TEXT:  
  writing Jeff Gomez
   
  editing Felipe Real
   
  color art Phil Stone
   
  layout Xanditz
  Anatomy of a
  Welcome to our town, where the taverns serve stale 
  beer and the townsfolk hide dark secrets! 
  Town
  EN World EN5ider | Anatomy of a Town
  
  Use the following tables to generate a rich and 
  memorable village for your PCs to discover.
  Town Names
  Every town needs a good name, but it can be 
  difficult to come up with a great moniker on the fly. 
  Roll 1d100 or choose one.
  Size & Buildings
  Most towns have between 20 and 400 citizens 
  (1d20 x 10). Smaller towns are sleepy and intimate, 
  while larger towns have a wider variety of goods 
  and services.
  In order for a town to function, it must have several 
  crucial buildings. All towns have at least one home 
  for every five citizens. Towns also have a tavern (see 
  Anatomy of a Tavern for help in that department), a 
  market, a meeting place, and a center of industry. 
  Larger towns may have buildings dedicated to 
  government, entertainment, and defense. 
  Structures are made of wood, brick, stone, or mud 
  depending on nearby building materials. A source of 
  water is always nearby, such as a river, well, or oasis. 
  A primary food source, such as fruit, grains, fish, wild 
  animals, or livestock, are brought from nearby villages.
  Overall Mood
  What is the overall mood of the townsfolk when the 
  PCs enter the village? Roll 1d12 or choose one.
  1. Combative: The townsfolk are openly hostile
  to the PCs. A fist fight is almost certain at the
  tavern, and the inn “isn’t taking visitors right
  now.” Enough gold may change their mind, but
  it will take a lot of effort—or coin—to do so.
  2. Curious: The villagers don’t get many visitors
  or adventurers. Either way, they are intensely
  curious as to who the PCs are.
  1.
  Aguilares
  2.
  Albers
  3.
  Albert Lea
  4.
  Battle Lake
  5.
  Beaver Dam Lake
  6.
  Belle Isle
  7.
  Bettsville
  8.
  Bluford
  9.
  Bogue Chitto
  10. Braselton
  11. Burgess
  12. Byram
  13. Cadeburg
  14. Calion
  15. Carlan
  16. Cattaraugus
  17. Cedar Key
  18. Cedarhurst
  19. Cherryville
  20. Cottonwood Falls
  21. Crayne
  22. Dade City
  23. DeLisle
  24. Devola
  25. Deweyville
  26. East Marion
  27. Echo
  28. Ellison Bay
  29. Emily
  30. Escobares
  31. Eudora
  32. Fern Prairie
  33. Gilbert Creek
  34. Gladstone
  35. Glen Allen
  36. Greers Ferry
  37. Harpers Ferry
  38. Harrisonburg
  39. Haven
  40. Hawken
  41. Haymarket
  42. Hester
  43. Hitchita
  44. Hoagland
  45. Holtville
  46. Iron Gate
  47. Ironmaw
  48. Jal
  49. Jelm
  50. Kildeer
  51. Kimball
  52. Kotlik
  53. Lake Mystic
  54. Lakeview
  55. Little Valley
  56. Loris
  57. Maeser
  58. Marmarth
  59. Marshfield
  60. Maury
  61. McCleary
  62. Middlefield
  63. Mud Run
  64. New Wilmington
  65. Nome
  66. North Laurel
  67. Old Orchard Beach
  68. Pacific City
  69. Paramount Long Meadow
  70. Peekskill
  71. Peletier
  72. Plumerville
  73. Poipu
  74. Port Colden
  75. Rancho Santa Fe
  76. Rarden
  77. Regan
  78. Riesel
  79. Riner
  80. Robinway
  81. Ruhenstroth
  82. Rustburg
  83. Santa Margarita
  84. Scottsbluff
  85. Sellersville
  86. Sinai
  87. South Salt Lake
  88. Spofford
  89. Tesuque
  90. Thomson
  91. Valparaiso
  92. Venice Gardens
  93. Vinita Park
  94. Wailea
  95. Walton
  96. Waukeenah
  97. Welcome
  98. West College Corner
  99. West Middletown
  100. Zephyrhills
  EN World EN5ider | Anatomy of a Town
  
