II. Settlements on the Horizon
Settlements in Western Horizon are living palimpsests—layered documents where history is visible in the present. They're generated responsively when players declare intent to visit or establish a new location, using a combination of geographic foundation, factional dynamics, and historical events.
A settlement isn't just geography—it's contested space where factions compete for resources and power. Every landmark tells a story. Every district bears historical scars. The map itself becomes a visual timeline that generates adventure hooks organically.
| Tier | Level Range | Settlement Type | Guild Presence | Ex Novo Scale |
|---|---|---|---|---|
| 1 | 1–4 | Village | Bulletin board, local contact | Nestling-Budding (6-9 regions) |
| 2 | 5–10 | Town | Small branch office | Grown (9-12 regions) |
| 3 | 11–16 | City | Full guild hall | Aged-Elderly (12-18 regions) |
| 4 | 17+ | Capital / Metropolis | Regional headquarters | Ancient (20+ regions) |
Settlement Creation Modes
Western Horizon supports three settlement creation modes, scalable by time and detail needs:
| Mode | Duration | When to Use | Output |
|---|---|---|---|
| Quick | 5-15 min | Background settlements, mid-session discovery | Geography + founding resource + 2 factions + name |
| Medium | 30-60 min | Notable towns, between-session prep | Founding Phase + 3-5 historical events + key landmarks |
| Full | 90-120 min | Session zero hometown, campaign hub | Complete Ex Novo generation with development phase |
Even "full" settlements leave 50-70% undefined. Blank spaces aren't failures—they're breathing room for future development. Ex Novo's philosophy: settlements are frameworks, not comprehensive simulations. The undefined spaces invite player-driven discovery.
Who Participates
- Quick Mode: DM alone (5 min between sessions)
- Medium Mode: DM + interested players (async in Discord or live prep)
- Full Mode: Whole table as session zero activity (collaborative worldbuilding)
Essential Output
Every settlement generation should produce:
- ✓ Geographic foundation (terrain type, major features, founding resource)
- ✓ 2-5 active factions with power relationships
- ✓ Settlement name (and optional secondary/local name)
- ✓ 3-8 historical events (scaled to tier) that explain current state
- ✓ Hand-drawn map showing districts, landmarks, resources
- ✓ Timeline of formative events
- ✓ Notable landmarks (at least 1 per faction)
Don't spend hours on elaborate keyed locations. The hand-drawn map with labeled districts and landmarks is your working document. It shows spatial relationships, faction territories, and historical layers at a glance. Detailed location descriptions come later through BF&B and Street Magic when players actually visit.
Founding: Why This Place Exists
Every settlement begins with geography and purpose. The terrain explains why people would settle here, and the founding resource explains what keeps them here. This foundation shapes everything that follows.
Geographic Foundation (Major Terrain)
Start with the landscape. Roll on the Terrain–Geography table (Ex Novo p. 36) or choose based on regional context:
| 2d6 | Terrain Type | Character |
|---|---|---|
| 2 | Mountains | Defensible, isolated, harsh climate |
| 3 | Plateau | Elevated, wide vistas, exposed |
| 4 | Valley | Hidden, sheltered, fertile |
| 5 | Deep Forests | Mysterious, resource-rich, dangerous |
| 6 | Hills | Rolling terrain, varied resources |
| 7 | Plains | Open, vast, vulnerable |
| 8 | Riverland | Trade routes, fertile, flood risk |
| 9 | Coastal | Trade hub, weather extremes |
| 10 | Peninsula | Isolated but accessible, strategic |
| 11 | Island | Truly isolated, self-sufficient |
| 12 | Special | Underground, floating, unusual |
On your settlement map, sketch the major terrain feature covering about a quarter to a third of the space. For rivers, draw the water; for mountains, sketch peaks; for coasts, show the shoreline. This isn't about art—it's about establishing spatial relationships.
Terrain Features (Add Topographic Detail)
Roll 4 times on the Terrain–Features table (Ex Novo p. 37) to add specific geographic elements. Each feature should be drawn on the map and named:
Common Features: Rivers, lakes, forests, hills, cliffs, caves, springs, marshes, ravines, rocky outcrops
For Each Feature:
- Roll or choose a terrain feature type
- Draw it on the map in a logical location
- Name it (collaborate with players if present)
- Ask: "What makes this feature significant?"
Example: Rolling "river" → Draw a winding river through the map → Name it "The Serpent's Flow" → "It's called that because it changes course during spring floods, leaving abandoned channels like shed skin."
