Tuesday, November 30, 2010
Economics part 1
The average household of 5 survives on 1 sp per day. This provides bread, cheese, milk, eggs, ale or wine, firewood, and leaves a little left over each week for buying cloth, salt, honey, meat, or other luxury items. It also covers taxes.
1 sp a day for 6 days a week(nobody works on sundays!) equals out to 312 sp per year, or 3120 cp.
In my campaigns I also usually introduce half-pieces(hp), which are worth 1/2 a cp, for a total of 6240 distinct units of currency available to a family of 5 each year. However, for purposes of this article, I will stick with cp.
From this information, we can figure that the average person requires 624 cp to have an "average" lifestyle.
We're also assuming that it takes 5 acres to support a single individual in a similar fashion(2 acres crop, 2 acres pasture, 1 acre other(stuff to be replanted the following year, winter feed, etc). As such, we can assume that 5 acres will generate 624 cp a year in terms of goods, or roughly 125(124.8) cp a year per acre.(Note: I could go a lot more detailed on how to generate a village farm is run, but frankly, Harn-Manor has already done that, and I'd just be ripping them off).
After figuring out how much your farmers produce and consume, you'll be able to figure out how much actual surplus they have. This surplus may be used to feed/clothe towns and cities.
Next time; How to generate production!
Monday, November 29, 2010
City Generation
The space a city takes up is determined mostly by the actual amount of people living there. As such, I recommend taking a slightly more organic approach. creating a few villages, the gobble them up as you need space. If however, you're starting the campaign from scratch, I recommend the following table:
1d12 | Space needed for Households |
01 | 1/10 acre per household |
02-03 | 1/8 acre per household |
04-06 | 1/5 acre per household |
07-09 | ¼ acre per household |
10-11 | 1/3 acre per household |
12 | ½ acre per household |
To determine the population of a city, roll on the following:
Roll | Number of Households |
01-20 | 1,400 + 2d100 households |
21-40 | 1,600 + 2d100 households |
41-60 | 1,800 + 2d100 households |
61-80 | 2,000 + 2d100 households |
81-99 | 2,200 + 2d100 households |
00 | Roll on Large City Table |
Large City Table
Roll | Base | Multiplier | Modifier |
01-04 | 2,400 | 1d4 | +1d100 |
05-07 | 2,800 | 1d6 | +2d100 |
08-09 | 3,200 | 1d8 | +5d100 |
10 | 3,600 | 1d10 | +1d1000 |
You then use the same formula used for the creation of towns(second method).
Please note when determining the numbers of a household, some of the members may actually be apprentices. More on them in posts to come!
Saturday, November 27, 2010
Town Generation Method 2
To use this method, you first determine the size of the town's land and Soil Index as normal(roll on the village size chart). Keep the Soil index handy for determining final population. You'll need to pick from the following based on village land size to figure out which multiplyer to use for later.
Size of Town Land | Size Index |
Small | 0.75 |
Average | 1.00 |
Large | 1.25 |
You then roll on the following table to determine the Base number of households present in the town.
4d20 | Result |
04 – 05 | 200 + 2d20 Households |
06 – 08 | 240 + 2d20 Households |
08 – 10 | 280 + 2d20 Households |
11 – 14 | 320 + 2d20 Households |
15 – 19 | 360 + 2d20 Households |
20 – 25 | 400 + 2d20 Households |
26 – 32 | 440 + 2d20 Households |
33 – 50 | 480 + 2d20 Households |
51 – 57 | 520 + 2d20 Households |
58 – 63 | 560 + 2d20 Households |
64 – 68 | 600 + 2d20 Households |
69 – 72 | 640 + 2d20 Households |
73 – 75 | 680 + 2d20 Households |
76 – 77 | 720 + 2d20 Households |
78 – 79 | 760 + 2d20 Households |
80 | Roll on Large Towns |
Large Towns
1d10 | Result |
1-4 | 800 + 2d100 Households |
5-7 | 1,000 + 2d100 Households |
8-9 | 1,200 + 2d100 Households |
10 | 1,400 + 2d100 Households |
The next part you do is roll on the following table.
