Category Archives: Campaigns

City Creation: Hospitality

According to our demographics , Meadowbrook has two inns and ten restaurants/taverns/pubs and one of the innkeepers is a retired adventurer.

Let’s start with our inns.

The Inns

The most obvious choice would be to place one inn in Littletun and one in Bigtun. But since inns generally aren’t used by locals, and the river docks are in Bigtun, it makes sense that both inns would be located near the trade route. And rather than having one in cater to “littles” (halflings, gnomes, dwarves, etc.) and other to “bigs” (humans, elves, etc.), lets make both inns cater to both types of clientele equally.  Instead, we can have each of the inns cater to different income levels. So, our two inns are:

Marketstreet Inn

Catering to the working classes, Marketstreet Inn is run by Ellie Haymaker, a widow with two grown children — a son and a daughter — both of whom help run the inn. Marketstreet offers clean rooms for a fair price. The rooms are small and washrooms are limited to one per floor, but the beds are clean, if not the most comfortable. Ellie’s capable daughter, Maree, heads up the kitchen. The food choices are limited — stew, brown bread and cheese — but it’s warm, tasty, and there’s usually plenty of it. Ellie is the daughter of a traveling tinkerer, so she knows the kind of place working folk need when they’re away from home. She has an equal number of rooms for “bigs” and “littles”. Prices are by the bed, rather than the room, so frequently guests end up bunking with people they don’t know.

  • Ellie Haymaker — halfling innkeeper, proprietor.
  • Maree Haymaker — halfling head cook for Marketstreet Inn. Ellie’s daughter and her eldest child.
  • Norvin Haymaker — halfling stablemaster, handyman and bellhop. Basically, whatever odd jobs Ellie requires, Norvin does. Ellie’s son and her youngest child. Ellie still has a tendency to baby him even though he’s a grown man.

Ellie also employs a couple of housekeepers, a stableboy and a cook, all of them “bigs”.

The Golden Slipper

The Golden Slipper caters to more monied class of travelers than Marketstreet Inn. Run by an ex-paladin/knight named Piers Caldwell, The Golden Slipper offers quality service, rooms, meals — and charges accordingly. Much smaller than Marketstreet Inn, The Golden Slipper charges by the room and offers one washroom for every two sleeping rooms. Meals are cooked to order and often contain imported delicacies.

Piers is an honest, trustworthy and reliable man, who found the conduct code of a holy warrior too restrictive — wealth and the opposite sex proved to be too much temptation for him. After a highly lucrative career as a sword for hire (i.e., adventurer), he decided to retire to quieter surroundings. The Golden Slipper doesn’t bring in enough money to cover all of its expenses; Piers hopes this will change as Meadowbrook’s trade continues to expand. Meanwhile, he’s supporting the inn out of his own savings, which don’t look as if they’re going to run short anytime in the next couple of decades. He employs a large staff, including a “companion service” and a couple of low-level spellcasters; Piers uses magical cleaning methods to make sure the Slipper is spotless at all times.

Piers and Ellie’s mutual dislike of each other is well-known and frequently causes conflict within their guild.

  • Piers Caldwell, human fighter/warrior (AD&D 3.x: ex 10th-level paladin).

Pubs/Taverns/Restaurants

Meadowbrook’s ten eateries aren’t as differentiated as modern ones. They’re a cross between a pub/tavern and a modern restaurant. Six of the establishments are in Bigtun, with four (including The Butter Churn) in Littletun. Most cater to travelers and locals alike, but three remain local hot spots and two focus on the trader business. I’m only going to detail the most popular places.

The Butter Churn

The Butter Churn is the favorite spot for local residents. Located in Littletun, it’s run by Kari Tallfellow who inherited the business from her father. It’s been in her family for seven generations and she’s training her own son, Martin, to take over when she retires. It’s widely recognized as having the best food in all of Meadowbrook and the surrounding villages. It’s a family-friendly atmosphere and many of the locals gather here when they’re not working.  On Saturday nights, the Churn (as its known locally) hosts music and dancing.

  • Kari Tallfellow, halfling owner and proprietor
  • Martin Tallfellow, halfling, 14 years own. Kari’s son and assistant.

Wind on the Docks

In contrast to The Butter Churn, Wind on the Docks caters to an older, more transient crowd. Wind on the Docks is the front face for Madam Lillington’s brothel. Though it draws mostly from traders and other travelers just passing through, Madam Lillington’s is also a time-honored tradition for local adolescents seeking their first sexual experience. [I had originally stated that Meadowbrook didn’t have an actual brothel, just independent streetwalkers. I changed my mind because I wanted to set up the contrast between The Butter Churn’s wholesome, family focus and a more “adult” and less reputable establishment].

Madam Lillington employs both humans and halflings, though she does insist they be over the age of majority, which in this area is 14. Compared to some establishments in larger cities, the Docks (as the locals call it) is quite tame in the pleasures it offers. Most of her “staff” are out-of-towners escaping bad situations in their home ports, but some are locals. She employs both “bigs” and “littles”, mostly humans and halflings.

  • Madam Lillington, human proprietor and madam of Wind on the Docks.

