City of Alaspar
Total population: 56679
- Mixed Species: 55%
- Humans: 15%
- Elves: 10%
- Telmarine: 5%
- Dwarves: 5%
- Halflings: 5%
- Changeling: 1%
- Shifter: 1%
- Aasimar: 1%
- Tiefling: 1%
- Mongoloid: 1%
- Warforged: >1%
- Awakened: >1%
Total guard: 1316
In addition, 1395 clergy tend to the spiritual needs of the City, and are overseen by 116 ordained priests.
In addition, 1395 clergy tend to the spiritual needs of the City, and are overseen by 116 ordained priests.
Additionally there are 1286 administrators of Opus Dai
Services in this City:
* - Magic Shops typically sell components, scroll paper, and such minor items - no "off the shelf" wands, staves, etc!
Also, while you may get a high result for a given service, that does not necessarily mean there are that many businesses in a given settlement. For instance, your town may show 15 tailors, but the DM may rule that there are only 6 clothiers in the town... the rest serve as assistants/apprentices.
Alaspar
At first glance, the city is much like a dungeon, made up of walls, doors, rooms, and corridors. Adventures that take place in cities have two salient differences from their dungeon counterparts, however. Characters have greater access to resources, and they must contend with law enforcement and the Church.
Services in this City:
- Inns: 38
- Taverns: 142
- Blacksmiths: 94
- Healers: 35
- Heartsmiths: 18
- Weaponsmiths: 28
- Armorers: 28
- Bowyers: 35
- Magic Shops: 16 *
- Booksellers: 9
- Merchants: 38
- Leatherworkers: 94
- Tailors: 162
- Jewelers: 28
- Cobblers 174
- Fishmongers: 47
- Farriers: 113
- Carpenters: 113
- Masons: 81
* - Magic Shops typically sell components, scroll paper, and such minor items - no "off the shelf" wands, staves, etc!
Also, while you may get a high result for a given service, that does not necessarily mean there are that many businesses in a given settlement. For instance, your town may show 15 tailors, but the DM may rule that there are only 6 clothiers in the town... the rest serve as assistants/apprentices.
Alaspar
At first glance, the city is much like a dungeon, made up of walls, doors, rooms, and corridors. Adventures that take place in cities have two salient differences from their dungeon counterparts, however. Characters have greater access to resources, and they must contend with law enforcement and the Church.
Alaspar is home to the seat of The Accepted Church, Also formally known as “Opidius Dei”, or “The Way”. The Church controls all inhabitable areas on the world. Over time The Church has managed to snuff out all other religions and has officially banned their practice as heretical dark arts. Though some people still revere the old ways, none make that knowledge known as it would mean being burned at the stake for witchcraft. Coincidentally while The Church is the world religion it’s priests and parishioners do not have any clerical abilities and it’s clerics and paladins are only so in name. The Church utterly lacks any divine abilities whatsoever.
that aside, Alaspar is a bustling city that thrives as a trade hub for the minor cities and towns around it. the multitude of markets bring even the most exotic of goods and people to the forefront of the city.
It is also home to a multitude of Guilds, Assortments, and Clubs. All of which are usually looking for people to do work for them.
Access to Resources
Unlike in dungeons and the wilderness, characters can buy and sell gear quickly in a city. A large city or metropolis probably has high-level NPCs and experts in obscure fields of knowledge who can provide assistance and decipher clues. And when the PCs are battered and bruised, they can retreat to the comfort of a room at the inn.
The freedom to retreat and ready access to the marketplace means that the players have a greater degree of control over the pacing of an urban adventure.
Unlike in dungeons and the wilderness, characters can buy and sell gear quickly in a city. A large city or metropolis probably has high-level NPCs and experts in obscure fields of knowledge who can provide assistance and decipher clues. And when the PCs are battered and bruised, they can retreat to the comfort of a room at the inn.
The freedom to retreat and ready access to the marketplace means that the players have a greater degree of control over the pacing of an urban adventure.
