A table of D&D town/village/hamlet quirks:
1-8: The town is slowly rising up out of the earth; right now, the village ground hovers a few feet above the crater it left behind.
9-12: The town’s punishment for all crimes, big and small, is the Silent Treatment.
13-17: The town hosts a “farmer’s market” where black market goods are exchanged, and all the members of the town council turn a blind eye.
18-20: The town is under a perpetual bubble of silence, and the population communicates in a dialect of Sign Language.
21-24: The town was involved in a deal with a devil many centuries ago, which has resulted in the last 2 generations of children being born as tieflings.
25-27: The town’s biggest industry is a dragon “conservation rangeland;” most of their “dragons” are just big normal lizards.
28-31: The local inn is a singles’ resort; local tourism reflects the matchmaking atmosphere, and they are enthusiastic with single adventurers.
32-38: The town was cursed to be perpetually blanketed by snow, but that was millennia ago; thanks to climate change, it has become a tropical paradise.
39-41: The town started off as a queer commune for exploring sexuality, but has since become just super gay. These days it has a yearly festival send-off for all the young adults who come out as straight.
42-43: The town is led by a newt. Not even a magic newt, just a newt. Someone is appointed to interpret the will of the newt. Newt election years are extremely divisive.
44-50: The town has an intense rivalry with a neighboring village, caused by duelling claims to being the birthplace of a goddess of trickery. The prank war has been going on for 300 years.
51-54: The town is home to a reclusive clown monastery.
55-57: The town is built over a portal to the Nine Hells, and is trying to build a reputation for its hot springs and bathhouses.
58-63: The town runs a municipal rune network; spells that normally cost huge fees are now covered by local tax dollars.
64-67: The town’s fishing hole is infested with aboleths. Everyone wears tinfoil hats to prevent psychic intrusions.
68-72: The town’s only nice restaurant is run by a mage who enchants the food to taste good but is a terrible host.
73-74: The town is completely deserted. There are no signs of where everyone went or why. Repeat visitors notice that it seems like people do live here–just not when strangers come to town.
75-78: The town has regular 5am marching band practice–in the town square. The general store sells noise-cancelling headphones and earplugs at a premium.
79-83: The mayor has an ongoing vendetta against the local healer because they seem a little too “new age-y,” and won’t allow anyone to go there or give directions to strangers on how to find her.
84-86: The town guard is made up of psionic warriors who have never actually thrown a punch or held a weapon in their lives.
87-90: Everyone in town works for a local factory, lives in company housing, and gets paid in scrip. Absolutely no one questions the ethics or legality of this.
91-93: The townsfolk are constantly bickering and airing each others’ dirty laundry and gossiping to newcomers.
94-98: The town has been overrun by a multi-level-marketing scam selling an anti-fungal cream.
99-100: The population of the town has grown so quickly that the only solution has been to dig underground catacombs to make room for new residents and businesses, but they’re trapped in a legal battle with someone who was living there first.