“The beginning is
the most important part of the work.”
― Plato, The Republic
World building is all in a day’s work for DMs. It’s what
we sign up for when we take on the role. No matter how exhaustively detailed a
weighty adventure tome may appear, it can never be all encompassing. It’s
impossible that it could be. It falls on our shoulders to fill in the gaps, and
it was in that capacity that we each probably first dipped our toe in that vast
body of water of uncertainty.
Did we do it well? Some better than others, I expect.
Sometimes, we had to do more than a little. Consider what
was expected of us if we wished to run U1 The
Sinister secret of Saltmarsh:
Therefore, if there
is to be an adequate background to the series, the DM is recommended to
'prepare' the town quite thoroughly, using the guidelines presented in this
module as the basis for that preparation. The DM's own style and preferences
will govern just how much preparation is done and in how much detail, but it is
suggested that attention be given to at least some of the following: 1. The Town
Council. Name the members; determine their trades/occupations and something of
their backgrounds; decide how powerful and wealthy each member is, relative to
the local community.
2. Treat other
prominent local citizens who are not members of the Council in a way similar to
Council members (in particular the merchant-receiver whose part in the plot is
explained in the description of room 15).
3. Draw a map of
the town, locating prominent buildings and the places where Council members and
other important people carryon their business.
4. Decide where the
characters could stay when resting in the town between adventures (the best
inn? the only inn?); draw up a tariff (list of expenditures) for their
accommodation and food.5. Decide where to
locate the town's place(s) of worship and which deity is worshipped there.
[U1 – 3]
Introductory module, my ass! That’s a ton of work for a
burgeoning DM. Probably a paralyzing amount. It was the lucky DM who had
Hommlet and Orlane to guide them. Each is a wonderful template on the
possibilities that towns present. Foremost, they should be a springboard to
adventure; but they should also have dark undertones, secrets and intrigue, as
well. They might even be dangerous. This is D&D, after all. Cities very
likely are. That’s a tall order to imagine without a template.
What are they, villages and towns and cities, specifically,
anyway?
The simplest definitions are that a village is a small community, a town is usually an incorporated community that is larger than a village, and a
city is a large or important town. Populations are irrelevant. In Great
Britain, for instance, a city, or a borough, was usually the seat of a bishop,
upon which the dignity of the title was conferred by the crown; thus, a city
could be smaller than a town, presumably.
Whatever their definition, all are communities; all have
social structure; and all are a bedlam of possibility that can easily overwhelm
a DM. Villages are the easiest to control, making them ideal for newly coined
Dms to base their campaign from. They’re small and rather constrained, making
them far easier to coral. It should be relatively easy to know everything about
their people, their politics, their layout, their strife. As noted, Hommlet and
Orlane are excellent examples of a village and town.
How do villages and towns and cities develop, anyway? From
need; or they would never have been founded in the first place. Without
understanding how your town came to be, it will never pass scrutiny. It will
lack verisimilitude. How do we ensure that verisimilitude? By making it as real
as possible.
Water is a basic requirement. So too access to food.
That’s why almost all communities are on lakes and rivers—or oases—and ringed
by farms.
Why do they pop up? A motherlode was struck. There is
timber aplenty. The shoals offshore are teeming with fish. Whales migrate past
its peninsula. A keep defends the realm. It may be as simple as they are on a
crossroads. Whatever the reason, it serves a purpose. Maybe two. Maybe more.
Personally, I think towns are a better base than
villages. They harbour more possibility. Villages are excellent support communities
surrounding your base, vital sources of supply, and rest spots between sorties
into the dungeon. Granted, we should never dismiss the possibility that
brigands have been holding the tiny community hostage, or that the druid there
needs help investigating a sudden blight inflicted upon them, or that it was
founded atop an ancient and forgotten evil. Spreading adventure about the
countryside is prudent, lest your town have the perpetual misfortunes of Castle
Rock and Miskatonic.
There should be a major centre nearby where the PCs can
migrate to later once they’ve exhausted the adventures that the town presents,
and are ready to move on to bigger and better things, or are looking for a mentor,
a well stocked library, or a high priest to raise poor Jimmy after he fell down
the well. With careful planning, the PCs will never need to go to the Free City
until you’re ready to tackle such a large and potentially unruly thing.
