City¶
Cities are settlements of 6,000 souls or more, with grand walls, monumental architecture, and formal civic governance across many quarters. A city sprawls a mile or more across, with a hinterland of towns, villages, and tributary lands beyond.
A basic city¶
Every city has the following.
| Creatures | Features | Locations |
|---|---|---|
| Rulers: Council, Court, or Syndicate Military: City Watch, Militia Households: Commoner Households Criminal: Smugglers, Gang, Thieves' Guild, Assassins' Guild |
Defense: Grand Walls, City Bell, Gates Infrastructure: Water Well, Aqueduct, Sewers |
Government: City Hall, Grand Palace, or Grand Syndicate Hall Hospitality: Grand Inn Commerce: Common Shops |
Quarters¶
Cities also have 4 or more quarters.
| Theme | Description | Creatures | Features | Locations |
|---|---|---|---|---|
| Farming | Broad fields beyond the walls; grain wagons moving through the gate on market days. | — | — | Village Green, Village Fields, Grain Store, Windmill |
| Fishing | Deep-water port with piers, moorings, cranes, and ship traffic; sea gates and warehouses along the waterfront. | 1 Harbor Master | — | Grand Harbor, Wharf Warehouse |
| Mining | Rough housing at the mine mouth; ore wagons streaming to the smelters; slag heaps beyond the walls. | 1 Steward, 1 Merchant | — | Mine |
| Quarry | Cut stone stacked at the quarter's edge; workers' huts along the pit rim. | 1 Steward, 1 Merchant | — | Quarry |
| Logging | Log yards, timber wagons, sawmill running through the quarter. | 1 Merchant | — | Sawmill |
| Trade | Vast bazaar of stalls, warehouses, wagon yards, currency exchanges; a river of goods running through. | 1 Guild, 1 Merchant Caravan, 8-12 Shopkeepers, 1 Counting House | — | Grand Market, Grand Guild Hall, Depot, Stables, Storehouse |
| Herding | Pastoral edge of the city; herds and flocks driven to the great markets on holy days. | 1 Merchant | — | Cattle Barn, Corral, Pastures |
| Crossing | Great crossing where roads and rivers converge; tolls and inns spread on both sides. | 1 Crossing Master, 4-6 Shopkeepers | — | Crossing, Toll House, Stables |
| Craft | Guildhouse quarter with faculties in many crafts; the guild's colors on grand banners. | 1 Artisan, 1 Guild, 1 Merchant Caravan | — | Grand Guild Hall, Depot, Craft Workshops, Storehouse |
| Religious | Cathedral quarter: pilgrim traffic, bell hours, monumental architecture, temple servants and clergy moving between the sanctuary and the pilgrim hostels. | 1 High Priest, 12-20 Hierophants, 25-40 Priests, 50-80 Acolytes, 6-10 Guards (Military) | — | Great Temple, Pilgrim Hostels |
| Arcane | Academy quarter with faculties in many disciplines; scholars in the streets, robed students, stationers and apothecaries clustered around the gate. | 1 Headmaster, 10-15 Masters, 30-50 Scholars, 60-100 Apprentice Wizards | — | Grand Academy |
| Military | Great garrison district: parade ground, drill fields, arsenal, muster horn at every dawn. | Garrison, 1 Commander | — | Armory, Barracks, Parade Ground, Watchtower |
City Archetypes¶
A city's mix of quarters and notable institutions give it identity. When the DM needs to build a city, the archetypes below may be used.
