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Dungeon Master's Guide

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To make a home base come alive, you'll need to<br />

invest some time fl eshing out details, but the players<br />

can help you with that work. Ask them to tell you a bit<br />

about mentors, family members, and other important<br />

people in their characters' lives. Feel free to add to and<br />

modify what they give you, but you'll start with a solid<br />

foundation of the non player characters (NPCs) who are<br />

important to the characters. Let the players describe<br />

where and how their characters spend their time- a<br />

favorite tavern, library, or temple, perhaps.<br />

Using these NPCs and locations as a starting point,<br />

flesh out the settlement's cast of characters. Detail<br />

its leadership, including law enforcement (discussed<br />

later in the chapter). Include characters who can<br />

provide information, such as sages, soothsayers,<br />

librarians, and observant vagabonds. Priests can<br />

provide spellcasting as well as information. Make note<br />

of merchants who might regularly interact with the<br />

adventurers and perhaps compete with one another for<br />

the party's business. Think about the people who run<br />

the adventurers' favorite tavern. And then add a handful<br />

of wild cards: a shady dealer, a mad prophet, a retired<br />

mercenary, a drunken rake, or anyone else who adds a<br />

dash of adventure and intrigue to your campaign.<br />

ADVENTURE SITE<br />

A village harboring a secret cult of devil worshipers. A<br />

town controlled by a guild of wererats. A city conquered<br />

by a hobgoblin army. These settlements aren't merely<br />

rest stops but locations where adventures unfold. In<br />

a settlement that doubles as an adventure location,<br />

detail the intended adventure areas, such as towers<br />

and warehouses. For an event-based adventure, note<br />

the NPCs who play a part in the adventure. This<br />

work is adventure preparation as much as it is world<br />

building, and the cast of characters you develop for<br />

your adventure-including allies, patrons, enemies, and<br />

extras- can become recurring figures in your campaign.<br />

SIZE<br />

Most settlements in a D&D world are villages clustered<br />

around a larger town or city. Farming villages supply the<br />

town or city population with food in exchange for goods<br />

the farmers can't produce themselves. Towns and cities<br />

are the seats of the nobles who govern the surrounding<br />

area, and who carry the responsibility for defending the<br />

villages from attack. Occasionally, a local lord or lady<br />

lives in a keep or fortress with no nearby town or city.<br />

VILLAGE<br />

Population: Up to about 1,000<br />

Government: A noble (usually not a resident) rules the<br />

village, with an appointed agent (a reeve) in residence<br />

to adjudicate disputes and collect taxes.<br />

Defense: The reeve might have a small force of soldiers.<br />

Otherwise, the village relies on a citizen militia.<br />

Commerce: Basic supplies are readily available,<br />

possibly from an· inn or a trading post. Other goods<br />

are available from traveling merchants.<br />

Organizations: A village might contain one or two<br />

temples or shrines, but few or no other organizations.

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