Dungeon Master's Guide
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_ lost settlements are agricultural villages, supporting<br />
themselves and nearby towns or cities with crops and<br />
meat. Villagers produce food in one way or another-if<br />
not by tending the crops, then supporting those who do<br />
by shoeing horses, weaving clothes, milling grain, and<br />
the like. The goods they produce feed their families and<br />
upply trade with nearby settlements.<br />
A village's population is dispersed around a large area<br />
of land. Farmers live on their land, which spreads them<br />
videly around the village center. At the heart of the<br />
\·illage, a handful of structures cluster together: a well,<br />
a marketplace, a small temple or two, a gathering place,<br />
and perhaps an inn for travelers.<br />
TowN<br />
Population: Up to about 6,000<br />
Government: A resident noble rules and appoints a lord<br />
mayor to oversee administration. An elected town<br />
council represents the interests of the middle class.<br />
Defense: The noble commands a sizable army of<br />
professional soldiers, as well as personal bodyguards.<br />
Commerce: Basic supplies are readily available, though<br />
exotic goods and services are harde·r to find. Inns and<br />
taverns support travelers.<br />
Organizations: The town contains several temples,<br />
as well as various merchant guilds and other<br />
organizations.<br />
Towns are major trade centers, situated where important<br />
industries and reliable trade routes enabled the<br />
population to grow. These settlements rely on commerce:<br />
!.he import of raw materials and food from surrounding<br />
·illages, and the export of crafted items to those villages,<br />
as well as to other towns and cities. A town's population<br />
i more diverse than that of most villages.<br />
Towns arise where roads intersect waterways, at the<br />
meeting of major land trade routes, around strategic<br />
defensive locations, or near significant mines or similar<br />
natural resources.<br />
C ITY<br />
Population: Up to about 25,000<br />
Government: A resident noble presides, with several<br />
other nobles sharing responsibility for surrounding<br />
areas and government functions. One such noble is<br />
the lord mayor, who oversees the city administration.<br />
An elected city council represents the middle class<br />
and might hold more actual power than the lord<br />
mayor. Other groups serve as important power<br />
centers as well.<br />
Defense: The city supports an army of professional<br />
soldiers, guards, and town watch. Each noble in<br />
residence maintains a small force of personal<br />
bodyguards.<br />
Commerce: Almost any goods or services are readily<br />
available. Many inns and taverns support travelers.<br />
Organizations: A multitude of temples, guilds, and<br />
other organizations, some of which hold significant<br />
power in city affairs, can be found within the<br />
city's walls.<br />
Cities are cradles of civilization. Their larger<br />
populations require considerable support from both<br />
urrounding villages and trade routes, so they're rare.<br />
Cities typically thrive in areas where large expanses<br />
of fertile, arable land surround a location accessible to<br />
trade, almost always on a navigable waterway.<br />
Cities almost always have walls, and the stages of a<br />
city's growth are easily identified by the expansion of<br />
the walls beyond the central core. These internal walls<br />
naturally divide the city into wards (neighborhoods<br />
defined by specific features), which have their own<br />
representatives on the city council and their own noble<br />
administrators.<br />
Cities that hold more than twenty-five thousand people<br />
are extremely rare. Metropolises such as Waterdeep in<br />
the Forgotten Realms, Sharn in Eberron, and the Free<br />
City of Greyhawk stand as vital beacons of civilization in<br />
the D&D worlds.<br />
ATMOSPHERE<br />
-------<br />
What do the adventurers first notice as they approach<br />
or enter a settlement? The towering wall bristling<br />
with soldiers? The beggars with hands outstretched,<br />
pleading for aid outside the gate? The noisy hubbub of<br />
merchants and buyers thronging the market square?<br />
The overpowering stench of manure?<br />
Sensory details help bring a settlement to life and<br />
vividly communicate its personality to your players.<br />
Settle on a single defining factor that sums up a<br />
settlement's personality and extrapolate from there.<br />
Maybe a city is built around canals, like real-world<br />
Venice. That key element suggests a wealth of sensory<br />
details: the sight of colorful boats floating on muddy<br />
waters, the sound of lapping waves and perhaps singing<br />
gondoliers, the smells of fish and waste polluting<br />
the water, the feel of humidity. Or perhaps the city is<br />
shrouded in fog much of the time, and you describe the<br />
tendrils of cold mist reaching through every crack and<br />
cranny, the muffled sounds of hooves on cobblestones,<br />
the cold air with the smell of rain, and a sense of<br />
mystery and lurking danger.<br />
The climate and terrain of a settlement's environment,<br />
its origin and inhabitants, its government and political<br />
position, and its commercial importance all have a<br />
bearing on its overall atmosphere. A city nestled against<br />
the edge of a jungle has a very different feel than one<br />
on the edge of a desert. Elf and dwarf cities present<br />
a distinct aesthetic, clearly identifiable in contrast to<br />
human-built ones. Soldiers patrol the streets to quell<br />
any hint of dissent in a city ruled by a tyrant, while a city<br />
fostering an early system of democracy might boast an<br />
open-air market where philosophical ideas are traded as<br />
freely as produce. All the possible combinations of these<br />
factors can inspire endless variety in the settlements of<br />
your campaign world.<br />
GOVERNMENT<br />
In the feudal society common in most D&D worlds,<br />
power and authority are concentrated in towns and<br />
cities. Nobles hold authority over the settlements<br />
where they live and the surrounding lands. They collect<br />
taxes from the populace, which they use for public<br />
building projects, to pay the soldiery, and to support a<br />
comfortable lifestyle for themselves (although nobles<br />
CHAPTER 1 I A WORLD OF YOUR OWN