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Town Development

by /u/Tuccitoucan
edited by /u/cdfrantzis

The following is an experimental set of rules for buying a parcel of land (and
possibly the attached noble title) and developing the community. Note that
the intended full effect of any single element (terrain, personnel, buildings,
etc.) involves role-playing and discussing the effects. This is simply a
framework with which to somewhat quantify the growth of a community and
the monetary cost of an investment.
Much was heavily borrowed from A Song of Ice and Fire RPG published by
Green Ronin and the anonymous post GoT Quest Wealth located at
http://pastebin.com/46BLMQ3M.
The rules for growth, called Fortune rolls, are detailed at the end of the
document. Basically, there is a percentile roll modified by town features that
can result in either an increase or decrease in generated Wealth, Population
growth, Lawfulness, or a combination thereof.
Timelines can be shortened by increasing the monetary investment, but they
cannot be fully eliminated. 1,000 gp will reduce build and recruitment times
by one month to a minimum of 50% of the original duration.

Lands
The base cost of a 9-square mile (generally 3x3) plot of land depends on the
geography according to the following table:
Terrain

Base Cost (gp)

Wetlands

3,000

Plains

5,000

Hills

7,000

Mountains

9,000

The following features have cumulative additional costs for the plot of land
they are on:
Feature

Additional
Cost (gp)

Grassland

1,000

Coast

3,000

Ruin

3,000

Woods

Light

3,000

Dense

5,000

Road
Water

5,000
Stream

1,000

Pond

3,000

River

5,000

Lake

7,000

Island
Communi
ty

10,000
Hamlet

10,000

Small Town

20,000

Large Town

35,000

Small City

60,000

Large city

100,000

Hamlet: 20-1,000 people


Small Town: 1,000-4,000 people
Large Town: 4,000-8,000 people
Small city: 8,000-12,000 people
Large City: 12,000-15,000 people (anything larger cannot be purchased, but
can be grown naturally)
Pillaged communities cost 20% less regardless of how little population
remains due to the remaining infrastructure and buildings.

Upgrading a community costs the price difference between the current size
and the next largest to represent the investment over time required to
construct buildings, develop infrastructure, and perform maintenance. For
example, with an existing Large Town, it would cost 25,000 gp to build up to
a Small City, but the population would have to grow naturally over time.
Defenses
Defensive structures can be strongholds or protection for the larger
community. They require maintenance and staffing to be fully effective. Note
that these prices apply when purchasing an already existing structure.
Building costs can be found in the DMG for guidelines.
Lookout (500 gp): a Lookout may be a light wooden watchtower or
strategically placed hut that surveys an area
Tower (2,000 gp): wood or stone structures either free-standing or attached
to another structure
Hall (4,000 gp): a small, fortified building that can up to one small tower and
a surrounding walled courtyard (15 ft. or shorter).
Small Castle (10,000 gp): a fortified stronghold consisting of a stone keep
with up to two towers and a surrounding wall (30 ft. or less).
Castle (20,000 gp): a dominating fortress with a large keep, several towers
and multiple courtyards connected by walls (50 ft. or less) that can be
surrounded by a moat.
Superior Castle (50,000 gp): the pinnacle of defensibility, a superior castle
can have multiple keeps, many towers, structures, internal walls, different
terrain heights, smaller buildings, all surrounded by a curtain wall (usually 60
ft. or less) and likely a moat.
Wooden Wall (1/2/4/8/16k gp according to town size): A wooden palisade
surrounding the centralized community. Typically 15 ft. high.
Stone wall (2/4/8/16/32k gp according to town size): A thick stone wall
surrounding the greater community. Base height of 20 ft., double for 40 ft.,
triple for 60 ft.

