Thursday, March 14, 2019

Creating a Town, City, or Big City



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

City/Town Walls
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

Dockyards
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

Merchant's Ward
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

Oh, and don't forget to name things such as taverns and inns. If you run out of name ideas you can use something like the tavern name generator.


Wednesday, March 13, 2019

Encounters: Rural Encounters (aka the Manor or settled areas)

Rural Encounters are the encounters on the roads and trails throughout the manor but not in the actual settlements. These are relatively safe areas although bandits might be about hiding in the waste or in the hedgerows that outline most fields. If one has to trek an hour or two to the next field that stretch would not qualify as rural but would be wilderness.

Table 1: Rural Encounters
Day
Night
Encounter
01-05
01-02
Noble
06-49
02-09
Peasant/Townsman
50-59
10-11
Cleric/Priest
60-64
12
Wizard/Hermet
65-74
13
Merchant/Crafter
75-84
14-19
Soldiers/Forester
85-89
20-25
Special Encounter
90-00
26-00
Nothing Special

Table 2: Rural Noble
1d6 
Noble 
01
Noble with large entourage passing through
02
Noble with small entourage passing through
03
Noble alone, passing through
04
Noble on business in village (holding judicial court, collecting taxes, etc)
05
Nobles representative on business in village (discussing crop rotation with village head, etc)
06
Nobles small entourage, Noble not present

Table 3: Rural Peasants/Townsmens
1d6
Peasant/Townsman
01-04
Working hard (working in fields, watching sheep or cattle)
05
Celebrating (birth, marriage, harvest)
06
Trying to sell produce or fish

Table 4: Rural Cleric/Priest
1d6
Cleric/Priest
01
High ranking Holy Person traveling with entourage of 2d6
02-03
Cleric/Priests doing priestly things (wedding, baptism, blessing crops, etc)
04
Cleric/Priests Helping peasants (working in field, teaching literacy)
05
Church is landholder and 1d6 Cleric/Priests are collecting taxes
06
2d6 Cleric/Priests arresting someone for Witchcraft

Table 5: Rural Wizard
1d6
Wizard
01
Wizard traveling with Entourage of 1d6 (bodyguards, apprentices)
02-04
Wizard traveling alone
05
Two Wizards engaged in a rising conflict
06
In disguise (roll on Rural Encounter table again for disguise)

Table 6: Rural Merchant/Crafter
1d6
Merchant/Crafter
01
Merchant caravan of 1d6 wagons (with guards)
02
Merchant caravan of 1d4 wagons (no guards)
03-04
Single Merchant Wagon
05
Crafter buying raw goods (charcoal, wood, wool, etc)
06
Peddler selling crafts to villagers

Table 7: Rural Soldier/Forester
1d6 
Soldier/Forester
01-03
2d6 Soldiers/Foresters traveling from here to there
04
1d6 Soldiers/Foresters hunting
05
1d6 Soldiers/Foresters Searching for bandits/monsters
06
1d6 Soldiers/Foresters Engaged in military action, will likely harass anyone they come across

Table 8: Rural Bandits
1d6
Bandits
01-04
1d8 Bandits waiting in ambush to demand a toll
05
1d8 Bandits waiting in ambush to demand a toll
06
1d8 Caught unaware, counting their ill gotten booty

Tuesday, March 12, 2019

Encounters: Thorpe and Village

I've never been happy with typical wandering encounters tables in an urban setting. First they tend to give the impression that the encounter was the only person/thing on the street which is silly in an urban setting. To change that I use an additional roll for crowd size. After all, even if there is no encounter of note there might be a lot of people milling about.

Table 1: Thorpe/Hamlet crowd size
Time
Main
Day
1d6
Night
--

Secondly most encounters tables tend to have a one-size fits all aspect (DMG, I'm looking at you) with massive cities using the same encounter table as a small town. To change that I've customized encounter tables by the ward because the craftsmanship ward should feel different than the dockyards. Also I like the idea of sub-tables that can be the same from ward to ward to save effort, that can be customized to fit a Thorpe if necessary, or just used to give the encounter something to do. Lastly we have Special Encounters which is designed to allow the GM to drop module related encounters into the system.

