Chapter 4

Ultimate Settlement Guide

A step by step process for building robust settlements for use in your campaigns.
Chapter Four

Events, Organizations, and Buildings

In this chapter we’re going to:

  • Decide on one or more event(s) that your settlement will celebrate
  • Determine what organizations need to (or are likely to) exist to support your settlement
  • Decide what buildings will be included in your settlement

We’re now going to dive a little deeper into the cultural make up of your settlement, such as the traditions and annual celebrations that the people living in the settlement participate in. We’ll also look at what organizations exist within your settlement and create a large list of buildings that will be included.

STEP Ten

Annual Events and Celebrations

All settlements have something to celebrate and something to mourn. Everyone needs a reason to let loose, forget about the bad times, and remember the good times. Determining what reason exists is ultimately up to you, the creator. To help you come up with your own ideas, I’ve broken down the common types of events that exist into four categories: natural events, historic events, spiritual events, and social events. We’ll explore each category and give some examples of events (e.g. festivals) that you can use in your own settlement.

It’s important to note, one event can technically apply to multiple categories. These are merely meant to be a framework to help you come up with your own ideas.

Events are an easy way to build character into your settlement, giving it a level of depth that is not typically expected from players. They can also act as plot hooks or give you a reason why certain people important to your plot (including your players) are visiting the settlement in the first place.

Instructions:

Choose Events for Your Settlement

Review the event types and examples given below and decide what events are celebrated within your settlement. You can have any number of events that you want, however, 2-3 is more than enough to give depth to a settlement. Once you’ve decided, record the results in your town building booklet (pg. 7), including the event name, event type, and a brief description of what the event is.

Event Examples

Types of Events

Natural Events

A natural event is based around a naturally occurring phenomenon that is viewed in either a positive or negative light by the settlement’s people. The most stereotypical natural event is the celebration of spring and the growth of crops and the celebration of fall and harvest.

Other natural events could include, but are not limited to:

  • An animal migrating/spawning (e.g. salmon)
  • Plants flowering (e.g. apple blossom festival)
  • Solar or lunar eclipses
  • Volcanic eruptions or other natural disasters
  • Seasons changing

Historic Event

A historic event is based around some past event or date that holds some significance to the settlement or its people. These events are generally based around some positive change within the settlement. A great example of this would be the liberation of the people from a tyrannical ruler.

Other historical events could include, but are not limited to:

  • An oppressive ruler being overthrown/sovereignty gained
  • A natural disaster
  • A war ending or beginning
  • The settlement burning down or being rebuilt
  • An attack on the settlement or successful defense of the settlement
  • The birthday or death of a significant figure
  • The creation of the settlement

Spiritual Event

A spiritual event is based around a belief that is held by the people of the settlement, typically relating to some deity they worship. Spiritual events are not limited to direct interactions with a deity and may only celebrate the occurrence of something that symbolizes their god (e.g. a blood moon).

  • Birth or death of a significant religious figure (e.g. prophet)
  • Construction of a monument to deity
  • A ceremonial offering to the deity
  • Accepting new members into the religion
  • Celebration of members ascending ranks within religion\

Social Event

A social event is based around the relationships between the people within a settlement. The most common examples of social events include weddings, birthdays, and funerals. A social event could be fabricated entirely to keep the citizens in high spirits through times of trouble (e.g. a dance/ball).

  • Weddings
  • Birthdays or Funerals
  • Celebrating a great success or return of citizen(s)
  • Fireworks
  • Artistic performance
STEP Eleven

Choosing Organizations

Organizations are groups of people who organize towards a certain objective or ideal. These organizations play an important role in both the day to day life within the settlement and the development of the settlement over time. What binds an organization together varies, however, some common elements include shared beliefs, ideals, economics, land, and relationships. An organization forms when more than two or more people work together to accomplish something together that they could not do alone.

Common examples of organizations include guilds, family houses, governments, religions, cults, militia, armies, mercenaries, institutions, and town councils.

Industry’s Role in Organizations

Since organizations are formed when two or more people work together, it makes sense that industry can play a significant role in determining what organizations may exist within your settlement. For example, if your settlement has a large agricultural industry there may be one or more organizations towards serving the collective needs and wants of the farmers (i.e. guild).

Take some time to consider the industries within your settlement. What organizations might help the industries and the workers within it to prosper? Are these organizations formal? Who is in charge and what are they in charge of accomplishing?