Founding Location (The Key Resource)
Why did people settle here instead of somewhere else? Roll on the Purpose–Location table (Ex Novo p. 38) or choose based on adventure hooks you want:
| 2d6 | Resource | Adventure Hook Potential |
|---|---|---|
| 2 | Ruins of former settlement | What happened to them? What's still buried? |
| 3 | Travel route | Who else travels here? Border conflicts? |
| 4 | Trade route | Bandits, tolls, exotic goods, smuggling |
| 5 | Valuable natural resources | Gold, gems, rare materials—greed and danger |
| 6 | Useful natural resources | Timber, ore, stone—who controls extraction? |
| 7 | Abundant edible plants | Farmland, orchards—who was displaced? |
| 8 | Abundant edible animals | Hunting grounds, herds—territorial conflicts |
| 9 | Defensible location | What threats does it defend against? |
| 10 | Strategic location | Chokepoint, high ground—military importance |
| 11 | Favorable climate | Who wants to preserve it? What threatens it? |
| 12 | Culturally important location | Holy site, ancestral claim—competing faiths |
Placing the Resource:
- Draw it on the map as an icon or symbol
- Name it specifically (not just "gold mine" but "The Deepvein Shaft")
- Mark with 2 power tokens (or note "2 power" if using digital tracking)
- Optional: Add a landmark representing the resource
The founding resource isn't just background—it's the original source of power in the settlement. Factions will compete to control it. Historical events will threaten or enhance it. It's the economic engine that justifies the settlement's existence.
Settlement Decision (Who Founded This Place?)
Roll on the Purpose–Decision table (Ex Novo p. 39) to determine the settlement's origin story:
| 2d6 | Decision | Implications |
|---|---|---|
| 2 | Accident | Stranded travelers, shipwreck survivors—scrappy, adaptive culture |
| 3 | Exile | Outcasts, refugees—suspicious of outsiders, strong community bonds |
| 4 | Escape | Fleeing oppression/disaster—looking over shoulder, valuing freedom |
| 5 | Individual vision | Founder-hero worship, their descendants/followers still prominent |
| 6 | Group consensus | Democratic traditions, town meetings, collective decision-making |
| 7 | Economic opportunity | Gold rush mentality, wealth disparity, newcomers vs. old-timers |
| 8 | Noble decree | Planned settlement, class hierarchy, noble family still present |
| 9 | Military orders | Fortress origins, martial culture, veterans' influence |
| 10 | Cultural expansion | Colonial outpost, cultural identity tension, indigenous displacement |
| 11 | Sacred duty | Temple/shrine origins, religious authority, pilgrimage site |
| 12 | Divine command | Prophetic founding, zealous population, theocratic leanings |
Create the First District:
- Draw a district filling roughly one region on your map
- Name it (often reflects the founding: "Founder's Square," "Old Fort Quarter," "Temple District")
- Mark with 1 citizen token (population)
- Note its character based on the founding decision
Quick Founding (5 Minutes)
For background settlements or when time is short:
- Geography: Pick terrain type (or roll 2d6)
- Resource: Pick founding resource (or roll 2d6)
- Name: Combine terrain + resource + suffix (Rivertown, Deepvein Hold, Thorngate)
- Note: One-sentence description for later reference
Example: "Ironhearth (Village, Tier 1): Mountain settlement founded by exiled miners around rich iron deposits. Still defensive, insular culture."
Quick-founded settlements can be fleshed out with full Ex Novo generation if players express interest in visiting. The five-minute version gives you enough to reference it in play; the full version gives you a place to run adventures.
Factions: Power in Motion
Factions in Western Horizon are organized power structures competing for influence over resources, districts, and landmarks. They're not demographic categories—they're interpretive lenses that create meaning and conflict.
Ex Novo teaches us that factions aren't static. They rise and fall. They gain and lose power. They physically manifest through landmarks. Each faction has a symbol (for map iconography), a paradigm (their nature), and power tokens (their current influence). This concrete representation makes political maneuvering visible and trackable.
Starting Factions (The First Two)
Every settlement begins with two factions established during founding:
First Faction: The Paradigm
Roll on Power–Paradigm (Ex Novo p. 40) to determine the settlement's founding power structure:
| 2d6 | Paradigm | Nature |
|---|---|---|
| 2 | Clan | Family/tribal bonds, hereditary authority |
| 3 | Guild | Craftsmen/merchants, economic power |
| 4 | Faith | Religious authority, spiritual guidance |
| 5 | Council | Democratic assembly, elected leaders |
| 6 | Cabal | Secret society, hidden influence |
| 7 | Corporation | Business monopoly, economic control |
| 8 | Warband | Military force, martial authority |
| 9 | Nobility | Aristocratic bloodline, traditional rule |
| 10 | Commune | Collective ownership, shared resources |
| 11 | Syndicate | Organized crime, black market |
| 12 | Cult | Zealous believers, radical ideology |
- Name the faction specifically (not just "Mages" but "The Crystalline Order")
- Choose/design a symbol (for map marking)
- Mark 2 power tokens to this faction
- Optional: Add a landmark representing their presence
Second Faction: The Relationship
Roll on Power–Relationship (Ex Novo p. 41) to determine how the second faction relates to the first:
| 2d6 | Relationship | Dynamic |
|---|---|---|
| 2 | Opposition | Direct rivals, competing for same goals |
| 3 | Complement | Fill different niches, symbiotic |
| 4 | Subordinate | Serves the first faction's interests |
| 5 | Parasite | Exploits the first faction's power |
| 6 | Schism | Broke away from the first faction |
| 7 | Independent | Coexist without direct interaction |
| 8 | Reform | Seeks to change the first faction |
| 9 | Rival ideology | Same methods, different values |
| 10 | Upstart | Newer, challenging established power |
| 11 | Alliance | Formal partnership, mutual goals |
| 12 | Merger threat | Absorbing or being absorbed |
- Name the second faction
- Choose/design a symbol
- Mark 1 power token to this faction
- Describe the relationship in one sentence
- Optional: Add a landmark for this faction
In Western Horizon, the Adventurers' Guild is always at least a minor faction. For starting settlements, make one of your two factions the Guild. For other settlements, add the Guild as a third faction (1 power token, small presence).
