Page 16 - Dungeon Master's Guide
P. 16

To make a home base come alive, you'll need to
                                                               invest some time fleshing out details, but the players
                                                               can help you with that work. Ask them to tell you a bit
                                                               about mentors, family members, and other important
                                                               people in their characters' lives. Feel free to add to and
                                                               modify what they give you, but you'll start with a solid
                                                               foundation of the non player characters (NPCs) who are
                                                               important to the characters. Let the players describe
                                                               where and how their characters spend their time- a
                                                               favorite tavern, library, or temple, perhaps.
                                                                Using these NPCs and locations as a starting point,
                                                               flesh out the settlement's cast of characters. Detail
                                                               its leadership, including law enforcement (discussed
                                                               later in the chapter). Include characters who can
                                                               provide information, such as sages, soothsayers,
                                                               librarians, and observant vagabonds. Priests can
                                                               provide spellcasting as well as information. Make note
                                                               of merchants who might regularly interact with the
                                                               adventurers and perhaps compete with one another for
                                                               the party's business. Think about the people who run
                                                               the adventurers' favorite tavern. And then add a handful
                                                               of wild cards: a shady dealer, a mad prophet, a retired
                                                               mercenary, a drunken rake, or anyone else who adds a
                                                               dash of adventure and intrigue to your campaign.
                                                               ADVENTURE SITE
                                                               A village harboring a secret cult of devil worshipers. A
                                                               town controlled by a guild of wererats. A city conquered
                                                               by a hobgoblin army. These settlements aren't merely
                                                               rest stops but locations where adventures unfold. In
                                                               a settlement that doubles as an adventure location,
                                                               detail the intended adventure areas, such as towers
                                                               and warehouses. For an event-based adventure, note
                                                               the NPCs who play a part in the adventure. This
                                                               work is adventure preparation as much as it is world
                                                               building, and the cast of characters you develop for
                                                               your adventure-including allies, patrons, enemies, and
                                                               extras- can become recurring figures in your campaign.
                                                               SIZE
                                                               Most settlements in a D&D world are villages clustered
                                                               around a larger town or city. Farming villages supply the
                                                               town or city population with food in exchange for goods
                                                               the farmers can't produce themselves. Towns and cities
                                                               are the seats of the nobles who govern the surrounding
                                                               area, and who carry the responsibility for defending the
                                                               villages from attack. Occasionally, a local lord or lady
                                                               lives in a keep or fortress with no nearby town or city.

                                                               VILLAGE
                                                               Population: Up to about 1,000
                                                               Government: A noble (usually not a resident) rules the
                                                                village, with an appointed agent (a reeve) in residence
                                                                to adjudicate disputes and collect taxes.
                                                               Defense: The reeve might have a small force of soldiers.
                                                                Otherwise, the village relies on a citizen militia.
                                                               Commerce: Basic supplies are readily available,
                                                                possibly from an· inn or a trading post. Other goods
                                                                are available from traveling merchants.
                                                               Organizations: A village might contain one or two
                                                                temples or shrines, but few or no other organizations.
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