2d6 | Trade Index |
2 | 0.75 |
3 | 0.80 |
4 | 0.85 |
5 | 0.90 |
6 | 0.95 |
7 | 1.00 |
8 | 1.05 |
9 | 1.10 |
10 | 1.15 |
11 | 1.20 |
12 | 1.25 |
Modify the Trade Index with the following modifiers:
Infrastructure:
Well Maintained and Patrolled Roads nearby: +0.05
Average Roads nearby: +0.00
No roads nearby: -0.05
Ocean nearby: +0.10
Major River nearby: +0.05
Taxation and Restrictive Laws:
Non-existant: +0.10
Light: +0.05
Average: +0.00
Heavy: -0.05
Severe: -0.10
Society is:
Organized/Lawful/Law abiding: +0.05
Disorganized/Chaotic/Anarchy: -0.10
Local Situation:
For every year of War that the immediate area has endured: -0.10
For every year of heavy to severe brigandage/raiding the area has endured: -0.05
You then determine the population with the following formula:
Friday, November 26, 2010
Bottom Up World Creation Part 4
Generating Towns
First, a town sits on roughly the same amount of land as a village in terms of political land for use and wild lands found within its domain. Use the Size of Village table from before(found here). You also make the determination of what land is usable based on the same criteria as for a village .
While the population index remains the same, the factor changes. In addition to the changed Population Factor, there’s one more stat you need to worry about. The Trade Index. The trade index is in effect, a measure of the trade that occurs in a town.
2d6 | Trade Index | Population Index(Factor) |
2 | 07.00 | 0.5 Wilderness(35) |
3 | 08.00 | 0.6 Wilderness(34) |
4 | 09.00 | 0.7 Wilderness(33) |
5 | 10.00 | 0.8 Rural(32) |
6 | 11.00 | 0.9 Rural(31) |
7 | 12.00 | 1.0 Rural(30) |
8 | 13.00 | 1.1 Rural(29) |
9 | 14.00 | 1.2 Urban(28) |
10 | 15.00 | 1.3 Urban(27) |
11 | 16.00 | 1.4 Urban(26) |
12 | 17.00 | 1.5 Urban(25) |
Modify the Trade index using the following modifiers.
- Well Maintained Roads +0.05
- No Roads -1.00
- Ocean Port: +1.00
- Major River Port: +0.10
- Taxation Level: Non-existant +0.10, Light +0.05, Average: +0.00, Heavy: -0.05, Severe: -0.10
- Local Alignment: Chaotic: -0.10, Lawful: +0.05
- Local Situation:Every year of War: -0.10; Every year of major bandit activity: -0.05
Using the following formula, you are then able to determine the number of households in your town.
(Total Usable Acres/Population Factor) x Land Quality Index x Trade Index = Total number of Households(round down)
Wednesday, November 24, 2010
Bottom Up World Creation, Part 3
Most settlements are going to have a church of some variety. Each household gives a 5% chance to have a priest and a shrine. Anything over 100% gives a chance of a church instead of a shrine. Anything over 200% gives a chance of a Temple or Cathedral. If there are conflicting religions, determine which religion is dominant. Use the normal percentages for the dominant religion for their churches. For the minor religion, it depends on how the dominant religion gets along with it. If the religions are friendly towards one another, multiply the base percentage by 0.75. If the Dominant religion is neutral towards the minor religion, multiply the percentage for the minor church by 0.5. If it's hostile, multiply by 0.25 instead. If the minor religion is illegal, the multiplier is 0.1.