Gorseberry Blue

Not all traders and travelers are lone adults who might seek companionship for a night. Sometimes whole families work the trade routes and there are always a few devoted clerics, paladins, and other travelers who really are just looking for a hot meal. The best location for that is Gorseberry Blue, which serves good food at reasonable prices. What it lacks in menu diversity, it makes up for in both quality and quantity. Of all the food places in Meadowbrook, Gorseberry offers the best combination good food, quiet atmosphere, and friendly staff and is the most popular spot for those just passing through Meadowbrook.

  • Samar Tanton, human proprietor and owner of Gorseberry Blue

Grapeleaf Inn (The Rats’ Nest)

Not actually an inn at all, the Grapeleaf Inn (known locally as the Rats’ Nest) has only one thing going for it — the food is cheap. Frequented by those at the bottom rung of the economic ladder, locals and out-of-towners alike, the Rats’s Nest definitely lives down to its very poor reputation. Still, if you’ve only go a few coppers to your name, you can get a hot meal here, as long as you’re not too picky about its contents.

  • Bear Strongarm, human owner and propriator.

City Creation: Religion

The next entry on our list of Notable People is “Clerics of the local shrines”. While these would, indeed, be notable people (the head priest/ess of the largest shrines would likely have considerable influence), religions differ greatly from one game system to the next and one campaign to the next. So much so, in fact, that I’m going to leave it up to individual GMs to create the details for their own games.

However, religion gives us an opportunity to bring our theme (new growth vs. stagnation) into play again. Before becoming a trade center, Meadowbrook was primarily a farming town, so gods of planting and harvest would’ve played a very important role in town life. The new focus on trade and commerce would have brought with more followers of gods favoring those aspects. This could cause friction between the clergy of the established temples and the clergy of the newer temples. Because the growth has been so recent, many of the newer temples are likely still in construction and competition for the best building locations could be very “hot”. Plus, there could be friction between the halfling temples (most likely among the established temples) and human temples (most of new temples would fall into this category).

In a more historically-based game, such as Ars Magica, you’re going to have the influence of Christianity. Depending on when in the medieval era you base your game, you could have the new Christian religion coming into conflict with the older pagan gods. Or you could set up Meadowbrook as a rare town with a large Jewish population and explore prejudice medievel Christians had for Judism. If you wanted to base Meadowbrook in a Middle Eastern-inspired setting, you could play up the conflict between the established Christian and the “new” Islamic faiths. And there’s always the antagonism between the Western, Roman, Chuch and the Easter, Greek, Church.

For traditional fantasy settings, Meadowbrook’s most influential temples will be dedicated to gods of harvest and trade, as well as those pertaining to the home and family. Gods of healing and prosperity would also have a large following among both “old-timers” and newcomers. Halfling gods would also be popular and could potentially even have many human followers, especially since there may be some families in Meadowbrook comprised of both halfling and human members, bonded by marriage.

Gods of lesser importance would be those pertaining to travel (popular among the traders passing through) and luck. Gods dedicated to magic would likely have few followers in the town, but certainly there would be some small shrines set up here and there, especially among the fix-it guild. Tammi Ravenswing and other guilds would have a small shrine dedicated to trickster or thieving gods hidden away.

The least influential gods would be those related to war and evil, as well as those related to other demi-humans. Darius, the town’s only resident with elven blood, would have a small shrine dedicated to the elven gods in his home and/or shop. The few gnomish residents would also have small shrines dedicated their gods, though they are also likely to follow some of the halfling gods, as well.

Next time: Kari Tallfellow, the Butter Churn, and places of hospitality.

City Creation: Thieves Guild

What would a fantasy game town be without a thieves guild? Whether the PCs work with it or oppose it, the local thieves guild frequently provides many opportunities for adventure.

Meadowbrook’s thieves guild is extremely small: 10 members. Until the recent trade boom, Meadowbrook had no thieves guild — there simply weren’t enough thieves in town. The rise in commerce, however, brought with it a commensurate rise in crime. Larceny has become lucrative in Meadowbrook and Tammi Ravenswing and her group of rogues are reaping the lion’s share.

Tammi Ravenswing — Guildmistress

Tammi came to Meadowbrook from Sundown, a city two weeks ride to the west. Having engineered an unsuccessful attempt to overthrow the guildmaster of Sundown’s major thieves guild, Ravenswing decided discretion was the better part of valor and made her way east for parts unknown. Arriving in Meadowbrook about the same time the new trade did, she saw wide open opportunity. She hand-picked a small group of accomplished rogues to form the town’s first actual thieves guild.

Having been the right-hand assistant to the guildmaster in Sundown, Tammi has clear ideas and experience running a guild. She’s an experienced sneak-thief and cut-purse, having learned her skills as an abandoned child of a prostitute. Sundown’s guild frequently took in orphaned or abandoned children as a means of replenishing their numbers and reducing “freelance” competition. Tammi proved to be extremely talented in matters of stealth and manual dexterity and rose quickly in the guild’s ranks. Had she waited another couple of years, she attempted coup might have been successful; as it was, it nearly cost her life.