How do we make a community feel “real?” There are certain
things we need to consider:
Personality
1. Pick an adjective, any adjective
2. Technology level
Disputes
3. Feuds
4. A Town Divided
5. Sporting Rivals
6. Other battles
Points of interest
7. Buildings
8. Natural features
9. Historical
10. Collections
11. Oddities
Characters
12. The Character
13. He used to live here
Legal Limits
14. Ridiculous rules
15. Bureaucracy
16. Guilds
17. Other organizations
[“From Dot to Dot,
Ideas for interesting towns,” by Michelle Bottorff, Dragon #226 – 40]
Fleshing out these points will make your town unique. They
need not be that detailed at first, but they will become so as time passes,
like who rules there, what is its economic focus, how many constables and
nobles and inns and brothels there are. Yes, I said brothels. Rough towns will
have them, as assuredly as cities do, although those of frontier towns may be less refined. Will your PCs use
them? That depends on your players, I imagine. Players being what they are, law
and order and defence will have to be considered. Keep in mind that in the real
world, most nations have about 3 police officers per 1000 civilians, and a like number of military personnel. Israel, on the other hand, has about 25 per 1000. Ratik would have a similar ratio, I imagine.
The constabulary of a town or city will be drawn in part from citizen soldiers, the city watch or
police force and militia called up in times of great need. Most other soldiery,
by far the bulk in most cases, will be hired mercenaries. When any army is
fielded, the leading men of the city are likely to be in overall command, with
assistance from mercenary captains, the force being a composite of the
municipal levies and the hired soldiers.
[DMG 1e – 90]
Speaking of Ratik, let’s analyse my town Riverport as
example. Riverport is a frontier town on the northern border, a defensive outpost,
and a crossroad of supply for the forestry and mining camps that “surround” it.
It prospered because it was at the extent of navigation from the coastal town
New Port. Beyond it are rapids, a lake, and far rougher terrain than that
leading to it. Though relatively young, as far as towns go, sinister secrets
abound, for this land is old. Long before Percival Ratik pushed the frontier
unto the Porcupine River, the Fruztii dwelt here, and before them the Flan, and
before them the elves. Winters are long and harsh. Nightfall sees those who
cling to the moors scurry for shelter, breathless from the enduring horror of
long forgotten ancient evils.
It is Greyhawk fantasy medieval, if we are to classify
it; and seeing where it is, it is not a metropolis, and will never hope to be.
It’s not even a city, population wise, although there is a High Priest in
residence. It’s a town of about 300 souls, give or take. Who can say for
certain? People are always coming and going, all of them seeking fortune, most
failing. It was founded as a vanguard against an expected Fruztii invasion that
never happened, and served as such for decades before gold was discovered in
the Rakers and southerners began “flooding” into the region. Although the garrison
still exists, Riverport’s focus has shifted from vigilant defence to supporting
the logging and mining camps of the northern Timberway. The primary function of
the garrison now is to keep the trails and river routes clear of raiders and
bandits. These days, there is a greater threat from raiding Fists than Fruztii
war bands. And smugglers. Smuggling has always been a problem. Tax evasion,
too, seeing that the isolated and freewheeling northern communities have little
loyalty to the civilised south. If anything, Riverport has greater ties to
Asperdi and Eastfair than it does to Marner.
|
Northern Ratik |
Originally, it was a town of the Great Kingdom, more
specifically Aerdian (southern) Ratik, but it is now a melting pot of Suel and Oeridians,
with a few ancestral Flan scattered about. There are more halflings than other
demihumans there, and not many of them, either. Dwarves are not scarce, but few
live there. Gnomes are far more visible in the south of Ratik than the north,
but there are a few tinkering about. Elves are a rare sight, indeed. There are
more half-orcs than you might expect, given the constant threat from orcs,
thereabouts; but half-orcs have always been far more tolerated here than they’d
ever be in Marner and Ratikhill.
The Suel Barbarians still claim the land, and most people
in that corner of oerth are Suel, even if most residents of Riverport are of
Aerdi descent; indeed, the regional Thane is Fruztii, as are all the overseers
of the Timberway, but the burgomeister is, and always has been, a scion of the
Great Kingdom.
Riverport is a partially walled town, anchored by a
fortified manor. Not a castle, you ask? No. I thought about a castle (
Keep on the Borderlands has one, after
all), but I presume they are VERY expensive to build, requiring a great many
labourers, and a great many years to complete. I expect that castles are built
where one “civilised” country makes war on another with regularity, where vast
armies are employed, and not particularly far from densely populated areas. A
fortified house seemed more realistic. What exactly is a fortified manor? It is
a keep, but its walls are its outer defence. It is sans courtyard, outlying
buildings, and moat. It
can have
those things, but it likely does not. My inner city has a barbican, for
instance.