Artisans/Personnel
Requirements: Hall or larger defensive structure OR small town or larger
population center
Cost: 1,000 gp
Time: 1d6 months ( the time if native to your lands)

An artisan is a master craftsman or professional specializing in a specific


area. Listed here are other relevant personnel that can be hired to improve
the town. Each provides a different bonus:
Blacksmith: PCs and their personnel receive access to personally forged
weapons and armor of high quality. Metallic objects such as locks, hinges,
gates, and chains can be built and repaired. 10% off initial cost of units.
Architect: All defenses provide plenty of cover to sheltered forces under
attack. Buildings are 20% cheaper, tougher, and able to be designed
artistically or stylized.
Banker: You can borrow money at interest, and other lands may do so as
well, boosting local economy. Wealth rolls get +1.
Craftsman: A specific good (shoes, clothes, portraits, jewelry) produced
here is renown across the land, boosting revenue, resulting in +3 to Wealth
rolls.
Harbormaster (requires port): The port now adds an additional +1 to
Wealth rolls, and is more efficient since it has skillful management that can
handle dozens of docking vessels.
Vintner: Any wines (or beers/spirits) created in the same land as the Vintner
are master quality, which means all wineries (or breweries/distilleries) add an
additional +1 to Wealth rolls. Also grants +1 to Population rolls.
Shipwright: All ships created in the same dock as the Shipwright are of
superior quality, increasing damage threshold by 5.
Foreman: One mine is twice as productive, doubling its output and bonus to
Fortune Rolls
Glassblower: All Fortune Rolls receive a +2 bonus, all buildings can be built
with glass windows (as opposed to only important buildings with imported
glass)
Jeweler: Grants a +1 to Wealth rolls for each valuable resource (gold, silver,
gems, etc.) generated from your lands.
Judge: Settles major civil and criminal disputes in the name of the nobility.
Grants a +1 to Law rolls and reduces the oversight required of nobility to
manage the community.
Minor Cleric: Devoted to a particular deity, a cleric can provide guidance
and minor magical assistance (no spell slots higher than 2nd, limited access
to spells). Minor additional benefits depending on the specific deity (baseline
+1 to Population rolls).
Scholar: A Scholar is a deeply knowledgeable individual that specializes in a
particular subject. They can provide insight into their specialty as well as
perform minor associated tasks. Some examples are Alchemists, Historians,
Botanists, Theologians, Linguists, and Masters of a particular (sometimes
occult) Lore. Each scholar in a town adds +1 to fortune rolls, as well as
reducing the initial cost for building a Library or University by 10%.
Master of Arms: a Veteran or warfare, a Master of Arms is able to provide
personalized training and advice on military strategy. Troops garrisoned with
the Master of Arms are better trained and prepared for combat and cost 10%

less to initially train. Can train PCs in use of certain weapons to provide
proficiency, and can train troops to give skill proficiencies (takes 1d6 months
per skill).

Guilds/Organizations
Requirements: Small Town or larger community
Cost: 1500 gp
Time: 2d6 months to fully establish
A guild is a consortium, an economic and social structure that can wield
immense wealth and influence. Guilds operate independently with the
permission of the rulers of the land.
Blacksmiths Guild: All units of soldiers reduce their initial cost by 20% as
you have easy access to arms, and the output of metallic items in your lands
is doubled.
Moneylenders Guild: Traders can exchange an effectively unlimited
amount on coins into other kinds of coinage, and any Bankers in the
community double their bonus to Wealth rolls. Significant plot effects.
Coopers Guild: Exports through this port are more valuable (since the
barrels and crates reduce damage and increase profits), and Wineries
(breweries/distilleries) add an additional +1 to Wealth rolls when exported
from these lands.
Weavers Guild: The cloth and clothing of your lands is famed for its quality
and beauty, granting +1 to Population rolls, and any Port in this land adds +1
to Wealth rolls.
Shipwrights Guild: All ships constructed at a Dock in these lands cost 20%
less and are of superior quality, craftsmanship, and beauty; this grants +1 to
AC.
Craftsmens Guild: A group of craftsmen come together to produce
superior products and grant +5 to Fortune rolls and provide situational
bonuses based upon produced resources.
Masons Guild: this guild greatly increases the quality of buildings produced
in this land. They reduce the cost of all buildings and fortifications by 20%.
Tradesmens Guild: Not everyone produces a good, and these workers are
a major boon to the function of a community. +5 to Fortune rolls and +1 to
Wealth rolls.
Jewelers Guild: Incredibly influential, can easily rise to vast wealth. All
Jewelers in the same land double their bonus to Wealth rolls.
Agricultural Union: This organization of farming wisdom increasing
efficiency of agrarian efforts, granting a +2 to Population rolls.
Watchmens Guild: an exception to the economic guilds, professional
policing is the specialization of the Watchmens Guild. Since they require

funds to operate, the guild imposes a -1 penalty to all Wealth rolls, but grants
a +2 bonus to all Law rolls. Additionally, the Watchmen act as a formal
firefighting organization, reducing the damage caused by fires.
Judicial System: an organized system of courts and the means of carrying
out punishments. +2 to Law rolls.

