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Town

Towns are settlements of 1,000 to 6,000, with walls, streets, and a formal civic government. A town is roughly half a mile across, with fields, pastures, and a hinterland of tributary hamlets beyond.

A basic town

Every town has the following.

Creatures Features Locations
Rulers: Council, Court, or Syndicate
Military: Watch, Militia
Households: Commoner Households
Criminal: Smugglers, Gang, Thieves' Guild
Defense: Walls, Town Bell, Gates
Infrastructure: Water Well
Government: Town Hall, Palace, or Syndicate Hall
Hospitality: Inn
Commerce: Common Shops

Districts

Towns also have 3 to 10 unique districts.

Theme Description Creatures Features Locations
Farming Fields and barns beyond the district; grain wagons on market days. — — Village Green, Village Fields, Grain Store, Windmill
Fishing Quays, piers, warehouses, ship traffic; salt and tar in the air. 1 Harbor Master — Harbor, Wharf Warehouse
Mining Rough housing at the mine mouth; ore wagons and slag heaps within the district. 1 Steward, 1 Merchant — Mine
Quarry Cut stone stacked at the district edge; workers' huts along the pit rim. 1 Steward, 1 Merchant — Quarry
Logging Log yards, timber wagons, sawmill running through the district. 1 Merchant — Sawmill
Trade Merchants' stalls, warehouses, wagon yards; the district gate never quiet. 1 Guild, 1 Merchant Caravan, 4-8 Shopkeepers, optional Counting House — Market Square, Guild Hall, Depot, Stables, Storehouse
Herding Pastoral edge of the town; sheep, cattle, or goats grazing beyond the walls. 1 Merchant — Cattle Barn, Corral, Pastures
Crossing Grown around a ferry, bridge, chasm span, marsh path, or mountain pass. 1 Crossing Master, 2-4 Shopkeepers — Crossing, Toll House, Stables
Craft Guildhouse district: kilns, looms, forges, vats; the guild's colors on the banners. 1 Artisan, 1 Guild, 1 Merchant Caravan — Guild Hall, Depot, Craft Workshops, Storehouse
Religious Temple district: pilgrim traffic, bell hours, temple servants moving between the sanctuary and the guest houses. 1 High Priest, 2-3 Hierophants, 3-5 Priests, 6-10 Acolytes, 2 Guards (Military) — Temple
Arcane Academy district: scholars in the streets, robed students, stationers and apothecaries clustered around the gate. 1 Headmaster, 2-3 Masters, 3-5 Scholars, 6-10 Apprentice Wizards — Academy
Military Garrison district: barracks, parade ground, muster horn at every dawn. Garrison, 1 Commander — Armory, Barracks, Watchtower

Town Archetypes

A town's mix of districts and notable institutions give it identity. When the DM needs to build a town, the archetypes below may be used.

Archetype Districts Institutions
Market Town Trade, Craft; 1-2 of Fishing / Farming / Herding —
Port Town Fishing, Trade, Craft; 1 of Farming / Herding Shipyard; coastal or river hex
Temple Town Trade, Craft, Religious; 1-2 tap districts Temple inside the Religious district
Academy Town Trade, Craft, Arcane; 1-2 tap districts Academy inside the Arcane district
Guild Town 2-3 of Trade / Craft / Fishing / Mining / Logging Syndicate replaces Council; Syndicate Hall replaces Town Hall
Citadel Town Trade, Craft, Military; 1 tap district Stronghold or Great Keep
Border Town Trade, Craft, Military; 1-2 of Farming / Herding; border-adjacent hex Customs Officer; Customs 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 an 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).

Commander. Officer in charge of the town's Garrison district. Reports to the town's Council or Court. See Military: Garrison (theme, town).

Council. The seven to twelve Council Elders who meet at the Town Hall. They set civic policy, hear appeals, and command the Watch through the Watch Captain. See Rulers: Council (theme, town).

Counting House. Financial house of the Trade district. A Banker with Clerks and armed Guards runs a hardened building with a vault, currency exchange, and heavy locks. Optional at town scale — appears where the trade volume supports it. See Traders: Counting House (theme, town).

Court. The town's ruling lord and his household of stewards, retainers, and advisors. Seat at the Palace. See Rulers: Court (theme, town).

Crossing Master. Runs the district's crossing operation, collects tolls. Reports to the town's Council. Uses the Professional stat block or Noble for a wealthy crossing. Loot: signet, the charter, ledger of tolls, 2d10 gp coin purse.

Customs Officer. The border town's Steward for cross-border trade. Regulates goods, collects duties, coordinates with the Watch and Militia. Uses the Rulers: Steward stat block or Noble for a strategically important border. Loot: signet, ledger, customs keys, 2d10 gp coin purse.

Gang. A street gang running theft, extortion, or protection rackets. Beneath the Thieves' Guild when one is present. See Criminals: Gang (theme, town).

Garrison. The town's standing army: professional soldiers paid to hold the fortifications and stand ready for external threat. Distinct from the Watch, which handles civil law enforcement. Reports to a lord or the crown, not to the Council. See Military: Garrison (theme, town).

Guild. Professional association of a commercial district. One per commercial district: Merchants' Guild for Trade, a trade-specific Guild for Craft, Miners' Guild for Mining, Loggers' Guild for Logging, Fishers' Guild for Fishing. See Traders: Guild (theme).

Harbor Master. The port'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, 2d10 gp coin purse.