Upon arriving in Meadowbrook, Tammi started a courier and body guarding business she named “Sworn Swords”. Sworn Swords acts as a front for the guild and employs three of her guildmembers; the rest of her employees are honest, hardworking private guards and messengers. She frequently employs children to deliver local messages and one of these is her adopted daughter, Gayna (now six). Like Tammi herself, Gayna had been abandoned to the streets at the age of three. Tammi took pity on the starving toddler who attempted to grab her lunch one afternoon.

Gayna is smart and dexterous, a quick learner who’s already showing an interest in swords and other bladed weapons. The warriors of the business have taken the girl under their wing as an unofficial “mascot”. In the last several months, Gayna has discovered her singing voice and Tammi has arranged lessons for her from Darius Sunrunner, in exchange for protecting his store, Doodles, from crime.

Tammi Ravenswing, human thief (AD&D 3.x terms: 8th level rogue). Main skills: appraisal, bluff, diplomacy (guile), pick pockets (slight of hand/legerdemain), escape artist, gather information, lockpicking (open locks), local knowledge [Sundown, Meadowbrook], search, sense motive, ride [horses], awareness (spot), short sword fighting, stealth, knife fighting, archery.

The Guild

Meadowbrook’s thieves guild has no name of its own; it’s refered to simply as “the Guild”. This is intentional, as Tammi doesn’t want the guild’s existence known to outsiders. She’s kept the guild small by design — membership is by invitation only and anyone asking about the guild, even in Meadowbrook’s criminal underground, will be met with blank stares. Tammi has handpicked each member of the guild after conducting extensive research on them. A credit to her people-reading skills: no one who’s been invited to join has turned her down. Tammi wouldn’t force membership; if anyone did decline, though, they would be “encouraged” to move on to another area or town.

Being so small, the guild can’t impose a monoploy on theft in Meadowbrook. Members tithe ½ of their takings to the guild, but in return, they gain a guaranteed (though not necessarily luxurious) income. When times are lean, the guild ensures its members and their immediate family enough to eat and roof over their heads; Tammi also makes certain they have access to any needed health-care. Members are expected to turn over the required portion of all illegal earnings, whether gathered on guild assignment or their own initiative.

Tammi has instituted two strict rules: 1) no guild member may target any customer of Sworn Swords for a minimum of three months after the customer’s last contract and 2) any goods stolen in Meadowbrook cannot be fenced within Meadowbrook lands. These measures make it more difficult for thefts to be tracked back to the guild. Also, Ravenswing has refused to take any assassination contracts, either personally or on behalf of the guild. This isn’t because of any moral leanings; Tammi simply believes that in a town the size of Meadowbrook, the risks outweigh any possible reward.

The guild’s management consists of the guildmistress and her two assistants:

  • Tammi Ravenswing, guildmistress, human rogue
  • Didio Sparrow Carawaddling, gnome rogue (AD&D: 5th level), “Right-Hand”
  • Darla Stoutbarrell, halfling rogue (AD&D: 5th level), “Left-Hand”

City Creation: The Town Guard

Town Guard are not employees of Meadowbrook. A guild in their own right, they’re employed by the town council. Each guild tithes a small percentage of their annual income directly to the Town Guard, in return the Guard protects the other guilds from dangers local and foreign. But how many town guard members are there? The 3.5 Dungeon Master’s Guide gives a figure of 1 full-time guard for every 100 people, meaning Meadowbrook would have 40 guards, which seems like a reasonable number.

Unlike most guilds, the town guard is actually two separate guilds of 20 members each: the Littletun Guard, who police the halfling areas and the Bigtun Guard, who police the human areas. As you might expect, it would be extremely unusual for the Littletun Guard to have a human member and vice-versa, thought it has occasionally happened. This arrangement has caused some racial tensions, since the dock areas and most stores are located in Bigtun; rumors abound that the best imported goods get diverted away from the docks before they can reach Littletun markets. I’ll leave each GM to determine the truth of these rumors on their own.

Each Tun Guild (as the two “subguilds” are known) has their own guild leader who reports to the Captain of the Guard, the head of the combined guild. These are:

  • Captain of the Guard: Bryan Hartman, human fighter [10th level]*
  • Littletun Captain: Piper Hillbottom, halfling fighter [8th level]
  • Bigtun Captain: Robert Roark, human fighter [6th level]

Guild Structure

As mentioned above, each Tun Guild has it’s own captain, with each captain having two assistant captains. The two assistants supervise the “patrols” — teams of four guild members who monitor the streets of the Tuns.  Guildmembers are skilled warriors/fighters, but not as skilled as your average PC warrior/fighter (in AD&D 3.x terms, guild captains are fighters, but average guild members are warriors). Additionally, each adult citizen of Meadowbrook is required to donate time to the town guard as part of their civic duty.

Each citizen is required to serve two days every three months and is also expected to attend a two-hour weapons/training session once every two weeks, as this citizen force also functions as the town’s defensive militia. Last year, Meadowbrook’s town council passed a law allowing property owners to hire someone else to serve their “civic” time. Officially, the law requires the “stand-ins” to be citizens, but in truth, no one checks papers as long a capable, warm body reports for duty. This has caused resentment among the lower income residents, who see the rich being able to buy their way out of the obligation.

