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Published by DnD, 2023-07-12 04:24:48

Organic Towns

Organic Towns for Dnd

9 9 Organic Towns


100 Buildings


46 Organic Towns


102 Buildings Mines provide the steady flow of stone and metal needed for constructing buildings. The work is physically demanding, often dangerous, and not particularly lucrative for the regular miner. Mine operations take place where ore is found. If the mine is located more than five miles from town, miners will likely need to camp outside the mine, putting themselves at risk of attack from anything unfriendly in the area. Miners camping unprotected in tents outside of the mine have a 25% chance each month of being attacked if there are monsters or enemies in the area. This threat ends if an outpost is built within 5 miles of the mine. In addition to outside threats, mines often make strange or dangerous discoveries when they expand into new chambers. Adventurer’s can sometimes find work protecting miners from threats or exploring recently discovered subterranean chambers.


10 3 Organic Towns


104 Buildings The Orphanage offers a home to children without one. In addition to keeping children safe, orphanages also keep them away from predatory gangs and criminals and, when possible, also provide some semblance of education to the children so they might have a chance to earn a decent living. While orphanages almost never have work for adventuring groups, older children who want to see the world and who have some prowess in fighting can sometimes make loyal squires, hiredhands, and followers to adventurers who are willing to train them and pay them a fair wage.


10 5 Organic Towns


106 Buildings Essentially a settlement all its own, Outposts offer shelter and protection in even the most dangerous locations. Outposts are typically located in places of strategic importance to the settlement – crossroads, bridge crossings, islands, hilltops overlooking flat stretches, or near mines or mills that require protection. Because of their necessary proximity to danger, Outposts frequently have paid work for adventurers. Outposts offer protection, but other amenities are usually in short supply. Merchants passing by often seek refuge in outposts, but other supplies on hand are usually in control of the garrison commander.


10 7 Organic Towns


108 Buildings Pastures provide food and enclosed space for livestock. Cows, pigs, goats, chickens, and sheep are traditionally most common, but consider your world, region, and climate. What types of animals thrive there? In a jungle, this could be a preserved area of high-canopy trees that are home to domesticated lizard. In the wetlands, a “pasture” might look like a fish hatchery and stocked lake. Because the animals raised in pastures are raised for food, other creatures often take advantage of this to get a free meal. Whether against hungry trolls or opportunistic bandits, farmers often need help protecting their herds and are willing to pay adventurers to lend a hand. A settlement can construct a number of pastures equal to 1+ the number of Outposts the settlement controls. There is no requirement for the Outpost’s level in relation to the Pasture’s level. For example, if a settlement has a Level I Outpost, it can have two Level III Pastures as long as all other prerequisites for the Pasture are met.


10 9 Organic Towns


110 Buildings Built to hold prisoners too dangerous to let free within society, prisons can also breed problems of their own. At higher levels, a forprofit prison system can provide cheap labor to stretch a settlement’s budget, but this comes at the expense of its criminal justice system’s integrity. Except for tracking down the occasional escaped convict, prisons rarely require the aid of adventurers.


111 Organic Towns


112 Buildings Better than bushwhacking through untamed wilderness, roads offer a clear and presumably safer route between settlements, ports, bridges, and other key landmarks. They require some upkeep to maintain, and sometimes settlements need the aid of adventurers to keep them safe from monsters and bandits. When building roads, assume that they will extend as far as they need to reach 3-4 of the closest key landmarks. Travel on roads is faster than overland travel through wild country. For each level of road, those traveling along them move 10% faster than they would otherwise.


11 3 Organic Towns


114 Buildings Stables provide a safe place for residents to keep their steed. Accommodations vary, but stables provide, at a minimum, shelter, food, and water to the animals they tend. How much a stable charges will also vary greatly; on average, customers can expect to pay 1/50th SP per week. Higher-end stables usually pay for their own hired guards. However, horse thievery is still an ever-present concern. Stables will sometimes pay adventurers who can reclaim stolen horses, especially when the thieves take the animals beyond city limits and outside the jurisdiction of town guards. Additionally, boutique stables that specialize in breeding and training exotic species will often hire adventurers who can successfully catch and transport stocks of species they wish to breed.