Government’s Role in Organizations

Your governing structure itself is an organization. However, in most cases there are subsidiary organizations within a government that handle specific duties within the governance of the region/settlement. A great example of an organization within the government would be the town guard or military, who are charged with both protecting the town and holding its citizens accountable to the rule of law.

Take some time to consider your government structure. What organizations might exist within it? Are they public facing or secret? Informal or formal? What do the settlement’s people think of them?

Instructions:

Choose Your Organizations

Review the list of organization types below and determine what organizations exist within your settlement. Once you’ve decided, record the results in your town building booklet (pg. 8) including the organization name, organization type, and a brief description of the organization.

Organization Examples

Types of Organizations

Guilds

A guild is an organization that forms around a specific industry or profession and works towards that groups goals. For example, a merchant’s guild might be made up of several merchant companies all looking to expand their operations within the settlement. The guild offers a means for each merchant to invest together (e.g. guild warehouse) and collaborate on larger projects (e.g. establishing trade routes to other settlements). These guilds may be part of a larger network, merely charters set up in your settlement.

For a guild to exist, there needs to be sufficient membership and engagement. A town with one wizard is unlikely to have a mage’s guild, while a settlement with 3 or 4 different mining companies may form a mining guild. Take note of the industries that your settlement is dependent on for growth, these are the most likely to be large enough to support a guild.

Family Houses

A family house is an organization formed around one or more intertwined bloodlines. Similar to a household, family houses extend their power, influence, and structure further than a handful of people living together. For example, in a noble family house, all of the grandchildren of an aristocrat may be viewed as noble blood themselves. The family itself has a reputation and those within the bloodline are all responsible for contributing towards that reputation, for better or worse. The family’s wealth is likely centralized to one or more heads of household and likely supports all members of the bloodline.

As with any family, there are both internal and external feuds that last years. If there are multiple family houses, conflict between one or more may exist and carry forward for hundreds of years.

Religions

A religion is an organization that forms around the common ideology of a group of people. This ideology could be about anything; however, religions are typically built around deities and their beliefs. There are common practices shared within the religion, such as how to worship and prove your support to the deities in question (e.g. praying, rituals, etc.). A well-established religion might have chapters of their followers distributed across the entire continent, with a hierarchy of leaders working together to further the goals of the religious group. Or, if young or persecuted, the following may be small and localized to a single regional area.

A fledgling religion may be considered by others who do not share the same beliefs as a cult – there is very little difference between a religion and a cult, however, cults typically refer to a religious group that engages in darker or more evil practices.

Cults

A cult is an organization that forms around the common ideology of a group of people when that ideology is considered negative or evil. This ideology could be anything; however, the majority of cults are built around some evil deity or power. Cults are typically led by one or more people who are trying to accomplish a specific evil outcome (e.g. unleash a powerful demon). However, these cults do not necessarily need to have an organized effort. They may simply be working towards furthering the goals and message of the deity they’re worshipping. Similar to religions, cults have shared practices within the group that define them. These practices are usually more brutal and evil nature (e.g. sacrifices).

While cults could be large networks of cultist groups, they are far less likely to be widespread and organized and instead are usually localized to a specific regional area.

Militia

A militia is an organization of people who are engage in combat, with physical and or magical weaponry and may or may not be trained. A militia is smaller than an army, but more established than a simple group of mercenaries. A militia is formed to protect a settlement, a region, or a specific person or organization. The membership may be made up of people within those settlements, who are willing to fight to protect their lands. Depending on what the responsibilities of a militia are, they may be employed full time (e.g. town guard) or assembled in times of conflict. Unlike armies, militia are less likely to be deployed outside of the area they’re responsible for protecting.

Armies

An army is an organization of people who are trained in the art of combat, with physical and or magical weaponry. An army is much larger than a militia and acts under the command of one or more generals, who are in turn under the command of a larger, more powerful (or wealthy) person, like a king. Depending on what government structure exists, an army may be under the command of a single person or a council of military advisors. Armies are expensive to maintain and even more expensive to deploy, so only the largest settlements are able to assemble them. In times of war, many allied armies may join forces to sway the battles fought in their favor.

Mercenaries

A mercenary group is an organization of people for hire who are trained in the art of combat. Unlike armies or militia, the loyalty of mercenary groups is dependent on payment. Because of this, mercenaries are used to as protection for wealthy people or hired to fill the ranks during times of conflict (i.e. support for army).

