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BUILDING A CITY
A Web Enhancement for the
DUNGEON MASTER's Guide v"
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If you plan to run an extended adventure—or even a
whole campaign—in an urban environment, it’s important
to put some time and effort into describing the
details of your city. Chapter 5 of the DUNGEON MASTER’s
Guide for D&D v provides a basic framework for
describing some key features of a city, such as its power
centers, assets, and highest-level nonplayer characters.
This web enhancement expands that basic system into
one that is more complex, but well worth the extra work
in terms of the payoff for running a city-based campaign.
The basic unit of this city construction system is the
district. A district is roughly equivalent to a modern city
block or a small neighborhood. On average, a district
represents about people, though some districts (such
as tenements) have a higher population density than
others (such as noble estates). Because a district is so
large, this system is unsuitable for use with smaller settlements.
A district has its own population number, gp
limit, assets, important NPCs, and character, or “feel.”
It’s much easier for both the Dungeon Master and
the players to think about a metropolis made up of
eighty districts than to contemplate a teeming population
of 39, individuals. The city structure becomes
even easier to deal with if you assume that wards or
neighborhoods are just clusters of identical districts.
Thus, a metropolis might have a dozen wards: waterfront,
noble’s villas, shantytowns, merchant’s quarter,
temple quarter, and so on.
As a starting point, use twenty districts for a small
city, forty for a large city, and eighty for a metropolis. If
you need to, you can always add more districts, but the
total population number you get by doing that may
bump your city up a size category. Types of districts are
given on Table 1–1: District Types.
DISTRICT DESCRIPTIONS
Each district’s description includes the following key
information.
Buildings: This entry details what sorts of buildings
might be found in the district. See Example Buildings
sidebar for businesses common to certain building types.
First Impression: This entry consists of a sentence
or two that describes the flavor or feel of the district—that
is, what sorts of sights, sounds, and smells
characters are likely to notice while casually passing
through it.
Social Class: This entry denotes the social class of
the residents (upper, middle, or lower).
1
2
Table 1–1: District Types
Low Population
Total
District Type Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
Civic district — 3 3 — 8 — 1 — 8 2 3 2 10 30 48
Civic district, ruined — 2 4 — 8 — — — 8 2 4 4 4 25 40
Elf neighborhood — 2 2 2 8 — — 2 7 1 4 2 4 30 45
Embassy district — 3 4 — 9 1 1 1 9 2 4 2 50 14 20
Finance district — 2 3 — 5 — 1 — 10 2 3 — 10 50 15
Fine shops — — — 6 — — — 12 4 6 3 6 50 20
Lord’s keep — 3 5 — 20 — — — — — — 20 30 75
Lord’s keep, vacant — 3 3 — 10 — — — 8 — — — 4 25 40
Magic district — 4 5 2 6 — — — 7 6 8 8 6 35 55
Noble estates — 3 — — 17 — 3 — 5 — — — 40 30 45
Park district — 2 3 2 6 1 1 2 7 1 3 4 5 25 30
University — 5 6 1 6 2 1 — 6 3 6 5 10 30 30
Wealthy residential — 2 3 — 8 — 1 — 7 2 4 2 15 30 50
Average Population
District Type
Total
Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
Average residential 1 3 4 1 9 1 1 1 9 2 4 4 4 25 40
Dwarf neighborhood 3 1 4 — 18 — 1 — 7 1 1 2 4 30 60
Garrison 1 2 4 — 14 1 2 1 6 2 3 1 8 25
Gnome neighborhood — 2 3 1 10 — — 1 10 2 6 4 2 25 40
Guildhall district — 3 — — 6 — — — 12 2 3 — 5 50 40
Guildhall district, former — 5 — — 12 — — — 12 2 3 — 2 50 40
Halfling encampment — 2 4 1 12 — — 1 16 2 1 4 2 25 40
Marketplace 1 4 3 — 9 1 1 1 12 1 3 6 — 30 40
Professionals — 2 3 1 8 — 1 — 11 3 7 5 6 50 30
Shops — 3 5 1 9 1 — — 11 2 4 5 — 35 15