The stone wall encompasses the wealthy “quarter” attached
to the fortified house, where those estates, and businesses, and site of
worship directly associated with the burgomeister reside. It is within the
fortified house where the town’s only library is, owned by the meister himself;
and it is within the walled portion of the town where the most valuable trade
is conducted: jewellers, alchemists, actual medicine, faith, and the like; and
those of sufficient wealth and importance deemed worthy of protection. Beyond
the wall is the town proper, where the regular people live. It is here where
most of the inns and taverns are, and where the usual day-to-day trade rounds
the town circle: tailors, bakers and candlestick makers; midwifery, barbery, and such.
There are docks on the river; warehouses abut them; and farms further afield.
Can you see it? Does it feel real, like it has a purpose
and a history?
So, tell me about the town you propose.
To be walled, or not to be walled, that is the question
while creating your town.
Is your town on the border, in the borderlands? A hostile
neighbour requires defence, a wall at the very least. If he tests your defences
often, perhaps a motte-and-bailey keep is a necessity.
A wall is unlikely if your town is a considerable
distance from borders, or far from dark and dim forests replete with things
that go bump in the night. Villages might never be walled; although either may
have an earthen ring surrounding it; probably not though, unless they’ve been
attacked sometime in the past.
My outlying villages are not walled, for the most part.
They are mining and logging towns. Isolation is their primary defence. Indeed,
most outlying logging camps rarely have permanent buildings of any sort, aside
from a single, central structure for supply and mess. The tall trees of the
Timberway ring them, crowd them, loom over and overhang them, obscuring them
from view and scrutiny. The mining towns have bona fide buildings, as do the central
hubs of forestry. Even so, only a few are walled. Those forestry towns that
have experienced frequent orc raids will have a wooden palisade, not a stone
wall like the mining camps will (when I say “wall” I mean a windrow of talus; it’s
all about material availability, isn’t it?).
How does one begin creating a new town? I like to start with
a map. I think better while I doodle. The terrain lends itself to thought. And
what might be. If the town is on a river, I wonder from where does it flow? My
playground being Ratik, all rivers flow from the Rakers and into the Grendep,
obviously. Is the terrain rocky? Marshy? Arable? Fertile? Pastureland? Crowded
by forest? That would be cut back from the walls if the town has existed for
long and if it is in hostile territory. What might be within a day’s travel of
the town? Stone circles, centuries-old trees, lakes, waterfalls, hills and
cliff faces that look like sleeping giants and skulls? These will inspire
regional lore. How’d they get there? How do they fit into my world view and
vision? That stone circle would indicate an ancient Flan presence. That
centuries-old tree might have once hosted mysterious, long forgotten sylvan
rites. That tangled grove might be a gate into Fading Lands. Might those caves
be infested with orcs?
That considered, it’s time to consider how the town is
laid out.
Is the town a mere crossroads? Is there a central court,
or a ring road at the village core? In either case, that is where most commerce
would be, not to mention the centre of worship, where people gather. Thus,
taverns and eateries. If not a chapel, a shrine. The Hôtel de Ville will surely
be there, if there is one. Riverport has two centres, one within the walls, the
other without.
Villages will have the basics:
|
A Blacksmith |
A blacksmith. A weaver, a tailor, a cobbler
[sells] tunics, breeches, shirts, cloaks,
blankets, [and] boots. Maybe a beekeeper and a candlestick maker
[selling] torches, brands, incense, candles.A barber/surgeon. [Get
a] haircut and shave one gp. […] [For]
a fee of 25 gps the doctor will attempt to cure 1-6 wound points (50% chance of
success); for 35 gps he will attempt to cure poison (a one in six chance for
success). Maximum of one attempt per day and one successful healing or cure per
week. Money paid despite the success or lack thereof, of the attempt.
[Dragon #8 – 5]
What else might a village host? There will definitely be
a general store. There will be a public house. There might not be much else,
not even an inn.
These are likely simple folk, so the Old Faith should be
predominant. A grove will watch over them, or that centuries-old tree. What
village would be without its druid’s grove, its wise woman/midwife, its folk
hero: a ranger?
Coastal/river settlements will have the same, but also some
sort of fish processing, as fish will be salted before being “shipped.” A sailmaker.
A sundry shop specializing in seafaring.
Towns ought to have considerably more. It will definitely
have a town square. Cobbled, taller buildings to all sides, smaller beyond.
