City template
wildfly01

City template

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A settlement of some sort

Score 268

04/10/25

City & Urban Settlement Template

A structured reference for building settlements in a dark high fantasy campaign setting. This template is designed to provide both narrative flavour and practical details for game masters and players alike.

General Overview

Name of the Settlement:

Alternate Names / Nicknames:

Heraldry (symbol, colours, motto):

Settlement Size (e.g. Small City: 10–15k, Large City: 15–20k, Metropolis: 20k+):

Population (exact number or estimated range):

Settlement Qualities (choose 3–5, such as Academic, Holy Site, Notorious, Prosperous, Insular, Racially Intolerant, etc.):

One-Line Summary:

Founding Year:

Current Year: 640

Geography & Location

Region or Realm:

Topography and Environment (terrain, water, elevation):

Climate:

Strategic Importance (trade route, leyline, mountain pass, etc.):

Nearby Villages and their roles:

Countryside Details (farms, wilds, dangers, lore):

Population & Culture

Demographics (races, cultures, class divides):

Cultural Details (attitudes, taboos, traditions, food, fashions):

Daily Life & Customs (sights, smells, noises — engage all five senses):

Religious Practices (common deities, festivals, local rites):

City Layout & Districts

List at least eight districts, each with a purpose such as trade, governance, religion, nobility, slums, or port. For each district, include a general description, architectural style, atmosphere, key landmarks and markets, the presence of criminal activity or wealth, notable taverns and shops, burial sites, and a handful of important NPCs relevant to the area’s qualities.

Government & Power

Ruling Authority (title and name):

Other Authority Figures (at least two):

Law and Order (militia size = 1% of population; describe three key figures):

Legal Structure and Justice System:

Other Armed Forces or Orders (e.g. knightly orders, mercenaries, mage-police):

Landmarks & Infrastructure

Important landmarks such as towers, bridges, arenas, and monuments:

Temples (particularly those relevant to the city's qualities):

Libraries (include rooms, staff, rare texts, secrets, and potential plot hooks):

Sewers, Ruins, or Dungeons tied to the city’s history and factions:

Factions & Houses

Major Factions (minimum of five, relevant to settlement qualities). Include their goals, methods, notable members, rivals, and hidden agendas.

Local Noble Houses (at least five), with details on their wealth, heraldry, internal politics, public perception, and any scandals.

Guilds and Orders (for tradespeople, artisans, academics, criminals, etc.):

Cults (if present), including deity or cause, levels of infiltration, rituals, monsters, and relics:

Notable NPCs & Social Web

Dramatis Personae: At least three main NPCs, plus three more per size category above small city. Include names, roles, faction ties, secrets, and personal goals.

Tavern Regulars and Key Location Staff: Add colour, personality, and potential leads for side stories or rumours.

Economy & Services

Imports and Exports:

Major Trades (staples, luxuries, rare goods):

List vendors by category:

  • Arms and Armour

  • Gambling and Drugs

  • Gems

  • Inns

  • Magic and Scrolls

  • Mounts and Exotic Pets

  • Restaurants and Taverns

  • Sages and Historians

  • Secrets and Blackmail

  • Sex Trade

  • Stolen Goods and Fences

Current Events & Adventure Seeds

At a Glance: Describe the immediate impression upon entering the city—architecture, patrols, ambient sounds, and signature smells.

Current News and Rumours: List ten recent developments, whispered secrets, or unfolding dramas. Link them to NPCs, factions, or regional conflicts.

Adventure Hooks: Provide five plot seeds, ranging from faction wars and ancient curses to political intrigue or supernatural threats.

History, Secrets, and Evolution

Brief Timeline: Include five to seven major events, such as the founding, sieges, plagues, magical catastrophes, or civil wars.

Historical Summary: Explain how the city evolved over time. Highlight patterns of corruption, power shifts, and concealed truths.

Deep Lore: Explore hidden legacies, buried myths, forbidden magics, or connections to ancient empires.

Dungeons & Ruins

List three to five known dungeons or lost locations. Each should relate to historical events, local cults, or faction ambitions. Include defences, traps, notable monsters, loot, and knowledge hidden within.

Optional Add-ons

Stat Block: Quick-reference values for Population, Defence Rating, Magic Density, Economic Power, and General Alignment.

GM Secrets: Concealed lore, ongoing conspiracies, or unrevealed threats that only the GM should know — the truths behind the curtain.

Connections

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