Size
2d6
2-4 Hamlet (population 2d6)
5-7 Village (pop. 3d6+10)
8-9 Small Town (pop. 3d6 x 10
10 Medium Town (pop. 3d6 x 20)
11 Bustling Town (pop. 3d10 x 100)
12 Major Town (pop. 2d6 x 1000)
Church (1 per 500 population, minimum 1)
Dedicated to (roll 1d10):
- São Bento
- Santo Antônio
- São Francisco
- Nossa Senhora das Dores
- The Sacred Heart
- São Paulo
- São José
- Santo Ivo
- Santa Rita
- Santa Barbara
What's going on? (2d6)
2 = At war with another nearby settlement
3 = A sage or shaman lives here, protected by the citizens
4 = Peculiar population (eg. no children, no adults, no men, no women etc). Why?
5 = The inhabitants live in peace and tranquility, for now
6 = Regularly attacked by a monster
7 = Someone here hides a terrible secret. Is magic involved?
8 = Bandits regularly plunder this place
9 = Boomtown - there's gold/silver/something else nearby!
10 = Extremely distrustful of outsiders
11 = There is a festival currently underway
12 = Under sway of evil spirit/witch/monster
Any settlement will have 1d4 roads leading to it. If the PCs arrived by road, that's one of them. Hook up the other roads to any other existing nearby settlements you see fit, but leave at least one undetermined if possible - there's always somewhere new to go.
Roll 1d6 to decide which direction undetermined roads lead: each one leads to another settlement 1d6+2 hexes away (roll 1d3 to see which opposite hex face it exits from, if you want). The PCs can get rough information about the route and these neighbouring places if they ask in the settlement.
Ruins table (1d6)
- Pyramid (1-5 stepped, 6 sloped / 1-2 tomb, 3-4 temple, 5 palace, 6 observatory)
- Mound (1-2 sacrificial, 3-6 burial)
- Totem Carving (1 mammal, 2 human, 3 god, 4 monster, 5 bird, 6 snake)
- Fountain (2d6: 2 poisoned, 3-4 healing, 5-9 refreshing, 10 causes hallucinations, 11 causes psychic projection, 12 turns you into an animal for 1d6 hours)
- Monolith
- Ruined Village (2d6 huts or cave dwellings, 1d3-1 shrines)
Roll 1d6 to see how much of the ruin is covered over: 1 partially covered, 2 completely covered, 3 above ground, 4 inside cavern, 5 in a crevice, 6 beneath a rocky overhang.
Farm table (2d6)
2-4 Single family subsistence farm
5-6 Tenant farming (1d3 families)
7-9 Cattle ranch
10 Cashew plantation
11-12 Cotton plantation
Encampment table (1d6)
- Cangaceiro hideout - natural (cave/canyon, etc.)
- Cangaceiro hideout - abandoned (mine/village, etc.)
- Volante temporary camp (30+2d10 volantes, tents, campfires)
- Volante fort (2d10+30 volantes, wooden walls, watchtower)
- Jagunso guard post (3d6 jagunsos on the edge of a colonel's territory)
- Jagunco temporary camp (2d10+10 jagunsos on some kind of extended mission)
Mystical Site table (2d6)
2 Oracle's cavern
3 Hermit's sanctuary
4 Spirit-haunted grove
6 Sacred spring
6 Huge ancient statue
7 Shrine (with 2d6 pilgrims visiting)
8 Prehistoric carvings
9 Stone circle
10 Sky-burial mound
11 Cavern network (extends underground for 1d6 hexes, with 1d6 exits)
12 Necropolis
Typical Bounties
300 dinars - Robbing a stagecoach (offered by the coach owner)
200 dinars - Robbing the mail (offered by the Empire)
250 dinars - Cattle rustling (offered by the owner or a confederation of ranchers)
Banks typically offer 25% of the value for recovering stolen gold bars.