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Dungeon Master's Guide

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SETTLEMENTS<br />

The places where people live-bustling cities,<br />

prosperous towns, and tiny villages nestled among<br />

miles of farmland- help define the nature of civilization<br />

in your world. A single settlement- a home base for<br />

your adventurers- is a great place to start a campaign<br />

and begin your world building. Consider the following<br />

questions as you create any settlement in your world:<br />

What purpose does it serve in your game?<br />

How big is it? Who lives there?<br />

What does it look, smell, a-nd sound like?<br />

Who governs it? Who else holds power? Is it part<br />

of a larger state?<br />

What are its defenses?<br />

• Where do characters go to find the goods and services<br />

they need?<br />

• What temples and other organizations feature<br />

prominently?<br />

• What fantastic elements distinguish it from an<br />

ordinary town?<br />

Why should the characters care about the settlement?<br />

The guidelines in this section are here to help you build<br />

the settlement you want for whatever purpose you have<br />

in mind. Disregard any advice here that runs counter to<br />

your vision for a settlement.<br />

PURPOSE<br />

A settlement exists primarily to facilitate the story<br />

and fun of your campaign. Other than that point, the<br />

settlement's purpose determines the amount of detail<br />

you put into it. Create only the features of a settlement<br />

that you know you'll need, along with notes on general<br />

features. Then allow the place to grow organically as the<br />

adventurers interact with more and more of it, keeping<br />

notes on new places you invent.<br />

LOCAL COLOR<br />

A settlement might serve as a place where the<br />

characters stop to rest and to buy supplies. A settlement<br />

of this sort needs no more than a brief description.<br />

Include the settlement's name, decide how big it is,<br />

add a dash of flavor ("The smell of the local tanneries<br />

never lifts from this town"), and let the adventurers get<br />

on with their business. The history of the inn where<br />

the characters spend the night, the mannerisms of the<br />

shopkeeper they buy supplies from-you can add this<br />

level of detail, but you don't have to. If the characters<br />

return to the same settlement, start adding these local<br />

features so that it begins to feel a little more like a home<br />

base, albeit a temporary one. Let the settlement develop<br />

as the need arises.<br />

HOME BASE<br />

A settlement gives the adventurers a place to live,<br />

train, and recuperate between adventures. An entire<br />

campaign can center on a particular town or city.<br />

Such a settlement is the launching pad from which the<br />

characters go out into the wider world.<br />

Designed well, a home base can hold a special place<br />

in the adventurers' hearts, particularly if they care about<br />

one or more NPCs who live there.

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