To use the table, pick the size of your settlement and note its column on the table. Read the first five rows straight across, up to your selected column, to find out what's generally available. Roll the dice indicated for Miscellaneous Trades to find out how many other crafts or trades are represented in the settlement; write this down as a "trade counter". Thus, all you need to record for a new settlement is something like this:
Ducksborough (Small Village)
exports: duck meat and bags of down
has: food/down packer, blacksmith, weekly market, tavern, priest, posse when needed
Edit: As mentioned here, I forgot to include the blacksmith indicated on the table.
When players state they are looking for a glassblower, a basketweaver, an armorer, or some other craftsperson:
- Roll the dice to figure out how many tradespeople there are in that trade, subtracting 1 or 2 dice if the craft is uncommon or rare (if the number of tradespeople per trade is already 1d6 or less, subtract a flat modifier of 1 or 2 instead of reducing the number of dice.)
- If the number of tradespeople is less than 1, that trade or craft is not available locally.
- If the number of tradespeople is 1 or more, lower the "trades" counter by 1 and write the name of that trade after the numeral; when the trades counter is 0, any search for a new type of trade or craft will fail.
- Roll the dice, if necessary, to determine how many people practice the new trade or craft and record this number after the trade name.
Fill in names, personalities and other details for NPCs as needed.