Settlement Design In Perrenland

Rather than follow the standard set formula for generating a settlement found in the DMG Perrenland will be carefully designing its settlements to reflect its unique culture. Over time and as the campaign grows we will no doubt redesign significant parts of our world but for now all you need to do is follow the guidelines below.

DESIGNING A PERRENESE SETTLEMENT

  1. RULE NUMBER 1: A settlement is any permanent habitation where the population is greater than 100 people;or is less than 100 but has a special feature or roll in which case it must feature on the official maps of Perrenland. Any proposed settlement must be designed and approved in consultation with the Cartography and Demographic coordinator (C&D CO) Patrick Williamson ua.moc.ron|inejtap#ua.moc.ron|inejtap who will in turn consult with the coordinator/s of the area it is going to be located in. Send him your proposal first. What you need to send to him is the following.
    1. 1) Determine what part of Perrenland the Settlement is in. Any settlement is going to fall within one of nine possible “design/political” regions listed below*.
      1. CLATSPURGEN
      2. HUGELROTE
      3. KRESTIBLE
      4. NEDERBODEN
      5. QUAGSFLUDT
      6. SCHWARTZENBRUIN
      7. SEPIA UPLANDS
      8. TRAFT
      9. YATTENHEID
    2. 2) Determine how large the settlement needs to be, unless you are a Canton Coordinator you are restricted to a population size less than 2000.
    3. 3) Design a plausible reason as to why the settlement exists, include economic, locational, and historical explanations if possible.
    4. 4) Determine what political make-up the settlement has. This will require some background work and consolation with the (C&D CO) to determine which races/ethnic groups/clans and Septs would best fit the location you have chosen and the overall concept of Perrenland. Remember that for each bit of information you have the triad has three so consultation is vital to stop you from infringing on plot development, remember if you know the plot you can’t play the game.
    5. 5) Generate the main figures of the settlements. Include most of the following persona for each settlement (bearing in mind that at times one person may hold more than one of these positions)
      1. Hetmann (The mayor and federal representative)
      2. Clan Graf (The Clan noble that the local clan folk listens to)
      3. Ober-Constible (Chief of police)
      4. Uber-Constible (The Chief of Polices deputy)
      5. OberShoolmann (Main priest of the Old Church)
      6. UberShoolmann (Secondary priest of the Old Church)
      7. UberHetmann (4 locals, who with the Hetmann form the elected council of the settlement)
      8. Warden (The local Parks and Wildlife officer)
      9. HetArmsmann (A retired professional soldier from the Auszug who receives half pay to lead the local militia called the Landwehr)
      10. Armsmenn (5 retired veterans 3nd level Fighters or reserve soldiers from the Auszug who form the backbone of local defense can react to trouble quickly and receive a half pay from the Auszug. This means that for a settlement of 100 people there will be at hopefully 17 named NPCs. Each will need at least a name, class and level. Information on their personality and a full stat-block would be an added benefit.
    6. 6) In Consideration of Perrenesse population variables: Before you proceed any further in the design of your settlement you need to be aware of the following.
      1. a) Considering that most able bodied Perrenlanders answer the muster for service in the Perrenesse army (The Auszug) when they reach adulthood this means that many local citizens have had an intensive period of military training. The majority of these emerge as 1st level fighters and the skill of these exsoldiers remains until they reach old age. Others learn a craft during their time in the Auszug instead. Thus giving Perrenland a highly skilled body of artisans or Experts. Some join the Aid-Auszugen and emerge as skilled healers (Adepts for the most part). Some become scouts Rogues and Rangers and other join the Shool (Old Church) to fulfill their obligations to the nation. Many of the able bodied young people who do their compulsory military service remain in the Auszug. Others when they muster out move to Mercenary companies or remain in the large urban centres, some go adventuring. Either way most rural settlements and many of the smaller town have many of their younger folk away so never include these absent people in the settlements population figures.
      2. b) A unit of the Auszug if it is co-located with your settlement is never included in your population figures, but is given its own section in your settlements stat block (see below). The ten thousand or so members of the Auszug are not included in any population figures for settlements or Cantons, they are included only as part of the official figures for Perrenland as a whole.
      3. c) The population figures for a settlement represent only those who live there permanently.
      4. d) In addition each noble is entitled to a set number of followers in their entourage which creates a second body of troops loyal to the traditional clan nobility, these are exempt from service in the Auszug. The traditional numbers are set out below. The majority will be young men and women as few continue in this roll past the age of 30. Thus most settlements will have a body of warriors to draw upon as well in times of need.
        1. Pfalzgraf: A Pfalzgraf or Duke/Prince is entitled to have 100 men under arms, the majority of who are mounted and are warriors. A Pfalzgraf is entitled to order a muster of all the forces of the clan nobility to their Stadt in times of trouble.
        2. Obstergraf: An Obstergraf or Sept Chief is entitled to have 50 men under arms, the majority of who are mounted and warriors. An Obstergraf is entitled to order a muster of all the forces of a Septs nobility to their Stadt in times of trouble.
        3. Landgraf: A Landgraf or Count is a noble of the main clan and can have 30 men under arms, the majority who are mounted. They must respond to the call of their Pfalzgraf by presenting themselves and their men-at-arms to the main clan Stadt.
        4. Freiherr: A Freiherr or baron is a noble of a Sept and may have 10 men under arms, the majority who are mounted. They must respond to the call of either the Pfalzgraf or Obstergraf by presenting themselves and their men under to the appropriate clan Stadt. It is considered to serious breech of traditional law and etiquette for a noble to have more troops under arms than their title allows them. These men under arms are mostly of the Warrior NPC class, although any class is feasible. All Clan and Sept noble are entitled to have a Bard as an additional member of their entourage. Some nobles from remote places especially the Highlander minor nobles will have more barbarians and rangers in their followings than other nobles.
    7. 7) All NPCs with a level higher than 1st level should be represented in their own section called “other local institutions”, a typical example of these would be a Mastercrafts guild, Thieves guild, Landwehr (Militia) etc. Please see the Stat block template below. All NPCs are restricted to a maximum of 6th level without triad approval. Only 25% or less of a settlement' population should be greater than 1st level.
    8. 8) When determining the remaining 1st level portion of a settlement’s population please use the following procedure.
      1. a) Determine how many people are left by subtracting any of the named NPCs or NPCs who are part of “other local institutions” from the total population. This will give you the remaining population to allocate a class to.
      2. b) Calculate the number of each class from the following list first, whatever numbers are left after this has been done are all Commoner of 1st level. ROUND ALL FRACTIONS TO THE NEAREST WHOLE NUMBER i.e. < 50 becomes zero.
        1. Adept1 .02%
        2. Aristocrat .5%
        3. Barbarian1 1%
        4. Bard1 .5%
        5. Cleric1 .5%
        6. Druid1 .01%
        7. Expert1 12%
        8. Fighter1 5%
        9. Monk1 .01%
        10. Paladin .01%
        11. Ranger1 1%
        12. Rogue1 1%
        13. Sorcerer1 .01%
        14. Warrior1 10%
        15. Wizard1 .01%
      3. 9) Design the stat block for the settlement using the template below