Table 2: Thorpe Encounters
DayNightEncounter
01-05
01-10
Animals (chickens/goats/swine)
06-10
11-20
Animals (dogs/rats)
11
21-22
Beggar/Cripple/Etc (see undesirables table)
12-15
23
Craftsman (see merchant/crafter table)
16
24
Criminal (see undesirables table)
--
25-26
Drunk/Drunks (roll again to see who)
17-20
27-28
Farmer/Etc (see peasant table)
21-30
29-30
Fisherman/monster (see peasant table)
31
31
Foreigner/Barbarian
32-33
--
Hunter/Trapper/etc (see peasant table)
34-35
32-33
Laborer/etc (see peasant table)
36-37
--
Peddler (see merchant/crafter table)
38-40
34-35
Teamster (see peasant table)
41-43
36
Elite (see elite table)
44-55
37-45
Special Encounter
56-00
46-00
Nothing Special

Table 3: Village crowd size
Time
Main
Side street
Day
1d12
1d6
Night
1d3
--

Table 4: Village Encounters
DayNight/Alley
Encounter
01-05
01-05
Animals (chickens/goats)
06-10
06-10
Animals (dogs/rats)
11-12
11-15
Beggar/Cripple/Etc (see undesirables table)
13-20
16-20
Craftsman (see merchant/crafter table)
20
20
Criminal (see undesirables table)
--
21-40
Drunk/Drunks (roll again to see who)
21-22
41-50
Farmer/Etc (see peasant table)
23-27
51-55
Fisherman/monster (see peasant table)
28-29
56-59
Foreigner/Barbarian
30-40
60-61
Hunter/Trapper/etc (see peasant table)
41-42
62-63
Laborer/etc (see peasant table)
--
64-65
Peddler (see merchant/crafter table)
43-44
66-67
Teamster (see peasant table)
45-50
68-69
Elite (see elite table)
51-60
70-79
Special Encounter
61-00
80-00
Nothing Special

Table 5: Undesirables table
1d6
Encounter
01-02
Racing through crowd (roll again to determine who is chasing them)
03
Working crowd
04
Visible on roof
05-06
Roughing up someone (roll again to determine who)

Table 6: Peasant table
1d6
Encounter
01
Avoiding eye contact
02
Looking for a fight
03-05
On the job
06
Appears to be following

Table 7: Merchant/Crafters table
1d6
Encounter
01-03
Guiding a wagon/cart
04-05
Unloading a wagon/cart
06
Arguing about their business

Table 8: Elite table
1d6
Encounter
01-03
Soldiers from the manor
04-05
Priest and/or acolytes
06
Lord and entourage

And of course the GM should customize each and every table as necessary to fit their campaign.

Monday, March 11, 2019

Creating a Medieval Manor: Part II (Filling out the Settlements)



Table 1: Settlement Size
Settlement
Families
Notes
Thorpe
Fewer than 20
Administered by a nearby Village of the same Manor
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

Initially we intended to relate how we create villages and thorpe maps but our own system is more than a little complicated and the illustrations required to make sense of it all are beyond us so we decided to scuttle the idea in favor of actual village maps which will probably be more readily useful for most GMs.
What types of buildings in the Thorpe
A thorpe will primarily be peasant hovels with the chance of a Public House. Peasant life is rough and they like to drink a lot, and most can't/won't afford tavern rates so pubs developed. In this context a pub is simply a normal peasant hovel dedicated to serving ale or small beer to the locals. Most locals brew their own ale or small beer and will provide the latest batch to the pub for distribution/sale when ready (presumably the provider drinks free for the duration of their batch). It's all very friendly if everyone knows your name, less so for strangers. 

Table 2: Is there a pub?
1d8
Well do they?
01-07
Yes
08
No

In case it becomes necessary to know what the owner of each peasant hovel does we have table 3.

Table 3: Occupants Occupations
Thorpe
Village
What do they do?
01
--
Hunter
02-08
01
Shepard (swine/sheep/goats)
09-10
02-09
Farmer
11
10
Laborer/Jack-of-all-trades
12
11-12
Special (works in mill/manor/temple/illegal

What type of buildings in a village center
The 'center' of larger villages may develop the buildings on Table 4. Roll 1d6 and roll that many times on Table 4 to determine the buildings in the village center. Any remaining buildings will be regular peasant hovels.

Table 4: Urban Center Buildings
Square/GreenMain Street
Building
01-06
01-08
Townhomes
07
--
All Guild Hall
08-09
09
Tavern
10
--
Inn
11
10
Den of iniquity, thieves guild, smugglers hangout, rebels, cult, etc. Roll again to find out what type of building fronts the operation

Oh, and don't forget to name things such as taverns and inns. If you run out of name ideas you can use something like the tavern name generator.