Although not a must, most games start in or near population centers. The players did not just pop up out of thin air; they must live, eat, and sleep someplace. Developing a population center is not difficult but requires some planning and forethought. Listed below are some things to consider, though GMs can employ or simply ignore these recommendations to outfit their own campaign.
Race 1 & 2 – These are optional and refer to non-human races that may coexisting with the primary population. Race 1 often refers to other player character races (Elves, Dwarves, Gnomes, etc); Race 2 refers to non-player races such as (Orcs, Giants, Monsters, Lycanthropes, and similar creatures).
Modifications to population - The above table considers the average use of resources such as farmlands and water supplies (rivers, lakes, etc.). These figures can be increased by 25% for fertile soil, rivers that run through or near the city, or lakes that are within a mile or two. Stable governmental and social aspects tend to modify these figures even further.
Examples (real world) - Some historical examples include Paris (50,000-80,000), Genoa (75,000-100,000), and Venice (100,000+). Moscow in the 15th century had a population in excess of 200,000!
Population Density and Land Size – This is largely based on the amount of fertile land available near the population center. Places that are highly fertile possess water access or have mild climates tend to fare better, allowing more food production in a smaller space. The average population density is 30-50 people per square mile. The upper scale is around 90-100 people per square mile. Thus, an average village of 100 people would encompass farmlands of 3-4 square miles surrounding it. An average city of 50,000 would cover a land area of roughly 800-1200 square miles, about 13 hexes 2.5 miles across each (one- or two-day travel for most individuals). This would also constitute the ‘influence radius’ of a given city or town. Manned patrols, Law Enforcement, and accountability to local Laws would, of course, be observed within the influence area.
Local Goods and Services - In a village of 400 people, just how many inns and taverns are realistic? Not very many, maybe not even one. When traveling across the countryside, characters should not run into a convenient sign saying "Motel: Free Cable and Swimming Pool" every 3 leagues. For the most part, they will have to camp on their own or seek shelter in people's homes. Provided they are friendly, the latter option should be no trouble. A farmer can live in one location all his life, and he will welcome news and stories of adventures, not to mention any money the heroes might offer!
Each type of business must be supported by the local population (supply and demand 101), or it would not be viable. Listed below are common businesses and the population level/density needed to make them viable. In cases where the total population of the population center is less than required, there is still a chance that a given business can exist – rolls are required.
Example: – Town of Greenmedow (population = 500). Looking at the chart below, we can see that the town supports three Shoemakers (each requiring 150 population). There is a chance for a fourth shoemaker shop because (150 x3 = 450) the town has 500 population, not 450. Therefore, we take the remaining 50 population divided by 150 equals which equal .33 for a 33% chance of a fourth shoemaker shop.
Example: – Town of Greenmedow (population = 500), the chance to find a bookbinder in this town can be determined as follows: Bookbinder requires a population of 3000 to establish a business, this town only has a population of 500. 500 divided by 3000 equals .16 or about a 16% chance that a bookbinder shop exists.
Note: the GM can and should adjust the above table based on the needs of his campaign. Further, racial modification will often apply; dwarven towns will support more metal workers, armorers, and weapon smiths, while elven towns will possess more magic shops and artists. In addition, towns in or near magical wellsprings, lay-lines, or dungeons may require a higher chance to have varied businesses. Conversely, towns in the middle of nowhere would have a lower likelihood of goods/services.
In a fantasy setting local government, or even kingdom wide government, varies greatly. Further, the injection of magic and psionics adds another layer of complexity. Government officials, appointed or otherwise, often have little or no oversight and operate based on their individual alignment dictates. Adherence to the law can and often is based on understanding, moral outlook, and accountability. Townsfolk, especially in smaller communities, ban together to solve such issues – townhalls are more common in such locations. Religion is often injected into the local politics and depending on the prominence of the religion, church leaders may have a key role in local decision making. Finally, different races view communal functions differently. Dwarves are focused on law and order, taking offense if proper observance of customs and traditions are not observed. Elves on the other hand are more forgiving looking down on short lived races as children.
Listed below is a list of government types that can aid in the development of population centers. As always, the information provided is expressed as a suggestion and GMs are encouraged to add/augment as needed.
