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

RollRaceNotes
1HumanAdaptable, common in all nations; culture varies by region.
2OrcStrong military towns, practical architecture, survival-focused.
3HalflingAgricultural, peaceful, and trade-focused.
4HellionCorruption-touched or demonic-blooded; often isolated or feared.
5DwarfIndustrial, mining-heavy, fortified; excellence in craft.
6BeastfolkDiverse humanoid-animal hybrids; settlements depend on species.
7ElfElegant, ley-connected, and deeply tied to nature or old magics.
8DM or Party ChoiceChoose 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):

RaceSubrace ExamplesDice
HumanLucitanian, Neurovian, Meadwynian, Ashkarthian, Halvarethian (rare)1d5
OrcFrost Orc, Iron Orc, Plains Orc, Ash Orc1d4
HalflingHillfolk, Riverfolk, Farwanderer1d3
HellionInfernal, Corrupted, Half-Tainted, Half-Faye1d4
DwarfMountain, Hammerfield, Deepdelver, Forgeborn1d4
BeastfolkLupine (wolf), Felid (cat), Avian, Ursid (bear), Serpentkin1d5
ElfLucitanian Highborn, Faye-Born, Silverwood, Desertborn1d4

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:

RollTown LevelDescription
1Level 1 (Hamlet)Sparse dwellings, subsistence farming, limited trade.
2Level 2 (Village)Small trade hub, early structure and basic economy.
3Level 3 (Township)Balanced trade and defense, regional significance.
4Level 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.

LevelStarting UpgradesNotes
12–3Minimal structures; survival and sustenance.
25–8Basic economy, defenses, and government.
39–15Fully functioning trade, guilds, and civic growth.
416+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

LevelPopulationLeadershipNotes
120–80Elder or speakerFamily-based government.
2100–400Mayor or head guild memberLocal councils start forming.
3500–2,000Sheriff, priest, or councilMore structured governance.
43,000+Lord, baron, governorBureaucratic 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:

RollFocusCommon Goods
1AgricultureGrain, livestock, herbs
2MiningOre, gems, stone
3Trade / PortImports, silks, salt, spices
4CraftsmanshipWeapons, jewelry, fine goods
5Religion / ScholarshipScrolls, potions, relics
6Military / StrategicArmaments, 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

LevelBase DefenseStability
1Fence or noneFragile, morale-based
2Wooden walls or towersStable militia
3Stone walls, gatesStrong and reliable
4Fortifications, wardsNear-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:

RollTrait / Event
1Built atop ancient ruins
2Near an unstable ley fracture
3Trade caravans frequent town
4Faye influence active nearby
5Famous craftsman lives here
6Border conflict brewing
7Hidden guild or cult activity
8Celebrated hero’s birthplace
9Strange weather phenomena
10Underground tunnels discovered
11Worship of a minor god dominates
12Insect or beast infestation
13Recently rebuilt after destruction
14Mine collapse or cave system below
15Ruled by minor noble
16Hosts major seasonal festival
17Divine relic housed here
18Rumors of a sealed rift or gate
19Outskirts abandoned or cursed
20Discovery 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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