Skip to content

Town

An urban community of 1,000 to 6,000 souls. Town leadership is most often a Mayor or Lord, with a Council of elders or guild heads.

A town is a mile or more across. At its center is a Market Square with a Town Hall, a Temple, several Taverns, an Inn, and a scatter of Common Shops. Walls encircle the town, defended by a Militia if needs be. There may be organized crime, such as Smugglers or a Thieves' Guild. A town Watch polices the streets.

Around the town center are a few Districts: farming fields, fishing wharves, mines, mills, markets, specialty craft neighborhoods, etc.

How to build a town

  1. Pick or roll the number of districts in the town (d6: 1-3 = 3, 4-5 = 4, 6 = 5).
  2. Pick or roll that many districts from the Town Parts table below.
  3. Combine the parts from the Town Center row and the selected district rows into one stat block.
  4. Name the town and add or change any other pieces or details desired.

Town Parts

d12 Name Description Creatures Features Locations
— Town Center An urban community of 1,000 to 6,000. Mayor or Lord; Council (5-7 elders or guild heads); Watch (see Watch (town)); Militia (see Militia (town)); Commoner Households; Smugglers or Thieves' Guild Walls (DC 15 to climb); Watch Fires at the gatehouses Market Square (central public, paved, stalls, public well); Town Hall (Mayor's or Lord's seat, Council chamber, court, alarm bell); Temple (see Faithful); Taverns (several, one per neighborhood); Inn (see Hospitality); Common Shops (blacksmith, general store, bowyer, leatherworker, baker, butcher, brewer, tailor, chandler, cordwainer, apothecary)
1 Farming District Fields and barns on the outer belt. Grain carts to the Grain Market. — Growing Season (spring sowing, summer tending, autumn harvest, winter idle) Town Fields (large acreage, see Households: Common Household); Mill Complex (several mills); Grain Market (specialty market)
2 Fishing District Multiple wharves and a working fleet. Fish, salt, smoke. — Tide and Season (daily tides and seasonal runs) Wharves (several plank wharves); Warehouse Complex (fish crates, salt sacks, drying frames); Fishing Fleet (open boats and a few larger for open water); Fishmonger's Hall (specialty market)
3 Mining District A deep mine with smelters at the gate. Day and night work. Ore Merchant (buys ore, sells necessities) Shifts (day and night) Deep Mine (large operation; see Industrial Facilities); Weighing House (merchant's office with scales); Smelters (open furnaces beside the mine)
4 Quarry District Open pit with masons' yards nearby. Dust and lime. Stone Merchant Shifts (day) Open Quarry (large operation; see Industrial Facilities); Weighing House; Masons' Yards (cut stone sorted; mason's workshops)
5 Logging District Sawmill complex and lumber yards. Clearing cut back from the forest. Timber Merchant Felling Season (autumn and winter peak; spring thaw mills the backlog; summer slow) Sawmill Complex (several mills; see Industrial Facilities); Timber Merchant's Yard; Lumber Yards (stacks of planks)
6 Herding District Pastures outside the walls. Butchers' row and hide market inside. Livestock Merchant (buys wool, hides, cheese) Shearing and Driving (spring shearing; autumn drive to market) Pastures (grazing beyond the walls); Cattle Market (specialty market); Butchers' Row (butcher stalls); Hide Market
7 Trade District Grown around the main road or port. Caravans, inns, salt and spice. Merchant Caravans (several) Market Day (weekly or more) Grand Market Square (paved, permanent, with shop fronts; see Traders: Shopkeeper); Caravan Yard (stables, warehouses, loading docks); Inns (several); Depots (one per merchant house; see Caravans)
8 Crossing District Grown around a bridge, ferry terminal, or pass. The town lives on the toll. Crossing Master (Professional; carries signet, charter, ledger) Toll (crossing charges a fee) Bridge or Ferry Terminal (varies by terrain); Toll House (counter, ledger, locked strongbox); Stables (for travelers' horses)
9 Craft District Specialty craft district with workshops, showrooms, and a Guild Hall. Artisans (several masters; see Traders: Artisan); Trade Goods Merchant Craft Specialty (pick or roll d6: 1 Pottery, 2 Weaving, 3 Glassmaking, 4 Brewing, 5 Ironwork, 6 Masonry) Craft Halls (one per represented guild); Workshops (household workspaces); Showrooms (public shop fronts); Guild Hall (the district's political seat)
10 Religious District A Monastery of monks or nuns. Prayer bells over the town. Head Monk (see Faithful); Monks (10-30 brothers or sisters) Domain (pick or roll d6: 1 Knowledge, 2 Life, 3 Light, 4 Nature, 5 Tempest, 6 War) Monastery (see Faithful)
11 Arcane District A Wizard's Tower. Strange lights at night, odd silences by day. Wizard (see Hedge Wizard); Apprentices (3-6; see Apprentice Wizard) Tradition (pick: Wizard, Sorcerer, or Warlock) Wizard's Tower (see Arcane)
12 Military District Standing garrison. Walls maintained by this district. Garrison (see Military) Drill (morning and evening) Garrison House (barracks, mess, arms locker; see Fortifications); Watchtowers (on walls at corners and gates); Parade Ground

