Page 17 - Dungeon Master's Guide
P. 17

_ lost settlements are agricultural villages, supporting   Cities typically thrive in areas where large expanses
         themselves and nearby towns or cities with crops and   of fertile, arable land surround a location accessible to
         meat. Villagers produce food in one way or another-if   trade, almost always on a navigable waterway.
         not by tending the crops, then supporting those who do   Cities almost always have walls, and the stages of a
         by shoeing horses, weaving clothes, milling grain, and   city's growth are easily identified by the expansion of
         the like. The goods they produce feed their families and   the walls beyond the central core. These internal walls
          upply trade with nearby settlements.             naturally divide the city into wards (neighborhoods
          A village's population is dispersed around a large area   defined by specific features), which have their own
         of land. Farmers live on their land, which spreads them   representatives on the city council and their own noble
         videly around the village center. At the heart of the   administrators.
         \·illage, a handful of structures cluster together: a well,   Cities that hold more than twenty-five thousand people
         a marketplace, a small temple or two, a gathering place,   are extremely rare. Metropolises such as Waterdeep in
         and perhaps an inn for travelers.                 the Forgotten Realms, Sharn in Eberron, and the Free
                                                           City of Greyhawk stand as vital beacons of civilization in
         TowN                                              the D&D worlds.
         Population: Up to about 6,000
         Government: A resident noble rules and appoints a lord   ATMOSPHERE
          mayor to oversee administration. An elected town         -------
                                                           What do the adventurers first notice as they approach
          council represents the interests of the middle class.
                                                           or enter a settlement? The towering wall bristling
         Defense: The noble commands a sizable army of
                                                           with soldiers? The beggars with hands outstretched,
          professional soldiers, as well as personal bodyguards.
                                                           pleading for aid outside the gate? The noisy hubbub of
         Commerce: Basic supplies are readily available, though   merchants and buyers thronging the market square?
          exotic goods and services are harde·r to find. Inns and   The overpowering stench of manure?
          taverns support travelers.                        Sensory details help bring a settlement to life and
         Organizations: The town contains several temples,   vividly communicate its personality to your players.
          as well as various merchant guilds and other     Settle on a single defining factor that sums up a
          organizations.
                                                           settlement's personality and extrapolate from there.
         Towns are major trade centers, situated where important   Maybe a city is built around canals, like real-world
         industries and reliable trade routes enabled the   Venice. That key element suggests a wealth of sensory
         population to grow. These settlements rely on commerce:   details: the sight of colorful boats floating on muddy
         !.he import of raw materials and food from surrounding   waters, the sound of lapping waves and perhaps singing
         ·illages, and the export of crafted items to those villages,   gondoliers, the smells of fish and waste polluting
         as well as to other towns and cities. A town's population   the water, the feel of humidity. Or perhaps the city is
         i  more diverse than that of most villages.       shrouded in fog much of the time, and you describe the
          Towns arise where roads intersect waterways, at the   tendrils of cold mist reaching through every crack and
         meeting of major land trade routes, around strategic   cranny, the muffled sounds of hooves on cobblestones,
         defensive locations, or near significant mines or similar   the cold air with the smell of rain, and a sense of
         natural resources.                                mystery and lurking danger.
                                                            The climate and terrain of a settlement's environment,
         C ITY
                                                           its origin and inhabitants, its government and political
         Population: Up to about 25,000                    position, and its commercial importance all have a
         Government: A resident noble presides, with several   bearing on its overall atmosphere. A city nestled against
          other nobles sharing responsibility for surrounding   the edge of a jungle has a very different feel  than one
          areas and government functions. One such noble is   on the edge of a desert. Elf and dwarf cities present
          the lord mayor, who oversees the city administration.   a distinct aesthetic, clearly identifiable in contrast to
          An elected city council represents the middle class   human-built ones. Soldiers patrol the streets to quell
          and might hold more actual power than the lord   any hint of dissent in a city ruled by a tyrant, while a city
          mayor. Other groups serve as important power     fostering an early system of democracy might boast an
          centers as well.                                 open-air market where philosophical ideas are traded as
         Defense: The city supports an army of professional   freely as produce. All the possible combinations of these
          soldiers, guards, and town watch. Each noble in   factors can inspire endless variety in the settlements of
          residence maintains a small force of personal   your campaign world.
          bodyguards.
         Commerce: Almost any goods or services are readily   GOVERNMENT
          available. Many inns and taverns support travelers.
                                                           In the feudal society common in most D&D worlds,
         Organizations: A multitude of temples, guilds, and
          other organizations, some of which hold significant   power and authority are concentrated in towns and
          power in city affairs, can be found within the   cities. Nobles hold authority over the settlements
          city's walls.                                   where they live and the surrounding lands. They collect
                                                           taxes from the populace, which they use for public
         Cities are cradles of civilization. Their larger   building projects, to pay the soldiery, and to support a
        populations require considerable support from both   comfortable lifestyle for themselves (although nobles
         urrounding villages and trade routes, so they're rare.

                                                                           CHAPTER 1  I A WORLD  OF YOUR OWN
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