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Redmoon Calculators
Tabletop & worldbuilding

TTRPG Settlement Demographics Calculator

Free fantasy town generator for D&D / TTRPGs. Enter settlement size and economic prosperity to instantly generate gold-piece purchase limit, total available cash, and counts of common trades (smiths, alchemists, innkeepers, farmers).

Built and maintained by Paul Clark, Redmoon Software

When to use this

Use whenever your party walks into a new town. The "What can we actually buy here?" question is the #1 GM time-sink.

How it compares

Old D&D supplements gave static tables. This tool is a live calculator that responds to your size, prosperity, and magic settings.

Enter your values below. Calculations run locally as you type.

Settlement

Economic snapshot

Population
5,000
GP item limit
5,000 gp
Available cash
7,500 gp

Trade demographics

TradeCount
Farmers3000
Innkeepers60
Blacksmiths30
Carpenters25
Bakers40
Brewers20
Tailors25
Healers / clerics15
Alchemists5
Scribes10
Merchants25
Guard / soldiers200

How it works

Population sets the base scale. Prosperity (×0.5 / ×1 / ×2) and magic level (×0.5 / ×1 / ×2) modify the gold-piece purchase limit and trade counts.

Trade demographics use rough historical fractions of medieval populations — 60% farmers, ~1% blacksmiths, etc.

Use as a starting point for session prep; tweak counts manually for plot-specific NPCs.

FAQs

Where do trade ratios come from?

Historical medieval demographic estimates, lightly tuned to feel right for D&D-style settings.

Does this work for sci-fi cities?

Partially. Population scaling is universal; gold-piece limits and trade names are fantasy-coded.

What does the gold-piece purchase limit mean?

It is the value of the most expensive single item a settlement can readily sell, reflecting how much wealth circulates there. A tiny hamlet might cap at a few gold while a large city can supply items worth thousands.

How does prosperity affect the results?

Higher prosperity raises the available cash and purchase limit and tends to support more specialized trades like alchemists and jewelers. A poor settlement of the same population leans heavily toward farmers and basic laborers.

Worked example

Input

Town (5,000) — standard prosperity — standard magic.

Output

GP limit: 1,000. ~30 blacksmiths, 60 innkeepers, 250 guards.

Town size sets the gold-piece purchase ceiling. Trade ratios follow medieval demographic baselines: ~0.6% blacksmiths, ~1.2% innkeepers, ~4% guards.

Common pitfalls

  • GP limits follow D&D 5e DMG ceilings — your game may differ.
  • Trade ratios are pre-industrial — modern/sci-fi settings need adjustment.
  • Doesn't generate named NPCs (use a separate NPC generator).

Population tiers and what they imply

The size tiers run from a thorp at around 50 people through hamlet at 200, village at 500 and small town at 1,500, upward from there. Those bands come from tabletop convention and align reasonably with pre-industrial settlement patterns.

The number matters because population determines what can exist. A settlement of 200 cannot support a full-time specialist of any kind — everyone farms, and the smith does it part-time. Supporting a dedicated baker, let alone a bookbinder or a jeweller, needs a population large enough to keep them fed, which is the constraint that quietly shapes what a party can buy.

Prosperity, magic and where the model stops

Prosperity and magic level scale what the base population supports — a wealthy trade town sustains services a subsistence village of the same size cannot, and a high-magic setting changes the economics of everything from lighting to agriculture.

What the model does not know is geography, and geography usually dominates. A settlement of 500 on a trade route at a river crossing has markets, inns and news that a settlement of 5,000 in an isolated valley does not. Treat the output as a floor for what plausibly exists, then add whatever the location argues for.

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