The Village of Skillett

Skillet is a small village of some thirty buildings that supplies the local area with facilities such as an inn, a temple, the constable’s goal, market place, blacksmiths, general merchants and several other specialist crafts. Most farmers from the surrounding 10miles use Skillet as a weekly spot to exchange goods, news, and a pot or two of the excellent local ale. Skillet lies on the junction of two highways. The first runs from Krestible to Swartzenbruin the second from Skillet to Exag across the dangerous Mounds of Dawn. Skillet is the first interchange point for horses on the highway from Krestible or the last interchange in the opposite direction. A good number of horses, bullocks, carts and wagons are kept and maintained here by various merchants Houses in the village's corral. Skilled tradesmen are available to repair broken wagons and carts. The level of traffic through the town is fairly constant especially over summer and the locals are kept busy servicing the various needs of the many travelers who stop for a day before moving on. This makes Skillet, despite is small size, a bustling and diverse community. To the passing traveler Skillet presents itself as a bustling small community that takes good care of it guests. Skillet is run by several personalities each trying to keep the peace and maintain the air of hospitality that attracts the passer through.

Skillet (small village)
Conventional; AL NG; 1,000gp limit; Assets 50,000gp; Population 441; Mixed ((human Perrenesse 410 (Rosrijders 74, Hüssen 240, Weisspeer 34, Others 62); halfling 9, elf 2, halfelves 1, dwarf 3, gnome 15, half-orc 1)).
Named NPCs: Hetmann Ritter Ust VanDerbergsen (Weisspeer) Ari7, UberHetmann Arnald Kleistad (Weisspeer) Ari3, UberHetmann Freda Detzagmier (Hussen) Exp2; UberHetmann Oost Grazmier (Hussen) Com 4; OberConstable and UberHetmann Deter Haugrammer (Hüssen) Fgt3; UberConstable Ralf Grunderbreker (Hussen) Fgt2; OberShoolmann Jana Roodhand (Vosser) Clr5 Shrine of Zodal; UberShoolmann Pieter Zandust (Hussen) Wiz 4 Shrine of Rao; HetArmsmann Talgospar Girtaxe (Dwarven Master blacksmith) Fgt1/Exp5; Armsmenn ( Helda, Grazman, Horst, Redolf and Lud ) Fgt3 (Hussen) Other Important Characters: Merchant Giles Tilmouth Exp7; Helga Prith the boarding house proprietor (Hüssen) Exp3, Bartrand Pimm VanDerbergsen's Steward (Weisspeer) Rog1/Exp3; Dom Perinong the Tavern owner (Hüssen) Com3.
Others Local Institutions: Landwehr, Fgt2(10), War2 (19). Thieves Guild, Fgt4Rog1 (1), Rog 2 (2).
Craft Masters Guild, Exp5 (1), Exp4 (2), Exp3 (4), Exp2 (8). Hospice of Zodal, Adept3 (1), Adept2 (2).
Others: Adp1 (1) Ari (1) Bar1 (3) Brd1 (2) Clr1 (2) Com1 (223) Drd1 (0) Exp1 (38) Fgt1 (16) Mnk1 (0) Pal (0) Rng1 (3) Rog1 (3) Sor1 (0) War1 (32) Wiz1 (0)

  • Canton coordinators have the general approval of the triad to design a capital of not more than 6001 people and other settlements as per their proposal to the triad. The cities of Schwartzenbruin, Krestible, Traft and Exag are established cites each have their own pre-set population figures.
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