Institutions

An institution is an organization of people who are all invested in the protection and or the advancing of one or more fields of study, such as magic or alchemy. The group may be made up of people within the same discipline (e.g. all wizards) or represent an assortment of disciplines all with a common interest. To protect their field of study, institutions work to pass their knowledge down to younger generations through education and written works. To advance their fields of study, institutions lead larger research projects or fund individuals to complete their own research and document their findings. While an institution could be informal and without a base of operations, most institutes invest in an academy to operate from.

Town Councils

A town council is an organization of people within a settlement who are charged with looking after a specific set of tasks or the common interests of the citizens within the settlement. The scope of a town councils responsibilities is entirely dependent on the settlement and the government structure, however, most town councils are involved with determining what developments are accepted and what public services are offered, as well as the maintenance of those public services (e.g. water).

Step Twelve

Buildings

Now it’s finally time to choose what buildings you want to include in your settlement. All of the decisions we’ve made up to this point have been to make the process of selecting the buildings that will be in your settlement easier. These buildings will be the physical representation of your people, your organizations, your government… the life in your settlement.

It is up to you to consider the implications of the decisions you’ve made this far. Where to the members of your government meet? Where does the blacksmith live? How many forestry camps are needed to support the industry?

When I’m building a settlement, I go through two phases in selecting the buildings that I want to include. First, I look at what buildings need to be in the settlement to support all of the people, organizations, events, and other decisions I’ve made so far. Second, I look at what additional buildings could be added to support the settlement and make it more interesting for my players.

As I said in the beginning, this whole process is about laying a foundation based on logic, so that I can recircle the wagons and get creative. With that in mind, let’s look at some examples of buildings that you can put into your settlement.

Instructions:

Choose Your Buildings

Review the list below and determine what buildings should be included in your settlement. You should refer to your past decisions to determine what required or recommended buildings apply to your settlement. Once you’ve decided, record the results in your town building booklet (pg. 9). If there is a building, you’d like to add but it is not listed below, use the empty fields to write it in.

On the same page, there is a calculator for calculating how many houses you need on to support the population of the town. Enter in your population, average household size, and the % of people living within the settlement’s perimeter. This will help determine how many additional buildings need to be added on top of the ones you’ve chosen from the list below.

Building Examples

Common Buildings

Tavern

A tavern offers a place for patrons to socialize, eat food, and drink. No adventure is complete without a great tavern and most settlements have one or more of these buildings. A tavern is usually made up of a large open area for seating patrons, a bar, a kitchen, a basement for kegs, and additional rooms for storage. There may be a stable attached, or even an inn connected to the tavern. If the owner of the tavern lives in the building, there is likely an apartment above with one or more bedrooms, a kitchen, and living area.

Related Industries: Tourism/Hospitality

Related NPCs: Barkeep, Cook, Servant

Inn

An inn serves as a place of refuge for weary travelers and visitors to the town. With rooms to rent out and a kitchen to serve food, inns are an essential building for settlements to expand. Without a dedicated inn, the only lodging that is available for travelers is in households or barns. The average inn has 2 or more rooms equipped with a bed, some means of storage (e.g. chest), and a place to sit (e.g. desk). The building is maintained and run by an innkeeper(s) who likely live in the building full time. Depending on the number of patrons there may be hired hands that help cook and serve food. To account for those travelling by horse, inns typically have a small stable on site to keep the animals.

Associated Industries: Tourism/Hospitality

Associated NPCs: Innkeeper, Cook, Servant

Butcher Shop

A butcher shop offers meat and other goods to the settlement. Depending on the primary source of food, a butcher may work with cattle (i.e. livestock) or wild animals brought in by hunters. A butcher shop typically includes a storefront, a kitchen (equipped for butchering), and a cellar. Many storefronts have second story apartments where the owner lives (i.e. butcher). A butcher shop can be built anywhere within a settlement, however, proximity to a marketplace or access to a main road are favorable locations, as traffic would be higher.

Associated Industries: Agriculture, Hunting

Associated NPCs: Butcher

Farmhouse

A farmhouse is used as home for the family of farmers. Farmhouses can be as small as a single room or large to house both the farmer, their family, and farmhands that work the fields. A farmhouse typically includes a kitchen, a living area, a cellar, and one or more bedrooms. Farmhouses are built on the farm property, close enough to the fields while providing direct access to the main road.