Captain of the Guard: Bryan Hartman

Bryan Hartman is a retired adventurer. Born and bred in Meadowbrook, he wandered distant lands for many years, believing there had to be someplace better out there, someplace he could make a name and a fortune for himself. Instead, he found the longer he was gone, the more he missed his home town. After losing his left hand in a war fought to protect a kingdom he didn’t care about for another bag of money he didn’t really need, Bryan returned to Meadowbrook, bought a large farm just outside of town, married a local girl, and settled down to raise a family. He’s a devoted father and husband who honestly cares about the wellbeing of his home town. He has four children — three daughters and a son — and the eldest daughter seems determined to follow in her father’s footsteps. Like many Meadowbrook natives, he views his town’s recent growth with worry, believing the new-comers will be here only as long as Meadowbrook’s new-found prosperity lasts.

———————

*All levels given are for 3.5 AD&D and are intended to be used as guildelines. If you’re using Meadowbrook with another games system, assume 20th level is the PC maximum, then scale accordingly. So 10th level would be a fighter/warrior/knight who’s about halfway to maximum skill level, etc. For the purposes of creating Meadowbrook, I’m ignoring Epic Level characters – they’re too powerful for inclusion into an “average” town.

You can find a very helpful article about town militias at The Round Table of Bretonnia.

Next time: Tammi Ravenswing and the thieves’ guild.

City Creation: The Fix-it Guild

Continuing our description of Meadowbrook’s notable citizens, we come to Barsus Tinner, the head of the fix-it guild.

The Fix-It Guild

First off, let’s give the fix-it guild an official name. As low-level arcanists, I can see the guild trying to give themselves a greater sense of status with a lofty-sounding name, something like: “The Noble Brotherhood of Magical Repair Workers”. That being such a mouthful, most of Meadowbrook’s citizens call them “the fix-its”.

The fix-its are low-level wizards and sorcerers who focus on mending inanimate objects. The guild does employ some non-spellcaster repair people, but they can’t become actual guild members until they’ve developed some rudimentary spell-casting ability (in 3.x AD&D, this would mean gaining at least one level of wizard or sorcerer). Since Meadowbrook isn’t a large city, there are only five actual  guild members (as stated in the previous post on Business Demographics). In addition to full guild members, Meadowbrook has three apprentice fix-its and six regular non-magical repair people.

Spellcasters (full guild members):

  • Barsus Tinner, guild head. An halfling wizard of mid-to-low ability (in AD&D terms, 6th level). Like most fix-its, Barsus focuses on repair magic, but with a particular talent for reparing metal items (in Ars Magica terms, Muto Terram specialist).  Apprentice: Tommy Tinthorn.
  • Kerwi Sorrell, assistant guild head. Human, mid-to-low level sorcerer (AD&D: 5th level). Her main talent is fixing wooden items (Ars: Muto Herbam). Apprentice: Brand Jolan.
  • Lyza Marybelle, halfling  wizard, low level (AD&D: 4th level). Especially talented at repairing leather and hide goods (Ars: Muto Animal).
  • Ace Ackerly, human sorcerer, low level (AD&D: 4th level). General, all-around fix-it, no particular focus. Apprentice: Tabina Tallflower.
  • Aerinlie Mouse Taitewyncoddle, gnome wizard, low level (AD&D 3rd). Very good with creating replacement parts for an item, especially metal parts (Ars: Creo Terram). Mouse especially enjoys fixing complex machinery. He is the newest full member of the guild, having just been granted full status after being Barsus’ apprentice for six years. Aerin likes to experiement and try new combinations and unusual applications of spells. He loves researching new ways of doing things, which has set him at odd with his former master, who believes in using methods and approaches that have stood the test of time. [Here’s our theme again — new growth vs. stagnation].

Each full guild member owns and operates their own shop and is responsible for the employees and appretices who work there.

Non-Spellcasters (Guild Employees):

  • Barret Dione. Human, employed by Barsus. Specialty: metal items
  • Lenah Maylinn. Human, employed by Barsus. Specialty: fabric items
  • Brandiwyn Fairweather. Halfling, employed by Kerwi. Specialty: wooden items. Brandi (as most folks call her), can also perform some minor magics (0-level spells), but didn’t have enough magical talent to progress beyond that. She was Kerwi’s apprentice for a short time, before concentrating on non-magical fixes. She is considered by many members (read: everyone by Barsus) as an unofficial guild member, but has no voting privledges or (officially) guild benefits. Kerwi makes sure she and her three children are well-cared for though and grants Brandi as many of the guild “perks” as she’s able.
  • Silas Strongbarrell. Halfling, employed by Lyza. Good all-around fix-it.
  • Meredith Danelyn. Human, employed by Ace. Especially good with children’s toys.
  • Langdon Roundcopper. Halfling, employed by Mouse. Very talented at fixing clocks and clockwork items.

Apprentices

  • Tommy Tinthorn. Halfling, apprenticed to Barsus. Strong potential with metal repairs.
  • Brand Jolan. Human, apprenticed to Kerwi. Strong potential with wood and other items derived from plants.
  • Tabina Tallflower. Halfling, apprenticed to Ace. Shows a talent for working with stone items.