Buildings
There are a variety of influential buildings that shape the face of a
community. The following is only a sample of the more common possibilities.
Granary
Requirements: any community
Cost: 1,000 gp
Build time: 1d4 months
Grants +2 to Population rolls due to the careful storage of reserve
produce.

Marketplace
Requirements: Small Town or larger community
Cost: 1,000 gp
Build time: 1d4 months
Grants a +1 to Wealth rolls
o Silk Markets
Requirements: Marketplace, Port, and Small City or larger
community
Cost: 3,000 gp
Time: 2d6 months
Although not exclusively selling silk, silk Markets are renowned
for their luxury goods, high-priced baubles from foreign lands,
extravagant wealth, and colorful characters. This increases the
die size of a Wealth roll (1d4 to 1d6, 1d6 to 1d8). However, Silk
Markets cause a -1 penalty to all Law rolls, reflecting the
criminals and rowdy crews that make the area tougher to patrol.

o Monthly Trade Fair


Requirements: Marketplace
Cost: 2,000 gp
Build time: 2d4 months
A monthly Trade Fair brings outside merchants into the market
regularly with produce, goods, and rarities. This doubles the
effectiveness of the Marketplace, resulting in a +2 bonus to
Wealth rolls, and allowing you to reroll any natural 1s.

Bustling Marketplace
Requirements: Monthly Trade Fair, Port, Small City or larger
community.
Cost: 5,000 gp
Time: 2d6 months
A Bustling Marketplace is the economic center of an entire
region. This upgrade effectively doubles the bonus of the
Monthly Trade Fair, giving all Wealth rolls a total +4 bonus.

Mine
Requirements: Mountains or Hills
Cost: 1,000 gp
Time: 2d6 months
A Mine increases incomes, granting a +5 to Fortune rolls. Also, each
mineral has a specific bonus:
-

Iron: All Defenses and Units cost 10% less, and weapon production can be
local
Copper: All ships cost 10% less, and ship production can be local, and you
can mint coinage.
Tin: +1 bonus to Population rolls. If also have a Copper mine, bonus becomes
+3.
Lead: +2 to Fortune rolls, and you can now produce glass
Silver: +1 to Wealth rolls, and you can now produce jewelry and mint
coinage.
Gold: +2 to Wealth rolls, and you can produce jewelry and mint coinage.
Salt: +2 to Fortune rolls, and +1 to Population rolls.

- Gemstones: +1 to Wealth rolls, and you can produce jewelry.


o Mine Complex
Requirements: Mine
Cost: 2,000 gp
Time: 2d4 months
A Mine complex is a more complicated structure, with multiple
shafts and a trained workforce. It doubles the bonus of the
specific minerals of the mines.

Smelter
Requirements: Mine Complex
Cost: 2,000 gp
Time: 1d2 months
A Smelter is key for large-scale industrial development,
and enables ore to be refined, melted into ingots, and
easily shipped around. This enables the basics of
industrialization, and doubles the bonuses of metal-based
upgrades like Blacksmiths and Blacksmiths Giuilds.

Extended Mineworks
Requirements: Mine Complex
Cost: 2,500 gp
Time: 2d6 months
This doubles the bonus of a mine (+10 to Fortune rolls) and
triples the effects of the specific mineral of the mine

Port
Requirements: Coastline or River, any community
Cost: 1,000 gp
Time: 1d6 months
Grants a +5 bonus to Fortune rolls. Additionally, if you have a
Marketplace, increase the die of all Wealth rolls (1d4 to 1d6, 1d6 to
1d8, etc.). The limit for active ships based in a port is 10.

o Dock
Requirements: Port and any community
Cost: 1,000 gp
Time: 1d6 months
Grants a +5 to Fortune rolls and +1 to Wealth rolls. Additionally,
a Dock allows you to construct ships (both warships and trading
vessels) in your own lands
o Harbor
Requirements: Port and any community
Cost: 2,000 gp
Time: 2d4 months
Following dredging an extensive construction of seaside facilities,
this greatly increases the amount of traffic that can be safely and
efficiently handled. Dozens of ships and smaller vessels can be
anchored here at any time. This adds another +5 to Fortune rolls
and increases the number of ships that can be based in the land
to 30. It is possible to build more Harbors, provided there is
room, but they only expand the space for ships by 20 and give
no bonus to Fortune rolls.