Related Industries:

Related NPCs:

Barn

A barn offers shelter to animals and provides a farmer with a means to store their crops, hay, and other farming equipment. If the settlement has no inn, travelers may exchange their labor or coin for a bed inside a bard (e.g. hay bail). A barn typically includes a closed in pen, or stalls, for animals, a loft to store hay, and additional rooms for storage. A farm might have several barns scattered across the property, all with different sizes and purposes.

Related Industries: Agriculture

Related NPCs: Farmer

Boatyard

A boatyard allows boatbuilders to store, maintain, and build boats. While no permanent structures are necessary, most boatyards have enclosed “bays” where a boat can be stored while being worked on. The yard itself is used for storing lumber and other materials used by the boat builders. If necessary, an office may be attached to the enclosed bays, to be used by those in charge of the boatyard (e.g. owner). Boatyards are built along the water, typically with ramps that make it easier to get boats in and out of the water.

Related Industries: Fishing

Related NPCs: Boatbuilder(s)

Graveyard

A graveyard is a plot of land where graves are dug, and the deceased are laid to rest. Some graveyards will have larger structures called crypts that house the dead of a specific group of people (e.g. noble family). If the graveyard is large enough, there may be a house on site for the grave keeper. Otherwise, there is only a small shed for storing tools. Graveyards can be built anywhere, however, they are most often found outside of religious buildings or on the lands of the family that is buried there.

Related Industries: N/A

Related NPCs: Grave digger

Leather Shop

A leather shop is a store that buys, sells, and repairs leather goods. Leather shops include a storefront where customers can enter and purchase goods. Other rooms include a workspace for the leather worker(s), and storage for materials and inventory. If the owner of the leather shop lives in the building, there would also be a bedroom, kitchen, and living area. A leather shop can be located anywhere within your settlement, however, proximity to the marketplace or docks is favorable.

Related Industries: Leatherworking, Tannery

Related NPCs: Leatherworker

Tannery

A tannery allows leatherworkers to process raw hides into workable leather. A tannery’s layout could be as simple as temporary set up outside on an empty lot of land or a permanent building with dedicated rooms and storage. Typically, you’d have a workshop for processing the hides, storage for both raw materials and finished inventory, and a room for storing hides to dry. If the owner of the tanner lives in the building, there would also be a bedroom, kitchen, and living area. A tannery can be located anywhere within your settlement, however, proximity to the marketplace or docks is favorable.

Associated Industry: Leatherworking, Agriculture

Required NPCs: Tanner(s)

Trading Post

A trading post offers the settlement a place to buy, sell, and trade goods that may not be available anywhere else. At the bare minimum, a trading post has a storefront and an area dedicated to storing inventory. Other rooms may include an office space, a basement, or an entire apartment (bedroom, kitchen, and living area) for the person running the trading post. Additional bedrooms may be available for those travelling through, as most trading posts are located along roads, farther away from settlements.

Related Industries: Trade

Related NPCs: Merchant

Guard Tower

A guard tower is a defensive structure that provides lodging for guards and a view of the area surrounding the town and its defenses. A guard tower may include rooms for the guards, office space for the higher ups, a balcony or rooftop, an armory, or a small jail (with one or more cells). Guard towers can be built anywhere, however, they are typically found built into the walls of a settlement or in defensive positions around the perimeter.

Related Industries: Defense

Related NPCs: Guards, Guard Captain

Bowyer

A bowyer’s shop buys, sells, and repairs bows, arrows, and other equipment used in archery. A bowyer’s shop typically includes a storefront, a workshop for the bowyer, and storage for raw materials and inventory. If the bowyer lives in the building, there would also be a bedroom, kitchen, and living area. A bowyer shop could be located anywhere, but proximity to the marketplace is favorable.

Related Industries: Bow making/Fletching, Forestry, Sawmill

Related NPCs: Bowyer

Courthouse

A courthouse is a communal building where criminal trials are held, and local disputes are settled. A courthouse typically includes a large open court room, one or two smaller rooms off of the main room (e.g. judges office), and a holding cell(s) for those on trial. Outside of the courthouse, there may be a dedicated area for executions, if that is something your settlement partakes in. Courthouses are built in central locations, for example on one side of the town square, typically connected to other local government buildings.