[An] open air
square where freelance prostitutes, spies, assassins, and thieves can be met.
Another good area to purchase purloined
items.
And yes, a brothel. You didn’t think that I forgot about
that, did you?
No thieves’ quarter
would be complete without one. As well as being a haven for earthly delights it
should be brimming with privy information (available for bribes of 10-100 gps).
Fees are about 20 gp (35 for the “special”). One to six male patrons of all
types and classes will be in the waiting area.
There will of course be other, less dubious, trades
perused. An armourer that repairs, and
fashions armor and weapons.
I imagine that a smallish town might have a hedge
magician, and in the case of coastal towns and remote settlements a cartographer.
[Wilderness] and
dungeon maps available 100-600 gp depending on remoteness of the area.
Might there be pawnshops, a soothsayer?
[For] 20 gps this
woman (or man) will “predict” how a planned expedition or exploit may turn out.
Once players give a general idea what they have planned the DM will respond,
drawing on his knowledge and an accuracy die roll.
There will most definitely be a chapel, if not a temple.
The lord might have a library. I would recommend that he
do.
[A] number of
scholars will seek out knowledge among the many tomes and volumes for a fee.
The base value of general information is about 100gps with specific facts
increasingly more expensive. (Types of knowledge might include legends concerning
a certain area or dungeon, or DM created monster, Scribes available to identify
and write in languages.)
[Dragon #8 – 5,6,7]
STANDARD HIRELINGS
TABLE OF DAILY AND MONTHLY COSTS
Occupation
|
Daily Cost
|
Monthly Cost*
|
bearer/ porter
|
1 s.p.
|
1 g.p.
|
carpenter
|
3 s.p.
|
2 g.p.**
|
leather worker
|
2 s.p.
|
30 s.p.**
|
limner
|
10 s.p.
|
10 g.p.
|
linkboy
|
1 s.p.
|
1 g.p.
|
mason
|
4 s.p.
|
3 g.p.
|
pack handler
|
2 s.p.
|
30 s.p.
|
tailor
|
2 s.p.
|
30 s.p.**
|
teamster
|
5 s.p.
|
5 g.p.
|
valet/lackey
|
3 s.p.
|
20 s.p.
|
*Monthly rate
assumes that quarters are provided for the hireling and that these quarters
contain a bed and like necessities.
**Additional cost
is 10% of the normal price of items fashioned by the hireling.
[DMG 1e – 28]
EXPERT HIRELINGS
TABLE OF MONTHLY COSTS IN GOLD PIECES
Occupation or
Profession
|
Cost
|
alchemist
|
300
|
armorer
|
100*
|
blacksmith
|
30
|
engineer-architect
|
100*
|
engineer-artillerist
|
150
|
engineer-sapper/miner
|
150
|
jeweler-gem cutter
|
100*
|
mercenary soldier –
|
·
archer (longbow)
|
4
|
·
archer (shortbow)
|
2
|
·
artillerist
|
5
|
·
captain
|
Special
|
·
crossbowman
|
2
|
·
footman, heavy
|
2
|
·
footman, light
|
1
|
·
footman, pikeman
|
3
|
·
hobilar, heavy
|
3
|
·
hobilar, light
|
2
|
·
horseman, archer
|
6
|
·
horseman, crossbowman
|
4
|
·
horseman, heavy
|
6
|
·
horseman, light
|
3
|
·
horseman, medium
|
4
|
·
lieutenant
|
Special
|
·
sapper/miner
|
4
|
·
sergeant
|
Special
|
·
slinger
|
3
|
sage
|
Special
|
scribe
|
15
|
ship crew
|
Special
|
ship master
|
Special
|
spy
|
Special
|
steward/castellan
|
Special
|
weapon maker
|
100*
|
Cost does not
include all remuneration or special fees. Add 10% of the usual cost of items
handled or made by these hirelings on a per lob basis, i.e. an armorer makes a
suit of plate mail which has a normal cost of 400 gold pieces, so 10% of that
sum (40 g.p.) is added to the costs of maintaining the blacksmith. [DMG 1e
– 29]
Each profession is detailed in the 1st Edition
AD&D Dungeon Masters Guide—page 28 for standard Hirelings, and page 29 and
80 for expert hirelings.
Location Of Standard Hirelings: In general the various occupations
represented here are common to most settlements of village-size and above,
although each and every village will not be likely to furnish each and every
sort of common hireling. Towns and cities will have many available, and each
sort will be found in the appropriate section or quarter of the city (or town).