Absolute Monarchy - kingdom in which monarch has complete power.
Anarchy - a society or political system founded on a state of disorder due to absence of government.
Aristocracy - government by a wealthy, privileged minority (nobility) or hereditary ruling class, comprising people of noble birth with hereditary titles.
Civil government - government established by laws made by citizens or their representatives; non-military, non-religious authority.
Collective - group or institution organized and run by all members equally.
Commonwealth - independent state or community, especially a democratic republic.
Constitutionalism - government based on written constitutional principles.
Constitutional monarchy - government headed by monarch and regulated by constitution.
Democracy - government by the people with majority rule exercised in periodic, free election of representatives.
Despotism - government in which ruler exercises absolute power, often in cruel or oppressive manner.
Dictatorship - autocratic government in which absolute power rests with one person.
Empire - group of states or territories, nations or peoples governed by single sovereign authority.
Fascism - authoritarian government based on establishing oppressive, one-part, centralized national regime.
Federal government - system in which political units surrender individual sovereignty to central authority, but retain designated powers. Denotes a central government as distinguished from the separate units constituting a federation.
Feudalism - the dominant social system in medieval Europe (from 9th to 15th century) in which the nobility held lands from the Crown in exchange for military service, and vassals were tenants of and protected by the nobles, repaying the Lords with homage, labor and a share of the produce.
Gerontocracy - rule by Elders.
Hagiocracy - government by group of persons believed to be holy.
Hierocracy - rule by a priest or a ruling body of priests.
Mageocracy - rule by a priest or a ruling body of mages and wizards.
Matriarchy - government or monarchy in which power rests with females with descent reckoned through the female line.
Meritocracy - government in which criterion for leadership is skill or intellectual achievement
Monarchy - government with absolute hereditary ruler who serves for life.
Ochlocracy - rule by the populace; mob rule.
Oligarchy - government by small group of privileged individuals.
Parliamentary government - system in which executive (prime minister) is chosen by elected legislature (parliament) from among its members.
Patriarchy - government or monarchy in which power rests with the males and descent is reckoned through the male line.
Plutocracy - government by the wealthy; an elite or ruling class whose power derives from their wealth.
Principality - a state ruled by a prince, often part of a larger state or empire.
Regency - the reign of a non-monarch during the youth or indisposition of the monarch.
Republic - government in which supreme power is vested in the people and their elected representatives of the citizenry.
Stratocracy - government by the military.
Technocracy - government by an elite of technical experts.
Thearchy - rule by a god or gods or divine sovereignty.
Theocracy - a system of government in which priests rule in the name of God or a god.
Timocracy - government In which possession of property is required in order to hold office.
Totalitarianism - an authoritarian, dictatorial system in which citizens are subject to complete subservience to the state.
Tyranny - government by single absolute authority, exercising cruel, oppressive power.
Unitary government - a system in which power is held by a single central source, and local governments are merely administrative agents. The opposite of federalism.
Welfare state - a system in which the ultimate responsibility of government is the well-being of all citizens.
Often, there is a reason a population center exists in a given location, and more often, it’s because of local resources. Villages, towns, and cities rarely exist without reason that draws people to that location. Local economies are often built around resources that ultimately attract individuals.
Determining Local Resources - All Resource determination assumes a 16 sq. mile hex, taking into account the largest single type of terrain in the hex. The calculations listed below are based upon a standard 16 sq. mile hex roughly 2.5 miles per side. Small villages may only be able to gain the resources in the same hex, while large megacities can exploit the resources for several hexes out from the city.
Animal Resources produce a base 2 gps per family per month.
Vegetable Resources produce a base 1 gp per family per month.
Mineral Resources produce a base 3 gps per family per month.
Modifiers to these base figures do exist but fall under the optional rules below.
Number of Families in a given population center – Unless the GM chooses the population size, the formulas blow can be helpful.
Families = (Total population/4.25) +1
Base Population Growth = Average Monthly Income (in families) per year
Example: A team of adventurers is surveying a vast area for possible settlement. They want to build their capital in a location that offers a good balance of resources and provides ample opportunity to grow. After several months out in the field, they surveyed over 50 square miles. The GM then rolls the resources that exist in each hex (16 square mile sections) – a total of 3 hexes for the adventurers.
