Table 1: Settlement Size
Settlement | Families | Notes |
---|---|---|
Thorpe | Fewer than 20 | Administered by a nearby Village |
Village | 20-1,000 | Temple, maybe an Inn/Tavern, definitely a pub |
Town | 1,000-8,000 | Temples, Inns/Taverns. Usually fortified above 2,000 |
City | 8,000-12,000 | Fortified. All building types are possible |
Big City | 12,000+ | Fortified, may have equal to a town outside the fortifications |
Typically a small town will be a Market Town or the seat of a Duke or Earl. Towns of this size are generally within an 8 hour walk of each other, ensuring that no villages in between are further than 4 hour walk from one market town or the other.
A city is definitely a Market Town. It might be the seat of a Duke or Earl or a Free City run by Merchants. A big City tends to be a really old city. Cities are generally within a 3 day walk of each other. Big cities tend to be one per Kingdom.
Table 2: Government
1d20 | Settlements |
---|---|
01 | No one (anarchy) |
02-14 | Autocrat (Baron, or Earl) |
15-18 | Council (Guilds or Town Council) |
19 | Overlord (Conqueror or appointee of) |
20 | Secret Syndicate (roll again for who appears in charge) |
Wards
Towns and Cities are divided into wards. This makes creating the place easier as different ward combinations ensure towns that feel different. Each ward will have different building types and encounters tables. Table 3 shows the different Ward combinations and Table 4 provides some interesting additional districts that depend upon the settlement (upon a river or ocean, monotheism or polytheism) so it seemed best to separate them from the more random tables.
Table 3: Wards
Town | City | Big City | Wards |
---|---|---|---|
01-05 | -- | -- | High Town, Peasant Town |
06-10 | -- | -- | Crafters Ward, Peasant Town |
11-15 | -- | -- | Crafters Ward, Poor Ward |
16-20 | -- | -- | Merchant Ward, Poor Ward |
-- | 19-20 | 01-15 | Admin Ward, Crafters Ward, Merchant Ward, Poor Ward, Wealthy District, |
-- | -- | 16-20 | Admin Ward, Crafters Ward, Merchant Ward, Poor Ward, Peasant Town, Wealthy District, |
We've included numbers on Table 4 because we're suckers for tables but the GM should select these wards depending upon the Town's location.
Table 4: Supplemental Wards
1d20 | Supplemental Wards |
---|---|
01-19 | Castle Ward |
20-30 | City Walls |
31-49 | Dockyards |
50-69 | Foreign/Ethnic Ward |
70-89 | Outside the walls |
90-00 | Temple Ward |
The economic base indicates what is done locally and sold/traded in the town markets. The GM should roll once on Table 5 per Ward. That is not to say that a ward has anything to do with the economic base, bu the wards are a rough thumbnail of size. The GM is encouraged to cheat if they know what is grown/sold in the region already.
Table 5: Economic Base
1d100 | Base |
---|---|
01-10 | Barley and oats farming |
11-15 | Nuts and olives farming |
16-29 | Wheat or cereal grain farming |
30-34 | Cotton farming |
35-39 | Fruit orchards |
40-45 | Cabbages and beets farming |
46-49 | Hardwood lumber |
50-55 | Cattle |
56-59 | Fish |
60-79 | Sheep or goats |
80-82 | Iron or copper mining |
83-84 | Gold or silver mining |
85-86 | Clay or granite mining |
87-88 | Quartz or salt mining |
89-90 | Peat or coal mining |
91-00 | Trade |
Admin Ward
Free Cities, that is cities without a castle or lord, build administrative districts for public proclamations, government meetings, and public punishment (gibbets and stocks).
Table 6: Buildings, Admin Ward
Square/Plaza | Main | Sidestreet | Buildings |
---|---|---|---|
01-04 | 01-04 | 01-03 | Arena/Theater |
05-06 | 05 | -- | Public House |
07 | 06 | -- | Fortress |
08 | 07-08 | 04-08 | Manor/Palace |
Castle District
Castles are usually built to defend a settlement or to keep it under control.