BF&B Community Roles as Faction Types
When you need more factions (medium/full generation), use these archetypes to create specific organizations:
| Role | Focus | Natural Conflicts |
|---|---|---|
| Mages | Magic, knowledge, experimentation | Clerics (faith vs. reason), Elders (tradition vs. innovation) |
| Miners | Resources, underground, extraction | Farmers (destruction vs. cultivation), Clerics (sacred ground) |
| Farmers | Agriculture, food, land stewardship | Miners (land use), Ranchers (territory), Merchants (prices) |
| Ranchers | Livestock, trade, animal husbandry | Farmers (land boundaries), Hunters (wild vs. domestic) |
| Thieves | Crime, shadows, redistribution | Soldiers (law vs. chaos), Merchants (theft vs. profit) |
| Soldiers | Defense, order, military | Thieves (order vs. liberty), Elders (military vs. civilian rule) |
| Merchants | Trade, wealth, connections | Elders (profit vs. tradition), Thieves (legitimate vs. black market) |
| Elders | Tradition, wisdom, governance | Merchants (tradition vs. progress), Mages (wisdom vs. knowledge) |
| Clerics | Faith, healing, spirituality | Mages (faith vs. reason), Miners (sacred vs. profane) |
| Strangers | Outsiders, mystery, change | Anyone (outsider vs. insider tension) |
| Hunters | Survival, wilderness protection | Miners/Farmers (expansion), Ranchers (wild vs. domestic) |
Power Token Economy
Ex Novo uses a closed token economy to make faction influence concrete and zero-sum:
- Growth Pool: Unallocated potential (starts with tokens based on settlement tier)
- Faction Power: Influence over settlement decisions
- Resource Power: Control over key resources
- Landmark Power: Physical manifestation of influence
When factions gain power: Tokens move from Growth Pool or other factions
When factions lose power: Tokens return to Growth Pool or move to rivals
When districts are destroyed: Population (citizens) returns to Growth Pool
You don't need physical tokens. Use a settlement sheet with faction power listed numerically:
- Crystalline Order (Mages): 4 power
- Ironbound Warband (Soldiers): 3 power
- Merchants' Consortium: 2 power
- Growth Pool: 3 remaining
Faction Landmarks
Each faction should have at least one landmark that physically represents their power. These become:
- Social hubs: Where faction members gather
- Power symbols: Visible reminders of influence
- Quest locations: Sites for faction-specific missions
- Combat zones: If faction conflict turns violent
Examples:
- Mages: The Crystalline Tower (research facility, library, arcane laboratory)
- Soldiers: The Ironwall Barracks (training grounds, armory, headquarters)
- Merchants: The Golden Scales (trading house, bank, auction hall)
- Thieves: The Velvet Door (hidden tavern, black market, guild hall)
Factions aren't static. As the campaign progresses:
- Historical events shift power (roll on Ex Novo event tables)
- Player actions support or undermine factions
- New factions emerge (upstarts, arrivals, schisms)
- Old factions collapse (losing all power tokens)
- The Seat of Power changes hands
Update faction power after each major arc. The settlement evolves with player choices.
The Seat of Power
The faction with the most power tokens controls the settlement's primary authority. They:
- Control the most significant landmark (town hall, fortress, temple)
- Set settlement laws and priorities
- Provide the default authority figures (guards, officials, judges)
- Determine what's legal/illegal, valued/scorned
- React to threats and opportunities first
Power Shifts: If another faction gains more tokens, the Seat of Power changes. This is a major campaign event—describe the transfer of authority, resistance from the old power, celebrations from the new.
Development: History Shapes the Present
Settlements gain depth through historical events that explain their current state. Each event adds layers—new districts, destroyed landmarks, shifting power, arriving factions. The timeline becomes a chronicle of dramatic moments that created the settlement you see today.