Hex 1 – Terrain type = Forest
To determine the total number of resources the players roll D6+2, they roll a total of 5. Then, they roll a D12 five times to determine what type of resource is discovered in the hex. They roll, 4, 6, 7, 9, and 11 (1-Animal, 3-Vegetable, and 1-Mineral resources are discovered).
Hex 2 – Terrain type = Grasslands
To determine then total number of resources the players roll D6+1, they roll a total of 3. Then, they roll a D12 three times to determine what type of resource is discovered in the hex. They roll, 6, 8, and 10 (three Vegetable resources are discovered).
Hex 3 – Terrain Type = Hills
To determine the total number of resources, the players roll D6+1, and they roll a total of 4. Then, they roll a D12 four times to determine what type of resource is discovered in the hex. They roll, 2, 5, 9, and 10 (1- Animal, 1-Vegetable, and 2-Mineral resources are discovered).
Although Hex 1 has more resources, the players opt to build their first population center in Hex 3 because it has two mineral resources and has the potential to produce a greater revenue (see below for details).
Terrain Modifiers – some terrains are better suited to produce different types of resources. Corn grows better in the grasslands, and there is a greater chance to find a bigger vein of copper in hills or mountains.
There are several man-made resources that can be developed in the game to yield higher income in a hex. Although these resources take away families from other resources in the hex, they tend to produce a greater amount of money. In all cases, man-made resources require natural resources to be processed, and these resources must be located nearby, preferably in the same hex.
Ship Building: This man-made resource requires lumber and tar, which are either in the same hex or in an adjacent hex. Further, at least one master shipwright is required to supervise the operation. Additionally, the hex must have access to a waterway. A large river, lake, or ocean outlet is required for this resource to function. This resource cannot be developed unless the hex has at least 75 families residing within it. Once in production, the resource will produce 4-5gps/per month/per family devoted to Ship Building. For every 20 families devoted to the resource, the shipyard can produce one (long ship) every three months. Larger ships take longer, doubling the time required, and smaller ships/boats take half the time. This resource costs 4000-7000 gps to develop.
Jewelry Production: this man-made resource requires both gold (silver and platinum will also work) and Gems to be either in the same hex or in a nearby hex. Further, at least one master jeweler is required to supervise the operation. This resource requires a high degree of craftsmanship; only 1 family in 10 will have the skills necessary to work the resource. This family will produce 6-7gps/per month/per family in revenues. This resource requires at least 100 families within a hex to be developed. This resource costs 2500-5000gps to develop.
Warhorses: This man-made resource requires the development of herd animals (horses). Further, it cannot be accomplished in elevations higher than rolling hills or underground. Because a herd of 30-50 horses produces 3-5 warhorse quality animals, the production of this resource is limited by the number of horses in the same hex or adjacent hexes. Each Herd Animal (horses) resource allows the hex to produce 3-4gps/per family/per month in revenue. This resource costs 3250-6000gps to develop.
Glass Production: this man-made resource requires the Sand resource to develop. Further, it requires a very high level of craftsmanship, as the technology of glass production is a rare skill. Only 1 family in 25 will have the skills required to work on this resource. These families will produce 5-6gps/per family/per month in revenue. A minimum of 150 families is required before this resource can be developed successfully. This resource costs 1500-3750 gps to develop.
Herb Production: this man-made resource requires at least one Vegetable resource to be in the hex or in an adjacent hex. Additionally, this resource is usually seasonal, and profits tend to vary according to the season. This resource produces 3-5gps/per family/per month in revenue. This resource cannot be developed unless the hex in question has less than 500 families. Overpopulation tends to detract from the development of this resource. This resource costs 1500-3000 GPS to develop.