Temple district — 3 16 5 9 4 3 2 5 3 5 10 5 35 55
High Population
District Type
Total
Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
Adventurer’s quarter 5 9 12 5 25 2 2 3 25 4 8 10 2 40 60
Anglers’ wharf — — 2 — 8 — — — 8 — — 6 — 16 20
Apartment homes 2 3 4 1 11 1 1 1 13 2 5 5 — 20 35
Caravan district 4 5 3 1 12 2 — 2 15 3 5 4 4 25 60
Goblinoid ghetto 5 — 3 — 10 — — — 8 — — 4 — 15 80
Inn district 2 8 3 1 9 1 1 2 16 2 6 5 5 30 20
Red light district 4 8 2 — 9 — — — 16 2 3 5 — 25 50
Shantytown — — — — — — — — 4 — — 2 — — 2
Slave quarter 2 — — — 12 — — — 8 — — — — 25 20
Slum 2 1 1 — 8 — — — 12 1 — 8 — 5 32
Tannery district 2 2 1 1 10 — — — 15 2 1 6 — 25 30
Tavern district 2 8 3 — 9 — — 1 16 2 3 4 — 25 40
Tenement district 3 3 4 1 11 — — 1 16 2 3 5 — 10 20
Theater district — 7 — — 12 — — — 15 — — 4 — 30 40
Undercity 4 2 5 — 16 1 — 1 24 3 6 8 2 25 50
Warehouse district — 2 — — 12 — — — 24 — — 5 — 20 50
Waterfront district 2 5 3 1 12 1 1 — 16 1 2 5 — 25 40
Special
District Type
Total
Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
Remnant neighborhood 45 — — 2 — 4 — — — 4 — 1 — — 15 4 15
Immigrant enclave 70 — — 7 — 6 — — 1 2 — 20 — — 15 4 15
Necropolis — — 5 — 5 1 — — 5 1 2 2 — 66 8 5
Boat town — — 1 1 8 — — — 8 — — 4 — 8 6
Coliseum/Arena 4 3 2 — 24 2 — 2 8 2 1 4 — 10 80
Prison district 3 1 1 — 18 — — — 12 — — 4 — 15 80
District Type: Some districts, such as a waterfront
or shop district, represent neighborhoods that
have many similar types of buildings. Others, such as a
lord’s keep or a garrison, may feature single buildings
or complexes that occupy an entire district and house
large numbers of residents and staff.
Total Pop.: This figure represents the total population
of the district. The remaining columns (Bbn, Brd,
Clr, and so forth) show how many single-class characters
of each character class (both PC and NPC classes)
dwell in the district. Temple districts have many clerics,
obviously, while most aristocrats are found in
upper-class districts.
LOW POPULATION DISTRICTS
The districts with the lowest populations tend to be
upper or middle class. They often feature fine landscaping
and ornate buildings.
Civic District
The day-to-day business of governing the city is carried
out from the offices in this district, which is usually
dominated by one massive government building.
Buildings: Council hall, bureaucratic offices,
monument/memorial, guardpost, temple (Heironeous,
Pelor, or St. Cuthbert), upscale lodging (4), upscale
food (6), exotic trades (10), upscale trades (15), average
trades (15), upscale services (15).
First Impression: Robed bureaucrats scurry
from appointment to appointment, and nobles travel
with their retinues. The main building is a stately structure
with plenty of statuary and inscriptions.
Social Class: Upper class.
Civic District, Ruined
This district is like the one above, except that the rulers
of the city have abandoned the massive structure that
once dominated the area.
Buildings: Council hall (vacant), bureaucratic
offices (possibly vacant), monument/memorial, guardpost,
temple (Heironeous, Pelor, or St. Cuthbert), upscale
lodging (4), upscale food (6), exotic trades (10), upscale
trades (15), average trades (15), upscale services (15).
First Impression: The crumbling edifice that
dominates the streetscape once housed the power
center in this city. The surrounding businesses have
also fallen on hard times.
Social Class: Middle class.
Elf Neighborhood
This district, found only in cities dominated by nonelf
races, is where many elves choose to live.
Buildings: Temple (Corellon Larethian), druidic
site, upscale lodging, upscale food (4), exotic trades (3),
upscale trades (15), upscale services (5), upscale residences
(30).
First Impression: The neighborhood has more
than its share of trees, bushes, and flowers. Even the
more modest homes feature flowering windowboxes.
