Page 15 - Dungeon Master's Guide
P. 15

SETTLEMENTS
          The places where people live-bustling cities,
          prosperous towns, and tiny villages nestled among
          miles of farmland- help define the nature of civilization
          in your world. A single settlement- a home base for
          your adventurers- is a great place to start a campaign
          and begin your world building. Consider the following
          questions as you create any settlement in your world:
            What purpose does it serve in your game?
            How big is it? Who lives there?
            What does it look, smell, a-nd sound like?
            Who governs it? Who else holds power? Is it part
            of a larger state?
            What are its defenses?
          •  Where do characters go to find the goods and services
            they need?
          •  What temples and other organizations feature
            prominently?
          •  What fantastic elements distinguish it from an
            ordinary town?
            Why should the characters care about the settlement?
          The guidelines in this section are here to help you build
          the settlement you want for whatever purpose you have
          in mind. Disregard any advice here that runs counter to
          your vision for a settlement.
          PURPOSE
          A settlement exists primarily to facilitate the story
          and fun of your campaign. Other than that point, the
          settlement's purpose determines the amount of detail
          you put into it. Create only the features of a settlement
          that you know you'll need, along with notes on general
          features. Then allow the place to grow organically as the
          adventurers interact with more and more of it, keeping
          notes on new places you invent.
          LOCAL COLOR
          A settlement might serve as a place where the
          characters stop to rest and to buy supplies. A settlement
          of this sort needs no more than a brief description.
          Include the settlement's name, decide how big it is,
          add a dash of flavor ("The smell of the local tanneries
          never lifts from this town"), and let the adventurers get
          on with their business. The history of the inn where
          the characters spend the night, the mannerisms of the
          shopkeeper they buy supplies from-you can add this
          level of detail, but you don't have to. If the characters
          return to the same settlement, start adding these local
          features so that it begins to feel a little more like a home
          base, albeit a temporary one. Let the settlement develop
          as the need arises.
          HOME BASE
          A settlement gives the adventurers a place to live,
          train, and recuperate between adventures. An entire
          campaign can center on a particular town or city.
          Such a settlement is the launching pad from which the
          characters go out into the wider world.
            Designed well, a home base can hold a special place
          in the adventurers' hearts, particularly if they care about
          one or more NPCs who live there.
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