Related Industries: Governance

Related NPCs: Judge

Quarry

A quarry is an above ground mine that is built on a natural deposit of stone. There are no required structures, however, the quarry itself will have a large amount of equipment constructed to help excavate and transport the stone (i.e. cranes). A quarry has to be placed on top of a natural resource deposit.

Related Industries: Mining, Stonemasonry

Related NPCs: Miner

Community Hall

A community hall is a public building used for holding events (e.g. town meeting). Community halls usually have a large main room, with additional rooms for storage or office space, and often a kitchen. If more space is needed, a basement or second floor may be built. Community halls can be located anywhere, however, they are typically placed near a town square or other government buildings where everyone has easy access.

Related Industries: Governance

Related NPCs: Council Member

Tailor Shop

A tailor shop offers custom clothing to customers, as well as repair services for damaged goods (e.g. torn shirt). The shop is usually made up of a storefront, a workshop for the tailor, and a storage room or basement. If the owner of the shop lives in the building there would also be one or more bedrooms, a kitchen, and living area. A tailor shop can be located anywhere, however, proximity to the marketplace or docks for easy access to textiles and more foot traffic.

Related Industries: Tailoring, Textile

Related NPCs: Tailor, Apprentice Tailor

Smithy

A smithy is a building that blacksmiths use to forge weapons, armor, and other metal goods for sale. A smithy is usually made up of a large open workshop equip with a forge and smelter, storage for raw materials and finished inventory, and a storefront (unless all work is custom ordered). It’s common for the blacksmith to live above their smithy, so many have one or more bedrooms, a kitchen, and living area. A smithy can be located anywhere in the settlement, however, it’s common for them to be located on the perimeter of the town next to stables and gatehouses.

Related Industries: Blacksmithing, Weapon mithing, Armor smithing

Related NPCs: Blacksmith, Apprentice Blacksmith

Carpentry Workshop

A carpentry workshop is used by carpenters to build furniture and other goods. A carpentry workshop is usually made up of a large enclosed room, smaller rooms for storage and finished inventory, and a storefront (unless all work is custom made). It is also common for a carpentry workshop to have an additional building, partially enclosed to store lumber. If the carpenter lives above the workshop, there would also be one or more bedrooms, a kitchen, and a living area. A carpentry workshop can be located anywhere within your settlement, however, proximity to lumberyards is favorable.

Related Industries: Carpentry, Forestry, Sawmill

Related NPCs: Carpenter, Apprentice Carpenter

Sawmill

A sawmill is a building equipped with machinery to process logs into lumber. A sawmill is usually made up of one large room, encloses on two sides, that receives logs on one end and outputs raw lumber on the opposite end. A sawmill requires a source of power, typically water, and can be found along rivers. The proximity to rivers is also beneficial as many logging operations use rivers to transport logs long distances. It’s unlikely to have any lodging built at a sawmill.

Related Industries: Forestry, Carpentry, Sawmill

Related NPCs: Sawyer

Lumberyard

A lumberyard is plot of land that holds stacked lumber awaiting sale. Depending on how large the yard is and how long the wood must dry, partially enclosed buildings may be built to house the lumber. A lumberyard is typically built next to a sawmill and along a main road.

Related Industries: Lumber/Sawmill, Carpentry, Forestry

Related NPCs: Owner

Stockpile

A stockpile is an enclosed building that offers protection from the natural elements to stored goods. Stockpiles are built up off of the ground to protect the goods inside (e.g. food) from pests, like rats. Stockpiles are generally made up of one or more rooms, with secured doors. Due to important role stockpiles play in the settlement’s survival, they are placed in strategic locations (e.g. inside castle walls) to protect them from attacks or theft.

Related Industries: Agriculture, Milling

Related NPCs: N/A

Mining Camp/Mine

A mining camp is a cluster of small, semi permanent dwellings that house those who work in the mines. While permanent dwellings could be constructed, a mining camp is mostly made up of tents. A large communal cooking area (e.g. firepit) is constructed and additional tents used for storage are set up. A mining camp is usually located next to an existing mine.

Related Industries: Mining, Smelting

Related NPCs: Miners

Forestry Camp

A forestry camp is a cluster of small, semi permanent dwellings that house those who work in the forestry industry. While permanent dwellings could be constructed, a forestry camp is mostly made up of a tents. A large communal cooking area (e.g. firepit) is constructed and additional tents used for storage are set up. A forestry camp is usually located within the forest along a logging road or along the river used to transport cut logs.