Each apprentice is assessed by the guild as a whole, before being assigned to a specific guildmember for training. In general, the guild tries to match an apprentice’s potential with a fix-it’s particular specialty, though politics and bribery are not unheard of influences on placement.

All full guild members are also skilled at non-magical repairs. The guild charges more for magical repairs than non-magical ones, but in either case, the guild requires all fix-its to stand behind their work: if a problem reoccurs within a specified period of time (which varies, depending on the nature of the specific repair), guild members are required to fix or replace the item at no cost to the customer.

Barsus Tinner

Barsus has been guild master for almost 20 years. He’s very much focused on traditions and long-established methods for doing things. He views new ideas and approaches with much suspicion, which frequently causes him to butt heads with his former apprentice, Mouse. Tinner believes in a solid days work, reliable and timely repairs and frowns on guild members making “improvements” to a customer’s item — he believes that the item should be made as much like new as possible, but shouldn’t be given more features, functionality,  or capability than the item originally had — unless the customer wants to pay for improvements and “upgrades”, of course.

A widower after 40 years of marriage, Barsus frequently works 10-hour days. No one in town works harder at anything than Barsus does at his repairs. “Hard-working”, “predictable”, and “reliable” are three words he consideres compliments. Which isn’t to say he can’t relax and enjoy himself; after-hours will frequently find him at The Butter Churn, sharing a half-pint and a smoke with other locals.

Next time: Bryan Hartman and the town guard.

City Creation: Character Class Demographics

Generally, I don’t detail numbers for the NPCs of my games. Unless I expect the PCs to pick a fight with one of them, I don’t even created stat blocks. I look at the NPC’s history, role in the game, personality and profession to decide what they can do, which is generally I need them to do in a particular situation. If the players start to interact extensively with an NPC, then I’ll create a character sheet for them.

It saves me work, as I only end up detailing the NPCs that need it: Joe, the butcher — who the PCs only see once when they beat him at a card game in the tavern — doesn’t need any details. Even critical or important NPCs don’t usually get more than the very cursory stat treatment, though I’m likely to have several pages of history, background notes, political ties, etc. written out for them. If I need stats, I tend to make them up on the spot, noting them down for future reference. In particular, I don’t sit down and figure out how many levels of Noble or Commoner a particular NPC has.

That being said, I do keep some notes of characters with PC class levels. Most residents of Meadowbrook won’t have PC classes and if they do, they’re not likely to be very high level. The most likely candidates for PC class levels are:

  • Our half-elf magic shop shopkeeper
  • The head of the fix-it guild
  • Head of the town guard
  • Head of the thieves’ guild
  • Clerics of the local shrines

Just for fun, let’s add some retired adventurers to the town residents:

  • The owner of one of the inns
  • One of the blacksmiths
  • The head of the dockworkers guild

A note about retired adventurers: I’ve never liked the profession of “adventurer”. To me, adventuring is something a character does, not something they are. So, in Meadowbrook, a retired adventurer is someone who went on adventures in their younger days, but has gotten the restlessness out of their blood and settled down. No one advertises for adventurers in my world; instead, you’ll see requests for “hardy souls” or “brave youths”.

That gives us some characters with PC class levels. To that, we can add “notable citizens” who, even without PC class levels, are important to Meadowbrook, to wit:

  • The mayor
  • The magistrates

Notable Citizens

Let’s create a brief background for each of our “notables”:

Darius Sunrunner
Darius is the only actual resident of Meadowbrook with any elven blood. While elves may stop occasionally for a night or two, they don’t generally like to live within towns; they prefer their own settlements, which they call “groves”. Born of a human mother and an elven father, Darius was raised outside of both cultures. Showing an early talent for music and a prodigious memory, he became a bard, spending almost 20 years as an itinerant musician and “troubleshooter for hire”. Eventually tired of travel, he settled down in Meadowbrook five years ago, just as the town became a trade stop. He opened a magic and “what-not” store he named “Darius’ Doodads”.

More gregarious than many “half-bloods” (who usually inherit their elven parent’s aloofness), Darius enjoys chatting with anyone who comes into his shop. He can frequently be found after hours at The Butter Churn — the favorite watering hole for the town’s residents — trading his songs and stories for dinner or drinks (though never to the point of becoming drunk). He’s free with information and will happily share what he knows with anyone who asks, provided they share their own adventures and stories. He likes Meadowbrook’s quiet and strong sense of community; he has made many friends in both Littletun and Bigtun, making him welcome wherever he goes in town.

Darius’ Doodads (called “Doodles” by the locals) sells magic items, paper goods, antiques, knickknacks and anything unusual that strikes Darius’ fancy. The magic items tend to the practical, as most of his business comes from the local populace, but occasionally he has a magic weapon or “adventuring” item.

Stats: (AD&D 3.5 ed): Male, half-elf, 10th level Bard. Neutral good. Very high charisma-type scores, high intelligence and wisdom scores, average everything else. Darius’ spell list covers a wide variety of spells, with no real focus in any one type. I’m not going to detail out his stat numbers or his spell list for two reasons:

  1. I can give him whatever I need him to have when I need it.
  2. I want to make these characters transferable to other fantasy games than D&D.