Populating Steadings
Unlike villages, steadings offer a greater opportunity for strangeness, as such, a DM may choose to roll on the following chart when populating a Steading
1d00 | Result | Description |
01-70 | Homesteader | Roll on households as normal to determine populations. |
71-85 | Religious Commune | Either a Monastary/Abbey, Druid Circle, or Cult Compound, depending on the nature of the campaign. Roll 2d4 instead of 1d6 to determine population. Young Adults and younger are either orphans, prisoners, or acolytes in training. Generally found on the outskirts of another settlement. |
86-93 | Hermit/Survivor | Either a ranger, druid, or just someone else looking to stay away from others. Alternately this steading may hold the sole survivor of some sort of invasion or other disaster. Population: 1 |
94-98 | Monster | Some monsters live by pretending to be something they’re not. Lycanthropes, Hags, or even a polymorphed dragon may find it easier to pose as freemen living on their own. |
99-00 | Wizard | Well, a wizard needs to build a tower somewhere, right? Roll on households as normal, results over 1 indicating the wizard’s family or apprentices and other servants. |
Populating the Household
To determine the population of a household, roll 1d6 for basic population. Roll on the following chart for the modifier to the roll. If you roll a 6 on your basic population roll, roll again on the chart to determine how many extra people live there.
Roll | Base Die Modifier | Extra on a max roll |
1 | -1 | +1d6-1 |
2 | +0 | +1d6-1 |
3 | +1 | +1d6-1 |
4 | +1 | +1d6 |
5 | +1 | +1d6 |
6 | +2 | +1d6+1 |
Yes, But who are these people?
For determining who exactly lives in the household, you may roll on the following chart. Keep rolling until every person is accounted for.
1d100 | Result | Qty | Age | Profession% | Class% |
01-04 | Venerable | 1d3-1 | 89+2d20 years | 10%/50% | 5% |
05-12 | Old | 1d3-1 | 60 +1d20/1d10** | 10%/60% | 3% |
13-32 | Middle Age | 1d3-1 | 40 + 1d20 years | 10%/60% | 2% |
33-60 | Adult | 1d3-1 | 15+ 1d20/1d10** | 10%/75% | 1% |
61-80 | Young Adult | 1d3-1 | 12+1d3 years | 5%/50% | NA |
81-92 | Child | 1d3-1 | 2+1d0 years | NA | NA |
93-00 | Very Young | 1d3-1 | 1d3-1 years* | NA | NA |
* = On a roll of 0, roll 1d(# of months in year)-1 instead. If that roll indicates a 0, do the same but for weeks, etc.
** = First roll 1d3. If the result is 1-2, roll the 1d20 as is. If the result is a 3, roll the 1d20 + 1d10.
Profession%: This is the chance that the individual is a member of a non-agriculture related profession. The Number before the / indicates those living on steadings or in villages, while the number after the / indicates those who live in towns or cities.Class%: This is the chance that the individual has at least 1 level in a class.
More to come!
Tuesday, November 23, 2010
Bottom Up World Creation, Part 2
This generates the size of the political division of the village's lands which includes the fields, woodlands, and other less-than-arable-lands that the village may claim for itself. While this was initially used to develop manorial villages, it will function for most types of agrarian settlements. Larger settlements may be generated, but they would likely be quite rare.
Table 1.a: The Size of the Village
1d000 | Size of Village |
001 - 071 | Roll on Table 1.b Small Villages |
072 - 214 | 1,200 + 1d00 acres |
215 - 357 | 1,300 + 1d00 acres |
358 - 500 | 1,400 + 1d00 acres |
501 - 643 | 1,500 + 1d00 acres |
644 - 786 | 1,600 + 1d00 acres |
787 - 929 | 1,700 + 1d00 acres |
930 - 000 | Roll on Table 1.c Large Villages |
1d000 | Size of Village |
001 – 015 | 116 + 4d20 acres |
016 – 045 | 200 + 1d00 acres |
046 – 090 | 300 + 1d00 acres |
091 – 150 | 400 + 1d00 acres |
151 – 225 | 500 + 1d00 acres |
226 – 315 | 600 + 1d00 acres |
316 – 421 | 700 + 1d00 acres |
422 – 542 | 800 + 1d00 acres |
543 – 678 | 900 + 1d00 acres |
679 – 829 | 1,000 + 1d00 acres |
830 – 000 | 1,100 + 1d00 acres |
1d000 | Size of Village |
001 – 145 | 1,798 + 2d00 acres |
146 – 235 | 1,998 + 2d00 acres |
236 – 320 | 2,198 + 2d00 acres |
321 – 400 | 2,398 + 2d00 acres |
401 – 475 | 2,598 + 2d00 acres |
476 – 545 | 2,798 + 2d00 acres |
546 – 610 | 2,998 + 2d00 acres |
611 – 670 | 3,198 + 2d00 acres |
671 – 725 | 3,398 + 2d00 acres |
726 – 775 | 3,598 + 2d00 acres |
776 – 820 | 3,798 + 2d00 acres |
821 – 860 | 3,998 + 2d00 acres |
861 – 895 | 4,198 + 2d00 acres |
896 – 925 | 4,398 + 2d00 acres |
926 – 950 | 4,598 + 2d00 acres |
951 – 970 | 4,798 + 2d00 acres |
971 – 985 | 4,998 + 2d00 acres |
986 – 995 | 5,198 + 2d00 acres |
996 – 000 | 5,398 + 2d00 acres |
The Size of Steadings
Steadings tend to be small. While larger Steadings could exist, such places tend to be the starts of villages. Anything smaller than this though and you're more into hunter/gatherer territory than any sort of true settlement. Unlike the village generation method, these acres are entirely those that are built upon, planted, or used as pasture.
