
Greetings from the edge,
Got a new article live, and I thought it would be a good idea to expand on it here.
The piece is all about how your starting town is the welcome wagon for your entire campaign. First impressions matter. If the village is memorable, the world feels memorable. If it’s bland… well, your players will treat it like a loading screen.
If you’re building a setting from scratch, or just adding flavour to something prewritten, a few well-placed details can make all the difference.
This post is a companion piece to that article.
What I’ve got for you today is a set of random tables you can roll on to generate a town that feels like more than a dot on a map. Something messy, strange, and alive.
Roll once per table for a quick setup, or roll a few times and stitch the results together into something wonderfully unhinged.
d20 Tables for Building Better Starting Settlements (Steal These)
d20 Village Hooks
- Built around a crater that still hums at night
- Entire village floats on tethered platforms
- Everyone wears mourning clothes… no one will say why
- A sacred tree bleeds when cut
- The river runs warm, even in winter
- Villagers refuse to speak after sunset
- A statue in the square changes position daily
- Built atop an ancient battlefield that won’t stay quiet
- All livestock are born with strange markings
- The village moves location every few years
- A bell rings at random with no visible ringer
- The sky above is permanently overcast
- The well whispers back when spoken into
- Everyone shares the same recurring dream
- A ruined tower no one acknowledges
- The village celebrates a festival no outsider understands
- A permanent rainbow hangs overhead… sometimes inverted
- Doors are painted with protective sigils, all slightly different
- The forest nearby grows in perfect geometric patterns
- No one remembers when the village was founded
d20 NPC Quirks
- Never blinks during conversation
- Laughs at inappropriate moments
- Speaks in riddles, even when unnecessary
- Refuses to touch metal
- Constantly writes things down, never explains why
- Talks to an unseen companion
- Uses the wrong names for common objects
- Always smells faintly of smoke
- Finishes other people’s sentences… correctly
- Afraid of a very specific, mundane thing
- Insists they’ve met the party before
- Carries a broken weapon they refuse to discard
- Whispers even when alone
- Overly friendly, borders on unsettling
- Won’t step on cracks or lines
- Collects something bizarre (teeth, buttons, feathers)
- Changes mood instantly when a topic is mentioned
- Speaks of themselves in the third person
- Treats animals like people and people like animals
- Has a habit of staring just past you
d20 Village Problems
- Livestock found drained of blood
- Crops rot overnight
- Children reporting the same “imaginary friend”
- Bandits demanding something oddly specific
- A local figure has gone missing without a trace
- Strange symbols appearing on buildings
- The water source is slowly drying up
- Nightmares spreading through the population
- A nearby ruin has become active again
- Trade caravans refusing to stop here
- A feud escalating toward violence
- A new religion gaining influence rapidly
- Someone is sabotaging essential infrastructure
- Unseasonal weather causing chaos
- A local festival is about to go very wrong
- An outsider is asking dangerous questions
- A powerful artefact has been discovered
- Something is stalking the outskirts at night
- The dead are not staying buried
- A “solution” has been proposed that may be worse than the problem
d20 Points of Interest
- A shrine that grants minor miracles… at a cost
- A tavern where no one remembers arriving
- A well that shows visions instead of reflections
- A grave that is always freshly tended
- A bridge that hums when crossed
- A ruin that appears only at dusk
- A market stall that sells impossible items
- A tree with carvings that change overnight
- A statue that weeps during storms
- A cave that amplifies whispers
- A locked door in the middle of nowhere
- A pond with perfectly still water
- A tower with no visible entrance
- A house that is larger inside than out
- A crossroads with too many paths
- A bell tower that rings without a bell
- A campsite that is always warm
- A wall covered in warnings in different languages
- A fire that never goes out
- A shadow that doesn’t match its owner
d20 Rumours
- The mayor hasn’t slept in weeks
- Someone is digging where they shouldn’t
- The priest has lost their faith
- A monster has been seen… but only by one person
- The forest is shrinking overnight
- A noble is hiding in plain sight
- The river leads somewhere it didn’t before
- Someone made a deal they regret
- A child knows too much
- The village is cursed, but no one agrees how
- Something is buried beneath the tavern
- A ghost is trying to warn people
- The guards are hiding something
- A festival tradition has a darker origin
- A traveller never left… officially
- Someone is being replaced
- A sound is heard every night at the same time
- The animals are behaving strangely
- A prophecy is being fulfilled… badly
- The problem is much older than anyone thinks
If you roll something that doesn’t quite fit, don’t throw it out. Twist it. Reinterpret it. Half the fun is figuring out why it makes sense.
Or don’t roll at all. Just pick the ones that make your brain light up and run with them.
There are no wrong answers here. Only interesting ones.
That’s it from the broom cupboard for now.
Stay awesome.
See you in the margins,


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