Gem Cutting: this man-made resource is required to obtain the cut value of gems mined in a particular hex. In addition to requiring a high degree of craftsmanship, it also requires careful supervision as this resource is prone to theft and corruption. Typically, an additional security force is required to reduce corruption to a minimum. Only 1 family in 25 has the skill required to work on this resource. Each category of gem cutting is based on the gem mined. The greater the value, the greater the level of security required. Use the chart above to determine the monthly income for cut gems, and then subtract 20% of that value for security purposes. Further, a maximum of 3 families can work on this resource in any given hex, making competition fierce in large cities. A base 4350-8000 gps is required to establish this resource.
Exotic Animal Training: this man-made resource can be applied to falconry, hunting Cats, and even griffons. In any case, the hex must be adjacent to an animal-producing resource. Note that these resources will never be found within the same hex as the production hex. The resource requires a group of animal trappers and/or animal hunters, in addition to animal trainers in most cases. Though the final trained product tends to be few in number, many wealthy individuals will pay handsomely for such creatures. This resource can produce 8-9gps/per family/per month. Due to the high degree of skill and high mortality rate of trainers, this resource will only attract 1 family out of every 35 within a hex. Further, a 9000gp starting cost is required to establish this resource.
Resource Formulas and Revenue -Regardless of the resources found/developed in a given hex, the number of families devoted to the production/cultivation of that resource determines the final revenue for the leadership of the population center. Thus, a town that possesses a logging industry, a copper mine in the hills, and a shipyard can be quite lucrative if a sizeable workforce is available. For the raw example, at the standard tax rate, each family makes the same as the government per month in income. The example below also takes into account all the auxiliary businesses needed to support a large population, accounting for the larger income base as the population grows.
Tax Rate Modifiers – The figures displayed above take into account the average tax rate. The term ‘average’ refers to the amount of tax the population will accept without any negative modifiers to moral. Of course, the tax rate can be increased based on the ruler’s ability to enforce tax collection, or conversely, it can be lowered to increase morale and promote business growth.
Special Note – Personal Income affects the amount of money the population possesses and thus their buying power. Low personal income results in less business and retards the influx of trade caravans visiting the population center.
Alignment Modifiers – the general (average) outlook of a given population will have some bearing on the stability and prosperity of a given population center. Because this game champions the ‘heroic’ viewpoint, ‘Good’ aligned cities are given a tiny advantage in this category. The sense of community is even more important than the morality of the population. Chaotic individuals focus more on personal freedoms, whereas lawful individuals place the prosperity of the community before themselves. This manifests in the bureaucracy, law level, and quality of life of the population center. Lawful population centers collect more taxes, have rules and regulations regarding expected behavior, and have harsher punishments for those who do not follow them. Chaotic population centers have a minimal bureaucracy and often use family or clan justice to correct wrongdoing. Such populations often grow faster and have less tolerance to higher taxes.
Law Level – This is the level of law in a given population center. See the Crime and Punishment Chapter for more information.
Technological Advancement—This optional category determines what type of goods and services can be found in a given population center. It is a general representation of the population center's overall technological capacity and is heavily influenced by population size.
Special Note - Technology ratings beyond 6 can exist, but not without the use of magic to refine and manipulate raw materials/construction. The fantasy world, at the technological level of 6 or greater, diverges from real-world technological development. The resources spent on developing technological advancements are often used for magical research. High science, especially in a world without a formalized education system, is often a dream. A dream that can be achieved easily through mastery of magic.
Racial Considerations - all standards are based upon Human populations. In most fantasy games, however, other races do exist.
Dwarves – this race has a regimented nature always planning for a rainy day. Hard work and extended hours of labor are common character builders within the community. Often, a dwarf’s worth is measured by his personal wealth. This society places a greater importance upon personal wealth; thus, dwarves aspire to accumulate a greater amount of wealth. This race receives a +5% bonus to mineral resource production, while suffering a -5% to agricultural resource production.
Elf – this race has a frivolous nature in general they live to experience different sensations and look upon accumulated wealth as a luxury rather than a necessity. As a result, this race in general, places less importance upon personal wealth. They tend to earn less per year but often amass great fortunes due to their very long life spans. The sophistication and advancement of this civilization allows them to gain a +5% bonus to any man-made resource production.
Gnome – this race is a close nit one relying on the family unit to survive. Hard work is looked upon favorably as is the development of new and varied fields of study. This race receives a +3% bonus to mineral resource production, a +2% to man-made resource production, while suffering a -5% to agricultural resource production.