11 5 Organic Towns


116 Buildings Storehouses safely store food products and other goods, protecting them from would-be thieves and hungry vermin. Aside from preserving food and increasing the availability of trade goods, storehouses also maintain a buffer of food for times of war. They require a minimal amount of maintenance to rotate out old grain and to refill with new grain. Otherwise, they are low-upkeep buildings. Trade Depots, which can sometimes house valuable commodities, can be targets of criminal organizations. Merchant Guilds will have details about opportunities for adventurers. To store food in the storehouse, the GM must take the Food Storage action. The Granary has enough food storage for 3 months, the Storehouse has enough for 6 months, and the Trade Depot can store food for up to 12 months.


11 7 Organic Towns


118 Buildings The focal point and community center for any town, the Tavern is often the first place an adventuring party will explore. In addition to selling food and drinks and offering a venue for adventurers to learn local gossip, taverns also host a “Quest Board” where residents will post information for odd jobs adventurers may take on to earn some extra gold. To create the feeling of an organic quest board, the quests that the players haven’t focused on should disappear after a month or two with the assumption that a rival adventuring party completed it.


11 9 Organic Towns


120 Buildings Temples connect residents to the deities they worship. Depending on your campaign setting, temples may have significant work for adventurers and believers. Temples often have long, institutional memories and can be valuable sources for information on local ruins, crypts, cults, and the whereabouts of fables, artifacts, and relics. Many temples also provide healing and blessings with tangible effects that can provide needed help to adventures in the area. A temple may typically worships a single deity but some honor an entire pantheon.


121 Organic Towns


122 Buildings Theaters can host all manner of entertainment, including scripted dramas and comedies, live musical performances, jugglers, mimes, and many other performers. Bards and entertainers seeking some side money can often find it here. Their payment will be based on the size of the town, how famous the performer is, and how good of a performance they deliver. In general, performers can expect to be paid per performance: .1-1 SP by stages, .5-2 SP by theaters, and 1-10 SP by stadiums.


12 3 Organic Towns


124 Buildings Watchtowers allow defenders to spot enemies from far away and give defenders additional range with their attacks. A sturdy watchtower and a palisade wall are the cornerstone defenses of just about any village. Towers also allow vigilant guards to spot all manner of curiosities from a distance. Every settlement is different, but guards typically keep watch in towers in pairs and rotate out every eight hours.


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126 Organic Towns The seat of political power for any settlement, Town Halls are essential for managing the day-to-day affairs of town. Governments can take a variety of forms – and town halls will reflect this – but regardless of who leads, they do it within this building. When making your town, make sure to have a clear idea of what kind of government your town has, how leaders are chosen or appointed, and what role – if any – residents have in the process. For settlements in which players will take an active role in governing, it’s recommended that they receive guidance from a small council who can represent multiple sides of an issue. Town Halls frequently utilize help from trusted adventurers who can assist with issues that are beyond the scope of the town guard and the military. Typically, settlement leadership will only work with adventurers they know or those who come recommended from trusted advisors. Adventurers who help towns in an official capacity often receive titles from the settlement leader to reflect their authority within the settlement.


12 7 Organic Towns


128 Buildings Trading Companies are the fantasy equivalent of international corporations. The orchestrate trade, facilitate diplomatic efforts to new trade deals and routes, and are always on the lookout for the next big opportunity. They respect gold first and foremost; all other considerations are a distant second. With so much money flowing through trading companies and an inclination toward high risk, high reward opportunities, Trading Companies have work for enterprising adventurers – especially those who don’t ask too many questions.


12 9 Organic Town s


130 Buildings Walls are an essential defense of any settlement, though upgrading them beyond a simple palisade fence can easily be prohibitively expensive. Settlements in more tamed area might get by without one, but – perhaps more than any other building – walls are better to have and not need than to need and not have. Like towers, walls provide good elevation from which defenders can spot approaching people and monsters; likewise, wary guards can spot other interesting things that could be worth investigating.


131 Organic Towns


132 Buildings Wells are essential infrastructure for the settlement. Without clean water to drink, residents will soon be rioting. Wells are a unique building in that they are one of the few buildings that can be built multiple times with stacking benefits (at level 1 at least). Wells are an important resource, and settlements are often vigilant about them becoming poisoned or tainted in some way; many settlements post guards to keep watch over them. Wells usually provide water for free to residents, though some settlements pay impose a modest tax on their use. By taxing the well, the settlement can gain an additional 1 SP per 1,000 residents. However, each month that this goes on, there is a 5% chance that morale diminishes by -1 and a 1% chance that population growth reduces by .05%.


