D&d 3.5 dungeon masters guide pdf free download

D&d 3.5 dungeon masters guide pdf free download

d&d 3.5 dungeon masters guide pdf free download

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BUILDING A CITY

A Web Enhancement for the

DUNGEON MASTER's Guide v"

CREDITS

Design: David Noonan, James Wyatt

Editing: Penny Williams

Typesetting: Nancy Walker

Design Manager : Ed Stark

Web Production: Julia Martin

Web Development: Mark A. Jindra

Graphic Design: Dawn Murin

Based on the original DUNGEONS & DRAGONS ® game by E.

Gary Gygax and Dave Arneson and on the new edition of the

DUNGEONS & DRAGONS game designed by Jonathan Tweet,

Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.

D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned

by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the

Coast, Inc. All Wizards characters, character names, and the distinctive likenesses

thereof are trademarks owned by Wizards of the Coast, Inc.

This material is protected under the copyright laws of the

United States of America. Any reproduction or unauthorized use

of the material or artwork contained herein is prohibited

without the express written permission of

Wizards of the Coast, Inc.

© Wizards of the Coast, Inc. All rights reserved.

Made in the U.S.A.

This product is a work of fiction. Any similarity to actual people,

organizations, places, or events is purely coincidental.

This Wizards of the Coast game product contains

no Open Game Content.

No portion of this work may be reproduced in any form

without written permission. To learn more about the

Open Gaming License and the d20 System License,

please visit www.cronistalascolonias.com.ar

Visit the DUNGEONS & DRAGONS website at

www.cronistalascolonias.com.ar

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

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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).

Источник: www.cronistalascolonias.com.ar

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