Ex Novo's Development Phase creates instant adventure hooks. "Twenty years ago, a plague destroyed the harbor district" becomes: What caused it? Who profited? What's still buried in the ruins? Is it truly over? Events aren't just backstory—they're mysteries waiting to be explored.
How Many Events?
Scale historical depth to settlement tier:
| Tier | Settlement Age | Events | Time Span |
|---|---|---|---|
| 1 (Village) | Nestling-Budding | 3-5 events | 5-20 years per event |
| 2 (Town) | Grown | 5-8 events | 10-30 years per event |
| 3 (City) | Aged-Elderly | 8-12 events | 20-50 years per event |
| 4 (Capital) | Ancient | 12+ events | 40-100+ years per event |
Event Categories (Ex Novo p. 42-59)
Ex Novo organizes 108 events into 18 categories representing broad historical forces. Roll 2d6 for category, then d6 for specific event within category:
| Category | Themes | Typical Results |
|---|---|---|
| War & Conflict | Violence, invasion, battles | Districts destroyed, factions weakened, landmarks razed |
| Discovery & Innovation | Technology, magic, breakthroughs | New resources, faction power shifts, cultural changes |
| Natural Disaster | Floods, quakes, storms, fires | Districts destroyed, resources depleted, refugees arrive |
| Trade & Commerce | Economics, markets, wealth | Merchant faction gains power, new districts, trade landmarks |
| Religion & Faith | Spirituality, prophecy, miracles | Cleric faction rises, temples built, schisms form |
| Crime & Corruption | Thieves, black markets, scandal | Thief faction emerges, authority challenged, secrets revealed |
| Cultural Shifts | Fashion, art, customs changing | District character evolves, landmarks built, traditions die |
| Leadership Change | Succession, coups, elections | Seat of Power shifts, faction alliances change |
Event Procedure
For Each Event:
- Roll on Event Table (2d6 for category + d6 for specific) or choose thematically
- Interpret the prompt in the context of your settlement's existing elements
- Perform the mechanical actions (add/remove districts, shift tokens, etc.)
- Update the map to reflect physical changes
- Record on timeline with brief description
- Optional: Draw up to 2 tokens from Growth Pool as settlement expands
You don't need to generate history chronologically. Instead, work backwards from present need:
- Start with what exists now ("Mining town with abandoned harbor district")
- Roll 3-5 events that explain it
- Arrange them chronologically
- Fill gaps during play as needed
This maintains Ex Novo's layered quality without requiring full chronological development.
Example Event Integration
Event Rolled: "A devastating plague strikes" (Natural Disaster category)
Interpretation: "The Red Fever swept through the harbor district during a humid summer, brought by foreign traders. The Merchants' Guild tried to suppress news of it, and by the time the Clerics could quarantine, half the district was infected."
Mechanical Consequences:
- Harbor district destroyed (remove from map, mark as ruins)
- Merchants' Guild loses 2 power (moved to Clerics for saving survivors)
- New landmark: The Fever Wall (quarantine boundary, still standing)
- Population decline: 1 citizen token returns to Growth Pool
Adventure Hooks Created:
- What caused the fever? Natural disease or magical curse?
- The harbor ruins are unexplored—what valuables remain?
- Merchants lost power—are they plotting to regain it?
- Clerics gained authority—are they abusing it?
- Some survivors never left the quarantine zone—who are they now?
Historical Event Table (Quick Reference)
When you need an event immediately, roll 2d6 or choose from this condensed list:
- War/Battle (district destroyed, faction weakened)
- Plague/Disaster (population decline, district abandoned)
- Discovery (new resource found, technology advance)
- Trade Boom (merchants gain power, district expands)
- Religious Movement (clerics rise, temple built, schism)
- Crime Wave (thieves emerge, corruption revealed)
- Cultural Shift (fashion/art changes, new district character)
- Leadership Change (Seat of Power shifts, faction alliance changes)
- Arrival (refugees, strangers, new faction appears)
- Construction (major landmark built, district develops)
- Depletion (resource runs out, economic crisis)
- Miracle/Omen (unexplained event, shifts beliefs)
The Timeline as Reference
Your settlement timeline should be visible during play. Format options:
- Index card: Simple checkbox list with brief descriptions
- Separate sheet: Full sentences describing each event
- Wiki page: Digital chronicle with links to affected locations/factions
Minimum Format:
□ Founded by exiled miners (20 years ago)
□ Deepvein Shaft discovered, brought prosperity (18 years ago)
□ Merchant guild established trade routes (15 years ago)
□ Red Fever destroyed harbor district (10 years ago)
□ New defensive walls built after bandit raids (5 years ago)
□ Present day
Districts: The City's Anatomy
Districts are the settlement's functional zones—residential, commercial, industrial, or specialized areas that hold population and define local character. They're abstract rather than precisely mapped, providing framework without over-detailing.