Related Industries: Forestry, Sawmill/Lumber

Related NPCs: Foresters

Hunting Lodge

A hunting lodge is a building that provides lodging for hunters while away from home but in between hunts. The average hunting lodge has one or more bedrooms, a large communal living area with a fireplace to cook, storage rooms for goods, a small cellar or basement. Depending on how often the lodge is used and how remote it is, they can be small or large. If the hunting grounds for a settlement is large enough, a network of lodges may be constructed. Hunting lodges are built in strategic locations within the hunting grounds of the settlement.

Related Industries: Hunting

Related NPCs: Hunters

Guild Hall

A guild hall is a building used for the general activities of a guild, including lodging for members, training areas, education, meetings, etc. A guild hall has bedrooms for its members, large communal rooms used for training or education, storage rooms for equipment and other supplies, a cellar or basement area for additional activities and store, and a kitchen to feed everyone. A guild hall can be located anywhere within your settlement, however, if the guild itself is a powerful entity the hall is likely to be a central fixture in the town.

Related Industries: Any

Related NPCs: Guild master

Academy

An academy is a building used for the general activities of an academic institute, including lodging, education, research, etc. An academy has bedrooms for its members, large communal rooms for training or education, storage for equipment and other supplies, a library, a cellar, or basement area for training or additional storage and a kitchen to feed everyone. An academy can be located anywhere, however, if the academic institute itself is a powerful entity, the academy is lively to be a central fixture in the town.

Related Industries: Academic/Education, Magic, Alchemy/Medicine

Related NPCs: Headmaster, Acolyte

Temple

A temple is a religious building where those who belong to a specific religion come together and worship. A church is likely to have a large open room with high ceilings for worship, one or more smaller rooms for office space or meeting areas, a basement for storage and additional workspace (e.g. scribes), and an upper level (i.e. balcony) for viewing the main room. A church can be located anywhere within your settlement, often along the main roads.

Related Industries: Tourism/Hospitality

Related NPCs: Religious Leader

Bakery

A bakery offers fresh baked goods to the surrounding community. The average bakery includes a storefront where customers can purchase the goods, a kitchen where production happens, and a cellar or basement for storing supplies. If the owner of the bakery lives in the building, there would also be one or more bedrooms, a kitchen, and living area. A bakery can be located anywhere within your settlement, however, proximity to the marketplace is favorable.

Related Industries: Agriculture, Milling

Related NPCs: Baker, Apprentices, Delivery Person(s)

Grain Mill

A grain mill is a building equip with a mill that turns grain into flour. A mill may have only one large room where the mill is operated from and all product is stored. However, additional rooms may be added to the structure including storage rooms and lofts. A mill is usually located close to the farms that supply grain. If the mill is water powered, it must be placed along the banks of running water (i.e. river).

Related Industries: Milling, Agriculture

Related NPCs: Miller

Apothecary/Alchemy Shop

An apothecary sells potions, poisons, and other alchemical goods. The average apothecary has a storefront, a workspace for the alchemist(s), a basement for additional storage of materials and inventory as well as a lab/study for the alchemist’s research. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. An apothecary can be located anywhere in your settlement, however, proximity to the marketplace is favorable.

Related Industries: Magic, Textile, Medicine/Alchemy

Related NPCs: Alchemist

Armory

An armory is a defensible building that stores weapons and armor for the settlement. Armories usually consist of one or more large, secure storage rooms. Due to the important role armories play in times of conflict, they are usually located within the defenses of the town and strategically placed to give easy access to soldiers (e.g. along settlement’s walls).

Related Industries: Armor Smithing, Weapon smithing, Defense

Related NPCs: Guards

Barracks

A barracks is a building that offers lodging to the guards or military force who protect the settlement. The average barracks includes one or more bedrooms, a large communal living space, a kitchen, and additional rooms for offices (reserved for important figures). A barracks is often located inside the settlement’s defenses at strategic locations where soldiers can be deployed quickly (e.g. along settlement’s walls).

Related Industries: Defense

Related NPCs: Soldiers, Captain

Jeweler’s Shop

A jeweler’s shop offers jewelry to the surrounding community. The jeweler’s shop includes a storefront, a workspace for the jeweller, a basement for additional storage of materials and inventory. Due to the high value that jewelry has; most jeweler’s shops will have more protection than the average shop. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. A jeweler’s shop can be located anywhere in your settlement, however, proximity to the marketplace is favorable.