[DMG 1e – 28]
Employment Of Standard Hirelings: This requires the location of the desired
individual and the offer of work. If the employment is for only a few days,
there will be no real difficulty in locating individuals to take on the job. If
the offer is for long term employment, only 1 in 6 will be willing to accept
unless a small bonus is offered – a day's wage is too small, but double or
treble that is sufficient to make 3 in 6 willing to take service. [DMG 1e –
29]
Location Of A Sage: Sages will be found only in large towns and
cities. They are typically in or near colleges, schools, universities,
libraries, museums, forums, and public speaking places. Sages belong to a
Brotherhood, but as a general rule, this association is informal and not likely
to have a headquarters at which a sage could be located. (However, the
employment of a sage will become common knowledge to all sages within the
area.) [DMG 1e – 30]
Maybe one of the most important part of laying out a
community is understanding ratios. One should never look at a city map and
wonder, where the hell does everyone live, like I did when I gazed at the map
of Suderham in A3 Assault on the Aerie
of the Slave Lords. Homes for the common people ought to outnumber all
else. The next most frequent sort of structure should be businesses, and
industry. Then estates and rural residences. Farms go without saying, and
should be widely spaced. It’s all about balance.
THE CITY’S
BUILDINGS
Not all buildings
in a city [/town/village] are residences. Each city also has a number of shops,
temples, public offices, and the like. Buildings of similar purpose tend to be
clustered together, forming specific districts in the city.
Residences (30% of buildings): Homes of citizens. Each residence shelters
an average of twenty, ten, or five individuals, depending on the city’s
population. Most homes sit in districts far from the main thoroughfares and
markets, but they can also be found in all other districts.
Administrative (5%): Town halls, militia barracks, city centers,
military installations, and so on. Administrative buildings are usually found
near the center of town. Entertainment (5%): Taverns, gambling houses, brothels,
playhouses, theaters, and the like. These buildings are usually found near
heavily traveled roads or wealthy districts.
Industrial (10%): Shipwrights, carpenters, masons,
slaughterhouses, lumberyards, fishmongers, and so on. These buildings are
usually found far from residences or mercantile areas, but should have
relatively easy access to busy streets or shipping.
Nobility (5%): Mansions, townhouses, villas, and so on. These buildings are typically
the farthest from the slums and industrial buildings, often close to
administrative buildings.
Shops (10%): Smiths, bakers, jewelers, grocers, alchemists, curio shops, and the
like. These buildings are found along heavily traveled areas. Many cities have
a large open marketplace near the town’s center as well.
Slums (15%): Flophouses, shanties, shacks, and so on. These buildings are usually
located in the least desirable section of the city.
Public Works (5%): Temples, parks, graveyards, schools,
libraries, public forums, and so on. These buildings are generally located
between residences and administrative buildings.
Travel (10%): Inns,
shipyards, messengers, stables, and so on. These buildings are generally found
along heavily traveled roads.
Farms (5%): Farms are almost always found in the outlying areas of a city, usually
outside any city walls. A city that relies on farms for trade could have double
or even triple the normal number of farms, often at the expense of industrial
buildings.
[DMGII 3e – 108]
As important as buildings are, they are just buildings. What’s
a town without people? They come in all shapes and sizes, and dispositions. How
they might react to our heroes will vary as widely as they themselves differ.
And regardless how well-mannered or good-natured those people might be in times
of peace and prosperity, they may not be as welcoming in times of stress and
war….
VILLAGE ENCOUNTERS
Player characters
entering an unfamiliar village should not expect a warm welcome. Fearful of
raiders and unaccustomed to dealing with strangers, villagers regard
adventuring parties as threats until proven otherwise. A villager approached by
adventurers typically avoids conversation, seeking out a reeve, beadle, or
priest to do the talking. Once summoned, the authority figure carefully
questions the adventurers, hoping to divine their intentions. Farmers are a
conservative lot and respond best to eloquent folk of obvious virtue, such as
clerics or paladins. Villages on roads
leading to well-known dungeon complexes greet adventurers with greater
sophistication, though with no less suspicion. Most residents can tell stories
of abuse at the hands of thuggish treasure-seekers. Inns exist only in villages
on extremely well-traveled roads. In other villages, locals might be willing to
lodge the PCs in their homes once the characters earn the trust of the
commoners. This calls for delicate negotiation—peasant hosts want to pocket any
fees the adventurers offer them, while village officials try to divert those
payments to their lord’s treasury (or their own purses). If the PCs are on
friendly terms with a lord, they can procure a letter of safe passage that
urges good treatment from villages throughout her fief. The peasants won’t be
literate, but reeves, bailiffs, and priests can read and will obey their lord’s
demands in most cases.