Table 7: Buildings, Castle Ward
1d20 | Building |
---|---|
01 | Motte & Bailey |
02 | Tower-house |
03-04 | Keep |
05-06 | Keep with outer walls |
07-08 | Concentric Castle |
Not really a Ward but city walls do deserve some attention on their own to determine the type and the folks that might linger about or the inns that might cluster near city gates to provide stabling and room & board for folks visiting the settlement. Some towns allow buildings to be built right up against the walls, others keep a buffer between the walls and nearby buildings for security sake. Strangers are generally not allowed to walk on top of the walls and nobody except guards are allowed free access to the gatehouses. Typically if any road in a settlement is paved with cobblestones it will be the ones that pass through the city gates.
Table 8: Buildings, Walls
Entrance | Walls | Buildings |
---|---|---|
01-05 | -- | Gatehouse |
06 | -- | No gate |
07-08 | -- | Inn |
-- | 01-04 | Stone Walls with tower |
-- | 05 | Wooden Walls with wooden towers |
-- | 06 | Earthen Berm/Moat |
-- | 07-08 | Walls and moat or Concentric walls |
Crafters Ward
As a settlement grows the crafters often group together and build guild houses to represent their needs to the local government. Crafter townhouses typically double as living space and workspace so the district itself serves the purpose of a market in settlements without an actual market. Leatherworkers and butchers are often segregated from the crafters Ward, usually on bridges whenever possible, so they can dump their waste into a river whenever possible. Beyond those two businesses the Crafters ward is pretty average sanitation wise and will rarely have cobblestones except upon the main road.
Table 9: Buildings, Crafters Ward
Main | Sidestreet | Buildings |
---|---|---|
01-03 | -- | Crafters Guild Hall |
04-05 | 01-02 | Crafter work/home |
-- | 03-05 | Residence, poor |
06-07 | 06 | Townhomes |
08 | 07-08 | Public House |
Any settlement on a river or sea is likely to have dockyards to enable larger ships to dock and load and unload cargo. Such areas tend to develop businesses dedicated to sailors (taverns and public houses) and maritime trade (Warehouses, Fish markets, etc). Typically night soil and garbage will be dumped into the harbor. Roads may have cobblestone. Docks will be wood or stone depending upon the wealth of the city. Privately hired guards are typically used to defend people and property in the dockyards, these private soldiers rarely care to get involved beyond their specific orders which has helped encourage criminal gangs who infest the dockyards.
Table 10: Buildings, Dockyards
Wharfage/Plaza | Main | Sidestreet | Buildings |
---|---|---|---|
01-02 | 01-04 | -- | Fishmarket |
03 | 05-06 | -- | Mariners Guild Hall |
04 | -- | 01-03 | Public House |
05 | 07 | -- | Tavern |
06-08 | 08 | 04-08 | Warehouse |
Foreign/Ethnic Enclave
A foreign/Ethnic enclave is a settlement within a larger settlement. The character of the foreign enclave depends upon the foreign/ethnic group. The Portuguese enclaves in Macao and Nagasaki were very different than the Jewish enclaves in York and Venice and all would be different from a High Elf Enclave anywhere.
Table 11: Buildings, Foreign/Ethnic
Main | Sidestreet | Buildings |
---|---|---|
-- | 01-04 | Residence, poor |
-- | 05-06 | Ruined building (roll again to determine kind) |
01-04 | 07 | Tavern |
05-08 | 08 | Townhomes |
High Town
At some point as a town grows the wealthy move into proximity to each other. Often this is on the higher ground (thus the name) but not always. High Town may have cobblestones on the streets and the market.
Table 12: Buildings, High Town
Square/Plaza | Main | Sidestreet | Buildings |
---|---|---|---|
-- | 01-02 | 01-05 | Crafter work/home |
-- | 03-06 | 06-08 | Townhomes |
01-03 | -- | -- | Market |
04-05 | -- | -- | All Guild Hall |
-- | 07-08 | -- | Tavern |
06-07 | -- | -- | Temple |
08 | -- | -- | Inn |
A Merchants Ward is full of wealthy homes, warehouses, and a large market. Night soil will be taken away, rats captured, streets cleaned and there are usually a horde of private guards to keep the place safe. The Merchants Ward will have cobblestones on the streets and the market.