  3. Desperate: This town has fallen on hard times. The
  people dress in rags, and many villagers are clearly 
  ill. Shopkeepers are eager for new customers.
  4. Festival: The PCs have stumbled into a festival
  of some sort! The mood is celebratory (and the
  town is probably full of inebriated people).
  5. Industrious: The villagers are too busy to pay the
  PCs much mind. Hustle and bustle rule daily life.
  6. Mournful: Something bad has happened in
  the past few days and the villagers are visibly
  distressed.
  7. Welcoming: The villagers are extremely happy
  to see the PCs, and the first person they meet is
  more than happy to show them around. Is this a
  front? Or could they really be this happy?
  8. Paranoid: There is something going on beneath
  the surface, and the townsfolk don’t want the
  PCs to know. The sooner these intruders are out
  of town, the better.
  9. Relaxed: Citizens walk slowly, and many sit on
  benches or hang around the tavern chatting.
  10. Successful: The people of this town are wealthy,
  smiling, and happy to buy the PCs a drink.
  11. Tense: The air is tense, as if the townsfolk are
  expecting danger. They seem frightened and
  wary, though not of the PCs.
  12. Undisturbed: The villagers could not care less
  about the presence of the PCs. They are calm and
  focused in their daily business.
  Industry
  All villages produce some specific good, and use 
  the proceeds to import materials which they cannot 
  produce themselves. Roll 1d20 or choose one.
  1. Adventurers: This town sits at the entrance of
  an area which draws adventurers like flies. They
  come seeking the nearby dungeon, rare monster,
  or untamed wilderness, and need a place to
  sleep, drink, and buy magical items.
  2. Alchemical/Arcane Materials: This town is rich
  in materials useful to alchemists and wizards
  alike. Examples include rare mushrooms, 
  minerals, monster organs, or ancient machines.
  3. Alcohol: A well-known brewery or distillery
  operates here. The people are jolly but savvy
  businesspeople.
  4. Animal Training: This town is known for training
  animals (usually warhorses, but possibly griffons,
  wargs, or riding dogs). The animals are treated
  with respect, and are immensely valuable.
  5. College Town: A nearby college (arcane or
  otherwise), provides a huge stimulus to an
  otherwise sleepy town.
  6. Drugs: The raw ingredients for one or more
  types of drugs grow in the nearby fields. The
  citizens process the drugs, as there are no laws
  against it. Addiction is common, and various
  drug lords seek to cash in on the territory.
  7. Fish: Fish from a nearby ocean, river, or oasis
  provides the basis of all meals here. The food
  spoils quickly, and can only be traded with other
  settlements in the immediate area.
  8. Fruit: Orchards surround the town. The fruit
  (apples, bananas, kiwi, etc.) is made into a
  bewildering number of products, such as jams,
  pies, and animal food.
  9. Gambling: This is a morally permissive town.
  Gambling and other supposed “sins” are
  available for the right amount of coin, drawing
  city-folk from afar.
  10. Gemstones: A mine or quarry yields rich
  gemstones from the earth below. This town
  exports gemstones and imports nearly
  everything else.
  11. Grains: Rolling fields of grain surround this
  town. Large grain caravans constantly move
  through the streets, carrying their goods to the
  outside world.
  12. Hunting: The nearby wilderness is rich with
  animals and plants. The villagers hunt enough to
  both sustain themselves and export high quality
  animal products.
  EN World EN5ider | Anatomy of a Town
  