13 3 Organic Towns


134 Buildings Workshops are an absolute necessity for villages that want to expand beyond a few houses and wells. These miracles of modern technology allow smiths to make nails, horseshoes, cogs, and other essentials for advanced building construction. Many workshops are community owned, available to anyone with the skill and know-how to use one. Because of the high demand for the basic components for construction, those with smithing skills can make some extra income by helping to make needed components. For each day that a smith spends working at the workshop, they can make 1/100th SP. This number is doubled if there are at least five buildings under construction. The number doubles again for each level of the workshop beyond Level 1. Residents who want to commission unique metal items can typically do so here. Weapons can usually only be made by forges (unless there is a skilled weaponsmith operating the smith), and when a workshop becomes a foundry – at the GM’s discretion – it’s possible that weaponsmiths can collaborate with rune mages and enchanters to craft magical items. Commissioned magical items are exorbitantly expensive (150 SP for the most basic magic weapons) and take a long time to make.


13 5 Organic Towns


136 Sample Settlements Sample Settlements Foolshope Foolshope is a small coastal town with around 1,000 residents. The town is governed by a feudal monarchy and is blessed with a thriving harbor and no major threats nearby. In fact, Foolshope is mostly known to sailors or those who find themselves moving port to port from nearby waters, though travelers sometimes find their way there from word of mouth when at cities or towns relatively nearby. Foolshope’s major exports are ships, seafood, and lumber. Minor exports are handcrafted wooden tools, root vegetables, berries, wild game, wooden furniture, jewelry, and leather/furs. Imports from trading ships and from other coastal towns are usually metal ore, weapons, and armor. Foolshope has been around for hundreds of years, beginning when the first “fool,” Matteo Pinecaller, arrived with a group of other hopefuls and they founded the original settlement that grew into the successful town it is today. Through proper land cultivation and management, the seas nearby are still teeming with cod and the forests thrive with wild game. The Dry Docks and the Docks are an integral part of the structural economy in Foolshope. Foolshope ships, built in the Dry Docks, are well known for their sturdiness and are sometimes jokingly referred to as “Foolshardy.” The Lumber Mill is also very important as logs from the nearby woodland are often sent in bundles into the water and pushed downriver to waiting loggers for production. Small Farms, which produce potatoes and carrots, and Hunter’s Camps dot the outskirts of Foolshope territory. Key NPCs Lord Rickard Pinecaller is the current Lord of Foolshope. A human male, Rickard is a bored but capable ruler who ventures outside the walls as often as he finds excuses to do so. He is a direct descendant of Matteo Pinecaller and is currently trying to find a partner with whom to raise children as the lack of an heir apparent is a source of tension in Foolshope. Rickard will gladly accompany the PCs on any adventure they can make a good case for, and on every adventure that includes a party member whom he finds attractive. Rickard is a complete gentleman but is very persistent and will genuinely befriend the characters if they provide him with camaraderie and entertainment. Rickard is


137 Organic Towns constantly trying to live up to the expectations of his great grandfather, Hektor Pinecaller, who defended Foolshope against an invading force of barbarians in the only known invasion of the town. Some of the artifacts from the Battle of Foolshope are preserved in the Great Hall in Pinecaller Keep, among them a magic axe and boots. Magdalen Whitepeak is a spy from a shadowy organization called The Silent Assembly who want to end the Pinecaller bloodline. She is narcissistic, calculating, and is able to mold her personality to anyone around her in order to manipulate them. She is an extremely deadly rogue and has been sneaking into Pinecaller Keep on certain nights to learn the layout of the interior and any secret doors in order for the Assembly to make a surprise infiltration when the timing is right. Magdalen is willing to use the PCs in any way she can. She is very charismatic and attractive and is not above using her charms on those who are drawn to her in order to further her goals. She is also willing to talk the PCs into helping her. She knows the Assembly plans to magically impersonate Rickard after he’s killed in order to run things from there on out and install Assembly leaders in all major positions in the town in a similar manner. Settlement Details Population 1,012 Population Growth 5% Monthly SP 245 Food: 1,000, Water: 1,500, Housing: 1,040 Morale : +5, Crime: -2, Defense: +24, Trade: +4 Lumber: Adequate Stone: Abundant Metal: Rare Ships: Cogs (x2), Merchant Galley (x1), Longship (x1) Military Units: Militia (x5) BUILDINGS Houses – Level I (x17), Level II (x7), Level III (x2) Well – Level I (x1), Level II (x1) Farm – Level I (x1) Pasture – Level I (x1) Town Hall – Level II Workshop – Level II Wall – Level I Tower – Level I (x5) Gate – Level I (x2) Tavern – Level II Lumber Mill – Level II Hunting Camp – Level I Mine – Level I Market – Level I Docks – Level II Dry Docks – Level II Temple – Level I Guardhouse – Level I Barracks – Level I Merchant Shop – 1 Road – Level I Cemetery – Level I Storehouse – Level I Prison – Level I Brothel – Level II Apothecary – Level I Brewery – Level II Trading Company – Level I