Social Class: Upper class.
Embassy District
Usually found only in a capital city, an embassy district
houses ambassadors, diplomats, and their staffs.
Buildings: Embassies (7), diplomatic residences
(15), upscale lodging (9), upscale food (12), exotic
trades (5), upscale trades (10), upscale residences (10).
pqqqqrs
BUILD A CITY IN 5 MINUTES
military commander in charge of the toll roads.
Many PCs use cities simply as bases of operations Forghul is a metropolis where rival thanes from
for adventuring. They may visit their home city surrounding provinces engage in intrigues, unit-
briefly between adventures, or occasionally even ing only when giants attack from the north.
during an extended mission. Accordingly, they rarely • Decide which places your characters are likely to
see more than a few locations—their favorite inn, visit. Inns, magic shops, guilds, libraries,
the magic-item dealers on Tentacle Street, and Lord temples, and government buildings are all logical
Rhial’s citadel, for example.
choices.
If you’re pressed for time, it’s a good idea to pick a • Decide which districts feature those important
few districts you like and assume that the rest of the places and sketch out an intersection or two, plac-
city is a mix of residential and commercial districts. ing buildings according to the guidelines below.
Here are the steps for building a city in about 5 • Sketch an overall map of the city by drawing the
minutes.
walls that surround it, placing the important dis-
• Jot down what makes the city special in a sentricts, and then dividing the rest of the city into a
tence or two. For example, Sumberton is a rainy dozen or so wards. Give each ward a name, such
city where the trade guilds are at war with the as “Merchant’s Quarter,” or “Temple Ward.”
pqqqqrs
3
4
First Impression: Fancy buildings in wildly
clashing architectural styles dominate the street, each
trying to outdo the other in ostentatiousness. Most
such buildings feature coats of arms and flags identifying
the nations they represent.
Social Class: Upper class.
Finance District
Banks and merchant-houses tend to congregate here
because much of their business is with each other.
Buildings: Banks (2), moneychangers (7), temple
(Fharlanghn, upscale food (10), exotic trades (5),
upscale trades (25), upscale residences (20).
First Impression: The city watch is augmented
by private guards, making this a particularly well-protected
district, day or night.
Social Class: Upper class.
Fine Shops
Shopping districts such as this one often feature storefronts
of interest to adventurers. The city’s best armorers,
weaponsmiths, sages, and magic-dealers offer their
services here.
Buildings: Upscale lodging (4), upscale food (6),
exotic trades (10), upscale trades (30), upscale residences
(20).
First Impression: The hubbub of commerce is
omnipresent here, but the high prices discourage the
crowds found in less tony shopping districts.
Social Class: Upper class.
Lord’s Keep
A fortress, usually the castle where the city’s ruler lives,
dominates this district.
Buildings: Manor house, servants’ quarters (2),
garrison post, chapel (Kord, Heironeous, or St. Cuthbert),
average trades (15).
First Impression: Pennants in the city’s colors
flutter over the castle, and guards eye the street from
their watchtowers above. Soldiers drill in the courtyard
beyond the open drawbridge.
Social Class: Upper class.
Lord’s Keep, Vacant
This district is similar to the one above, except that no
one is living in the fortress. Perhaps the lord is on a crusade,
or maybe a more mysterious fate has befallen the
city’s ruler.
Buildings: Manor house, servants’ quarters (2),
garrison post, chapel (Heironeous, Kord, or St. Cuthbert),
average trades (15).
First Impression: This once-proud castle is
beginning to show signs of neglect, though it is still an
imposing fortress.
Social Class: Middle class.
Magic District
Many cities segregate users of magic into their own ward
to protect the rest of the city from errant spellcasting. Such
an arrangement also helps the rulers and constabulary
keep an eye on some of the city’s most powerful residents.
Buildings: Magic item dealers (2), spellcasters for
hire (6), temple (Boccob), shrine, upscale food (5),
exotic trades (10), upscale trades (15), upscale services
(10), upscale residences (20).
First Impression: Continual flames illuminate
the streets, and entertaining, artistic illusions decorate
some of the buildings. The berobed citizens frequently
display flashy magic—typically glamers. Useful magic
items abound.
Social Class: Upper class.