Law Enforcement
The other key distinctions between adventuring in a city and delving into a dungeon is that a dungeon is, almost by definition, a lawless place where the only law is that of the jungle: Kill or be killed. A city, on the other hand, is held together by a code of laws, many of which are explicitly designed to prevent the sort of behavior that adventurers engage in all the time: killing and looting. Even so, most cities’ laws recognize monsters as a threat to the stability the city relies on, and prohibitions about murder rarely apply to monsters such as aberrations or evil outsiders. Most evil humanoids, however, are typically protected by the same laws that protect all the citizens of the city. Having an evil alignment is not a crime (except in some severely theocratic cities, perhaps, with the magical power to back up the law); only evil deeds are against the law. Even when adventurers encounter an evildoer in the act of perpetrating some heinous evil upon the populace of the city, the law tends to frown on the sort of vigilante justice that leaves the evildoer dead or otherwise unable to testify at a trial.
Weapon And Spell Restrictions
Different cities have different laws about such issues as carrying weapons in public and restricting spellcasters.
The city’s laws may not affect all characters equally. A monk isn’t hampered at all by a law about peace-bonding weapons, but a cleric is reduced to a fraction of his power if all holy symbols are confiscated at the city’s gates.
Urban Features
Walls, doors, poor lighting, and uneven footing: In many ways a city is much like a dungeon. Some new considerations for an urban setting are covered below.
Walls and Gates
Many cities are surrounded by walls.
This metropolis' wall is 15 feet thick and 40 feet tall. It has crenellations on both sides and often has a tunnel and small rooms running through its interior. The Metropolis walls have AC 3, hardness 8, and 1,170 hp per 10- foot section.
Unlike smaller cities, metropolises often have interior walls as well as surrounding walls—either old walls that the city has outgrown, or walls dividing individual districts from each other. Sometimes these walls are as large and thick as the outer walls, but more often they have the characteristics of a large city’s or small city’s walls.
Watch Towers
Some city walls are adorned with watch towers set at irregular intervals. Few cities have enough guards to keep someone constantly stationed at every tower, unless the city is expecting attack from outside. The towers provide a superior view of the surrounding countryside as well as a point of defense against invaders.
Watch towers are typically 10 feet higher than the wall they adjoin, and their diameter is 5 times the thickness of the wall. Arrow slits line the outer sides of the upper stories of a tower, and the top is crenellated like the surrounding walls are. In a small tower (25 feet in diameter adjoining a 5-foot-thick wall), a simple ladder typically connect the tower’s stories and the roof. In a larger tower, stairs serve that purpose.
Heavy wooden doors, reinforced with iron and bearing good locks (Open Lock DC 30), block entry to a tower, unless the tower is in regular use. As a rule, the captain of the guard keeps the key to the tower secured on her person, and a second copy is in the city’s inner fortress or barracks.
Gates
A typical city gate is a gatehouse with two portcullises and murder holes above the space between them. In towns and some small cities, the primary entry is through iron double doors set into the city wall.
Gates are usually open during the day and locked or barred at night. Usually, one gate lets in travelers after sunset and is staffed by guards who will open it for someone who seems honest, presents proper papers, or offers a large enough bribe (depending on the city and the guards).
Guards and Soldiers
A city typically has full-time military personnel equal to 1% of its adult population, in addition to militia or conscript soldiers equal to 5% of the population. The full-time soldiers are city guards responsible for maintaining order within the city, similar to the role of modern police, and (to a lesser extent) for defending the city from outside assault. Conscript soldiers are called up to serve in case of an attack on the city.
A typical city guard force works on three eight-hour shifts, with 30% of the force on a day shift (8 to 4), 35% on an evening shift (4 to 12), and 35% on a night shift (12 to 8). At any given time, 80% of the guards on duty are on the streets patrolling, while the remaining 20% are stationed at various posts throughout the city, where they can respond to nearby alarms. At least one such guard post is present within each neighborhood of a city (each neighborhood consisting of several districts).
The majority of a city guard force is made up of warriors, mostly 1st level. Officers include higher-level warriors, fighters, a fair number of clerics, and wizards or sorcerers, as well as multiclass fighter/spellcasters.