138 Sample Settlements Cronas Cronas is an ancient city located in the grasslands and near to Winter Lake, which is large and the source of the city’s water. Cronas contains around 25,000 residents, many of whom flocked there for the city’s magical knowledge and famous universities. Cronas is ruled by a council of mages called The Cipher, who united after a long history of the city being ravaged by war. The Cipher work to protect the city with their combined magic and wealth, especially from the relentless assaults by the numerous nearby warbands of goblins and gnolls, in addition to attacks from other enemies who wish to take magical secrets from The Cipher for their own. Cronas’ major exports are beef, dairy, wool, livestock, horses, fish, education, and alchemical components. Minor exports include fine clothes, literature, and brick. Common imports from surrounding settlements are metal, ore, lumber, weapons, and armor. Cronas has had a long wartime history, and so it has seen parts of the city razed and rebuilt several times over the past few hundred years. As a result, there are several layers of walls around the city, some of which are no longer used when new walls are erected as Cronas grows. The inner rings of the city are known to residents as “Old Cronas” and contain derelict buildings and secrets even unknown to The Cipher. The outer rings are where most of the community activities and trade take place. Cronas Academy, the Prison, the Mage Tower and the Barracks still reside in “Old Cronas,” while in New Cronas there are plenty of shops and businesses in the Market District, including Brothels, Apothecaries, some Breweries, Inns, various Merchant Shops, a thriving Market, and even an Orphanage. The main wall is heavily reinforced and guarded, with plenty of Gates and Guardhouses at intervals. Outside the Gates are sprawling pastures where Cronas grazes its cattle. The soldiers and guards of Cronas are well-trained and disciplined after many generations of conflict. The Cipher is a council made up of thirteen powerful mages. They work in close proximity to Cronas Academy and reside in the Mage Tower located in Old Cronas. The Ciphers are as follows: • Malofar Womack (Human Male) • Burdle Quillcheek (Gnome Male) • Rashifyre Gilxek (Dragonborn Female) • Fisi Redtooth (Dwarf Female) • Leclaude Pascoe (Human Male) • Wydwise Reedshadow (Halfling Male)


139 Organic Towns • Kaleen Hubert (Aasimar Female) • Noon (Tabaxi Female) • Abrar Manning (Half-Elf Non-Binary) • Warkas Shadowspark (Gnome Male) • Amrynn Jaglene (Elf Male) • Rubrae Starglance (Elf Female) • Francesca Triplett (Human Female) The Cipher work in close concert with one another, concocting ways in which to improve life in Cronas and try to develop burgeoning mages through various magical exercises and tests. In times of battle, The Cipher assist troops, defending the walls with various spells and magical defenses. If there are any magic-using PCs in the party, one of The Cipher will approach them to test their magical abilities and knowledge and may even extend an offer for the PC to attend Cronas University as a student or even a teacher. Holbert Damerell is a human male cleric in a city which doesn’t favor religion. Holbert has been trying to get the funding and the permits to construct a Temple, but to do so he must curry enough favor with the generally apathetic residents of Cronas, of which the majority view religion as a crutch and antithesis to education. Holbert will try to befriend any healers among the PCs and will act cold around those who possess magic. Cauladra Haerlgent is a female half-elf sorcerer who expressed interest in joining Cronas Academy but was rejected because she cannot control her wild magic. She has been organizing others who were rejected, creating a group called The Unseen, who protest The Cipher and attempt to sway public opinion about them. Cauladra will accept any help the PCs offer, and she will also try to convince them that The Cipher have ill intent and that the PCs should join her cause. Dumil Firstborn, male dwarf, is the proprietor of the famous (and infamous) Yellow Dragon Pub. Dumil knows almost everyone, and for a big city like Cronas, that’s no small feat. The soldiers love to frequent the Yellow Dragon due to Dumil’s boisterous personality and prevalence toward martial types. Dumil makes a point to remember the PCs’ names and acts very warmly to all, especially fellow dwarves, fellow soldiers, or fellow drunks. Jaonos Alluth is the male half-elf Captain of the Guard in Cronas and deals with the martial defenses of the city. Jaonos looks at The Cipher as privileged noble types swaddled in fine silks and who keep themselves lazy and out of the affairs of the common folk. PCs can look to Jaonos for work if they’d like to be conscripted as mercenaries to fight against the goblins and gnolls of the grasslands, or if they’d like to find work rounding up criminals who hide in Old Cronas. He is likable but bound to his duties. Settlement Details Population 24,788 Population Growth 4% Monthly SP 2,394 Food: 27,500, Water: 25,500, Housing: 24,625 Morale: -1, Crime: 0, Defense: +432, Trade: +10 Lumber: Adequate Stone: Abundant: Metal: Adequate Military Units: Archers (x5), Adepts (x10), Spellswords (x5), Catapults (x2) BUILDINGS House – Level I (x7), Level II (x10), Level III (x95) Well – Level I (x20), Level II (x1), Level II (x1) Farm – Level III (x1) Pasture – Level III (x2) Town Hall – Level III Workshop – Level III Wall – Level I (x1), Level II (x1), Level III (x1) Tower – Level II (x7), Level III (x12) Gate – Level I (x9), (Level II (x4), Level III (x3) Tavern – Level III Inn – Level III Stable – Level III


