Notes to Table 2
Adventurers will be 2-5 character types with an average level equivalent to the ruler’s henchmen, or the leaders of settlements in the territory, or 1st level if neither of these apply. They may have henchmen, men-at-arms and other hirelings. Their purpose is generally to collect glory and loot for themselves. Alignment is as above, but with a 5% chance for diametrically opposite alignment and 2 levels higher.
Barbarians are groups from tribes or nations at a lower than mediaeval level of development, comparable to nomads. 40-60 men will appear at first, or 30-120 in later groups, accompanied by females and children at 75% and 150% of male numbers. They have higher level fighters as dervishes or nomads, other characters as nomads, but no leader types. 0-level barbarian warriors have 2-7hp.
Most of a barbarian force will be foot soldiers with leather armour and shield, armed with spears and less swords, axes, maces and flails. Up to 20% will have short bows or slings, and they may field a small group of elite cavalry or heavy infantry (light warhorse, studded leather and shield, with spear and sword/axe/mace/flail). Higher level fighters will have chain mail and possibly magical items.
Barbarians may be farmers, but most will bring herds of cattle, sheep or goats. If desired, each barbarian people may have a special weapon or technology (such as the longbow or two-handed sword) in which they equal or surpass civilised norms. They build villages fortified (often heavily) with earthworks and timber walls.
Bandits and other types described in the Monstrous Manual have the same details given there, except that the supreme leader types will not appear. Believers are equivalent to stationary pilgrims (alignment as above, but will not be neutral except true neutral) with spouses and children at 100% and 150% of active pilgrim numbers. All these types will follow their usual behaviour and way of life if possible.
Emigrants are sturdy and hardworking humans wishing to farm, set up common crafts and the like in the territory. 20-30 men will appear, with a large wagon for each 5 men, and females and children at 100% and 150% of the number of men. A few emigrants will be skilled in carpentry, stonemasonry, blacksmithing and pottery. These, and other emigrants, will labour for their ruler only in feudal agreement or for a fair wage, and only after completing their settlement. If attacked, emigrants will fight in self-defence with various common tools, hunting bows, clubs and daggers, but can train and arm themselves more effectively if threatened.
Mercenaries will seek work with the ruler, then with other leaders in the territory. If not employed, each 10 mercenaries will settle down to farm (25%), become bandits and vagabonds (50%) or leave the territory (25%). All mercenaries are of neutral alignment, but may shift towards their employer’s alignment in long service. Numbers are as given in the DMG (use full range rather than the minimum), plus one camp follower for every three mercenaries.
Merchants are luxury traders seeking to use the territory as a point of collection or transshipment for various valuable goods. They will settle in a village or build a stockade. 1-4 merchants will arrive, plus 4-16 labourers and servants, females equal to 50% of the number of merchants and servants, as many mercenary guards as there are merchants and servants, and one camp follower for every three mercenaries. Initially, each merchant will have the minimum amount of treasure types J, K, L, M, N and Q, plus a light horse. The group will have at least one large wagon and a securely locked chest containing 1000-4000gp.
Nobles are a feudal lord of high to exalted rank (40%), a noted wizard (20%) or high-ranking priest (20%), or a demihuman potentate (20%). This personage seeks to set up a secondary residence in the territory for reasons of scenic beauty, pleasure and privacy. The noble will be of 5th to 12th level in class ability (5th to 8th if multiclassed), with henchmen appropriate to his or her level, 10-40 men-at-arms, 5-20 servants, and 0-5 family members and wards of similarly noble status.
At any time, 2-8 guards and 3-12 servants will remain at the manor. The lord will be present 50% of the time, with 4-16 guards and the remainder of the servants. 0-2 of the usual noble residents will be absent, accompanied by a proportionate number of the remaining guards. 1d6-3 noble guests will be visiting, each with a retinue of 3-12 guards and 2-8 personal servants.
Artisan/Traders are skilled craftsmen and shopkeepers seeking to set up business and serve the population of the territory. They will work for the ruler for a fair wage (see DMG). 10-15 artisans, with an equal number of females and 2-12 children will arrive. Each group of artisan/traders has savings of 200-1200sp well concealed in a single large wagon.
Racketeers, like artisans and merchants, wish to pursue their accustomed business in the territory. This might range from setting up a saloon or gambling den to establishing a slaving ring. 1-4 racketeers will arrive, each a 4th to 9th level thief. They will have henchmen appropriate to their level, two bodyguards of 4th level fighting ability each, and a further 1-8 ruffians, each 50% likely to be a 2nd level fighter or a 3rd level thief. They will resist any attempt to close down their business with assassinations, blackmail and corruption. Racketeers have twice as much treasure as merchants (above). They attract others of their sort twice as quickly as other types (double probability of attracting other racketeers when their settlement is complete).
Vagabonds are humans who are unsuited and disinclined to regular work, not fit for labouring, unable to learn a trade skill, and not suited for any adventurous profession. They may actually emigrate to the territory in groups of 10-30, but after 3 months of settlement 5% of any human settlement will become vagabonds.
All vagabonds have low ability scores – one characteristic 6 or lower, and no score above 9. Most will be 0-level ruffians armed with clubs and daggers. For each 10 or part thereof, there will be a 1st level fighter and a 1st level thief. Fighter types use short swords or hand axes and possibly (20%) slings, but no armour or shield. There will be a 2nd level thief for each 30 vagabonds, a 2nd level fighter for each 60, and a 3rd level thief for each 120. Higher level characters can have prime ability scores of 11 (1st level) or 13 (2nd or 3rd level).
Vagabonds will live by begging, mugging, burglary, rubbish-picking and general petty crime. Their more criminal activities can be contained by an effective town watch.