Related Industries: Gem cutting/Jewelry

Related NPCs: Jeweler

Adventuring Shop

An adventuring shop buys and sells general goods used by adventurers. An adventuring shop includes a storefront, a workspace for the jeweller, a basement for additional storage of materials and inventory. The basement may also be repurposed for a training room (if those services are offered). If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. An adventuring shop can be located anywhere in your settlement, however, proximity to the marketplace is favorable.

Related Industries: Adventuring

Related NPCs: Adventurers

Prison/Dungeon

A prison, or dungeon, is a defensible building that is used to store criminals while they await their trial or are currently serving out their sentence. Prisons usually have one or more prison cells, bedrooms to house the jailors, and a small communal living area for the staff. A prison can be located anywhere but is most commonly placed below ground underneath an already existing defensive structure (e.g. guard tower, gatehouse, stronghold).

Related Industries: Governance

Related NPCs: Jailor, Prisoners

Warehouse

A warehouse is a building where goods are temporarily stored before being transported via cart or ship. Unlike a stockpile, warehouses are meant to allow goods to be easily loaded and unloaded as they are bought from and sold to different parties. Warehouses are made up of one or more large rooms with large doors. Smaller rooms with additional security may be constructed to house more valuable goods that need to be stored for longer periods of time. A warehouse can be located anywhere, however, they are likely to be built along the main routes for trade (i.e. main road or docks).

Related Industries: Trade

Related NPCs: Warehouse workers

Docks

A dock is a simple wooden structure built out into the water that allows easy access to the boats moored alongside it. There may be small buildings built on top of the docks for storing supplies for ships that are coming in an out, especially if the docks are used for fishing boats. Docks are built on the water, typically in areas that are easily defended (e.g. bay).

Related Industries: Fishing, Trade

Related NPCs: Dock workers

Stables/Ferrier

A stable is a building used for storing and taking care of horses. Similar to a barn, stables have stalls for the horses, lofts for storing hay, and a workspace for a farrier (blacksmith who fits horseshoes). Stables are typically located next to the entrances to a settlement or attached to inns where travelers will need to have their horses taken care of.

Related Industries: Smithing, Hospitality/Tourism

Related NPCs: Farrier

Carriage house

A carriage house is a building used for the storage and maintenance of carriages and carts. A carriage house includes a workshop for servicing the carriages, a small stable for the horses, and a shelter for storing the carriages. A carriage house may provide lodging for the carriage master and their family, including one or more bedrooms, a kitchen, a living area, and additional rooms for storage. Carriage houses, like stables, are typically located at the entrance of settlements or attached to an inn.

Related Industries: Hospitality/Tourism

Related NPCs: Carriage Master

Gatehouse

A gatehouse is a defensible building used to control the flow of traffic in and out of the settlement. A gatehouse may include a number of rooms, including an armory, bedrooms for staff, a common area for those operating the gates, and a small jail for detaining prisoners. Gatehouses are built at the entrances of a settlement and require walls to be effective.

Related Industries: Defense

Related NPCs: Guards

House (General)

A house is a building that one or more people live in. The average house includes one or more bedrooms, a kitchen, a common living area, a cellar or basement for storage, and workspace for those living there (e.g. office). A house can be located anywhere within your settlement, however, proximity to a well is favorable.

Related Industries: N/A

Related NPCs: Citizens

Town Square

A town square is an open area, usually at the cross section of main roads, where events are held (e.g. markets). Town squares may have semi-permanent stalls that are set up as the town’s marketplace and a fountain or well at the center. A town square is typically placed at the intersection of two or more main roads within the settlement.

Related Industries: Trade, Hospitality/Tourism, Governance

Related NPCs: Town Crier, Shopkeepers

Magic Shop

A magic shop offers magical items and things related to magic. A magic shop typically has a storefront, a workspace or study for the wizard, a basement for additional storage of materials and inventory or additional workspace. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. A magic shop can be located anywhere in your settlement, however, proximity to the marketplace is favorable.

