- | - | Structures && Professions | - | - |
Dragon 136 | - | - | - | Dragon |
Shamra remembered deep mines.
She
remembered the dungeons of dark elves
and the mazes of minotaurs, but none
of
those places had been as bewildering
as
this huge, uncaring city. Somewhere,
she
had to find the Blue Wizard Inn to
join her
party, but she had searched all day,
and
dark was coming. The street was like
a
tunnel, with rooftops leaning against
one
another overhead and patches of light
shining between eaves. When night came,
marauders would emerge, easily evading
the city watches, robbing, kidnapping,
and
killing. She had to find directions
or at
least a sanctuary, a base camp from
which
to explore the city. Finally desperately,
without looking to see where she was,
Shanra climbed a staircase and knocked
on a dry wooden door. Somebody would
be inside....
No DM can plan encounters for every
single part of a town. This problem is
compounded by the fact that PCs seldom
need so much information as when they
enter a city and wonder what all the buildings
are for. Worse yet, PCs often visit a
town on a whim -- perhaps because they
want to trade with some rare sort of merchant,
forcing the DM to decide if the
businessman even exists.
One solution to this problem is a random
city generation system, and that is what
this article provides. These tables show
what buildings PCs may find in urban
areas of all sizes and what customs might
be expected, in both Occidental and Oriental
campaigns.
The buildings tables (Tables 2-5) can be
used in several ways. Each attributes
a
modified die roll to a building type,
so that
an otherwise undefined building can be
given a purpose. ("Looks like you've found
a livery stable, Brak.") Each also has
a
column that determines the chance that
the building exists somewhere in or near
a
city. ("The peasant says there's a livery
stable around here!") Always override
this
second column when it conflicts with
other data; if the DM wants a building
to
exist in a city, it exists. Furthermore,
if a
roll on the first column indicates that
the
PCs find a certain building, it is there,
no
matter what the second column says.
Note that 1d100 results above 100 are
given in the first two columns of Tables
2-5. These figures are 1d100 rolls modified
by figures from Table 1 (hence the possibility
of ?rolling? a number larger than 100).
The Table 1 modifiers are used to reflect
the size of a given city. Each such modifier
is added to the 1d100 roll for the first
column and to the percentage chance for
a
building's existence on the second. Thus,
the larger the city, the easier it becomes
to
find unusual businesses.
Structures
and professions
Although many of the entries listed in
the city-generation tables are self explanatory,
others require a bit more definition.
The following notes describe structures
and professions listed in these tables.
For
further details on these structures, DMs
may consult the books listed in the bibliography
of this article.
City-State of the Invincible Overlord
Town type | Population | Modifier |
Hamlet | 1-500 | -- |
Village | 501-1,000 | +10 |
Town | l,00l-3,000 | +15 |
City | 3,001-10,000 | +20 |
Large city | 10,001 and up | +25 |
Artisan: Roll
this result on Table 6. Most
tradesmen live in their workshops. These
house/factories have large windows (without
glass) that let people on the street
watch the craftsmen at work, serving as
a
sort of advertisement. A large wooden
panel is used to shut each portal at night,
being used as a drop-down table to display
wares during the day.
Bridge: Bridges
span canals, rivers,
chasms, or aqueducts, and can be found
in
even the driest cities. Passers-by must
pay
a toll at many city bridges; any attempt
to
avoid this toll (by swimming or other
means) is a serious crime. Offenders will
have to pay costly fines and may be
whipped or imprisoned if they have no
money. Cities need their revenue, after
all.
Guild hall:
Roll on Table 6 to see which
guild owns this building.
Castle: This
is the fortified home of a
great noble, possibly the ruler of the
city.
If the city is not ruled by a lord, castles
usually belong to priesthoods or knightly
orders.
City wall:
Most cities stretch far beyond
their walls. City fortifications usually
surround as small an area as possible
because the people who build them want
only to protect their own property without
wasting money on bigger walls. Therefore,
characters may find streets blocked
by the defenses. The urban area outside
a
city?s wall is called the faubourg, an
old
French word for suburb, and is usually
poorer than inner city districts.
Court of law:
District magistrates administer
these courts, commanding bands of constables.
Their functions are described on page 140
of OA.
Embassy: Embassies
in Oriental worlds
are not intended for diplomacy but as
hotels where foreigners are quarantined
to keep them from infecting the local
Table 2
Buildings in an Inland City
Mod.