What is a Region/District?
Ex Novo divides settlements into regions—abstract spatial units defined by lines on your map. When a region is developed, it becomes a district with population and character.
Use light pencil to divide your map into irregular areas. Don't worry about perfect boundaries—use natural features (rivers, hills) and organic shapes. Regions can be:
- Different sizes (variation is good)
- Circles, curves, or straight lines
- Bounded by terrain (riverbank, cliff edge, forest border)
Scale guidance: Each region represents roughly 0.5-2 km² depending on settlement size.
District Types
When creating or expanding districts, consider these functional categories:
| Type | Function | Common Buildings |
|---|---|---|
| Residential | Where people live | Houses, apartments, tenements, manors |
| Commercial | Trade and services | Markets, shops, taverns, inns, banks |
| Industrial | Production and craft | Workshops, forges, mills, warehouses |
| Administrative | Governance and law | Town hall, courts, guard posts, archives |
| Religious | Worship and spirituality | Temples, shrines, monasteries, graveyards |
| Military | Defense and training | Barracks, armories, walls, watchtowers |
| Cultural | Entertainment and gathering | Theaters, parks, plazas, libraries |
| Specialized | Unique to this settlement | Wizard academy, gladiator arena, observatory |
District Character
Beyond function, each district should have sensory identity. Use Street Magic principles:
- Sights: Building styles, colors, signage
- Sounds: Ambient noise (hammers, music, crowds, silence)
- Smells: Industry, cooking, flowers, sewage
- Feel: Crowded vs. spacious, safe vs. dangerous
Example: The Forge Quarter: blackened stone buildings, constant hammering and furnace roar, smell of hot metal and coal smoke, uncomfortably warm even in winter
Districts Through Time
Historical events create temporal layers in districts:
- Founded: Original character from settlement founding
- Expanded: Grown beyond original boundaries
- Transformed: Major event changed its nature (fire, prosperity, invasion)
- Abandoned: Disaster or depletion left it empty (becomes ♠ Past building source)
- Reclaimed: Previously abandoned, now being rebuilt
When an event destroys a district, don't erase it—mark it as ruins. These become instant dungeon sites:
- Collapsed buildings to explore
- Squatters or monsters move in
- Lost treasures/documents buried
- Faction efforts to reclaim or prevent reclamation
Population & Density
Ex Novo uses citizen tokens to represent population abstractly. Use Ex Novo's density guidelines (p. 22) if you need concrete numbers:
| City Size | Low Density | Medium Density | High Density |
|---|---|---|---|
| Village | 100 | 250 | 500 |
| Town | 150 | 500 | 1,500 |
| Small City | 200 | 1,000 | 5,000 |
| Medium City | 350 | 2,000 | 10,000 |
| Large City | 600 | 5,000 | 25,000 |
| Metropolis | 1,500 | 15,000 | 100,000 |
But mostly: Don't worry about exact population. The number of districts and density feeling is sufficient for play.
Notable Buildings
Buildings are defined through faction claiming and three-layer description—each location gets personality through reputation, appearance, and hidden truth. This can be done collaboratively (session zero) or by the DM (between sessions).
Every building gets three sentences that create depth without overwhelming detail:
- BEAK (Reputation): What do locals say? The rumor, the common knowledge
- FEATHER (Appearance): What does it look like outside? Visual hooks for players
- BONE (Reality): What's it really like inside? The truth, often contradicting the rumor
This technique works for ANY location in Western Horizon—not just settlements.
Session Zero/Full Generation: 2-3 per active faction (5-10 total)
Medium Generation: 1 per faction (3-5 total)
Quick Generation: Just faction headquarters (2 total)
During Play: Add more reactively as players explore
The Landmark Procedure
Creating a landmark takes 5-10 minutes of collaborative discussion. Each landmark needs three elements:
Title
What do locals call this place? The common name used in everyday conversation.
Examples: The Gilt Rose Inn, Temple of Smoke and Mirrors, Margrave's Counting House, The Stormwatch Tower
Address
Where is it within the district? This can be literal or poetic.
- Literal: "17 Saltmarket Street, above the cobbler's"
- Relative: "Three blocks from the fountain, near the old wall"
- Poetic: "At the crossroads where the pilgrim trail ends"
- Vertical: "Second story of the harbormaster's building" or "In the undercity, below the aqueduct"
The address helps establish spatial relationships between landmarks.
True Name
This is the sensory essence that makes the landmark unforgettable. Answer: "What do you see, smell, hear, feel, or taste when you walk in?"
Close your eyes. Imagine walking into this place. What's the first thing you notice?
- The Gilt Rose Inn: "sawdust floors smell of pine, firelight dances on copper mugs, laughter from the kitchen"
- Temple of Smoke and Mirrors: "incense thick enough to taste, reflective obsidian walls, whispered prayers echo"
- The Counting House: "scratch of quills on parchment, smell of ink and dust, golden abacus clicks rhythmically"
True names should be specific and evocative, not generic. They create immediate mental images and help the DM recall details during play.
