Settlement of New Territories
Newly cleared territories will attract humans from nearby settled regions, and other creatures from the lands around, when the following conditions are met:
•	at least 4 hexes, including the stronghold, neither containing nor bordering on hostile monsters
•	stronghold completed, or under construction and garrisoned by a force clearly stronger than local monsters
•	access suitable for wagons from nearby settlement, not more than 5 days’ travel, not menaced by monsters
If all these conditions are satisfied, settlers of various sorts may begin to arrive at the territory and establish themselves in desirable territories. Each month, the chance of a party of settlers arriving is:
		Settlers arrived in previous month	Settlers of same race just completed settlement	
Access by road	30%	60%	40%	
No road	10%	40%	20%	
Winter	-20%	
Very bad weather	-10%	
Reports of injustice	-2%-20%	Same race: -20%	
Discredited reports of injustice 	-1%-5%	Same race: -5%	
Military defeat	-2%-20%	
Military defeat (each) followed by greater victory	-1%-5%	
Reports of famine or plague	-2%-20%	
Former famine or plague (each)	-1%-5%	
This is in addition to periodic monster encounter rolls, which might also indicate a group suitable to settle in the territory (see DMG).
Most settlers will be of similar alignment and compatible with the ruler’s nature, but some will be troublesome or actively harmful to the ruler. All settlers wish to establish homes (or lairs) and pursue their accustomed way of life. They are not necessarily loyal or obedient to the ruler of the territory, if the ruler’s commands conflict with their own interests.
The arrival of settlers can be interrupted by a number of events which cause the conditions above to be broken:
•	Monsters approaching or attacking the territory, especially if they appear equal or stronger than the ruler’s forces
•	Civil strife in the territory (treat as a hostile force occupying the relevant areas until defeated)
•	Blocking of access by heavy snow, flooding rivers, or raiding monsters
If a group of settlers establish themselves and prosper, there is a chance that they will attract more of the same type. Settler groups can also attract other types which associate with them, such as goblins attracting bugbears or worgs. The chance of attracting allies is half the listed chance that the other type will be associated with the settler species. Roll for each of these when the group’s settlement is completed.
Size of groups
If the creatures or human types are described in the Monstrous Manual, initial groups will have the minimum usually encountered in a lair. Groups attracted by earlier settlers, or all settlers after the stronghold is completed, will be 10% to 100% larger and will have the usual chance of special individuals and associated creatures. Special characters who are supreme leaders will not join a party of settlers. All settlers will have minimal treasure, only enough to establish their chosen mode of life.
Alignment of Groups
Settler types which are described in the Monstrous Manual with a single alignment will typically have that alignment. Others will have an alignment similar to the ruler. Groups attracted by earlier settlers have a similar alignment to the group which attracted them, if of the same race, or typical of their species in the case of allied creatures.
Groups of any origin will have an alignment 1 point different than expected 15% of the time for a Lawful ruler, 25% for an ethically Neutral ruler and 50% for a Chaotic ruler.
Placement of Settlers
A group of settlers will try to settle in an area of suitable terrain, which is not adjacent to other settlers (except the stronghold) or to monsters or unexplored lands. Many settler types will establish themselves as close to the stronghold as possible for protection, trade, services, or to prey on the ruler’s subjects. Others (listed in table 5) prefer to dwell at least one hex away to reduce the ruler’s interference with their activities.
A group will only settle in areas which are:
•	at least one hex distant from monsters, unexplored areas and other settlers (except the stronghold)
•	at least one hex from the stronghold, if listed on Table 5
•	either livable for the race/type, or adjacent to such lands with a site suitable for fortification
For civilised humans, barbarians (including berserkers) and tribesmen, any area is marginally livable unless the DM rules otherwise. An area of plains, scrub, forest or hills with a river or lake, or a road (except tribesmen), is highly suitable terrain. Only orcs are as adaptable as humans. All other races, including human nomads, will have at least one terrain type where they cannot live. For some species, a settlement site can only be highly suitable if surrounded by terrain which is also acceptable to that race.
Settlers who do not move into unoccupied land also have the option of joining an established settlement or building a village adjacent to the stronghold. Certain types of settlers (listed in table 6A) have a positive liking for human settlements and strongholds of any race. They regard settlements as highly suitable living areas, while country areas are acceptable at best.
When the less powerful race in a mixed community reaches the average number encountered, no others of that race will settle there.
The more powerful creatures, such as great undead and transformed dragons, are extremely jealous of their territory. There is, at most, 10% chance that one such creature will settle in the same town as another, and this will immediately provoke war between the minions of the two.
Check for each possible site in the following order, starting with the most suitable and closest to the stronghold, to determine if the group settles there:
Highly suitable	50%	
Settlement of same race	50%	
Settlement of allied race, or human if settlers listed on Table 6B	20%	
Acceptable	30%	
Settlement of tolerated race, or human if settlers listed on Table 6C	10%	
Marginal or suitable for fortification only	15%	
	
Nearest settlement is dangerous, racially disliked, larger than average number encountered (unless settlers listed in Table 6A), or more than 2 points different in alignment	-10%	
Nearest settlement is hated	-20%	
Non-human settlers, barbarians, nomads or tribesmen: nearest settlement is racially liked or preferred	+10%	

If no site is available or acceptable (for whatever reason), the settlers will leave immediately. They will not contact the ruler, but will be in the territory for one day, during which the ruler may meet with them if he chooses.