Dry Docks
Requirements: Dock and Harbor
Cost: 3,000 gp
Time: 2d6 months
Dry Docks are extensive facilities designed to construct or
repair massive ships at breakneck speed. This reduces the
cost of all ships by 20% and allows them to be repaired in
half the time.

Shrine
Requirements: Any community or Hall or larger defensive structure
Cost: 1,000 gp
Time: 1d4 months

A shrine is dedicated to a certain god, and grants a +3 to Fortune rolls.


Brings a dedicated priest to the community. Includes additional
benefits depending on the revered deity.
o Graveyard
Requirements: Shrine
Cost: 1,000 gp
Time: 1d4 months
A specially consecrated burial ground, the Graveyard reduces all
Population losses by 2 as people rally around the faith and find
solace and comfort near the gravesites of the lost and departed.
Also reduces the possibilities of undead.
o Small Temple
Requirements: Shrine, Small Town or Larger Community
Cost: 2,500 gp
Time: 1d6 months
A much grander structure dedicated to a single deity. Gives a
bonus of +2 to Population rolls, increases the bonus to Fortune
rolls to +5, and amplifies the specific deitys benefit.
Grand Temple
Requirements: Small Temple, Large Town or larger
community
Cost: 50,000 gp
Time: 400 days
Taken from DMG. Typically the central place of
worship for chosen deity or pantheon in all of the
region. Greatly increases bonuses appropriate with
deity and an additional +4 to Population rolls

Lumber Mill
Requirements: Light or Dense woods
Cost: 1,000 gp
Time: 1d4 months

Harvesting the available Lumber greatly improves the development of


the community. A Lumber Mill adds a +3 to Fortune rolls to reflect the
available building materials. Additionally, ships can be built locally and
cost 20% less. If there is a Port in the same land, the Lumber mill
grants an additional +1 to Wealth rolls

Library
Requirements: Small Town or larger community
Cost: 2,000 gp (reduced with access to supply of literature)
Time: 1d4 months
A Library is a bastion of knowledge in an otherwise forgetful world. It
boasts a small but rich collection of books, tomes, scrolls, and tablets
cover a limited range of subjects. A Library increases literacy of the
general populace and allows for the hosting of scholars in the
community. It also grants +5 to Fortune rolls
University
Requirements: Library
Cost: 3,000 gp (reduced with access to supply of objects of
study)
Time: 2d4 months
A University forms its own little world within a larger community.
It not only preserves knowledge, but explores and actively seeks
new subjects to study. It is built around an extensive collection of
literature, artifacts, and scholars covering a wide range of
subjects. A university further increases the literacy of the general
populace and hosts a larger scholarly community. Additionally, a
University grants a further +5 to Fortune rolls.

Winery/Brewery/Distillery
Requirements: any community, access to appropriate raw materials
Cost: 2,000 gp
Time: 2d6 months
A Winery or similar establishment formulates alcoholic beverages for
consumption and export from the land. +1 to Population and Wealth

rolls. There can be more than one Winery for a given region, but there
must be adequate raw materials to support production.

Garrison
Any defensive structure or community may need a standing order of trained
soldiers in case of attack. These are potential guidelines for maintaining a
military force associated with a community. They are not intended to be used
for building full scale armies for military campaigns. Each option represents a
single unit, with initial costs representing both training and equipping. All
units require at least a month to assemble and equip, longer if supplies or
members are difficult to obtain.