Table 2. The Size of Steadings
1d00 | Size of Steading |
01-40 | 1d6 x5 acres |
41-70 | 2d6 x5 acres |
71-90 | 3d6 x5 acres |
91-00 | 4d6 x5 acres |
Hides and Households
Now that you've determined the Physical size of your settlement, you'll want to know how many households and how many hides of land are present. To do this, the first thing you must do is figure out how much land is actually used and how much is allowed to remain "wild". This is already done for steadings, but villages require an additional process.
The first thing you'll need to determine is what the basic terrain and climate band types are. You should know based on your map, but there are also random generators presented in the 1st edition DMG, World Builder's Guidebook, as well as the spiffy random map generator Hexographer. To determine how much of the land is used you first find the least favorable % based on the terrain:
Grassland, Coastal: 75%
Light Forest: 65%
Medium Forest, Hills: 55%
Heavy Forest: 45%
Swamp, Desert: 35%
Mountain: 25%
High Mountain: 15%
You then modify percentage as follows:
Super-Arctic: -30%
Arctic: -20%
Subarctic: -10%
Temperate: +0%
Subtropical: +10%
Tropical: -10%
Super-Tropical: -20%
You then multiply the result by the Land Quality and Population Density Index. If you haven't decided on how dense the local population should be or how good the soil is, then the following table is presented. Please note, the descriptors in the Population Density Index Column do not mean the same thing as normal. an Urban village is one that is in a relatively well settled area within a close proximity to a town or city. A rural density is one where the area is less developed, with no nearby towns or cities, and wilderness means it tends to be on the border somewhat.
Table 3: Land Quality and Population Density
2d6 | Land Quality Index | Population Density Index(Factor) |
2 | 0.75 Barren | 0.5 Wilderness (45) |
3 | 0.80 Poor | 0.6 Wilderness (44) |
4 | 0.85 Poor | 0.7 Wilderness (43) |
5 | 0.90 Poor | 0.8 Rural (42) |
6 | 0.95 Average | 0.9 Rural (41) |
7 | 1.00 Average | 1.0 Rural (40) |
8 | 1.05 Average | 1.1 Rural (39) |
9 | 1.10 Good | 1.2 Rural (38) |
10 | 1.15 Good | 1.3 Urban (37) |
11 | 1.20 Good | 1.4 Urban (36) |
12 | 1.25 Fertile | 1.5 Urban (35) |
The resulting % should be lowered or raised to be within the 5% to 85% range. Roll a 1d10 for additional variation, and the result is how many acres are used for agriculture or dwellings by the local populace.
Using the numbers generated above, you may then determine number of households. Use the following formula For BOTH Steadings and Villages:
(Total Used Acres / Population Factor) x Land Quality Index = Total number of households(round down)
To determine the number of Hides, remove total used acres, and replace with the total acres rolled for the village.
More parts to come!