  13. Livestock: This town stinks of manure and
  cows, but there’s meat on every plate. Leather is
  another important export.
  14. Lumber: Even with the lumber mills working at
  full capacity, the nearby forests seem to give back
  two trees for every one that is cut down. The
  people are large and burly.
  15. Metals: A mine or quarry yields a rare or
  common metal. The work in both the earth and
  the refinery is hard, and it seems that only the
  owner benefits from it.
  16. Military Town: This town caters to the needs of
  a nearby military or bandit base. Soldiers use the
  town to relax.
  17. Single Talent: The entire town revolves
  around the exceptional skill of a single
  artisan. Be it a blacksmith, bard, sculptor, or
  wizard, the artisan brings in enough money
  to keep the village afloat. He or she is paid by
  wealthy patrons, and then spends the money
  around town.
  18. Textile Production: In the large
  warehouse here cotton or wool
  is woven in to fine clothing and
  sheets.
  19. Tourism: Wealthy tourists are
  drawn here by natural beauty,
  historical significance, or an
  experience they can’t get anywhere
  else (see the Famous Landmarks
  table below).
  20. Trade Hub: This town produces
  little of value, but sits at a critical
  juncture of trade routes. Many
  traders set up shop here, and the
  town collects money from taxes and
  taverns.
  Famous Landmarks
  A famous landmark is within or nearby 
  this town, though its degree of renown 
  may be overstated by the citizens. Roll 
  1d12 or choose one.
  1. Active Spirits: Spiritualists,
  mystics, and those who have lost their
  way come here to ask the spirits for
  guidance.
  2. Black Market: Anything can be
  purchased on these shady streets, if you
  know who to ask.
  3. Casino: A gigantic casino draws in
  cash and crime from around the realm.
  EN World EN5ider | Anatomy of a Town
  
  4.
  Famous Battle Site: A famous battle took place
  here centuries ago. Skeletons, armor, and other
  relics can still be found in the surrounding area.
  5.
  Healing Properties: The water, air, or soil
  contains some magical healing properties. Those
  who live here grow stronger by the day.
  6.
  Hero’s Birthplace: A great hero was born here,
  long ago. His house has been transformed into a
  makeshift museum.
  7.
  Infamous Massacre: A historical slaughter took
  place here, likely by a tyrant against his own
  citizens. It is now a symbol of resistance and a
  reminder of the past.
  8.
  Ley Lines: This town lies at the confluence of ley
  lines. Arcane power is increased within this area.
  9.
  Magic Spring: A magic spring provides clear
  water to a nearby grove of trees. The place is well
  loved by helpful fey creatures.
  10. Natural Beauty: A site of immense natural
  beauty is just outside the periphery of the village
  (a waterfall, grove, valley, etc.).
  11. Resort: A resort attracts the attention of the ultra-
  rich. No expense is spared in tending to their
  needs in this rural location.
  12. Stone Circle: An ominous circle of stones
  sits in the center of town. Its true purpose is
  unknown.
  Dark Secret
  Many memorable towns hide a dark secret just 
  waiting to be discovered. With each revelation, 
  a new adventure awaits for the PCs. Roll 1d12 or 
  choose one.
  1. Blood for the Rain God: When the industry
  starts to sour, the villagers do not hesitate to
  abduct and sacrifice a traveler to the local spirits.
  2. Cannibals: A small group of villagers love the
  taste of human flesh. They kidnap travelers and
  eat them alive.
  3. Cursed Lineage: Five generations ago, the
  townsfolk burned a witch at the stake. She cursed
  their bloodlines with terrible misfortune.
  4. Demon Worship: Many townsfolk worship
  demons, and some even have touches of demon
  blood in their veins.
  5. Eldritch Cultists: The townsfolk all belong to a
  single cabal seeking the end of the world. Strange
  abominations lurk in the shadows and bizarre
  rituals happen by moonlight.
  6. Fey Playground: Various malevolent fey spirits
  use this town as their playground. Murder is no
  different than trickery in their book.
  7. Haunted: The town is built on the site on an
  ancient massacre. Ghosts wander the streets at
  night.
  8. Infamous Birthplace: This town is the birthplace
  of a terrible villain, and may contain clues to his
  past. However, the townsfolk try to hide them as
  much as possible.
  9. Spy: One of the villagers is a spy for an enemy
  nation. He feeds information to his contacts as
  best he can.
  10. Unwanted Recruitment: Every few months, a
  warlord or bandit leader sends a recruitment
  officer to convince a few teenagers to join the
  fight.
  11. Vampire Supplicants: A vampire uses the people
  of this town as human cattle. They willingly bend
  the neck, knowing that the vampire will get what
  he wants one way or another.
  12. Werewolf Problem: A werewolf has been
  terrorizing the town, but nobody knows its
  human identity.
  EN World EN5ider | Anatomy of a Town
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 148 - Anatomy of a Town.pdf