1dl00 roll |
Chance
building exists |
Building |
01-42 | 100% | Hut |
43-45 | 30% | Beekeeper's hives |
46 | 20% | Herbwife's shop |
47 | 20% | Quarry |
48 | 30% | Lumber mill |
49 | 10% | Mine |
50 | 10% | Smelter |
51-60 | 70% | Inn |
61-65 | 70% | Burgher's home |
66-70 | 70% | Temple |
71-75 | 70% | Tenement |
76-77 | 30% | Monastery |
78 | 60% | Storehouse |
79 | 50% | Bridge |
80-81 | 70% | Market |
82 | 40% | Livery stable |
83 | 15% | Castle |
84-95 | * | Artisan's shop |
96-101 | 50% | Shanty |
102 | 30% | Falconer's aviary |
103-104 | 30% | Villa |
105-106 | 30% | Tinker's shop |
107 | 40% | Thieves' den |
108-109 | 30% | Fortification |
110-111 | 30% | Bordello |
112 | 20% | College |
113-114 | 50% | City wall |
115-116 | 50% | Guild hall |
117-118 | 30% | Hospital |
119-120 | 40% | Moneylender's shop |
121 | 20% | Alchemist's shop |
122 | 20% | Magic shop |
123 | 20% | Theater |
124 | 20% | Park |
125 | 50% | Tomb |
* See Table 6.
Table 3
Buildings in a Port City
-
Mod.
1dl00 roll |
Chance
building exists |
Building |
01-20 | 100% | Hut |
21 | 15% | Herbwife's shop |
22-27 | 50% | Bait shop |
28-32 | 100% | Dock |
33-36 | 40% | Lumber mill |
37-40 | 70% | Shipwright |
41-45 | 70% | Fishmonger |
46-58 | 70% | Inn |
59-62 | 60% | Burgher?s home |
63-67 | 70% | Temple |
68-72 | 60% | Tenement |
73 | 60% | Storehouse |
74-76 | 60% | Bridge |
77-87 | 100% | Market |
88 | 30% | Livery stable |
89 | 10% | Castle |
90-98 | * | Artisan?s shop |
99-100 | 50% | Shanty |
101-103 | 30% | Villa |
104 | 30% | Tinker?s shop |
105-108 | 40% | Thieves? den |
109 | 30% | Fortification |
110-114 | 70% | Bordello |
115 | 20% | College |
116 | 50% | City wall |
117-118 | 50% | Guild hall |
119 | 30% | Hospital |
120 | 50% | Moneylender?s shop |
121 | 20% | Alchemist?s shop |
122 | 20% | Magic shop |
123 | 20% | Theater |
124 | 20% | Park |
125 | 50% | Tomb |
* See Table 6.
< peasants with barbaric ideas. >
Table 4
Buildings in an Oriental city
Mod.
1dl00 roll |
Chance
building exists |
Building |
01-10 | 70% | Small shrine |
11-15 | 20% | Herbalist |
16-17 | 20% | Mine |
18-19 | 20% | Smelter |
20-36 | 70% | Minka * |
37-38 | 10% | Lumber mill |
39-43 | 80% | Market |
44-53 | 80% | Temple |
54-55 | 50% | Rice paddy |
56-60 | 70% | Inn |
61 | 30% | Fortress |
62-64 | 40% | Merchant's home |
65-67 | 60% | Restaurant |
68-70 | 50% | Monastery |
71 | 50% | Bridge |
72-80 | 70% | Bathhouse |
81-90 | ** | Artisan's shop |
91 | 30% | Court of law |
92-93 | 40% | Storehouse |
94-97 | 50% | Training hall |
98 | 60% | Nobleman's castle |
99-100 | 50% | Theater |
101-110 | 60% | Thieves' den |
111-112 | 40% | Tattoo shop |
113 | 20% | Embassy |
114-115 | 40% | Laquerware shop |
116-117 | 40% | Moneylender |
118-119 | 60% | Geisha house |
120-125 | 50% | Tomb |
* See Oriental Adventures, page 142
* * See Table 6.
Fortification:
This indicates some sort of
barracks or tower, manned with city
guards and controlled by the city council.
Hospital:
Charities operate most hospitals
and treat anyone entrusted to them.
They have few trained physicians or clerics,
but they do provide a safe place for
sick or injured people from any social
class. A few hospitals (20%) cater to
lepers,
and 5% are mental institutions.
Table 5
Buildings in an Oriental port city
Mod.
1dl00 roll |
Chance
building exists |
Building |
01-05 | 70% | Small shrine |
06 | 10% | Herbalist |
07 | 10% | Mine |
08 | 10% | Smelter |
09-29 | 70% | Minka * |
30-33 | 40% | Lumber mill |
34-36 | 100% | Dock |
37-38 | 80% | Shipwright |
39-40 | 70% | Bait shop |
41-50 | 80% | Market |
51-53 | 80% | Temple |
54 | 40% | Rice paddy |
55-65 | 70% | Fishmonger |
66-70 | 70% | Inn |
71 | 30% | Fortress |
72 | 60% | Bridge |
73-74 | 40% | Merchant's home |
75-76 | 60% | Restaurant |
77-79 | 50% | Monastery |
80-85 | 70% | Bathhouse |
86-96 | ** | Artisan's shop |
97 | 30% | Court of law |
98-99 | 40% | Storehouse |
100-101 | 50% | Training hall |
102 | 60% | Nobleman's castle |
103-104 | 50% | Theater |
105-110 | 70% | Thieves' den |
111-115 | 60% | Tattoo shop |
116-118 | 20% | Embassy |
119-120 | 40% | Laquerware shop |
121-122 | 40% | Moneylender |
123-124 | 60% | Geisha house |
125 | 50% | Tomb |
Hut: Huts usually belong to peasant farmers. In large cities, laborers and poor craftsmen live here.