Optional additions

Any of these may be added:

  • Shrine. Devoted to a specific deity or spirit.
  • Scribe. A literate commoner who writes letters for a few coppers.
  • Dovecote. Message-carrying birds.
  • Hired Hall. A rented large room for weddings or feasts.
  • Hedge Doctor. Nonmagical healing.
  • Oracle. Charms, fortune-telling, folk magic.
  • Charitable House. Poorhouse or orphanage.
  • Pillory. Public punishment at the Town Center.

Example: Marchford

A medium town at a stone bridge over the Marchwater river, 60 miles east of Castle Grey. Lord Gavren rules with a Council of nine guild heads.

Marchford

Medium civilian settlement
Alignment Neutral  |  Population 3,000


A busy river town where caravans cross the Marchwater. Farming belt east, craft quarter west, the stone bridge at the center.

Creatures

Lord and Council. Lord Gavren (Noble) and a Council of nine guild heads meet at the Town Hall. See Rulers: Council.

Watch. The town's standing law enforcement under Watch Captain Fenn. See Watch (town).

Militia. Four Companies under a Lieutenant. See Militia (town).

Commoner Households. 300 families spread across the districts.

Thieves' Guild. Headquartered above a chandler's shop in the Craft District. Captain Fenn knows the lay of it but can't move without proof.

Features

Defenses. Walls encircle the town (DC 20 to climb). Watch Fires on the four corner towers.

Growing Season. The eastern Fields are rich alluvial soil along the river.

Toll. The Bridge collects 1 cp per foot traveler, 1 sp per horse, 1 gp per cart. Rates posted at the Toll House.

Market Day. Weekly on Highday. Caravans and local stallholders set up at the Grand Market Square.

Craft Specialty. Ironwork. Marchford's smiths shoe the caravans and forge tools for the region.

Locations

Market Square. Paved central square with a Public Well under a stone arch.

Town Hall. Lord Gavren's seat. Council chamber on the second floor; court on the ground floor. Alarm bell outside.

Temple. Devoted to the god of rivers and roads.

Taverns. The Bridgeman, the Hammer and Anvil, the Harvest Bowl.

Inn. The Caravan's Rest.

Common Shops. Full set along two streets off the Market Square.

Town Fields. East of the river; grain and vegetable crops.

Mill Complex. Three water mills on the Marchwater's eastern bank.

Grain Market. East of the Market Square, open daily.

Bridge. Stone, three arches, defended by two gatehouses.

Toll House. At the western gatehouse; counter, ledger, locked strongbox.

Stables. Behind the Toll House.

Grand Market Square. East of the Bridge; paved, permanent, with shop fronts.