Mid- to high-level
adventurers face little resistance from ordinary villagers. In fortified
villages, they retreat inside castle walls. Most villages are under a knight’s
protection; that knight and his local peers will eventually attack adventurers
who repeatedly raid a village. If they fail, the governing overlord will hire
other adventurers to suppress the bandits harassing her serfs. Lords are highly
motivated to ward off bandits. A lord who can’t keep order in her lands becomes
a laughingstock at court. An aggressive king might use the failure as reason to
strip her of her fief. [DMGII 3e – 87]
That’s a lot to digest, but far be it for NPCs to be so
predictably cliché. There is no telling what alignment those people will be, or
how they might react to the PCs, regardless how the PCs treat them. Let’s face
it, some people are belligerent by nature, other not. This aged chart will help
keep those encounters random.
Extract from “The
Development of Towns in D&D”, by Tony Watson, Dragon #8, 1977
Die Roll
|
Alignment 1
|
Alignment 2 [my add]
|
Age
|
Personality
|
Loyalty
|
Initiative
|
Level
|
1
|
Law
|
Good
|
Young
|
Very
cooperative, friendly
|
High
|
High
|
Special
|
2
|
Law
|
Good
|
Young
|
Cooperative,
friendly
|
Loyal
|
Average
|
3
|
3
|
Law
|
Neutral
|
Young
|
Friendly
|
Average
|
Average
|
2
|
4
|
Neutral
|
Neutral
|
Middle-Aged
|
Non-committal
|
Average
|
Average
|
1
|
5
|
Neutral
|
Neutral
|
Old
|
Unfriendly
|
Disloyal
|
Average
|
1
|
6
|
Chaos
|
Evil
|
Very Old
|
Hateful
|
Low
|
Low
|
1
|
Chart Key:
Alignment — Again,
just as it appears. I’ve reasoned that a town is a lawful place just by its
nature of structure and emphasis on order in its design. Hence, only a small
chance for chaotic alignment.
Age — more
informational than functional. I only wanted to provide a characteristic to
help tell people apart. Add one to roll for each whole group of two levels
above 2nd level the character has gained. Add one always, for magic-users.
Personality — The
hardest, and the one the DM will have to add to the most. This will give a
basic idea of how a particular person is going to act when players interact
with him. A die roll of 1 here would affect subsequent random reaction die
rolls with a +2 when the character is asked to do something, go on an
expedition, etc. A die roll of 2 would be a + 1 while rolls of 5 and 6 would be
-1 and -2 respectively.
Loyalty — In a
manner similar to personality, this category would affect any rolls for
desertion or other tests of loyalty. Low loyalty coupled with a chaotic
alignment might result in the character betraying the party to an evil high
priest, etc.
Initiative — This
is to help the DM mainly. Average initiative will mean a character won’t be
particularly bright or innovative, while high initiative might mean a strong
character who could be a leader if the players are botching the show. Low
initiative characters have to be told to do everything.
Level — straight
forward, simply the experience level of that character. For “special” roll an
eight-sided die and number rolled equals the level of the character.
After you have
rolled up a bunch of people, enter them in your notebook. In addition to the
above material, it’s a good idea to list a place or two where the character
might be found. To real flesh them out, add a few bits of information about
them personally.
For example:
Blatherson of Hillock […] Align: Law — Age:
Old — Perspective: Cooperative/ Friendly — Loyalty: Loyal — Intelligence: Average
— Level: 4
Found in Golden
Goblet tavern, likes to tell war stories of his heroics in Goblin Wars
(over-emphasizes his own importance), loves a good mug of meade.
More now than just
monster fodder, Blatherson is a real, if somewhat Falstaffian, character. By
adding these little bits your die roll generated population will take on a
little semblance of real people and become more than bodies attributed with
certain mathematical characteristics. Your players will actually be able to
make friends with certain townspeople, as well as cross others. With the
inclusion of personified townspeople your town will literally come alive.
[Dragon #8 – 7]
Speaking of making a town come alive, a town is a town is
a town unless it stands out, and it should. All villages are unique, and should
be. Towns doubly so. Cities exponentially so. What makes them so? What happens
there?