Noble Estates
The wealthy, highborn residents of the city live in
splendor in the manors of this district.
Buildings: Estates (30).
First Impression: This district is quieter and
cleaner than the rest of the city. Servants scurry about
on their errands, and nobles travel by carriage to call on
their genteel counterparts.
Social Class: Upper class.
Park District
For those who love the outdoors, this district provides a
respite from the hustle and bustle of the city.
Buildings: Parks (1 large or 3 small), temple
(Corellon Larethian, Ehlonna, or Obad-Hai), druidic
site, upscale taverns (5), exotic trades (5), upscale trades
(8), upscale services (17), upscale residences (30).
First Impression: Clusters of trees, landscaped
flowerbeds, and lawns of trimmed grass dominate the
landscape. The air smells fresher here than it does elsewhere
in the city.
Social Class: Upper class.
University
The colleges in this district teach everything from
Knowledge and Profession skills to the secrets of
divine and arcane magic. Adventurers can find esoteric
lore and answers to obscure riddles here.
Buildings: University buildings, including
instruction and faculty offices) (4), library, temple
(Boccob or Pelor), shrine, upscale lodging (5), upscale
food (8), upscale literary trades (booksellers, stationers,
mapsellers, sealmakers, and the like) (10), upscale literary
services (scribe, sage, translator, cartographer, and
the like) (10), dormitories (5), upscale residences (25).
First Impression: Young, well-dressed students
carrying armfuls of scrolls and books hustle to their
classes. Others sit or stand in circles, discussing the
day’s lessons.
Social Class: Upper class.
Wealthy Residential
These residences belong to successful merchants
and high-level bureaucrats in political or religious
organizations.
Buildings: Upscale residences (60), average residences
(10).
First Impression: Well-appointed buildings
line the quiet streets of this district. Servants or guards
are posted at many of the front doors.
Social Class: Upper class.
AVERAGE POPULATION DISTRICTS
These districts are where the middle class and merchants
live and work.
Average Residential
Shopkeepers, artisans, and other skilled workers dwell
in these modest homes.
Buildings: Upscale residences (10), average residences
(70), poor residences (10).
First Impression: Children play in the streets
of this district, and the younger ones are often chased
by older siblings. Neat rows of houses line the thoroughfares.
Social Class: Middle class.
Dwarf Neighborhood
Because clan and family are important to dwarven culture,
many dwarves who live in cities dominated by other
races tend to congregate in their own neighborhoods.
Buildings: Temple (Moradin), average lodging
(2), upscale food, average food (9), poor food (2), exotic
trades (2), upscale trades (7), average trades (15), poor
trades (6), upscale services (5), average services (10),
poor services (5), upscale residences (5), average residences
(45).
First Impression: All the structures in this
neighborhood are slightly smaller than normal because
they’re sized for dwarves. Stonework, much of it finely
carved, dominates the architecture.
Social Class: Middle class.
Garrison
This district is essentially a military encampment. The
soldiers who dwell here are charged with guarding the
city and the surrounding countryside.
Buildings: Garrison building, temple (Heironeous,
Kord, or St. Cuthbert), average lodging (4), poor
lodging, upscale food (2), average food (4), poor food
(3), upscale trades (4), average trades (8), poor trades (2),
average services (10), average residences (40), poor residences
(10).
First Impression: Some soldiers march to and
fro in groups, while others stand at attention, and still
others drill for combat. Shouted commands and marching
songs fill the air.
Social Class: Middle class.
Gnome Neighborhood
Gnomes find comfort in buildings sized for them, so
this district features architecture that humans and
other Medium races would find cramped.
Buildings: Temple (Garl Glittergold), upscale
lodging (1), average lodging (4), upscale food (3), average
food (5), exotic trades (2), upscale trades (4), average
trades (6), poor trades (3), upscale services (4), average
services (6), average residences (50).
First Impression: This neighborhood looks like
any average residential area, but on a smaller scale.
Social Class: Middle class.
Guildhall District
This district is home to organizations of skilled workers,
such as the mason’s guild, the cobbler’s guild, and
the jeweler’s guild. Depending on the city, more exotic
guilds devoted to sages, wizards, or mercenaries may
also have facilities here. Illicit guilds may exist for
thieves and assassins, but these rarely have publicly
known guildhalls.