Magic and portability
Whenever Darius uses a spell, I’ll make a note of it, building his spell list as I go along. That way, he doesn’t end up with “useless” spells taking up slots and the spell list is appropriate to the game system being used.

As an example of portability, in 4th ed Ars Magica Darius’ magical arts might look something like this:

Cr 3, In 4, Mu 4, Pe 1, Re4
An 2, Aq 3, Au 3, Co 3, He 1, Ig 2, Im 3, Me 5, Te 2, Vi 4

and might include the following spells:

  • Discern Images of Truth and Falsehood
  • Frosty Breath of the Spoken Lie
  • Veil of Invisibility
  • The Chiurgeon’s Healing Touch
  • Eyes of the Cat
  • The Gentle Beast
  • Rise of the Feathery Body

And, of course, he’d have the virtue Fairie Blood

[Note: these are just off the top of my head — I haven’t sat down to balance them out according to mechanics rules and the spell list is certainly not exhaustive].

Next time: Notable character continued — Barsus Tinner, the head of the fix-it guild.

City Creation: Guilds and Guild Politics

Now that we know what kinds and how many of each type of business Meadowbrook has, we can work out how powerful each of those guilds are, how they relate to each other, what part they play in Meadowbrook politics.

We’ve already postulated a split of the town council between the merchant guilds and the craft guilds. Basically, every trade in Meadowbrook would have its own guild, but not all of them would be large enough to play an important factor in the town’s politics. We want the town council to be big enough to allow opportunities for politics, but not so big it becomes unwieldy for the GM.

Guilds and the Town Council

Based on sheer numbers, Meadowbrook’s most influential guilds are:

Merchant Guilds:

  • Dock workers (boat-handlers would fall under the jurisdiction of this guild)
  • Millers
  • Livestock dealers
  • Food vendors
  • “Hospitality” workers (inn-keepers, pub and restaurant owners, hostlers)

I put millers here, rather in the craft guilds. While millers do, indeed, produce flour, they act more as selling agents for the grain farmers.

Craft Guilds:

  • Leatherworkers
  • Barbers
  • Weavers
  • Clothiers
  • Masons (for simplicity, lets include all building trade workers here, including roofers, framers, etc.)
  • Coopers
  • Chandlers

Additionally, a couple of businesses would have more clout when their numbers would suggest:

Others:

  • Banks/moneychangers (after all, they hold most of the town’s money)
  • Fixits (because of their magical ability, minor as it is)
  • Magic shop owner (the owner would be a wizard with actual class levels)

Meta-Guilds: cutting the numbers down to size

That gives us 15 council members, not including the mayor and the two magistrates. That seems awfully large for a town of 4ooo people. We can trim it down some by creating a set of “meta guilds” — guilds made up of related guilds. For instance, we can have a clothing guild, comprised of shoemakers, clothiers, tanners, and dyers. Since this is a fantasy world, we can use history as inspiration, but we don’t have to slavishly follow how the real, historical guilds worked. So, by grouping the above listed guilds into logical “meta guilds” we have:

  • Dockworkers
  • Grocers (those who provide foodstuffs, comprised of millers, livestock dealers, brewers, butchers, bakers, fishmongers, etc.)
  • Hospitality (Inn, restaurants, pubs, hostlers — and lets add food vendors here, too, as a type of restaurant)

and

  • Builders (coopers, woodworkers, masons)
  • Clothing (weavers, tanners, dyers, shoemakers, milliners — let’s also include barbers here. Even though they don’t make clothes, per se, they still play an important part in developing fashion and appearance)
  • Metalworkers (blacksmiths, metalsmiths — let’s also include leather workers here, since they often work closely with the metalworkers to produce their goods of scabbards, harnesses, saddles, etc.)

Finally:

  • Magic-workers (fixits, the magic shop owner)
  • Bankers

This gives us a town council of 8, a more reasonable size. Add in the mayor and the magistrates, we have total voting council of 11 people.

Politics

Now that we’ve figured out who comprises the council, we can figure out the politics of it. Here’s where we can start to bring in our theme of stagnation vs. growth to flesh out the bare structure and give it some life.

Basically, the town council is split into two sides: the craft guilds and the merchant guilds. We can postulate that the mayor and magistrates’ sympathies lie with which of the two groups they belong to. Or they can attempt to form a third, neutral faction. The merchant guilds would have much to gain by increasing the town’s size, revenue, trade “clout”, etc. While the craft guilds would also benefit from this, lets say they’re the older guilds in the town and are, therefore, more conservative and would perfer things remained “status quo”.

This would imply that the merchants are a newer influence on town. Perhaps Meadowbrook hasn’t been a trade town for very long — it could’ve been primarily a craft town until something changed and caused it become a stop on the trade route (we can figure out the exact reason later) within the last 5 years, or so. This could’ve caused rapid town growth, say 30%, taking the town from a population of 2800 to it’s current population of 4000. This rapid growth would also cause resentment between “old-timers” — those who were born and raised in Meadowbrook — and the “newcomers” who’ve recently moved here.