| Archetype | Quarters | Institutions |
|---|---|---|
| Trade City | Trade x2 or more, Craft; 2 tap quarters or more | — |
| Port City | Fishing, Trade, Craft; 1 or more tap quarters; coastal or river hex | Shipyard |
| Cathedral City | Trade, Craft, Religious; 1-2 tap quarters | Great Temple inside the Religious quarter |
| Academy City | Trade, Craft, Arcane; 1-2 tap quarters | Grand Academy inside the Arcane quarter |
| Free City | 3 or more of Trade / Craft / Fishing / Mining / Logging | Syndicate replaces Council; Grand Syndicate Hall replaces City Hall |
| Fortress City | Trade, Craft, Military; 1 or more tap quarters | Stronghold or Great Keep |
| Capital City | Trade, Craft; 2 or more of any other theme | Court replaces Council; Grand Palace replaces City Hall |
Details¶
Creatures¶
Acolyte. Junior clergy who tends the space day to day. Uses the Acolyte stat block. See Faithful: Acolyte.
Apprentice Wizard. Junior mage at a Grand Academy. Uses the Apprentice Wizard stat block. See also Arcane: Apprentice.
Artisan. The expert known as the best in the craft. Uses the Professional stat block or Noble for a famous master. See Traders: Artisan (theme).
Assassins' Guild. Organized killers-for-hire operating across the city's underworld. See Criminals: Assassins' Guild (theme, city).
City Watch. The city's civil law enforcement: patrols streets, staffs the gates, keeps the peace, holds the Watch Halls (one per precinct). Larger than a town Watch and organized by quarter. Reports to the Council or Court. Distinct from the Garrison, which is the city's standing army for external defense. When a Military quarter is present, the two forces operate side by side. See Military: Watch (theme, city).
Commander. Officer in charge of the city's Garrison quarter. Reports to the city's Council or Court. See Military: Garrison (theme, city).
Council. The council of Elders who meet at the City Hall. Sets civic policy, hears appeals from the town courts, commands the City Watch through the Watch Captain. See Rulers: Council (theme, city).
Counting House. Financial house of a Trade quarter. A Banker with Clerks and heavily armed Guards runs a hardened building with a vault, currency exchange, magical wards, and a resident guard detachment. One per Trade quarter at city scale. See Traders: Counting House (theme, city).
Court. The city's ruling lord and his household of stewards, retainers, and advisors. Seat at the Grand Palace. See Rulers: Court (theme, city).
Crossing Master. Runs the quarter's crossing operation, collects tolls. Reports to the city's Council. Uses the Professional stat block or Noble for a wealthy crossing. Loot: signet, the charter, ledger of tolls, 4d10 gp coin purse.
Gang. A street gang running theft, extortion, or protection rackets. Beneath the Thieves' Guild. See Criminals: Gang (theme, city).
Garrison. The city's standing army: professional soldiers paid to hold the fortifications and stand ready for external threat. Larger than a town-scale garrison. Distinct from the City Watch, which handles civil law enforcement. Reports to a lord or the crown, not to the Council. See Military: Garrison (theme, city).
Guild. Trade organization of a commercial quarter. One or more per commercial quarter. See Traders: Guild (theme).
Harbor Master. The Grand Harbor's Steward. Regulates ship traffic, collects docking fees, manages the wharves and warehouses. Uses the Rulers: Steward stat block or Noble for a wealthy port. Loot: signet, ledger, harbor keys, 4d10 gp coin purse.
Headmaster. Head of the Grand Academy. Uses the Mage stat block. See Arcane: Headmaster. Loot: spellbook, 4d10 gp.
Hierophant. Senior clergy of the Great Temple, ranking above the working Priests. Uses the Hierophant stat block. See Faithful: Hierophant. Loot: holy symbol (25 gp), ritual robes, a share of the temple treasury.
High Priest. Head of the Great Temple. Sits on the city's Council in an advisory or dominant role. Uses the High Priest stat block. See Faithful: High Priest. Loot: ritual robes, book of rites; the High Priest's suite holds his treasury.
Master. Senior faculty at the Grand Academy. Uses the Adept Wizard stat block. See Arcane: Master. Loot: spellbook, 2d10 gp.
Merchant. General goods merchant of a tap quarter or craft quarter. Uses the Professional stat block. See Traders: Merchant (theme).