Buildings: Guild halls (3), average lodging (5),
average food (10), upscale trades (5), average trades (15),
poor trades (4), upscale services (5), average services
(10), poor services (3), average residences (30).
First Impression: Each of the massive guildhalls
in this district is emblazoned with a symbol representative
of its craft, such as a massive hammer and
anvil for the blacksmith’s guild, and a welcoming sign
in every known tongue for the Scribe’s Union.
Social Class: Middle class.
5
6
Guildhall District, Former
For some reason, the guilds have moved out of this district,
but commercial interests still dominate its streets.
Buildings: Vacant guild halls (3), average lodging
(5), average food (10), upscale trades (5), average trades
(15), poor trades (4), upscale services (5), average services
(10), poor services (3), average residences (30).
First Impression: The guildhalls are boarded
up or in disrepair, but the shops and businesses that
surround them still thrive in the hustle and bustle of
commerce.
Social Class: Middle class.
Halfling Encampment
Halflings tend to be more nomadic than most other
races. Even when a group of them settles in a city, their
neighborhood looks more like a camp than a proper
district.
Buildings: Council hall, temple (Yondalla),
shrine, average lodging (4), average food (8), average
trades (15), average services (10), average residences
(50).
First Impression: This neighborhood looks like
it could vanish tomorrow, leaving behind nothing but
half-constructed buildings, smoldering campfires, and
vacant building foundations.
Social Class: Middle class.
Marketplace
Most of the residents from surrounding districts come
to this bazaar to buy everything from necessities (such
as clothing) to small luxuries (such as spices).
Buildings: Open-air market, temple (Fharlanghn),
average lodging (2), average food (12), exotic
trades (3), upscale trades (12), average trades (35), poor
trades (10), upscale services (5), average services (15),
poor services (5).
First Impression: This district is awash in colorful
signs and tents. The shouts of barkers rise above
the noise of shoppers, and a dozen scents—everything
from sweet perfumes to sizzling meats—fill the air.
Social Class: Middle class.
Professionals
This district is home to a variety of specialists the PCs
might want to hire or consult.
Buildings: Temple (any), shrine, average lodging
(3), upscale food (3), average food (7), exotic trades (2),
upscale trades (3), average trades (10), upscale services
(10), average services (20), upscale residences (10), average
residences (20).
First Impression: This district features row
upon row of quiet shops and offices. Their signs advertise
everything from translation services to wilderness
guides to architectural design.
Social Class: Middle class.
Shops
A few businesses in this district cater to the well-to-do,
but most serve the city’s middle and lower classes. Such
a district is more common in a smaller city that doesn’t
have multiple shopping districts.
Buildings: Temple (any), shrine, average lodging
(3), average food (10), exotic trades (3), upscale trades
(12), average trades (35), poor trades (10), upscale services
(3), average services (10), poor services (2).
First Impression: Well-guarded nobles saunter
from shop to shop, seemingly oblivious to the more
ordinary citizens who rush by with their arms full of
packages.
Social Class: Middle class.
Temple District
The center of the city’s religious life, the temple district
is where established faiths vie for worshipers. PCs can
often find healing and other clerical magic here.
Buildings: Temples/shrines (any 6), upscale
lodging (1), average lodging (3), upscale food (3),
average food (7), exotic trades (5), upscale trades (5),
average trades (10), upscale services (10), average
services (25), upscale residences (5), average residences
(20).
First Impression: Each temple’s architecture
reflects the faith of its builders. Periodically, the doors
of a temple open, and a throng of worshipers spills out
into the street.
Social Class: Middle class.
HIGH POPULATION DISTRICTS
These districts cater to the lower classes and to transients,
such as adventurers. Prices are generally lower
in these areas.
Adventurer’s Quarter
This district has a little bit of everything, but it’s generally
a pretty seedy place. No “respectable” resident
would think of coming here.
Buildings: Temples (Olidammara and any 3
others), average lodging (5), poor lodging (10), average
food (5), poor food (15), average trades (6), poor trades
(15), average services (5), poor services (15), average residences
(5), poor residences (20).
First Impression: This district is noticeably
more diverse than the surrounding neighborhoods.
