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City System

Page history last edited by PBworks 13 years, 8 months ago

Start by determining the highest-level NPCs, using the town generation system on pages 137-140 of the DMG 3.0

Only towns above a certain size will have a Patriciate Ward, based on how many high-level NPCs reside there. In the expanded equipment list on p150 we can see that a Grand House costs 5,000gp and a Mansion costs 100,000gp. A Wizard's tower costs 50,000gp to build, or the wondrous item Daern's Instant Fortress can be used for a cost of 55,000gp (very few cities have guilds of Wizards, and the instant fortress is only available in a Metropolis).

From the NPC gear values on p58, we know that only a 6th level NPC could afford to buy a Grand House. In the case of religious characters (Clerics, Adepts, Paladins) they will build a small shrine to their deity, rather than a private residence. In the case of rustic characters (Rangers, Druids, Barbarians), most of them are disinclined to settle down and purchase any kind of building within a city. Monks are likely to build either a martial academy or a small monastery. Commoners can be assumed to build some kind of shop, inn or tavern, while Experts might run an office or library. Although some Rogues might choose to live in luxury, many prefer to establish a thieves' guild in a seedier area of town, with an outward appearance that conceals its true nature. A Bard of 12th level or higher might establish a Bardic College (University) in a city.

Aristocrats - hereditary nobility, or the families of high (6+) level residents. Their influence stems from tradition, far in excess of the personal power that they might wield directly. All of these NPCs reside in the Patriciate Ward (if it exists).

Barbarians - likely to have come from the Goblin Wastes (Half-Orc, Hobgoblin, Ogre, Minotaur, Gnoll). Will reside in the poorest area of town, probably providing muscle for the Thieves' Guild, although a high-level brigand might even form his own gang in direct competition.

Bards - Theatres and Bardic Colleges are their natural abode, although many provide entertainment in Inns. With a high-level Bard's charisma, she is likely to hold an influential position.

Adepts, Clerics, Paladins - establish a place of worship for their deity. High-level NPCs are likely to participate in the running of the city. There is always a huge demand for magical healing.

Druids - the local druids will almost certainly establish a grove in or near the Elven quarter (since they share an appreciation for nature). Most Rangers are also likely to prefer this part of town. The alignment of the Druids determines what kind of neighbourhood this is (for example, Neutral Evil Gnolls worship the most cruel aspects of nature)

Commoners - high-level NPCs of this class made their fortunes from running a business.

Experts - alchemists, herbalists, scholars, cartographers, tailors, merchants, advocates (lawyers), architects, jewellers, artists, chefs

Fighters - at high level, retired adventurers enjoying a life of opulence. They will lead the militia in a time of crisis and hold positions on the town council. Their families are likely to be Aristocrats.

Monks - embassadors of Rokugani culture, just as most Alchemists are from Khemet. Apart from founding martial academies, many Monks participate in law enforcement, perform at the theatre or even become sailors.

Rogues - the canting crew.

Sorcerers,Wizards - high level members of this character class rarely inhabit cities, preferring their solitude. Those who produce magic items find plenty of customers. Arcane spellcasters are valued members of the city watch or the militia.

At this point, we refer to the Stronghold Builder's Guidebook. In particular, pages 10 & 11 which describe how a 9th level character may obtain the Landlord feat, which provides funds for constructing a stronghold. This means that a 10th level Wizard could afford to construct a tower, but only a 12th level NPC could afford a mansion.

According to A Magical Medieval Society: Western Europe (Suzi Yee & Joseph Browning, Expeditious Retreat Press, 2003) Chapter 4: Generating Towns & Cities, 22% of the buildings in a Patriciate Ward are houses. Therefore, if we add up all of the NPCs that are 6th level or higher (excluding Bbn, Clr, Drd, Mnk, Pal, Rgr, Rog, Adp, Com & Exp), then we know how many houses to situate in your Patriciate Ward, and from there it is straightforward to calculate how many structures in total.

As a very simple example, let us consider a Large Town with 3,000 residents. The highest-level NPCs are as follows:

Bbn: 6th lvl

Brd: 8th lvl

Clr: 8th lvl

Drd: 5th lvl

Ftr: 6th lvl

Mnk: 6th lvl

Pal: 6th lvl

Rgr: 6th lvl

Rog: 10th lvl

Sor: 6th lvl

Wiz: 6th lvl

Adp: 4th lvl

Ari: 4th lvl

Com: 16th lvl (plus two at 8th lvl)

Exp: 12th lvl (plus two at 6th lvl)

War: 8th lvl

This community has a Nonstandard power center, so although there might be a town council (led by the 16th level Commoner, an Innkeep), the real power is wielded by the Thieves' Guild (led by the 10th level Rogue). The 8th level Warrior is the Captain of the Guard, and he has 30 full-time guards at his disposal (including 8 followers and a cohort, such as a dire wolf - assuming the Leadership feat, a Charisma of 16, and a reputation of fairness & generosity).

The Patriciate Ward contains 5 Grand Houses (Brd8, Ftr6, Sor6, Wiz6, War8), and 20 structures in total. It sits on a single acre (roughly 210 by 210 ft), with 40 residents. The other buildings are an Inn (Com16), a Bathhouse (Mnk6), a small shrine (Clr8), an office (Exp12), 2 shops (Exp6), 2 taverns (Com8), 2 warehouses, a stable, a restaurant, a hospital (Pal6), a garden, and a fountain.

At the other end of the spectrum, we have the peasants (1st level Commoners) - these make up 91% of the 1st level residents who have an NPC class (Com, Exp, Ari, Adp or War). In our example, there are 2606 NPCs in this category. In a small city or larger community, the plebeians (or proletariat) populate the slums and shanty towns. However, such overcrowding does not occur in rural communities such as towns and villages.

In our large town, besides the Patriciate Ward, there is likely to be one or more Craftsmen Wards, a Market ward and a Merchant ward. Depending on the type of town, there might also be a River/Bridge ward, Military ward or odoriferous business ward. Population and structural density of these wards is as follows:

Patriciate 40 adults/acre & 20 structures/acre

Merchant 42 adults, 21 struct

Odoriferous 48 adults, 24 struct

Crafthall 50 adults, 25 struct

Dockside 54 adults, 27 struct

Markets 56 adults, 28 struct

The bourgeoisie will include any Ftr, Sor, Wiz, Com, Exp or War between 2nd and 5th level. In our example, there are only 16 people in this category. Therefore, there is no reason to have a Merchant ward separate from the Craftsmen and Market wards.

Considering all classes other than Ari, Bbn, Drd, Rgr and Rog we have 327 residents of our Crafthall Ward, which is around 7 acres, with 165 structures

We will situate our town on the banks of a river, so that the remaining 50 acres could be divided as follows:

30 acre River Ward (54 ppl/acre = 1,620 residents)

10 acre Market Ward (56/acre = 560)

10 acres for Odoriferous businesses (453 residents)

Comments (1)

Azeari said

at 2:20 pm on Jun 2, 2010

Justin Dunmyre's random settlement generator for D&D 3.5:

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