Settlers will take 2-12 weeks to build a settlement, during which time they cannot attract others of their race, pay taxes, or work for their lord. They will fight in self-defence, or if the stronghold is in desperate danger, and will lose 1-3 weeks production in addition to any damage caused by the attack.
Nomads, and certain other races of similar culture, will establish a camp initially, and can leave at any time. They should take a reaction check each 2 months and will leave on a hostile reaction. After 6 months, they may establish a walled town (as in Monstrous Manual) on a friendly reaction or better.
Non- or Part-Human Rulers
These settlement rules apply only to rulers of player character races and those who seek to pass as humans. For rulers who are not entirely human, use Tables 1A to 1G, but the chance to attract Humans is partly replaced by a chance to attract others of the ruler’s race and their racial allies. This chance is affected by the ruler’s alignment:
	Ruler has typical racial alignment	Alignment 1 point different	Alignment more than 1 point different	
Same race	01-40	01-30	01-20	
Allies	41-50	31-35	-	
Settlers of the same race will be aligned similarly to their ruler, as for humans. Allied creatures will have an alignment typical of their race.
The following special cases apply:
Half-elf	01-20 Elf		
Half-orc	01-20 Orc	21-25 Mongrelman (unless the ruler is Evil)	
Half-ogre	01-20 Ogre	21-25 Mongrelman (unless the ruler is Evil)	
Elf, drow	01-15 Elf, drow	16-20 Dark creeper, derro, drider, duergar, ettercap, githyanki, jermlaine, mind flayer, mite, snyad, spider (giant), spider (phase)	
Dwarf, duergar	01-15 Dwarf, duergar	16-20 Derro or grimlock	
Gnome, svirfneblin (Non-Evil alignment)	01-20 Gnome, svirfneblin	21-30 Gnome, surface	31-35 Pech	
Gnome, svirfneblin (Evil alignment)	01-20 Gnome, svirfneblin	21-25 Duergar, pech or vilstrak	
Lycanthrope, werebear	01-03 Lycanthrope, werebear	04-08 Lamia noble, lycanthrope (any), silver dragon	
Lycanthrope, wereboar	01-05 Lycanthrope, wereboar	06-10 Dragon (Oriental, see Table 3B), lamia noble, lycanthrope (any), vampire	
Lycanthrope, weretiger	01-03 Lycanthrope, weretiger	04-08 Dragon (Oriental, see Table 3B), lamia noble, lycanthrope (any), rakshasa, vampire	
Lycanthrope, other	Half % occurrence of breed: Lycanthrope, same breed	5%: Lamia noble, lycanthrope (any), vampire	
Shade	01-05 Dark creeper, shadow, shadow dragon, tenebrous worm		
Table 5: Creatures Dwelling Away from Strongholds
Aarakocra
Annis
Banderlog
Barghest
Centaur
Couatl
Crabman
Cyclopskin
Dakon
Dragon (unless attracted as shapechanger)
Dryad
Dwarf: mountain, duergar
Eblis
Elf: drow, grey, valley, wood
Formian
Galeb duhr
Giant: stone, firbolg
Githyanki
Human: bandit, brigand, nomad
Kenku
Korred
Lamia
Lamia noble (unless attracted as shapechanger)
Lich
Lizard man
Lycanthrope, except wererat (unless attracted as shapechanger)
Meazel
Merrow
Ogre mage
Pixie
Pseudo-Vampire
Quaggoth
Satyr
Skulk
Sphinx, any
Sprite
Sylph
Thri-kreen
Treant
Vampire (unless in stronghold settlement)
Vegepygmy/russet mold
Wemic
Table 6A: Creatures Attracted to Human Settlements as Highly Suitable
Booka
Doppelganger (if attracted as shapechanger)
Dragon, Oriental or silver (if attracted as shapechanger)
Human: agent/spy, artisan/trader, believer, buccaneer, cultist, emigrant, merchant, pirate, racketeer, swindler, thief, vagabond
Killmoulis
Lamia noble (if attracted as shapechanger)
Lycanthrope, wererat
Mongrelman
Otyugh
Penanggalan
Pseudo-Vampire
Shade
Skulk
Vampire
Table 6B: Creatures Attracted to Human Settlements as Allies
Dakon
Ghoul
Halfling
Jermlaine
Mite
Pseudo-Ghoul
Raven, Huge
Snyad
Verbeeg
Yuan-ti (pure and halfbloods only)
Table 6C: Creatures Tolerant of Human Settlements
Boggle
Dwarf, hill
Elf, high
Flind
Frost man
Githyanki
Gnome, any
Lich
Meazel
Ogrillon
Xvart