140 Lumber Mill – Level III Hunting Camp – Level II Mine – Level II Market – Level III Guardhouse – Level II Barracks – Level III Merchant Shop – 7 Road – Level III Outpost – Level II (x1) Keep – Level II Cemetery – Level III Storehouse – Level II Academy – Level III Guildhall – Level II Prison – Level II Orphanage – Level II Mage Tower – Level III Brothel – Level II Theater – Level III Apothecary – Level III Brewery – Level III Bandit Hideout – Level II Trading Company - Level II


141 Organic Towns Index BUILDINGS Academy, 52-53 Apothecary, 54-55 Arena, 56-57 Bandit Hideout, 58-59 Barracks, 60-61 Brewery, 62-63 Brothel, 64-65 Cemetery, 66-67 Docks, 68-69 Dry Docks, 70-71 Farm, 72-73 Gate, 74-75 Guardhouse, 76-77 Guildhall, 78-79 House, 80-81 Hunting Camp, 82-83 Inn, 84-85 Keep, 86-87 Lumber Mill, 88-87 Mage Tower, 90-91 Market, 92-93 Merchant Shop, 94-100 Mine, 102-103 Orphanage, 104-105 Outpost, 106-107 Pasture, 108-109 Prison, 110-111 Road, 112-113 Stable, 114-115 Storehouse, 116-117 Tavern, 118-119 Temple, 120-121 Theater, 122-123 Tower, 124-125 Town Hall, 126-127 Trading Company, 128-129 Wall, 130-131 Well, 132-133 Workshop, 134-135 SYSTEM MECHANICS Availability of Resources, 10, 18 Building Tree, 51 Crime, 33-35, 48 Defense, 35 Definitions, 8-9 Food, 30-31, 48 Gossip, 28-29 Government Type, 22-23 Guilds and Factions, 25-27 Holidays, 27-28 Housing, 30, 48 Leader Type, 23-25 Lumber, 31 Metal, 31 Military Units, 38-40 Morale, 10, 32-33, 48 Population, 30 Population Growth, 30 Sample Settlements, 136 Settlement Actions, 36-44, 48 Settlement Sheet, 142 Settlement Points (SP), 9, 10 Settlement Turn, 47-50 Siege, 28 Ships, 41-43 SP to GP Conversion, 12-13 Stone, 31 Trade, 33 Trade Actions, 43-44 Water, 30, 48


140 Index


140 Index


144 2023 Headless Hydra Press, LLC. All rights reserved. Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License Version 1.0a, below. Open Game Content may only be Used under and in terms of the Open Game License version 1.0a. No portion of this work other than previously designated Open Game Content may be reproduced in any form without written permission. Designation of Open Game Content: Subject to the Product Identity Designation herein, the following material is designated as Open Game Content. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Organic Towns © 2023 Headless Hydra Press, LLC. END LICENS


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