D&D – Settlements

– Settlements Guide –


  • Family that runs them

  • Brief description of owners and workers

  • A few NPC patrons at the tavern

  • Interactive event, like music or a brawl


  • Has a specific religion/god

  • At least one devout resident (priest, acolyte)

  • Offer a pressing issue related to the god or priest


  • Food

  • Minerals

  • Tracts of land

  • Surplus of flora and fauna

  • Cave of iron or similar metal ore

  • Water


  • Less than 100 people

  • Work enough to survive the days

  • No church

  • No inns

  • Hot meal and trade for labor

  • Tight mentality of family or in-group preference


  • 100-1,000 people

  • Cultivate food, small number of farms/husbandries

  • Local government, single noble family

  • Commissioned by city or town to collect resources/harvest exports

  • Guards are voluteers, not paid well, not trained, 1:50 ratio

  • Temple or network of shrines

  • Shops of general goods, not weapons, maybe traveling merchant

  • Farmers, religious workers, craftsmen

    • Butchers, bakers, candlestick makers, cobblers, leatherworkers, potters, rat-catchers, etc.


  • Average of 3,000 townsfolk

  • Large trade centers

  • Connected to other settlements by trade routes

  • Several taverns, inns, shops

  • Imports and exports of bulk materials

    • Grains, lumber, metal ingots

  • More talented craftsmen

  • Guilds usually run trade

  • Government has elected representatives

  • Town council involved with trade or the church

  • More guards, rules, better training

    • More devoted, better paid and trained

    • Patrol problem areas like market, taverns, temples, and central districts

  • Larger temples, more than one religion

  • Drama with triad of guild, government and churches

  • Outskirts have massive resources with roads leading to town.

  • Noble lives outside on separate plot

  • Markets run by guilds or has open markets for merchants

  • May have mercenaries, slaves, or red light districts

  • City hall behind barred gates, write laws and collects taxes


  • Between 6,000-25,000 citizens

  • Often “own” other towns and villages

  • Almost any good or service available

  • Physical Layers

    • Each district was a stage of growth

    • Each district has a wall due to expansion over time

  • Rarest type of settlement

  • Politics exist in layers

    • Circle of Lords and Ladies

    • Hierarchical structure of nobles

  • Large military network and guard network

  • Has courthouse for hearings

  • Well-kept prison for lawbreakers

  • Guilds have layers of power as well

  • Each trader or craftsman tries to monopolize their skillset

    • Merchants guilds

      • Band together to set the price of various goods

    • Crafters guilds

      • Set standard for what types of goods represent their trades

  • Traveling merchants and trade district have nearly everything an adventurer could want

    • Herb Shops

    • Magic components

    • Trinket Sellers

    • Potion shops

    • Pawn shops

    • Tailors

    • Pet stores

    • Jewellery shops

    • Trap crafters

    • Toy shops

    • Blacksmiths

    • Armor salesmen

    • Pharmacies

    • General goods

    • Cobblers

  • Great cathedrals with paladins and clerics

  • Lives lived in city in entirety, some never even setting foot outside the walls.

  • Stories written on every street corner

  • Massive housing districts for all types of crafters, tradesmen and families

  • Abandoned districts or sewer system shelter lowlives and seedy deals

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