Information about medieval guilds:

Next time: Character class demographics

City Creation: Buisness Demographics

Okay, now we’ve got an idea of the kinds of business Meadowbrook might have, how many of each are likely to be there? S. John Ross has an article called Medieval Demographics Made Easy, which lists a number of medieval businesses. He gives each of them a “Support Value” — that is, the number of people it takes to support a single business of that type. I’ll be using that a guide line.

Even though 4000 people seems very small to us, it was a good-sized town in the Middle Ages, which means Meadowbrook would have many different types of businesses:

Millers –Surprisingly, this occupation isn’t listed in Ross’ article. But since even the smallest medieval towns had millers, I’m going to set this support value low. This means Meadowbrook could have as many as 20 millers. Most of them aren’t likely to be in town, though. Logically, I’d place them out closer to the grain fields; the millers could then bring flour into town for sale.

Beer-Makers (Brewers) — How prevalent these would be depends, really, on how safe the water is to drink. Given that magic can be used easily to purify water, people wouldn’t rely on beer as heavily as they did during history. Using Ross’ demographics information, we come up with 3 brewers, which seems about right to me.

Shoemakers — Using the statistics in Ross’ article, we come up with 27 shoemakers (rounded up). This seems excessive to me. Granted, shoes here are made by hand, so more shoemakers are needed than a modern town of 4000 would need. On the other hand, cantrip-level magic can be used to repair items, so shoes could last much longer than they did in reality. So let’s cut down that number to a more reasonable level — let’s say five.

Tailor/Clothiers — Technically, tailors created men’s clothes and dressmakers created women’s; I’m going to combine them and call them “clothiers”. Using the tailor’s SV value, we come up with 16 clothiers. That would seem about right, if Meadowbrook’s people were from the upper classes needing several types of clothing for many different events. But it’s a town of middle- to lower-class working folk and the comment above about magical shoe repair holds true for clothing as well, so let’s cut that number in half: 8.

Barbers — in Meadowbrook, temple healers would handle any doctoring required, so barbers are only required to cut hair. Ten barbers should be sufficient.

Tinkerers — In the real world, tinkerers were unskilled workers who mended things. Typically, they traveled around, rather than being settled in one place. With Mending and other such spells easily available, we can roll all repair-type jobs into “fix-its” who use minor magics to mend a variety of items. This profession would require some skill and study to learn, but still wouldn’t need the years of dedicated training most wizards require. They would be considered a respected tradesmen and, because of that, they’re much more likely to be established members of the community than their real-world counterparts would’ve been. Five of these professionals should should be a good number for a town of Meadowbrook’s size.

Metalsmiths (pot-makers, jewelers) — Blacksmiths work with iron, so metalsmiths would create all non-iron products, including jewelry, silversmithing and goldsmithing. They would be skilled artisans who create fine belt and harness buckles, jewelry, higher-quality eating utensils (everyday ones would be made from wood), serving dishes, etc.

Leatherworkers — These aren’t the tanners; they’re the ones who fashion items from the hides the tanners produce, including saddles, harnesses, ox yokes, straps, book hinges, etc. Some of more clothing-oriented leather goods, such as belts and belt-pouches are more likely to be produced by shoemakers.

Here’s the whole list of businesses for Meadowbrook and how many of each kind there are:

  • Millers: 20
  • Brewers: 3
  • Shoemakers: 5
  • Clothiers: 8
  • Barbers: 10
  • Fix-its (tinkerers): 5
  • Metalsmiths: 5
  • Butchers: 4 (probably specialized at least between poultry and other meat)
  • Weavers: 7
  • Masons and bricklayers: 6
  • Coopers (barrell-makers): 6
  • Tanners (preparing hides and curing them into usable leather): 1. (They would’ve been forced to live outside of town, due to the smell the tanning process makes).
  • Leather workers (saddle, harness, scabbard-makers, etc.): 11
  • Fishmongers: 4. Meadowbrook’s river doesn’t produce a lot of fish; most of the fishmongers’ goods would be imported from other areas of the country.
  • Blacksmiths: 3
  • Woodcarvers: 2
  • Rope-makers: 2
  • Dyers: 1 (would also live outside of the town, for the same reason as the tanners)
  • Farmer’s Markets: 2 actual market areas, one in Bigtun and the other in Littletun. Each market would have a 3d10 number of vendors any particular day. More about them in a later post.
  • Food Vendors: 10. These are vendors who “patrol” the most popular parts of town, selling prepared foods, much like street “food carts” and “hot dog stands”  you see in major cities today.
  • Pubs/Restaurants/Taverns: 10
  • Chandler (candlemakers): 6
  • Boat-handlers: 20
  • Dockworkers: 30-40
  • Hostlers (stables): 2. Hostlers are used primarily by visitors, rather than residents.
  • Livestock sellers (horses, cattle, sheep, etc.): 20
  • Banks/Moneychangers: 1
  • Inns: 2
  • Bath-Houses: 1
  • Beggars: Variable. 2d10 for the number encountered by the PCs on any given day
  • Brothels: 0. Streetwalkers: 1d20 for the number encountered by the PCs on any given night/day
  • Thieves Guild: 1 small branch office. Most residents don’t even know it exists, though there are rumors
  • Assassin’s Guild: 0. There’s just not enough business in a town like Meadowbrook
  • Magic Shop: 1. Also doubles as the city’s papermaker and curio shop.
  • Temples: At least 1 small one for each of the major deities, plus a “general use” shrine for gods who don’t have enough worshippers in Meadowbrook to have an actual temple

These numbers are beginning estimates and the list of business shouldn’t be considered exhaustive. GMs may find they more/fewer of each business than are listed here, just as they may need to add businesses I’ve overlooked. As always, YMMV.

