Ley stabilizers
Defensive wards
Regional trade offices
STEP 6 — Determine Population and Leadership
| Level | Population | Leadership | Notes |
|---|---|---|---|
| 1 | 20–80 | Elder or speaker | Family-based government. |
| 2 | 100–400 | Mayor or head guild member | Local councils start forming. |
| 3 | 500–2,000 | Sheriff, priest, or council | More structured governance. |
| 4 | 3,000+ | Lord, baron, governor | Bureaucratic or noble rule. |
Adjust population based on race. Dwarves and Orcs cluster tightly; Elves and Beastfolk spread thinly; Hellions often isolate.
STEP 7 — Determine Economy and Trade Focus
Roll 1d6 or choose:
| Roll | Focus | Common Goods |
|---|---|---|
| 1 | Agriculture | Grain, livestock, herbs |
| 2 | Mining | Ore, gems, stone |
| 3 | Trade / Port | Imports, silks, salt, spices |
| 4 | Craftsmanship | Weapons, jewelry, fine goods |
| 5 | Religion / Scholarship | Scrolls, potions, relics |
| 6 | Military / Strategic | Armaments, training, mercenaries |
Modifiers by Race:
Humans: +10% trade income
Orcs: +1 Defense tier
Dwarves: +1 Mining result
Halflings: +10% agriculture yield
Elves: +15% craftsmanship bonus
Hellions: May create cursed or enchanted trade goods
Beastfolk: Gain +1d4 unique natural resources
STEP 8 — Determine Defenses and Stability
| Level | Base Defense | Stability |
|---|---|---|
| 1 | Fence or none | Fragile, morale-based |
| 2 | Wooden walls or towers | Stable militia |
| 3 | Stone walls, gates | Strong and reliable |
| 4 | Fortifications, wards | Near-impervious |
Stability rolls can be influenced by racial cooperation.
If the Primary and Secondary races are hostile historically, apply –2 to stability rolls.
STEP 9 — Town Traits or Special Events
Roll 1d20 or select:
| Roll | Trait / Event |
|---|---|
| 1 | Built atop ancient ruins |
| 2 | Near an unstable ley fracture |
| 3 | Trade caravans frequent town |
| 4 | Faye influence active nearby |
| 5 | Famous craftsman lives here |
| 6 | Border conflict brewing |
| 7 | Hidden guild or cult activity |
| 8 | Celebrated hero’s birthplace |
| 9 | Strange weather phenomena |
| 10 | Underground tunnels discovered |
| 11 | Worship of a minor god dominates |
| 12 | Insect or beast infestation |
| 13 | Recently rebuilt after destruction |
| 14 | Mine collapse or cave system below |
| 15 | Ruled by minor noble |
| 16 | Hosts major seasonal festival |
| 17 | Divine relic housed here |
| 18 | Rumors of a sealed rift or gate |
| 19 | Outskirts abandoned or cursed |
| 20 | Discovery of Pre-Severing artifact |
STEP 10 — Curated Towns (DM-Created Settlements)
For handcrafted towns:
Choose Town Level (1–11)
Assign Main and Secondary Races
Roll or pick Subraces for both populations
Use both Basic & Pro Upgrade systems for depth
Add lore flavor: founding, purpose, corruption, religion
Populate with NPCs: use templates from Vorrengarde Basic NPC rules
Include economy and trade results from prior rolls
STEP 11 — Creating a Custom Town Upgrade System
DMs may craft unique regional systems:
Define core categories (Defense, Trade, Religion, Housing, Magic, Exploration, etc.)
Build 11 levels of scaling upgrades
Assign costs in Copper Pounds
Level 1–3: 10–100 CP
Level 4–7: 100–1,000 CP
Level 8–11: 1,000+ CP
Define mechanical benefits (e.g., +% trade, +AC to town walls, increased morale)
Ensure power scales fairly with the official systems
STEP 12 — Ley & Faye Cities (Level 11)
Ley or Faye Cities are ancient ruins or relic-cities of the Halvarethians or pure Faye bloodlines.
They cannot be built by mortal means.
They can only be:
Found in ruins
Restored through ley-based rituals
Relocated through powerful entity pacts
Common traits include:
Ley reactors and conduits
Faye courts and living trees
Eternal light or time anomalies
Self-repairing architecture
These cities hold unique upgrades inaccessible through any mortal path.
DM Notes
The race and subrace choice defines the heart of the settlement.
Each combination should influence architecture, governance, and economy.
The secondary race determines tension, trade diversity, and cultural flavor.
Revisit Town Upgrade Charts as towns evolve through play.
Use senses — describe smells, materials, accents, and crowd tone to make each town distinct.

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