Quick Landmark Creation
When you need a landmark right now (during session or quick prep):
- Title (30 seconds): First thing that comes to mind
- Address (1 minute): How do you get there from somewhere players know?
- True Name (2-3 minutes): Discuss sensory details until something clicks
Building Purposes & Temporal Frames
Buildings serve different roles in the community across four temporal frames. When defining buildings, consider their relationship to time:
| Frame | Purpose | Examples |
|---|---|---|
| ♥ Social | Present community function | Taverns, meeting halls, temples (active), parks, bathhouses, theaters |
| ♦ Financial | Present economic role | Markets, workshops, banks, warehouses, trading posts, merchant stalls |
| ♣ Future | Preparation, aspiration | Construction sites, academies, arsenals (building), research facilities, observatories |
| ♠ Past | Historical, abandoned | Ruins, sealed temples, old fortifications, forgotten monuments, empty manors |
Settlements feel lived-in when they have buildings across all four frames:
- All Social/Financial, no Future/Past: Feels static, no sense of change
- Heavy Past: Settlement in decline, nostalgic tone
- Heavy Future: Growth/expansion focus, ambitious tone
- Balanced: Settlement with history, present life, and aspirations
Use Past (♠) buildings as instant dungeon sites or mystery hooks.
Generating Rival NPCs
Some buildings automatically generate named NPCs through faction rivalry. When a building serves an important purpose (major landmark, Seat of Power candidate), create a rival from an opposing faction:
Identify the Opposition
Which faction would oppose this building's purpose? Use the natural conflict pairings:
- Mages ↔ Clerics (reason vs. faith)
- Miners ↔ Farmers (extraction vs. cultivation)
- Soldiers ↔ Thieves (order vs. liberty)
- Merchants ↔ Elders (progress vs. tradition)
- Strangers ↔ Anyone (outsider vs. insider)
Create the Rival (Three Sentences)
- BEAK: The rival's reputation in the community
- FEATHER: The rival's appearance and mannerisms
- BONE: The rival's true motivation (why they oppose this building)
Example: The Mages control a research laboratory. The Clerics oppose it.
- BEAK: "Brother Aldus is known throughout town as a voice of moral clarity, warning against dangerous experiments."
- FEATHER: "A stern, elderly cleric with ink-stained fingers from years of scholarly debate, always carrying a leather-bound tome."
- BONE: "Once a mage himself, Aldus saw a ritual go wrong and kill his colleagues. He switched to the cloth to prevent others from making the same mistakes."
Each rival provides:
- Named NPC with clear position
- Faction quest hook ("Help X against Y" or vice versa)
- Information source (rivals know secrets about each other)
- Investigation angle ("What's X really after?")
Don't default to combat. Rivals create political opposition, not necessarily violent conflict.
Faction-Controlled Landmarks
Some landmarks represent faction power physically. When Ex Novo tells you to add a landmark for a faction, consider:
| Faction Type | Typical Landmarks |
|---|---|
| Mages | Tower, library, laboratory, observatory, academy |
| Miners | Mineshaft entrance, smelter, guild hall, ore storage |
| Farmers | Granary, market, communal barn, festival grounds |
| Soldiers | Barracks, armory, training yard, fortress, watchtower |
| Merchants | Trading house, bank, warehouse, auction hall, market plaza |
| Clerics | Temple, shrine, monastery, graveyard, healing house |
| Thieves | Hidden tavern, gambling den, underground passage, fence shop |
| Elders | Council hall, archives, ancestral estate, wisdom circle |
Integration with Other Systems
From Hexmancer Features
When Hexmancer generates a temple, wizard's tower, or castle:
- Use the feature type as inspiration for the Title
- The hex terrain informs the Address ("Deep in the forest," "At the mountain pass")
- Create a True Name collaboratively
Example: Hexmancer generates "Temple in woods hex" → The Thorngate Chapel, at the end of the pilgrim trail half-buried in brambles, stained glass filters green light through fallen leaves.
With Beak, Feather, & Bone
Use both systems together:
- BF&B: Establishes faction roles and community structure
- Street Magic: Creates the specific locations where those factions operate
Example: BF&B creates "The Merchant Prince" (Power role) → Street Magic creates their headquarters: The Golden Scales Trading House, three-story building overlooking the harbor, smell of exotic spices and sound of ledgers snapping shut.
Key NPCs
Street Magic creates NPCs as Residents—characters associated with specific landmarks. This ties every important NPC to a location, making them easier to remember and giving players clear places to find them.
Session Zero: 3-5 key NPCs (guild contacts, faction leaders, quest-givers)
During Play: When players ask "Who runs this place?" or you need a memorable NPC
The Resident Procedure
Creating a resident takes 5-10 minutes through collaborative vignettes. Each resident needs:
Title & Pronouns
What do people call them? Their common name and how they're referred to.
