Tools and Taverns
Affects species ability score bonuses: choose 2014 or 2024 rules.
D&D Village Generator - 5e Villages with NPCs and Shops
Generate a D&D 5e village: population, buildings, the NPCs who run them, local weather, and rumors to hand out. Seeded, so one link rebuilds it.
Establish the settlement
Choose its scale, climate, season, and tone before building the people and places within it.
A place on the map
Turn a dot on the map into a living settlement.
Generate its population, government, weather, pantheon, buildings, residents, rumors, and adventure hooks.
A D&D 5e village from this generator sits in the low hundreds of population with 5 or so buildings anchored by a tavern and a cluster of guild halls. Seed 4201 rolled Starport, population 214, governed by an Elder Council, with a backward-running clockwork fountain as its notable feature.
Example Results
- Starport
- Elder Council
- 214
- Dawnhold
- Theocracy
- 346
Questions
- How does a village differ from a hamlet here?
- Villages step up in population (214 for Starport, 346 for Dawnhold, versus 76 to 98 for the two hamlet examples above) while keeping a similar handful of buildings, so the jump reads mostly in headcount and government weight rather than sprawl.
- Do villages get a religious building?
- Not always. Starport (seed 4201) skipped one entirely in favor of three guild halls and a residence; Dawnhold (seed 4202) leaned the other way with a Theocracy government. Reroll the generated result to see a different building mix for the same size.