Halflings – this race enjoys a life of leisure and comfort. The accumulation of personal wealth is of minor concern unless it interferes with one’s lifestyle. On the other hand, Halflings will work tirelessly to produce an exceptional meal or drink. Halflings receive a +5% bonus to agricultural resource production.
Wingfolk – this race enjoys all things beautiful. They place a healthy concern on personal wealth, but also on personal freedom and exploration. Wingfolk do not like to enter underground cave to extract mineral or ore suffering a -10% in the production of mineral resources. This race has refined some crafts and receives a +2% bonus to man-made resource production.
Orc (non-player race) – this race has a group community mind set though a militaristic one. Orcs place a high value on personal wealth, but very little value on hard work. They would rather take the wealth of weaker races when the opportunity presents itself. They do suffer a -10% penalty to the production of man-made resources and a -5% to agricultural production.
Giants (non-player race) – this race has a relatively long lifespan and although hard work is not something ingrained in the society, once a Giant accumulates wealth, it’s hard to that it away from him. They fair well in combat and often profit from the fallen remains of their enemies. Giants suffer a -5% to all wealth production sources.
Population Center Wealth: The local government, most often a mayor, or in a larger population center, a governor controls the city’s treasury. The amount of money in the population center’s treasury determines how much the city can spend. The concept of credit is alien to most medieval societies, so population centers cannot spend more money than they possess. Improper calculations often cause shortfalls in city services and layoffs. The nobility, their families, and notable craftsmen also share in the town’s wealth.
The total wealth of a given town (in assets, vault storage, and raw unsold/used resources) is equal to its total monthly revenue x 30. One quarter of which the governing/ruling body should have as cold hard cash (Town’s Treasury). The nobility of the town is typically equal to 1/10th of this figure, along with 25% of the value in cold hard cash.
Economic destabilization/disruption: Often, GMs don’t take into account how a hoard of cash, recently liberated from a dragon by a successful adventuring group, could destabilize the delicate economy in a given city. A character spending 4000-5000 GPS in a week injects a large amount of wealth into the town, deflating the actual value of gold within. A sandwich that could be purchased for a silver piece before the adventurers came into town could sell for 1 gps during the spending spree (10 times its normal value). Most towns do not have price-gouging safeguards. The town’s people who could afford to purchase these sandwiches find themselves unable to at the new inflated rate. Hungry presents could present a problem for the city government.
The town’s horse merchant, who has recently sold his full stock of 3 warhorses and 10 pack horses to the adventuring group, could find himself a wealthy man. The merchant could possess more personal wealth than the local nobility – the local nobility might not take kindly to commoners with buying power equal to or greater than themselves.
Finally, the adventuring group’s spending spree can attract the attention of thieves (both local and otherwise). The peaceful town will have an influx of nefarious individuals scheming to get their hands upon the adventurer’s cash. Even after the adventurers leave, these thieves may stay around to fleece the population of its ‘extra’ cash for months to come, creating a problem for the police and populace alike.
Hirelings: In a given family of five to seven individuals, a wife takes care of 2-to 3 children, leaving 3 to 4 individuals to work in the community. The primary worker of the household often works for the local nobleman or directly for the government in some type of revenue-producing resource (vegetable, animal, mineral, or man-made) – for his service, he receives a wage. The second and possibly the third family worker typically functions as manual unskilled labor or is currently apprenticing to learn a trade.
When a wealthy adventuring group comes to town wanting to hire craftsmen and laborers to build their new castle some 10-15 miles away, a host of factors come into play. Often, these adventurers offer a higher rate of pay to entice laborers and craftsmen to serve their interests. In a free society, this tends to cause havoc as townspeople line up to possibly double or even triple their monthly income. Farmers abandon their fields, shopkeepers close shop, and laborers pack their belongings, traveling to aid their new employers. As 10-20% of the town’s production drops, the town government and nobility are faced with shortages. The city wall regains unfinished, a nobleman’s stables half constructed, or a watchtower half completed as the workers leave. Food shortages could cause difficulties during the winter. Needless to say, the town officials will not be happy with this situation.