Examples: The Lamplighter (she/her), Brother Moss (he/him), The Keeper (they/them), Sena Three-Coins (she/her)
Affiliated Landmark
Every resident is tied to a specific landmark. Where do they work, live, or spend most of their time?
This creates findability—players know where to go to interact with this NPC.
True Name (via Collaborative Vignette)
The resident's true name is discovered through a short scene that shows them in their element.
- DM starts: "Let's see [Name] in their element. Where are they and what are they doing?"
- Players contribute:
- "I see them..." (appearance, gesture, expression)
- "I hear..." (voice, ambient sounds, what they say)
- "They're holding..." (objects, tools, possessions)
- "I notice..." (habits, quirks, details)
- Build together: Each contribution adds to the picture
- Stop when you have it: When you can see this person clearly, extract the true name
Example Vignette:
DM: "Let's see The Lamplighter. Where is she?"
Player 1: "She's on the corner of Saltmarket at dusk, lighting the street lamps one by one."
Player 2: "I see her hands are always smudged with lamp oil, and she hums old mining songs while she works."
DM: "She notices us watching and gives a gap-toothed smile, then moves to the next lamp without breaking her rhythm."
Player 3: "There's something hypnotic about the way she moves—like she's performed this ritual a thousand times."
True Name: "oil-smudged hands, hums mining songs, gap-toothed smile, moves like ritual"
Speed Variant: Dictated Vignettes
If you need NPCs quickly, use dictated vignettes instead:
- The DM (or player creating the resident) narrates the scene alone
- Takes 2-3 minutes instead of 5-10
- Still provides the same character glimpse
- Good for minor NPCs or when time is tight
Quick NPC Creation
When you need an NPC immediately (mid-session):
- Title & Pronouns (30 seconds)
- Skip the vignette—just pick one defining trait
- Minimal True Name (1 minute): One sensory detail + one quirk
- Note landmark: Where do they work/live?
Example: Jorn the Smith (he/him), always sweating, never finishes sentences, works at the Forge Quarter
Faction Leaders as Residents
Each active faction should have at least one named leader. Use the resident procedure, but emphasize:
- Their faction landmark: Where they hold court/meet followers
- Their power level: Reflected in how others treat them during vignette
- Their agenda: What they want for their faction (shows in their actions)
Integration with Other Systems
With Beak, Feather, & Bone Roles
BF&B establishes 11 community roles (Power, Protection, Prosperity, etc.). Use Street Magic to create the specific person filling that role:
- BF&B: "Someone holds Power in this community"
- Street Magic: Create the Merchant Prince as a Resident, give them a landmark (their trading house), run vignette to establish their true name
With Ex Novo Factions
Ex Novo creates abstract factions with power levels. Street Magic makes them concrete:
- Each faction gets 1-2 named residents (leaders, key members)
- Residents affiliated with faction landmarks
- Power level reflected in their resources, influence, and treatment
Recording Residents
Each resident becomes a wiki page with:
- Title & Pronouns
- True Name (the key details from vignette)
- Affiliated Landmark (where to find them)
- Faction (if any)
- Relationships (connections to other residents/factions)
- Session Appearances (when players interacted with them)
Collaborative vignettes make NPCs memorable. Players helped create them, so they're invested. The true name gives the DM easy recall during play. The landmark connection means players always know where to find them.
Settlement Threats (Optional)
Some settlements have unique threats that emerge from faction actions. Unlike random encounters, these threats are consequences of political choices made during settlement creation.
A settlement-specific threat isn't "there happens to be a dragon nearby." It's "The Miners dug too deep seeking profit, and awakened something they shouldn't have." The threat is integrated into the settlement's story—it exists because of faction choices, and resolving it will change the faction balance.
When to Generate Settlement Threats
- Always: For session zero hometowns (creates immediate campaign hook)
- Sometimes: For major settlements (adds regional danger)
- Rarely: For minor settlements (not everything needs a threat)
- On Request: When players want built-in adventure hook
- From History: Historical events often create lingering threats
Threat Generation Procedure
After defining factions and some historical events, identify which faction action attracted the threat:
Step 1: Identify Catalyst Faction
Which faction has the most power or took the most dramatic action? That's your catalyst faction. Alternatively, look at historical events—did one create an obvious threat?
Step 2: Describe the Action
What specific thing did this faction do that caused the threat?