Merchant Caravan. A caravan company based at a commercial quarter. Wagon teams and a Caravan Master; runs regular routes between the city and its trade partners. See Caravans: Merchant Caravan (theme, city).
Militia. Citizen levy called up when the horn blows. Craftsmen, laborers, shopkeepers, and their sons muster with older armor, workmen's weapons, and whatever the district Muster Hall armory holds. Not full-time; distinct from the City Watch (civil law enforcement) and the Garrison (standing army). Every city fields one, organized by quarter. See Military: Militia (theme, city).
Priest. Ordained clergyman at the Great Temple, below the Hierophants and High Priest. Uses the Priest stat block. See Faithful: Priest.
Scholar. Junior faculty or advanced student at the Grand Academy. Uses the Apprentice Wizard stat block. See Arcane: Scholar.
Shopkeepers. Traders who run small shops, stalls, or businesses. Use the Professional stat block. See Traders: Shopkeeper (theme).
Smugglers. They run goods using a local business as a front. See Criminals: Smugglers (theme).
Steward. Appointed by a distant lord or by the mine's or quarry's owner. Runs the quarter's operations. See Rulers: Steward (theme).
Syndicate. The city's ruling body when the Guilds have taken civic authority. A council of Guildmasters at the Grand Syndicate Hall. See Rulers: Syndicate (theme, city).
Thieves' Guild. Organized crime with city-wide reach. See Criminals: Thieves' Guild (theme, city).
Features¶
City Bell. The city's central alarm bell, larger and louder than a town's Town Bell. Rung for fires, raids, civic events, and funerals of prominent citizens.
Gates. The city's entry points, stone gatehouses with iron-banded doors, gatekeepers, and toll collectors on market days. Grand Wall gatehouses are 30 feet tall (DC 22 Strength (Athletics) to climb); doors need siege equipment to breach.
Grand Walls. 30- to 50-foot stone walls around the city, with towers at close intervals. Gates at cardinal points and along major roads; walkway on the inside for defenders. A DC 22 Strength (Athletics) check to climb.
Locations¶
Aqueduct. Water channel bringing fresh water into the city from a distant source. Feeds fountains, baths, and workshops. See Civic Facilities: Aqueduct.
Armory. Weapons and armor storage for the city's Garrison. See Fortifications: Armory.
Barracks. Long stone building housing the city's Garrison. Bunks, arms locker, mess hall, drill yard. See Fortifications: Barracks.
Cattle Barn. Covered shed for housing of cattle. Straw bedding, feed troughs, water. Loot: tools; stored fleece or hides (10 gp).
City Hall. The Council's chamber and city's civic seat. Community treasury kept here. See Rulers: Council (theme, city).
Common Shops. Includes: blacksmith, armor smith, weapon smith, general store, apothecary, bowyer/fletcher, leatherworker. Individual proprietors use the Professional stat block. See Traders: Shopkeeper (theme).
Corral. Enclosure where the quarter gathers animals for shearing, driving to market, etc. Loot: livestock in the pen.
Craft Workshops. Household workspaces attached to family homes. Equipment, tools, materials. Loot: as a Basic Workshop.
Crossing. Depends on the terrain: a ferry boat and landing, a bridge, a chasm span, a marked path over marsh, or a mountain pass.
Grain Store. Communal granary, raised on stone piers. Sacks of wheat, barley, or oats. Loot: stored grain.
Grand Academy. The Arcane quarter's central institution: a great scholarly complex with faculties in many disciplines. See Arcane: Great Academy (theme).
Grand Guild Hall. The Craft quarter's central institution: a monumental guildhouse with faculties in many crafts. See Traders: Guild (theme).
Grand Harbor. The Fishing quarter's central installation: a deep-water port with multiple piers, shipyard, and sea gate. See Civic Facilities: Grand Harbor.