Magick shop:
This store sells material
spell components (see "Living
in a Material World" by Michael Dobson, in DRAGON® issue
#81, reprinted in the Best of DRAGON Magazine Anthology, Volume IV).
Magical items are almost never for sale,
but the shop might buy them from PCs for
roughly half the normal sale value.
1d100
roll |
Chance
building exists |
Craftsman |
01 | 30% | Armorer |
02-04 | 60% | Barber |
05-07 | 60% | Baker |
08 | 30% | Bowyer |
09-10 | 40% | Brewer |
11-12 | 40% | Candlemaker |
13-14 | 60% | Carpenter |
15-16 | 40% | Chandler (general merchant) |
17-18 | 60% | Chicken butcher |
19-20 | 50% | Cooper |
21-22 | 40% | Cutler |
23-24 | 30% | Doctor |
25 | 30% | Fletcher |
26-27 | 60% | Fuller |
28-29 | 30% | Furrier |
30-31 | 30% | Glassblower |
32-33 | 40% | Glovemaker |
34 | 30% | Goldsmith |
35-36 | 60% | Harnessmaker |
37-38 | 40% | Hatmaker |
39-41 | 50% | Hay merchant |
42-43 | 30% | Jeweler |
44-45 | 40% | Laundry |
46-48 | 40% | Masons |
49-50 | 60% | Meat butcher |
51-53 | 50% | Mercer of wool |
54-55 | 40% | Oil merchant |
56-58 | 40% | Old-clothes dealer |
59-60 | 50% | Painter |
61-62 | 40% | Perfumer |
63-64 | 50% | Plasterer |
65-67 | 67% | Potter |
68-69 | 3% | Pursemaker |
70-71 | 6% | Roofer |
72-73 | 5% | Ropemaker |
74-75 | 4% | Rugmaker |
76-77 | 6% | Saddler |
78 | 3% | Scabbardmaker |
79-80 | 5% | Scribe |
81-82 | 4% | Sculptor |
83-86 | 6% | Shoemaker |
87-90 | 6% | Smith |
91-92 | 3% | Spice merchant |
93-95 | 6% | Tailor |
96 | 6% | Tannery |
97 | 6% | Weaver |
98 | 6% | Winer |
99 | 6% | Woodcarver |
00 | 6% | Woodseller |
Market: PCs
can buy almost anything
from hawkers here. Almost all of the
people in a market (80%) are peasants
trying to sell farm produce, but 10% of
the
street vendors are merchants from distant
lands; another 10% are artisans rolled
from Table 6.
Rice paddy: Oriental
peasants farm rice
everywhere, even in the centers of huge
cities. In the real Orient, rice growers
still
work in modern Tokyo despite its staggering
population.
Shanty: These
shacks have been illegally
built by squatters. Many belong to serfs
who are fleeing servitude on some rural
manor.
Storehouse:
Most cities store a supply of
food to be rationed out during famines
or
sieges. Although storehouses do not usually
have permanent guards, characters
caught robbing these granaries will be
severely punished.
Tattoo shop:
Almost all tattoo shops are
operated by yakuza.
Thieves' den:
This sort of building is
always disguised as something else. Roll
again to see what it looks like. These
dens
have a 30% chance of belonging to assassins
-- guilds or other secret societies. In
the
Orient, thieves' dens serve as meeting
grounds for the yakuza.
Training hall:
This is the dojo of a
famous teacher. The master has a 20%
chance of teaching martial arts and a
40%
chance of teaching philosophy; the hall
has
a 80% chance of involving martial arts,
a
20% chance of teaching some court proficiency,
and a 20% chance of teaching an
artisan proficiency (roll each chance
separately).
The DM may choose exactly which
martial art or proficiency is taught here
according to the needs of the campaign.
Some of these professions are extremely
specialized. In most cities, guilds force
all
businessmen to specialize and prohibit
them from practicing each others? trades.
Guilds also set prices and standards of
quality. Merchants control most cities,
so
these guilds are extremely powerful and
seldom defied.
DMs should never use random rolls as a
substitute for writing exciting adventures.
However, a dice-generated city would be
quite realistic in most fantasy worlds.
Ancient cities laid their streets wherever
there were gaps between buildings and
had no definable slums or rich neighbor
hoods. A merchant's villa might stand
next
to the town's rowdiest bar or a stinking
tenement. Artisans often clustered along
a
single street, and mighty kings sometimes
had cities built to order. But in general,
medieval cities were designed randomly.
Bibliography-
Dore, R. P. City Life In Japan.
Los Angeles: University of California Press, 1958.
Gies, Joseph and Francis. Life In A Medieval City. New York: Harper & Row, 1969.
Rorig, Fritz. The Medieval Town. Los Angeles: University of California Press, 1967.
Saalman, Howard. Planning and Cities: Medieval Cities. New York: George Braziller Inc., 1968.