Headmaster. Head of the Academy. Uses the Mage stat block. See Arcane: Headmaster. Loot: spellbook, 2d10 gp.

Hierophant. Senior clergy of the 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 Temple. Sits on the town'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 Academy. Uses the Adept Wizard stat block. See Arcane: Master. Loot: spellbook, 1d10 gp.

Merchant. General goods merchant of a tap district or craft district. Buys the district's output, sells local necessities. Uses the Professional stat block. See Traders: Merchant (theme).

Merchant Caravan. A caravan company based at a commercial district. Wagon teams and a Caravan Master; runs regular routes between the town and its trade partners. See Caravans: Merchant Caravan (theme, town).

Militia. Citizen levy called up when the horn blows. Farmers, craftsmen, and shopkeepers muster with older armor, workmen's weapons, and whatever the Muster Hall armory holds. Not full-time; distinct from the Watch (civil law enforcement) and the Garrison (standing army). Every town fields one. See Military: Militia (theme, town).

Priest. Ordained clergyman at the Temple, below the Hierophants and High Priest. Uses the Priest stat block. See Faithful: Priest.

Scholar. Junior faculty or advanced student at the 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 district's operations. See Rulers: Steward (theme).

Syndicate. The town's ruling body when the Guilds have taken civic authority. A council of Guildmasters at the Syndicate Hall. See Rulers: Syndicate (theme, town).

Thieves' Guild. Organized crime with citywide reach. See Criminals: Thieves' Guild (theme, town).

Watch. The town's civil law enforcement: patrols streets, staffs the gates, keeps the peace, holds the Watch Hall. Reports to the Council or Court. Distinct from the Garrison, which is the town's standing army for external defense. When a Military district is present, the two forces operate side by side. See Military: Watch (theme, town).

Features

Gates. The town's entry points, timber or stone gatehouses with iron-banded doors, gatekeepers, and toll collectors on market days. Walls at gatehouses are 25 feet tall (DC 20 Strength (Athletics) to climb); doors need siege equipment to breach.

Town Bell. The town's central alarm bell, larger and louder than a district Watch Bell. Rung for fires, raids, civic events, and funerals of prominent citizens.

Walls. 20- to 30-foot stone or timber walls around the town, with towers at intervals. Gates at cardinal points; walkway on the inside for defenders. A DC 20 Strength (Athletics) check to climb.

Locations

Academy. See Arcane: Academy (theme).

Armory. Weapons and armor storage for the town's Garrison. See Fortifications: Armory.

Barracks. Long stone or timber building housing the town'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).

Common Shops. Includes: blacksmith, armor smith, weapon smith, general store, apothecary, bowyer/fletcher, and leatherworker. Individual proprietors use the Professional stat block. See Traders: Shopkeeper (theme).

Corral. Enclosure where the district 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.

Customs Hall. The border town's customs office at the outbound gate. Weighing floor, ledger room, holding cells for detained travelers and contraband, strongbox for collected duties. Loot: the day's duties (100 gp on a busy day); ledgers; keys to holding cells; contraband.

Depot. A Merchant Caravan's home base at the district. See Caravans: Depot.

Grain Store. Communal granary, raised on stone piers. Sacks of wheat, barley, or oats. Loot: stored grain.

Guild Hall. A guild's headquarters at the Craft or Trade district. Meeting hall, offices, records room, treasury. Run by a Guildmaster. See Traders: Guild (theme).

Harbor. The town's port. Piers stretching into the water, quays for cargo, moorings for larger vessels. The Harbor Master's office is at the head of the main pier. Contains a Shipyard when the town also has the archetype's shipyard investment.

Inn. See Hospitality: Inn.

Market Square. The town's central market. Permanent covered stalls and warehouses along the perimeter; open space for temporary tents; the Watch in force on market days. Replaces the Small Market Square from the village stage. Loot: stall cash and small goods.

Windmill. See Industrial Facilities: Windmill.

Mine. See Industrial Facilities: Mine.

Muster Hall. (Optional.) Dedicated militia meeting hall and armory; long room with a hearth, racks of spears and shields along the walls. Where the town has one, the Militia musters here. Otherwise the Militia musters at the Town Hall. See Military: Militia (theme, town).

Palace. A Court Town's ruler seat and residence. Formal reception rooms, private quarters, retinue quarters, small garden, treasury. See Rulers: Court (theme, town).

Pastures. Grazing land around the town. Boundary stones or streams mark the edges. Loot: grazing livestock (10 gp per beast).

Quarry. See Industrial Facilities: Quarry.

Sawmill. See Industrial Facilities: Sawmill.

Shipyard. A Port Town's ship-building yard next to the 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.

Syndicate Hall. The Guild Town's ruling chamber, where the Guildmasters meet. Formal meeting room, records vault, treasury. See Rulers: Syndicate (theme, town).

Temple. The Religious district's central building. See Faithful: Temple (theme, town).

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.

Town Hall. The Council's chamber and civic seat. Community treasury kept here. See Rulers: Council (theme, town).

Village Fields. Fields for crops and herds on the district edges. See Households: Common Household (theme).

Village Green. Central common in a Farming district. A firepit for festivals.

Watchtower. Stone or timber tower on the settlement wall or the Military district. Manned in shifts. Signal fire at the top. A DC 18 Strength (Athletics) check to climb the exterior.

Water Well. See Civic Facilities: Well.

Wharf Warehouse. Large plank shed at the water's edge. Fish crates, salt sacks, drying frames.