In a surf-based society (very common for a fantasy game), the local lord determines which laborers and oftentimes which craftsmen can leave his lands to aid the adventurers. These noblemen know that the very wealth of their domain is tied to the townsfolk that produce it and are not eager to lend this wealth to others for a few years to build a castle. Often, the adventurers have to negotiate or bribe such nobles to get the workers to build their personal projects.
Even if the above societal factor did not exist a purely mathematical problem often does. A town of 400 families can only produce a maximum of 600 individual workforce. Of these 600 people, 400 are already employed in resource production. Of the remaining 200, 20 of them will be of noble heritage and unsuitable for construction labor. Roughly 20-30 will be employed in the town’s police/militia, again unskilled in construction. Of the 150 people left, only 20 or so will actually possess craft skills that are useful in construction, leaving only 130 people as unskilled laborers. Let’s assume that 75% of these 130 are willing to leave their homes and seek employment, that brings our unskilled workforce to 102 individuals. Assuming the adventurers are able to hire 18 of the 20 skilled individuals, they have obtained a workforce of 120 individuals from a town of 400 families (1700-2000 individuals). Though the town will suffer a 4% reduction in revenue for the missing workers, it will not be drastically affected overall. Assuming that all of these individuals make new homes near or at the castle sight, they are unlikely to return to live in the original town. This causes a permanent reduction of 17-28 families – restoring this population could take 5-10 years under normal conditions, a financial burden most nobles/governments are unwilling to take.
A 120-man workforce is quite suitable for building a large mansion house, but it is scarcely enough to build a multi-level castle. The adventurers are then forced to travel to another town to obtain another crew to contribute to their cause. Accumulating a workforce of 1000 individuals could be a yearlong campaign under the best conditions.
Special Note on Personal Income – most families make 2-3 gold pieces of income per month. If they are frugal and save 1 gold piece for every 3 they earn in a year they could possess 12 gold pieces. This sums up that family’s purchasing power – present families will not plunder a year’s worth of hard work on a quick meal, passing fads, or questionable investments.
Example: – Town of Clearwater
Government Type: Monarchy
Population Size: 4,325 individuals or 1018 families (with +5% added for river bonus)
Predominate Race: Halfling
Predominate Alignment: Neutral with Good Tendencies
Population Growth: 2.03 base + 1 Family (low tax rate) = 3.03 Families or 12.8 people/year
Hex Type: Grasslands with a River Running Through it (total resources rolled = 5)
Law Level: Base 4 (-1 for race) = 3
Technology Level: 4 (Based on Population)
Tax Rate: Low (resource income -20%, Personal income +25%)
Morale Rating: Base 10 +1 (low Tax rate) = 11
Example: – Town of Desertsands
Government Type: Monarchy
Population Size: 1,325 individuals or 312 families (river bonus added)
Predominate Race: Human
Predominate Alignment: Neutral with Lawful Tendencies
Population Growth: 2.75 families or 11.68 people/year
Hex Type: Desert, large oasis in the center of town (adds the river bonus +5% to revenue)
Law Level: Base 3 (+1 for Alignment) = 4
Technology Level: 4 (Based on Population)
Tax Rate: Standard +5% (alignment) = +5%
Moral Rating: Base 10
The Influence of Magic - The amount of magic in a given community influences the overall quality of life and the type of vocations (craftsmen) the town will possess. Without magic, there would be no Alchemists, Priests, Mages, or Bards. There would be no need for magic shops or a market for magical creature pieces-parts. Without priests, many diseases would devastate population centers, and war would cause more deaths. Of course, the influence of magic varies with race. Elves are more magical, while humans are less so. Ultimately, the GM is responsible for the amount of magic in the world. Care should be taken in making this determination, however, for the presence of magic affects several other important factors.
Special Note Magical Beasts – as the level of magic increases in the world, so does the number of fantastic creatures. Dragons, Unicorns, and Fairies are a few such races, and there are thousands more. Magical herbs, plants, and similar non-animal by-products also increase in magical worlds. Often, magical creatures consume such magical plants as food in order to survive.