- Miners: Dug too deep, broke seals, disturbed ancient sites
- Mages: Experiment went wrong, summoning failed, portal opened
- Clerics: Ritual attracted entity, prophecy triggered, heresy punished
- Merchants: Greed brought curse, artifact stolen, deal gone bad
- Thieves: Wrong tomb opened, cursed item stolen, angered powers
Step 3: Collaborative Threat Design
Everyone contributes one aspect of the resulting threat:
- Physical appearance or form
- Behavior or movement pattern
- What it wants or needs
- Special ability or danger
- Weakness or vulnerability
- Connection to the inciting action
- Environmental effects or omens
Example Threat: The Deepvein Horror
Catalyst Faction: Miners Guild
Action: "Seeking rare crystals for profit, broke through into sealed chamber beneath mountains"
Historical Event: "Discovery of the Deepvein" (15 years ago) brought prosperity but awakened something
Threat Elements:
- Appearance: Stone elemental incorporating mined crystals into its body as armor
- Behavior: Seeks to seal the breach and reclaim all stolen minerals
- Want: Return of ore taken from the vault, closure of the mine
- Ability: Causes earthquakes when angered, can sense its crystals
- Weakness: Can be reasoned with if miners return what was taken (but they won't)
- Connection: Each stolen crystal embedded in its body makes it stronger
- Effect: Mine collapses are increasing, tremors felt in town
Adventure Hooks:
- Miners want it killed (protecting profits)
- Clerics want negotiation (respecting ancient guardian)
- Can party broker peace by returning crystals?
- What's in the sealed chamber?
- Other creatures awakening from disturbances
Threat Scope & Resolution
Settlement threats don't need immediate resolution:
- Campaign Arc: Threat looms over multiple sessions (increasing pressure)
- Background Danger: Consequences of ignoring it accumulate (more collapses, attacks)
- Faction Shift: Resolving threat changes power balance (Miners lose influence if mine closes)
- Regional Impact: Unresolved threats can spread to adjacent hexes
- Multiple Solutions: Combat is one option, but negotiation/appeasement/banishment also work
The settlement generation process creates the concept of the threat. Use your system's monster creation rules to stat it when players actually engage with it. Scale to party level at that time.
Faction-Threat Matrix (Quick Reference)
| Faction | ♥ Social | ♦ Financial | ♣ Future | ♠ Past |
|---|---|---|---|---|
| Mages | Summoning ritual | Magical theft | Experiment disaster | Curse awakened |
| Miners | Worker uprising | Dug too deep | Unstable excavation | Broke sealed vault |
| Clerics | Mass worship | Temple wealth curse | Zealot prophecy | Heresy punishment |
| Thieves | Stolen sacred item | Guild war violence | Heist preparation | Wrong tomb opened |
| Strangers | Outsider knowledge | Introduced parasite | Portal opened | Brought old enemy |
Practical Workflow Summary
Session Zero Starting Settlement (90-120 min, Full Generation)
- Setup (5 min): Choose Village or Town tier, determine region count
- Founding Phase (30 min):
- Roll geography (2d6) and draw major terrain
- Roll 4 terrain features, draw and name each
- Roll founding resource (2d6), place on map with 2 power tokens
- Roll settlement decision (2d6), create first district with 1 citizen
- Roll first faction paradigm (2d6), name it, 2 power tokens, add landmark
- Roll second faction relationship (2d6), name it, 1 power token, add landmark
- Name the settlement collaboratively
- Development Phase (40 min):
- Roll 5-10 historical events (based on tier)
- For each: interpret, perform actions, update map, record timeline
- Draw tokens from Growth Pool as settlement expands
- Detailing (20 min):
- Use BF&B or Street Magic to add 2-3 landmarks per faction
- Create 3-5 key NPCs (faction leaders, Guild contact)
- Optional: Generate settlement threat
- Document (10 min):
- Photo/scan the map
- Type up timeline
- Create wiki stub with factions and NPCs
New Settlement During Campaign (30-60 min, Medium Generation)
- Quick Founding (15 min):
- Choose or roll geography and founding resource
- Draw simple map with 1 district
- Create 2 factions (paradigm + relationship)
- Name settlement
- Key Events (15 min):
- Roll 3-5 events that explain current state
- Arrange chronologically in timeline
- Update map with consequences
- Adventure Hooks (15 min):
- Add 1 landmark per faction
- Create 1-2 key NPCs
- Note obvious faction conflict
- Optional: Brief threat concept
Background Settlement (5 min, Quick Generation)
- Choose terrain type
- Choose founding resource
- Create name (terrain + resource + suffix)
- Note: 2 factions, brief description
- Add to regional map
Expand if players visit: Use Medium Generation procedure before session
Integration with Other WH Systems
| After Ex Novo... | Next System | What It Adds |
|---|---|---|
| Settlement map with factions | Street Magic | Specific buildings, sensory details, district character |
| Faction landmarks | Beak, Feather, & Bone | Three-layer building descriptions, rivals, community roles |
| Historical timeline | Microscope/Chronicle | Deeper historical context, connections to broader world |
| Faction power balance | Kingdom | Crossroads and developmental choices |
| Abandoned districts/ruins | Ex Umbra/RISE | Dungeon generation within settlement |