Various humanoids wearing a wide variety of garb rub
shoulders and chat in the streets. The buildings look
somewhat rundown, but most are quite serviceable.
Social Class: Lower class.
Anglers’ Wharf
Those who fish for a living have a district of their own,
if for no other reason than to keep the stench away
from the rest of the city.
Buildings: Shrine (Obad-Hai or Pelor), poor lodging
(5), poor food (10), average trades (2), poor trades
(12), average services (3), poor services (7), poor residences
(60).
First Impression: The smell of fish hangs heavily
in the air here, mingled with the tang of saltwater
and sea air. Rough-looking sailors lurch from ship to
pier to tavern.
Social Class: Lower class.
Apartment Homes
This unremarkable district consists of nothing but
unremarkable residences. Thus, it is an excellent
hiding place for those who are skilled at blending in.
Buildings: Average residences (10), poor residences
(55).
First Impression: Rows of apartment buildings
rise like the walls of a canyon on both sides of the
street. Day laborers and craftspeople scurry to and from
work, while the district’s more indolent residents relax
on the building steps.
Social Class: Lower class.
Caravan District
Districts such as this one are common in cities that rely
on overland caravans rather than sea transport for their
imports and exports. Merchants and other foreigners
are welcomed here but usually discouraged from
spending time in the rest of the city.
Buildings: Temple (Fharlanghn), average lodging
(5), poor lodging (15), average food (10), poor food (30),
average trades (9), poor trades (15), average services (9),
poor services (15).
First Impression: This district has fewer buildings
than most, but animal pens, stables, and circles of
trade wagons squat on many vacant lots. The air is thick
with campfire smoke, and a dozen different languages
can be heard.
Social Class: Lower class.
Goblinoid Ghetto
If a city allows goblinoid residents at all, its other
inhabitants usually prefer to keep them at arm’s length.
The goblinoids who live here eke out a squalid existence,
taking on jobs that no other city resident will
accept.
Buildings: Temple (Gruumsh or Maglubiyet),
poor lodging (1), poor food (8), poor trades (20), poor
services (10), poor residences (60).
First Impression: Goblins, hobgoblins, and
orcs move among the ramshackle buildings that line
the streets. The ghetto bustles with business—both
legal and illegal—despite the obvious poverty of its residents.
Social Class: Lower class.
Inn District
Inns are scattered across most cities, but sometimes a
cluster of them dominates a neighborhood. Such a district
tends to be rundown simply because it has few
permanent residents to care about its upkeep, and the
transients who stay there spend most of their time in
other districts.
Buildings: Temples (any 2), average lodging (8),
poor lodging (25), average food (5), poor food (20), average
trades (5), poor trades (15), average services (5),
poor services (15).
First Impression: Music and laughter wafts
from the open doors of half a dozen inns and commonhouses.
Each offers the promise of food, drink, dancing,
or perhaps even more exotic diversions.
Social Class: Lower class.
Red-Light District
Notorious for the prostitution, narcotics, and other
black-market businesses that thrive here, a red-light
district tends to attract adventurers like flies.
Buildings: Temple (Olidammara), average lodging
(2), poor lodging (17), average food (5), poor food
(20), poor trades (20), poor services (gambling halls,
houses of ill repute, pawnshops, and the like) (35).
First Impression: A visitor can hardly walk 30
feet in this rundown district without being propositioned
for something illegal. Some passersby scurry
furtively past, while others beckon visitors toward
some illicit pleasure.
Social Class: Lower class.
Shantytown
Many of the structures in this district seem to be in
imminent danger of collapsing on their residents. The
7
8
poorest of the poor live here in decrepit buildings,
refugee colonies, and squatter camps.
Buildings: Poor residences ().
First Impression: Lean-tos, smoky fires, and
makeshift hovels crowd in among the debris and
rubble of the dirty, destitute streets.
Social Class: Lower class.
Slave Quarter
Slaves merit slightly better huts than those who live in
a shantytown, if only because their masters care about
their welfare to some small degree. Districts such as
this are rare, since good-aligned societies find slavery
abhorrent.
Buildings: Overseer’s station, poor services (5),
poor residences (94).
First Impression: Whip-wielding masters lead
chained slaves in threadbare robes from place to place.