Tomorrow: Guilds and guild politics

City Creation: Businesses

What kind of businesses does a town need? Despite what fantasy games might imply, towns are more than just the ubiquitous taverns, inns, weaponsmiths, armorers and magic shops we usually see. Most of a town’s business will be to support its own residents, not adventurers, which means that town the PCs are passing through likely doesn’t even have a weaponsmith.

So what kind of businesses does Meadowbrook have? Let’s make a list of businesses the town’s permanent residents are likely to need:

  • millers (everybody needs grain ground)
  • beer-makers (in medieval Europe, everyone drank beer, even kids. It was safer than the water)
  • shoemakers
  • tailors/clothiers
  • barbers (who also frequently functioned as town doctors)
  • pot-makers (tinkerers)
  • butchers
  • weavers
  • masons and bricklayers (and makers)
  • coopers
  • tanners
  • leather workers/saddle and harness makers
  • fishmongers
  • blacksmiths
  • rope-makers
  • dyers
  • farmer’s markets where town-dweller can buy fruits and vegetables
  • food vendors
  • pub or tavern
  • chandlers

A port town, such as Meadowbrook, would also need:

  • boat-handlers
  • dockworkers
  • hostlers
  • banks/moneychangers
  • inns (these are only necessary if the town gets many non-residents)
  • bath-houses (not actually a necessity, but certainly plausible in a fantasy game setting).

While the town doesn’t need the following, they tend to show up in urban areas anyway:

  • beggars
  • brothels / streetwalkers

And some favorite fantasy institutions:

  • thieves’ guilds
  • assassins’ guilds
  • magic shops

Next post: Business demographics

City Creation: Government

I’m going to skip over the “City’s Look” category for now; currently, Meadowbrook isn’t developed enough for me to have an idea of how it looks like yet. Which brings us down the list to “mayor”, “police chief”, etc. What do all these positions boil down to? Government: who governs the city, what they do, and how they’re chosen. Unlike in a modern game setting, we can’t just look up Meadowbrook in an atlas or city website to determine what governmental structure it has. We’re going have to come up with it on our own.Since Meadowbrook’s world is based on medieval Europe, we can use history to help shape our town’s government.

It would be highly unusual for a medieval town to not have a mayor and a town council, so that gives us our first two government offices.

Mayor

Let’s make the mayor an elected office — majority vote from among the town’s adult citizenry. It’s a form of government most players and GMs can relate to. We could have two mayors — one for the halfling quarter (let’s call it “Littletun”) and one for the human quarter (we’ll call that “Bigtun”) — but I feel there should be a single office for final decisions, a “buck stops here” position. But we could have two “submayors” — let’s call them magistrates — one for each quarter, who report directly to the mayor. Since the town’s population is split nearly 50-50 human- halfling, we can have the mayor’s office change hands periodically, say every two years, between the Littletun magistrate and the Bigtun magistrate. The “promoted” magistrate would have an assistant (his deputy magistrate) to take over his magisterial duties while he serves as the town’s mayor.

Town Council

Most towns were built on commerce, meaning that merchant and craft guilds often strongly influenced, if not outright controlled, the town’s government. Since we’ve already determined that our town is a trade city, that will work well for Meadowbrook. The town council, then, could be made up of the town’s most influential guild masters and split between the merchant guilds and the craft guilds. We could split these up between Littletun guilds and Bigtun guilds, but I’d like more integration than that — guild membership will be based purely on ability (and, probably, politics). So let’s state that guildmasters are the most senior member of their respective guilds, whether they’re human, halfling, gnome or whatever.

Below the town council will be the guildmasters, who have responsibility for maintaining and policing their guild members. Not everyone in Meadowbrook would necessarily be in a guild, but in a town ruled by the guilds, it wouldn’t be too far fetched for guild members to be the only people with a voice in the city’s government and policies.

Guilds could have their own courts for trying and punishing guild members who broke city and guild laws. Those not members of any guild would then have to appear before the town council (and any interested citizens), who would determine punishment (usually fines). Serious offenses by guild members could be escalated to the town council for determination, at which point the accused’s guild will provide legal council; non-guild members would either have to hire a guild counselor or do without.

So far, our town government consists of:

  • Mayor
  • Magistrates
  • Deputy Magistrates
  • Town Council
  • Guild leaders

This gives us a good overview of our town’s political structure. Obviously, we haven’t determined any details yet (like who is the mayor), but we’ll flesh that out as we go along. Since the guilds form the basis of our town government, we’re going to need to determine what guilds exist in this town and to do that, we need to determine what businesses Meadowbrook has.

Tomorrow: businesses

Sources for medieval town government:

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