Table 13: Buildings, Merchant Ward
Square/Plaza | Main | Sidestreet | Buildings |
---|---|---|---|
01-02 | -- | -- | Guild Hall |
03-04 | -- | -- | Market |
05-07 | -- | -- | Merchants Guild Hall |
08 | 01-04 | -- | Merchant Trading House |
-- | 05-06 | 01-02 | Tavern |
-- | 07-08 | -- | Wealthy Home |
-- | -- | 03-08 | Warehouse |
Outside the Walls
Small settlements often grow up outside the gates of larger settlements to take advantage of the safety provided by a cities walls and to cater to the needs of those that are unable/unwilling to go into the city for some reason. Eventually if the Outside the walls becomes big enough the city may build a wall to protect the area as well. Any streets or roads in the outside the walls will be packed earth.
Table 14: Buildings, Outside the Walls
Near Gate | Main | Buildings |
---|---|---|
01 | 01-03 | Cemetery |
02 | 04-07 | Commons |
03-07 | -- | Inn |
-- | 08 | Necropolis |
08 | -- | Ruined building (roll again to determine kind) |
Peasant Town
Peasant town is the informal name for a part of a town that is very similar to a village with the same peasant hovels. Each home in a Peasant town typically has a garden plot/field behind them to grow supplemental food and raise livestock (even in an urban setting). Because of this Peasant towns are smelly and noisy. When the settlement grows and enough owners replace the garden plot/field with buildings to rent out the Peasant town will become a Poor Ward.
Table 15: Buildings, Peasant Town
Main | Buildings |
---|---|
01-07 | Residence, Peasant |
08 | Public House |
Poor Ward
A Poor Ward is similar to a peasant town except the small gardens fields for each plot have been replaced by buildings rented out to urban workers. This makes the area far more crowded and creates a warren of alleys and back areas. The low tax values of the area and general disdain for lower classes by those that run settlement tend to make the area worse with little or no sanitation removal or attempts by guard to keep the peace. Poor Wards will have dirt main roads with side streets in alleys covered in a layer of mud and dung.
Table 16: Buildings, Poor Ward
Main | Sidestreet | Buildings |
---|---|---|
01-02 | -- | Gambling Hall |
03 | 01 | Public House |
04 | 02-05 | Residence, poor |
05 | 06 | Ruined building (roll again to determine kind) |
06-07 | -- | Tavern |
08 | 07-08 | Thieves Guild (roll again to determine host building) |
Temple Ward
A Temple Ward will not be found in a monotheistic culture. In such cultures the temples will be spread around the settlement to better serve the populace. Most temples will be surrounded by walled gardens and the district itself is often walled off with a guarded gate to keep the riff-raff out at night. Night soil is taken away, rats are removed, and there is usually someone to clean up any kind of mess. The temple ward will have cobblestones on the streets and the square.
Table 17: Buildings, Temple Ward
Square/Plaza | Main | Sidestreet | Buildings |
---|---|---|---|
01-03 | -- | -- | Great Temple |
04 | -- | -- | Park |
08 | 01-05 | -- | Temple |
-- | 06-08 | 01-08 | Wealthy home |
Wealthy Ward
Once a city becomes large enough (and typically after a fire clears out some housing) the wealthy folks start to segregate themselves into districts for sanitation, and security reasons. Night soil will be taken away, rats captured, streets cleaned and there is usually guards (city or private) to keep the place safe. The wealthy district will have cobblestones on the streets and the square.
Table 18: Buildings, Wealthy Ward
Square/Plaza | Main | Sidestreet | Buildings |
---|---|---|---|
01-02 | -- | -- | Greenway/Park |
03 | 01 | -- | Library |
04-05 | 02 | -- | Theater |
06 | 03 | -- | University |
07-08 | 04-08 | 01-08 | Residence, Wealthy |
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