Related Industries: Magic

Related NPCs: Wizard, Mage, Sorcerer

Cobbler

A cobbler makes and repairs shoes for the settlement. A cobbler’s shop includes a storefront, a workspace for the cobbler, a basement for additional storage of materials and inventory or additional workspace. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. A cobbler can be located anywhere in your settlement, however, proximity to the marketplace is favorable.

Related Industries: Tailoring, Leatherworking, Tanning

Related NPCs: Cobbler, Cobbler Apprentice

Orchard/Beehives

An orchard is a plot of land with fruit bearing trees planted on it, typically where beekeepers keep their hives. Orchards are planted on fertile soil along the perimeter of the settlement or near the other agricultural buildings.

Related Industries: Agriculture

Related NPCs: Beekeepers

Stronghold/Keep

A stronghold is a large defensible building used to house the settlement’s citizens when the settlement is under attack. Strongholds usually have one or more bedrooms, a central hall for holding court, a dining hall, a place of worship, a bathhouse, an armory, multiple rooms for storage, a training yard, defense towers, a walled lot of land (bailey) and a front gatehouse. Strongholds can be built anywhere, but at typically placed in strategic locations to increase their defensive value.

Related Industries: Defense

Related NPCs: Noble, Guard Captain

Pottery Shop

A pottery shop is a storefront that sells pottery produced by one or more local potters. A pottery shop typically has a storefront, a workspace for one or more potters, a basement for additional storage of materials and inventory or additional workspace. If the owner lives in the building there would also be one or more bedrooms, a kitchen, and a living area. A magic shop can be located anywhere in your settlement, however, proximity to the marketplace is favorable.

Related Industries: Pottery/Ceramics

Related NPCs: Potter

Grain Silo

A grain silo is a tall building that holds and protects grain for long periods of time. The silo itself is typically only one large room that holds the grain. There is an opening at the top of the tower for grain to be poured in and a shoot at the bottom for the grain to be taken out of. Grain silos are usually built next to one another near farms or fields. While grain can be stored in the silos for long periods of time, it’s typically only a temporary storage place as the grain is processed into flour (which is stored in safer stockpiles).

Related Industries: Agriculture

Related NPCs: Farmer

Conclusion

Checking In

You've made it through chapter four! By now, you should have downloaded your settlement booklet and completed the three tasks outlined in the instructions panels. This includes:

  • Choosing an Event(s)
  • Choosing Organizations
  • Choosing Buildings

In the next chapter, we'll be looking at neighbouring communities and the relationships your settlement has with them as well as significant landmarks that exist within the region.

Go to the Next Chapter ->

Table of Contents

Quick Travel

Chapter 1: Biomes, Settlement Origin, and Terrain

In this chapter we’ll decide what biome your settlement is located in. We’ll look at the common reasons for settlements to start and choose your settlements origin. Finally, we’ll consider the terrain that your settlement is placed upon, using the origin as a key influence.

Read Chapter One ->

Chapter 2: Demographics, Water Source, and Defenses

In this chapter we’ll look at some common demographics for your settlement including name, population, and races. We'll review the minimum requirements for a settlement (e.g. source of food) and decide on a source of water and the settlement's defenses.

Read Chapter Two ->

Chapter 3: Industries and Government

In this chapter we'll review the concept of an industry and decide on one or more industries to support your settlement's population, including a source of food (e.g. agriculture). Next, we'll look at common government structures and decide what type of government you want your settlement to have.

Read Chapter Three ->

Chapter 4: Events, Organizations, and Buildings

In this chapter, we’ll review the concept of events and choose one or more annual events to be celebrated in your settlement. Next, we’ll look at common organizations and use our past decisions to determine what organizations exist in your settlement. Lastly, we’ll take all of the decisions we’ve made so far and determine what buildings will be placed in your settlement.

Read Chapter Four ->

Chapter 5: Neighbours and Landmarks

In this chapter, we’ll look at the surrounding areas of your settlement, including the neighboring communities and their relations with your settlement. While we’re at it, we’ll look at landmarks and determine what significant landmarks exist in and around your settlement.

Read Chapter Five ->

Chapter 6: Drawing your Settlement

In this chapter, we’ll take all of the decisions we’ve made and start drawing a settlement map. We’ll go through a step by step breakdown of the drawing process that I use, using an example settlement that I built using this guide.

Read Chapter Six ->

Resource: Town Building Booklet

If you would like to use the templated booklet to track your answers, use the link below to download the booklet for free.

Download the Booklet ->