Few of the slaves are bold enough to meet the gaze of a
bystander.
Social Class: Lower class.
Slum
This district is clearly for the down-and-out. A slum
falls somewhere between poor apartments and a shantytown
on the scale of poverty and misery.
Buildings: Temple (Olidammara or Pelor), poor
lodging (1), poor food (3), poor trades (10), poor services
(5), poor residences (70).
First Impression: Home to the destitute, this
neighborhood features a mix of shanties, hovels, and
tenements in disrepair. Trash fills the streets and alleys,
and the stench of offal mixed with rotting flesh and
even less wholesome substances hangs heavy in the air.
Social Class: Lower class.
Tannery District
Tanneries—businesses that turn animal hides into
leather—are typically in lower-class neighborhoods
simply because they smell unbelievably bad. No one
who can afford to do otherwise lives near a tannery.
Buildings: Temple (any, especially poorer or
more obscure faiths), poor lodging (2), poor food (7),
poor trades (tanners, dyers, and other folk who practice
odiferous trades) (60), poor services (30).
First Impression: The acrid smell of tanning
hides would reveal the nature of this district even to a
blindfolded person. A cluster of small, dingy shops
caters to the unfortunate denizens of this nauseating
district.
Social Class: Lower class.
Tavern District
Adventurers spend a lot of time in taverns, and most
cities of any size feature at least one. Inns sandwiched
among the bars provide revelers with relatively safe
places in which to sleep off their intoxication.
Buildings: Temple (Fharlanghn or Olidammara),
average lodging (3), poor lodging (20), average food (6),
poor food (30), poor trades (10), poor services (10), poor
residences (20).
First Impression: By night, inebriated revelers
stumble forth into the crowded streets from literally
dozens of taverns. By day, this district is a virtual ghost
town, with only cleanup crews, delivery personnel, and
the occasional determined drunk to liven up the
streetscape.
Social Class: Lower class.
Tenement District
This district is similar to a slum, but without any
nearby businesses to support its poverty-stricken populace.
This district must be placed close to one in which
even the desperately poor can acquire staples.
Buildings: Poor residences (60).
First Impression: Crammed together like so
many sardines, the poor residents of this district cluster
on stoops, in their rat-infested apartments, and in the
streets and alleys.
Social Class: Lower class.
Theater District
Theaters tend to spring up in lower-class neighborhoods
because rent is cheaper there. Drama patrons
rarely linger for long, although nearby pubs and shops
entice some to stay and celebrate a fine performance.
This district can serve as a musician’s quarter or a
dancehall district with only a name change.
Buildings: Theaters (4), temple (Olidammara),
poor lodging (10), poor food (20), poor trades (20), poor
services (30), poor residences (15).
First Impression: Each theater features a large
sign promising comedy, tragedy, and inspiration—often
all in the same play. Lines of people wait outside the box
offices, and periodically a large crowd emerges from a
theater, heatedly discussing the play that has just ended.
Social Class: Lower class.
Undercity
This district, typically situated underneath the city’s
streets, is a combination of a dungeon and a neighborhood.
The residents of the city may or may not be
aware of the undercity’s existence.
Buildings: Dungeons of at least 10 rooms (8),
temples (any 2 evil deities), poor lodging (5), poor food
(10), average trades (5), poor trades (15), average services
(5), poor services (20), poor residences (30).
First Impression: The air belowground is dank,
and the darkness is oppressive. It’s eerily quiet most of
the time, but the silence is punctured occasionally by a
scream or the clash of battle.
Social Class: Lower class.
Warehouse District
Adventurers who have business with shipping concerns—or
just larcenous intent—may find their way
into this district.
Buildings: Warehouses (30), poor trades (5), poor
services (10), poor residences (55).
First Impression: The massive warehouses that
give this district its name dominate the landscape. The
streets are devoid of life except for the occasional delivery
wagon and the guards who stand watch at some
warehouse doors.
Social Class: Lower class.
Waterfront District
Visitors who arrive by ship often get their first taste of a
city in the waterfront district. Adventurers typically
feel right at home in this rough-and-tumble place.
Buildings: Other (5), temple (Obad-Hai or Olidammara),
poor lodging (5), poor food (9), poor trades
(25), poor services (35), poor residences (20).
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