Caravan Yard. North of the Market Square; stables, warehouses, loading docks.

Depots. Three merchant houses based here.

Craft Halls. The Smiths', the Masons', the Cordwainers'.

Workshops. Household workshops attached to the Craft Halls.

Showrooms. Public-facing shop fronts for the guilds' finished goods.

Guild Hall. A two-story stone bastion built by the Smiths' Guild. Lord Gavren's chief rival for town influence.


Local Troubles

Towns often have problems. Pick or roll.

d100 Trouble
01 A Merchant Caravan is a week overdue.
02 The Merchants' Guildmaster died in his sleep last night. His will names an outsider as successor. The other Officers refuse.
03 A deposit brought to the Counting House was less than what the depositor swears he handed over.
04 A page of the Counting House ledger was altered during the night. The Banker has cancelled appointments and doubled the Guard on the door.
05 A Guild Hall's dues chest was found empty on the morning of the annual audit. The Guildmaster has quietly borrowed from the Counting House to make it whole before the meeting.
06 The town's grain silo was found empty.
07 A prominent Councilor was found dead in his private study, still holding the pen. Ink has spilled over an unfinished letter.
08 Two towns are fighting over the tolls of a bridge that sits between them. A Magistrate from the distant Court is riding out within the fortnight to decide. Both towns are looking for outside help.
09 A rider from the crown arrived last night demanding the Watch turn over a named fugitive by week's end.
10 The Counting House was broken into last night. Nothing was taken, but the Banker's ledger was left open on his desk with a single name circled. He is looking for outside help.
11-12 A Gang boss was found floating in the sewers. Two rival Gangs are hurrying to claim credit.
13 Silver-plated lead coin is circulating through the Market Square.
14 A prisoner escaped from the local labor camp, killed a guard and stole a horse. His name is at the top of the Merchants' Guild's list of enemies.
15 A body of a well-known fence was left on the steps of the Town Hall, throat slit.
16 A Merchant Caravan was robbed on the road. Only money, not goods, were taken. The caravan refuses to give names.
17 The Thieves' Guild pays the Watch Captain a quiet monthly tribute to look the other way. But not this month.
18 A witness scheduled to testify has vanished.
19 A wealthy Councilor has put a contract on his rival. The rival is now bidding to have the contract withdrawn. Or aimed the other way.
20 The town's Priest was found dead at the altar this morning.
21 A famous pilgrim expected at the Temple for the holy day never arrived.
22 Two novices who slipped out of the Hermitage one night have not been seen since.
23 The Temple altar was found smeared with blood at dawn. The Priest calls it a sign; the Watch has arrested a butcher.
24 A Priest was caught burning a sacred text at midnight in the temple furnace. He will not explain.
25 A student at the Academy has been missing for three days. His Master has been evasive.
26-27 A dangerous magical creature escaped from a Master's workroom last night. The Watch has cordoned the block.
28 The town's hedge witch has been found dead in her cottage.
29-30 Small animals have been going missing near the sewers.
31 A magical item up for auction is thought to have been stolen from the Academy's Reliquary.
32 A wealthy family's son has not woken in three days. No physician can find cause.
33 A prominent Master at the Academy has challenged a rival Master to a public spell duel . The Watch is worried about damage to a whole block.
34-35 A cursed sword has been passed through three owners this month. Each was found dead within days. The current owner cannot give it away; it always comes back.
36 Two prominent Merchant Houses have been feuding. One's caravan just went missing.
37 A brother has returned from exile with a wagon of wealth. The family is refusing him and looking for the source of his riches.
38 A prominent household is hosting a feast, but a servant was caught trying to poison the wine.
39-40 The youngest son of a prominent household has been kidnapped. There is a ransom demand.
41 A wealthy family's youngest child was found last night on the road. She cannot say how she got there.
42 A stranger has been seen following a Councilor. When approached, he vanishes into the crowd.