Militia
Requirements: any sized community
Cost: 0.5/1/2/4/8k gp initial depending on community size, no Wealth
roll penalty
Proficiencies: Simple Weapons, Light Armor
A militia is formed of community citizens that take up arms only when
called upon to do so. Each has a different primary occupation and only
undergoes occasional training. Members typically maintain their own
armor and weapons, most of which were provided for them.
Town Guard
Requirements: any sized community
Cost: 1,000 gp initial, -1 to Wealth rolls, +1 to Law rolls
Proficiencies: Simple Weapons, Light Armor, Shields, Insight, Perception
A garrison unit dedicated to guarding a community from threats both
inside and outside. Trained to work within the community confines,
they are drastically less effective outside of their defensible home.

Marksmen
Requirements: any sized community
Cost: 2,000 gp initial, -1 to Wealth rolls

Proficiencies: Simple Weapons, Martial Ranged Weapons, Light Armor,


Perception
A unit of Marksmen focuses on engaging an enemy from a distance,
and they work best when operating from a defensible position to
prevent them from being overrun. Keen senses help Marksmen find
their targets and stay aware of approaching threats.

Men-at-Arms
Requirements: any sized community or defensive structure
Cost: 3,000 gp initial, -1 to Wealth rolls
Proficiencies: Simple Weapons, Martial Weapons, Light/Medium Armor,
Shields
A unit of Men-at-Arms is a better trained, better equipped fighting force
that is a staple of many garrisons.

Light Cavalry
Requirements: access to horses
Cost: 3,000 gp initial, -1 to Wealth rolls
Proficiencies: Simple Weapons, Martial Melee Weapons, Light Armor,
Shields, Animal Handling, Vehicles(land)
Light Cavalry units are quick and tactical, either charging into melee or
harassing at range. They are particularly effective at flanking
maneuvers, scouting, and routing enemies. Can function as
messengers over large distances.

Guerrillas
Requirements: any sized community or defensive structure
Cost: 4,000 gp initial, -1 to Law rolls, -1 to Wealth Rolls
Proficiencies: Simple Weapons, Light Armor, Stealth, Survival
When direct battle is undesirable, Guerrillas harass and sabotage the
enemy. They are trained to live off the land and use any means

necessary to achieve victory. Their ability to remain undetected makes


them useful scouts, but also leads to unsanctioned activities.

Knightly Order (for generic Heavy Infantry, ignore items in italics)


Requirements: Shrine
Cost: 5,000 gp initial, -2 to Wealth rolls, +1 to Law rolls
Proficiencies: Simple Weapons, Martial Melee Weapons,
Light/Medium/Heavy Armor, Shields, Religion, Wisdom Saving Throws
An Order of Knights is trained in rigorous combat and often paired with
an order of priests or clerics. The presence of a Knightly Order
discourages criminal activity through either outreach and care or the
threat of looming justice.

Heavy Cavalry
Requirements: access to horses
Cost: 6,000 initial, -2 to Wealth rolls
Proficiencies: Simple Weapons, Martial Melee Weapons,
Light/Medium/Heavy Armor, Shields, Animal Handling, Vehicles (land)
Heavy Cavalry are devastating on the field of battle, especially against
infantry units. Typically used as shock troops to smash the enemy line,
Heavy Cavalry have difficulty fighting in an organized manner within
the confines of a settlement.

Personal Guard
Requirements: some residence for rulers.
Cost: 8,000 initial, -2 to Wealth rolls, initial cost reduced by willing
companions
Proficiencies: Simple Weapons, Martial Weapons, Light/Medium/Heavy
Armor, Shields, Vehicles (land), assorted individual skill proficiencies.
The Personal guard of a communitys rulers handle security and
personal protection for their leaders. They can be a tightly knit elite

unit or an eclectic ensemble of masterful warriors. A Personal Guard is


smaller than other units, no more than 20 members and typically
fewer.

Naval Garrison
Requirements: Port with space available for ships
Cost: 80% of costs listed in DMG for each type of ship, includes a crew.
-3 to Wealth rolls, increases by -1 for every 10 ships (-3 for <10, -4 for
10-19, -5 for 20-29, etc.).
Proficiencies (of crew): Simple Weapons, Light Armor, Athletics,
Acrobatics, Vehicles (Naval), Navigators Tools.
A Naval Garrison consists of all combat-ready ships that make up a
communitys naval power. Different ships are appropriate for different
circumstances (rivers, seas, open ocean). Marines can be trained by
using the Men-at-Arms requirements. If a Naval Garrison is used to
patrol trade waters in a territory, it grants +1 to law rolls for every 5
ships, to a maximum of +3.
Type of Ship