Here are some ideas to do just that:
A town with
numerous taverns built around a bustling town square conveys a totally
different mood than one built on a grid, with one small tavern and no inn, with
only a way-house at the nearby religious retreat. [Dragon #226 – 37]
Progressive towns
are interested in news of other places and are delighted by anything that is
innovative and new. Anti-progressive towns aren’t interested in the rest of the world and
are scornful of any device (or fashion) they haven’t seen before. Some towns are mixed, with half the populace
eager for change, while the other half clings desperately to the past.
[Dragon #226 – 37]
Feuds work well.
Take, for example the story of Romeo and Juliet. It’s about two important families whose feud
is so severe that they manage to involve a good part of the city. [Dragon
#226 – 38]
Another interesting
situation occurs when the town is divided politically. For instance, the last
election was a tie, and both candidates now consider themselves mayor.
[Dragon #226 – 38]
Buildings are
common points of interest, though they rarely contribute directly to a
campaign. Buildings are generally notable for their architecture, purpose, and
historic association. Good choices for small towns are: the Deserted Tower of
Joe the Ultra-magical, the tavern where Black Bart the famous Outlaw ate his
last meal, or one of the Royal Hunting Lodges. Haunted buildings are also good,
especially if the characters actually get to meet the ghost. [Dragon #226 –
38]
Historic towns are
a lot of fun but are easier to improvise if you already have a good grasp of
the history of the campaign area. If the campaign area has no predetermined
history and you are inventing it, remember to take notes. Absolute consistency,
however, is unnecessary since most history tends to get distorted. In fact, it
is more authentic to have several versions of a particular historical incident.
[Dragon #226 – 39]
Often a town is
remembered not for itself, but because of someone who lives there. […] The town’s
interesting character may not live there any longer. This is potentially very
useful. If he is a personage of importance in your planned campaign, this is a
great way to let the players dig up some back-ground information on him. Not
only do the townspeople know all about his childhood, but they likely have a
very good idea of what he is up to now. [Dragon #226 – 39,40]
A small town may
have developed its own set of laws and rules. […]
rules are obvious
as to the reasoning but irksome to the players: one way bridge, no wearing of
unregistered weapons, no mounts allowed in the village proper, no killing the
local wildlife without a license, taxes. [Dragon #226 – 39,40]
What do they say about Death and Taxes?
DUTIES, EXCISES,
FEES, TARIFFS, TAXES, TITHES, AND TOLLS
The form and frequency of taxation depends
upon the locale and the social structure. Duties are typically paid on goods
brought into a country or subdivision thereof, so any furs, tapestries, etc.
brought into a town for sale will probably be subject to duty. Excises are
typically sums paid to belong to a particular profession or practice a certain
calling; in addition, on excise can be levied against foreign currency, for
example, in order to change it into the less remarkable coin of the realm. Fees
con be levied for just about any reason—entering a city gate is a good one for
non-citizens. Tariffs are much the same as duties, but let us suppose that this
is levied against only certain items when purchased—rather a surtax, or it can
be used against goods not covered by the duty list. Taxes are typically paid
only by residents and citizens of the municipality and include those sums for
upkeep of roods and streets, walls gates, and municipal expenses for
administration and services. Taxation is not necessarily an annual affair, for
special taxes can be levied whenever needful, particularly upon sales,
services, and foreigners in general. Tithes are principally religious taxation,
although there is no prohibition against the combination of the secular with the
sacred in the municipality. Thus, a tithe can be extracted from all sums
brought into the community by any resident, the monies going to the religious
organization sponsored by the community or to that of the character's choosing,
at your option. (Of course, any religious organizations within a municipality
will have to pay heavy taxes unless they are officially recognized by the
authorities.) Tolls, finally, are sums paid for the use of a road, bridge,
ferry, etc. They are paid according to the numbers of persons, animals, carts
wagons, and possibly even materials transported. If the Gentle
Reader thinks that the taxation he or she currently undergoes is a trifle
strenuous for his or her income, pity the typical European populace of the
Middle Ages. They paid all of the above, tolls being very frequent, with those
trying to escape them by use of a byway being subject to confiscation of all
goods with a fine and imprisonment possible also. Every petty noble made an
extraction, municipalities taxed, and the sovereign was the worst of all.
(Eventually merchants banded together to form associations to protect
themselves from such robbery, but peasants and other commoners could only
revolt and dream of better times.) Barter was common because hard money was so
rare. However, in the typical fantasy milieu, we deal with great sums of precious
metals, so use levies against player character gains accordingly. Here is an
example of a system which might be helpful to you in developing your own.