Grand Inn. The city's finest lodging, hosting envoys, wealthy merchants, and pilgrims of note. Multiple wings, a hall, private suites, stabling for many teams. See Hospitality: Inn.
Grand Market. The Trade quarter's central bazaar. Permanent covered stalls and warehouses ring a great open square; wagon yards spill out through the district gates on market days. A grand market has:
- Central square: open ground for temporary tents and processions; the guild banners fly above the raised auction platform.
- Covered stalls: ranks of permanent stone or timber stalls where established Shopkeepers work year-round.
- Warehouses: great stone-built stores flanking the square, one per major guild or trading house.
- Currency exchange: a small hardened building at the market's edge where foreign coin is weighed and traded, staffed by Bankers from the district's Counting Houses.
- Guild sales floor: a covered arcade where the district's Guildmasters hold formal sales of members' work.
- Foreign merchants' compound: a walled courtyard where visiting merchants from other cities may lodge and trade under the city's protection.
- Watch station: a City Watch post at the main gate; the market is a target for pickpockets and the Watch keeps a heavy presence on market days.
- Loot: stall cashboxes (5d20 gp each); warehouse goods (5d100 gp per warehouse); currency exchange strongbox (5d100 gp) behind a strong lock; guild sales floor takings (5d100 gp on market days) behind a strong lock.
Depot. A Merchant Caravan's home base at the quarter. See Caravans: Depot.
Grand Palace. A Capital City's ruler seat and residence. Great reception halls, private wings for the family and court, treasury, gardens. See Rulers: Court (theme, city).
Grand Syndicate Hall. A Free City's ruling chamber, where the Guildmasters meet in council. Great meeting hall, records vault, treasury. See Rulers: Syndicate (theme, city).
Great Temple. The Religious quarter's central sanctuary: a monumental temple with pilgrim hostels, catacombs, and multiple priests. See Faithful: Great Temple (theme, city).
Windmill. See Industrial Facilities: Windmill.
Mine. See Industrial Facilities: Mine.
Muster Hall. Dedicated militia meeting hall and armory, one per quarter at city scale; long room with a hearth, racks of spears and shields along the walls. Where the quarter has one, the district Militia musters here. Otherwise the Militia musters at the quarter's civic hall. See Military: Militia (theme, city).
Parade Ground. Drill yard for the city's Garrison. Packed dirt or gravel, flagpole at the center. See Fortifications: Parade Ground.
Pastures. Grazing land around the city. Boundary stones or streams mark the edges. Loot: grazing livestock (10 gp per beast).
Pilgrim Hostels. Lodgings for pilgrims arriving at the Great Temple. See Hospitality: Pilgrim Hostels.
Quarry. See Industrial Facilities: Quarry.
Sawmill. See Industrial Facilities: Sawmill.
Sewers. Buried drainage system running beneath the city; prevents disease and floods. See Civic Facilities: Sewers.
Shipyard. A Port City's ship-building yard next to the Grand Harbor. See Civic Facilities: Shipyard.
Stables. Long low building with stalls for horses. Straw, tack, feed. Loot: horses (50 gp per riding horse); tack (5 gp per set).
Storehouse. General storage for goods. Barrels, crates, sacks. Locked door with a chain. Loot: goods (100 gp); the storekeeper's ledger.
Toll House. Small building at the crossing where fees are collected. Counter with a ledger and a locked strongbox. Loot: the day's tolls (2d20 gp); ledger of who crossed.
Village Fields. Fields for crops and herds on the quarter edges. See Households: Common Household (theme).
Village Green. Central common in a Farming quarter. A firepit for festivals.
Watchtower. Stone tower on the city wall or the Military quarter. Manned in shifts. Signal fire at the top. A DC 20 Strength (Athletics) check to climb the exterior.
Water Well. See Civic Facilities: Well.
Wharf Warehouse. Great plank shed at the water's edge. Fish crates, salt sacks, drying frames, cargo staging.