Initial Cost (gp)

Keelboat

2,400

Longship

8,000

Sailing Ship

8,000

Warship

20,000

Galley

24,000

FORTUNE RULES
Each week or month (or whenever DM decides) the rulers of the town make a
single percentile roll (d100) to represent the Fortunes of the community for
that time period. The result is modified by any features of the town that
grant bonuses to Fortune rolls. Positive feature bonuses both amplify
increases and mitigate decreases, and vice versa for negative bonuses. The
total is compared to the table below to determine the outcome, resulting in
rolls for changes in Population, Law, or generated Wealth.

Population is a dynamic number that fluctuates (without upper limit) and is


a property of the community. It can be affected by disaster or regional
changes that can be determined by the DM. The total result from a roll on
the table is multiplied by 10 to determine the change in total Population for
that period of time. The starting population is either determined by the DM
or a random roll appropriate for the initial community size. If the population
is greater or less than the appropriate range for a given community size,
there is a cumulative -1 penalty to Fortune and Law rolls for every increment
of 100 people in either direction.
Law is a dynamic number between 0 (low) and 100 (high) representing the
level of Lawfulness in a community. It can be affected by individual events,
political movements, and disasters as determined by the DM. Rolls on the
table are directly applied to the total Law of a community to determine any
change for that period of time. Starting Law is determined either by the DM
or a random roll. For Law under 50, there is a 5% chance (1 on a d20) that
any positive Wealth roll becomes halved due to corruption. This chance
increases by 10% for every 10 Law below 50.
Wealth is a surplus of money that is generated by the community and
represents the net profit that the rulers have collected for their own uses or
to reinvest. Any general town maintenance and upkeep is considered
covered before determining surplus, but this does not account for personal
expenses of the PCs. The total determined by a Wealth roll is multiplied by
10 to determine the resultant funds that are available to the rulers. Negative
Wealth rolls indicate investments that need to be made to repair damage,
and a mounting debt indicates the slow ruin of the community.

Fortune Roll Total

Result

0-9

Famine: -1d20 Population, -1d20 Wealth

10-19

Unrest: -1d12 Law, -1d12 Wealth

20-29

Depression: -1d12 Wealth, -1d10 Population

30-39

Discontent: -1d8 Law

40-49

Crash: -1d8 Wealth

50-59

Growth: +1d4 Population, +1d4 Wealth

60-69

Refugees: +1d10 Population, -1d6 Law

70-79

Order: +1d6 Wealth, +1d6 Law, +1d6 Population

80-89

Boom: +1d8 Wealth, - 1d4 Law, +1d10 Population

90-99

Celebration: +1d10 Population, +1d10 Wealth

100-109

Gentrification: +1d10 Wealth, -1d6 Population

110-119

Unity: +1d10 Wealth, +1d12 Law

120-129

Windfall: +1d12 Wealth, +1d6 Population

130-139

Innovation: +1d12 Wealth, +1d12 Population

140-149

Renaissance: +1d12 Wealth, +1d20 Population

150-159

Enlightenment: +1d20 Wealth, +1d12 Population

160-

Golden Age: +1d20 Wealth, +1d20 Population,


+1d20 Law

Previously Asked Questions:


Do environmental factors affect fortune rolls? For example, if theres a lot of
displaced people roaming the countryside looking for refuge, would there be
a greater chance for population growth / lawlessness?
-I think it definitely should, and as of now thats left up to the DM to
determine. I gave the Fortune roll results names as suggestions for the effect
of an event so that we could just pick one off the table.
Do larger populations generate more wealth?
-In theory, yes. The way the fortune table is set up now hand waves the
actual revenue of the community and is focused on net profit. So, a large city
generates a lot more money, but also has more costs associated. The way
that a large city would generate more income for the rulers is by having
more features that would increase the Fortune rolls and Wealth rolls.
So taxes and stuff are simplified and are assumed to be put into upkeep
etc.?
-Yes, thats the idea. The DM could always institute a modifier such as +1 to
Wealth rolls for higher taxes, -1 to Wealth rolls for lower taxes, maybe some
Law and Population effects associated with each. Whatever feels appropriate.

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