The town charges a
1% duty on all normal goods brought into the place for sale—foodstuffs, cloth
and hides, livestock, raw materials and manufactured goods. Foreigners must
also pay this duty, but at double rate (2%). Luxury items and precious goods—wine,
spirits, furs, metals such as copper, gold, etc., jewelry and the like—pay a
tariff in addition to the duty, a 5% of value charge if such are to be sold,
and special forms for sale are then given to the person so declaring his wares
(otherwise no legal sale is possible). Entry fee into the town is 1 copper
piece per head (man or animal) or wheel for citizens, 5 coppers for
non-citizens, unless they hove official passports to allow free entry.
(Diplomatic types have immunity from duties and tariffs as regards their
personal goods and belongings.) Taxes are paid per head, annually at 1 copper
for a peasant, 1 silver for a freeman, and 1 gold piece for a gentleman or
noble; most foreign residents are stopped frequently and asked for proof of
payment, and if this is not at hand, they must pay again. In addition, a 10%
sales tax is charged to all foreigners, although no service tax is levied upon
them. Religion is not regulated by the municipality, but any person seeking to
gain services from such an organization must typically pledge to tithe.
Finally, several tolls are extended in order to gain access to the main route
from and to the municipality - including the route to the dungeon, of course.
Citizens of the
town must pay a 5% tax on their property in order to defray the costs of the
place. This sum is levied annually. Citizenship can be obtained by foreigners
after residence for one month and the payment of 10 gold pieces (plus many
bribes). The town does not encourage the use of foreign currency. Merchants and
other business people must pay a fine of 5% of the value of any foreign coins
within their possession plus face certain confiscation of the coins, so they
will typically not accept them. Upon entering the town non-residents are
instructed to go to the Street of the Money Changers in order to trade their
foreign money for the copper "cons", silver "nobs", gold
"orbs", and platinum "royals". Exchange rote is a mere 90%,
so for 10 foreign copper pieces 9 domestic copper "commons" are
handed out. Any non-resident with more than 100 silver nobles value in foreign
coins in his or her possession is automatically fined 50% of their total value,
unless he or she con prove that entry into the town was within 24 hours, and he
or she was on his or her way to the money changers when stopped. Transactions
involving gems are not uncommon, but a surtax of 10% is also levied against
sales or exchange of precious stones and similar goods. [DMG 1e – 90]
Wow! That was longer than I intended, and I barely
scratched the surface. I should have known better. World building is a huge
task, and towns and villages may be the least of it. But I would suggest that
you spend ample time in their development. They are where the people are, where
you gear up, where the drama of an ongoing narrative evolve. D&D may be
about adventuring, hexcrawls and smiting evil, but there is precious little
drama in slaughtering orcs and hording gold.
Someday you may build that castle, and as they say … if
you build it, they will come.
And before you know it, you have a town at the foot of
that castle.
And people to protect.
And eventually, some villain will come along and turn
that bucolic world into Hell on Oerth.
“The villages slept
as the capable man went down,
Time swished on the village clocks and dreams were alive,
The enormous gongs gave edges to their sounds,
As the rider, no chevalere and poorly dressed,
Impatient of the bells and midnight forms,
Rode over the picket docks, rode down the road,
And, capable, created in his mind,
Eventual victor, out of the martyr's bones,
The ultimate elegance: the imagined land.”
― Wallace Stevens, The Collected Poems
One must always
give credit where credit is due. This History is made possible primarily by the
Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the
new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary
Holian, Sean Reynolds, Frederick Weining. The list is interminable.
The Art:
Saltmarsh map, by Mike Schley, from Ghosts of Saltmarsh, 2019
Northern Ratik detail, by Anna B. Meyer
Krak, from L2 The Assassin's Knot, 1983
Sources:
1015
World of Greyhawk Boxed Set, 1983
2011A
Dungeon Masters Guide, 1st Ed., 1979
Dungeon
Master Guide II 3e, 2005
9026
T1 The Village of Hommlet, 1979, 1981
9041
A3, Assault on the Aerie of the Slave Lords, 1981
9062
U1 The Sinister Secret of Saltmarsh, 1981
9063
N1 Against the Cult of the Reptile God, 1981
Dragon
Magazine, 8, 226
Introductory module my ass!
ReplyDeleteThis was fun look at the process many of us learned the hard way. I like that you pulled charts and advice from some varied sources. You're not trying to reinvent the wheel, just airing up the tires.