43-44 A body has been found at the same corner each dawn for two days. Always a stray dog. Yesterday it was a man.
45 A merchant has received identical letters in five different hands warning him not to travel this month. If he stays, his House loses its charter.
46 A prominent citizen's portrait in the Town Hall gallery has been altered slightly. The citizen has since died in his sleep.
47 A brass key was left in the Watch station's evidence box overnight. No one placed it there.
48 A wagon of refugees arrived at the Gates yesterday, fleeing a burning village. The Council has locked the Gates while they decide who to let in.
49 An envoy from a rival power has demanded audience with the Council.
50 A caravan from a distant port arrived last night. Two of its members have not risen this morning.
51-52 Bandits have closed the road and no caravans have arrived in a week. The Merchants' Guild is petitioning the Lord to hire mercenaries.
53 A rider from a distant lord claims a runaway servant of his master is hiding in the town. He has offered gold for the servant's return. Dead or alive.
54 A foreign warship has anchored at the mouth of the river a day's ride downstream. Its flag is not one the town has seen.
55 A wagon bearing an unfamiliar seal was found at the outbound Gate, its driver missing and its team cut loose.
56 A distant war has spilled deserters onto the trade roads. Half a dozen have already arrived at the Gates seeking sanctuary, but some are wanted men in their home country.
57-58 The town's main well has begun to taste sour. When a Watch officer looked, the reflection at the bottom moved when he did not.
59 A section of the wall between two towers collapsed in the night. The Chancellor has hushed the news and hired workers who don't ask questions.
60-61 Giant rats have taken over the sewers under the Trade district. Merchants are calling for hired swords.
62-63 A stench has begun rising from the sewers under the Watch Hall. Three prisoners in the cells below have died in their sleep since.
64-65 A section of street collapsed revealing an old tunnel nobody has records of. Two Watchmen sent to investigate have not come back.
66 A sudden fog has held over the town for two days and refuses to lift. The Merchants' Guild is losing coin while trade is stalled.
67 The town's grain stores were opened this morning and found riddled with rot.
68-69 A sinkhole opened at the edge of a farm, swallowing a small field and a farmhouse. The family has not been seen. The ground continues to slump.
70-71 A family has gone missing. The Watch found no bodies and no signs of struggle, just the dinner gone cold.
72-73 Fresh graves in the town's cemetery have been found opened, bodies missing except one. One had an old man's corpse in a young woman's coffin.
74-75 Every dog in the town has begun howling at the same hour after midnight. On the fourth night, a beggar who slept beside the Temple was found dead.
76-77 Something has been leaving strange tracks in the mud at the sewer outfall.
78-79 Something has been prowling the roads at night within sight of the walls. Two travelers were killed last week.
80-81 A body was found on the wharf. The physician does not know what killed it or who it is. It does not rot.
82-83 A statue has moved from the Temple's roof.
84-85 Something has been killing livestock at the edge of the town.
86-87 A shape has been rising from the river at night for a week. A man who took a boat to see has not come back.
88-89 A savage creature was captured at the Gate trying to sell a stolen ceremonial dagger. He speaks the local tongue.
90-91 Cattle have been found drained, ribs cracked outward as though something climbed out. Tracks lead to the sewer.
92-93 A caravan arrived last night with a caged creature. It has since escaped. The Watch has cordoned the district.
94-95 Something has been digging in the cemetery each night. Two graves have been disturbed and the corpses partially eaten.
96 A large mercenary company has camped outside the walls seeking a contract.
97 An old adventurer of some fame has taken a room at the Inn. He has begun receiving visitors after dark.
98 Exiles from a distant war have arrived at the Gates. They ask sanctuary, but their story does not add up.
99 A famous singer has arrived to perform the Inn. Each of the last two towns the singer performed in has since suffered a fire.
100 A young lord has arrived at the town gates alone, on foot, and dirty. He carries the seal of a house nobody has heard of in fifty years.