City Streets
Typical city streets are narrow and twisting. Most streets average 15 to 20 feet wide [(1d4+1)×5 feet)], while alleys range from 10 feet wide to only 5 feet. Cobblestones in good condition allow normal movement, but ones in poor repair and heavily rutted dirt streets are considered light rubble, increasing the DC of Balance and Tumble checks by 2.
Some cities have no larger thoroughfares, particularly cities that gradually grew from small settlements to larger cities. Cities that are planned, or perhaps have suffered a major fire that allowed authorities to construct new roads through formerly inhabited areas, might have a few larger streets through town. These main roads are 25 feet wide—offering room for wagons to pass each other—with 5-foot-wide sidewalks on either side.
Crowds
Urban streets are often full of people going about their daily lives. In most cases, it isn’t necessary to put every 1st-level commoner on the map when a fight breaks out on the city’s main thoroughfare. Instead just indicate which squares on the map contain crowds. If crowds see something obviously dangerous, they’ll move away at 30 feet per round at initiative count 0. It takes 2 squares of movement to enter a square with crowds. The crowds provide cover for anyone who does so, enabling a Hidecheck and providing a bonus to Armor Class and on Reflex saves.
Directing Crowds
It takes a DC 15 Diplomacy check or DC 20 Intimidate check to convince a crowd to move in a particular direction, and the crowd must be able to hear or see the character making the attempt. It takes a full-round action to make the Diplomacy check, but only a free action to make the Intimidate check.
If two or more characters are trying to direct a crowd in different directions, they make opposed Diplomacy or Intimidate checks to determine whom the crowd listens to. The crowd ignores everyone if none of the characters’ check results beat the DCsgiven above.
Above and beneath the Streets
Rooftops
Getting to a roof usually requires climbing a wall (see the Walls section), unless the character can reach a roof by jumping down from a higher window, balcony, or bridge. Flat roofs, common only in warm climates (accumulated snow can cause a flat roof to collapse), are easy to run across. Moving along the peak of a roof requires a DC 20 Balance check. Moving on an angled roof surface without changing altitude (moving parallel to the peak, in other words) requires a DC 15 Balance check. Moving up and down across the peak of a roof requires a DC 10 Balance check.
Eventually a character runs out of roof, requiring a long jump across to the next roof or down to the ground. The distance to the next closest roof is usually 1d3×5 feet horizontally, but the roof across the gap is equally likely to be 5 feet higher, 5 feet lower, or the same height. Use the guidelines in the Jump skill (a horizontal jump’s peak height is one-fourth of the horizontal distance) to determine whether a character can make a jump.
Sewers
To get into the sewers, most characters open a grate (a full-round action) and jump down 10 feet. Sewers are built exactly like dungeons, except that they’re much more likely to have floors that are slippery or covered with water. Sewers are also similar to dungeons in terms of creatures liable to be encountered therein. Some cities were built atop the ruins of older civilizations, so their sewers sometimes lead to treasures and dangers from a bygone age.
City Buildings
Most city buildings fall into three categories. The majority of buildings in the city are two to five stories high, built side by side to form long rows separated by secondary or main streets. These row houses usually have businesses on the ground floor, with offices or apartments above.
Inns, successful businesses, and large warehouses—as well as millers, tanners, and other businesses that require extra space— are generally large, free-standing buildings with up to five stories.
Finally, small residences, shops, warehouses, or storage sheds are simple, one-story wooden buildings, especially if they’re in poorer neighborhoods.
Most city buildings are made of a combination of stone or clay brick (on the lower one or two stories) and timbers (for the upper stories, interior walls, and floors). Roofs are a mixture of boards, thatch, and slates, sealed with pitch. A typical lower-story wall is 1 foot thick, with AC 3, hardness 8, 90 hp, and a Climb DC of 25. Upper-story walls are 6 inches thick, with AC 3, hardness 5, 60 hp, and a Climb DC of 21. Exterior doors on most buildings are good wooden doors that are usually kept locked, except on public buildings such as shops and taverns.
Buying Buildings
Characters might want to buy their own buildings or even construct
their own castle. Use the prices in Table: Buildings directly, or as a guide when for extrapolating costs for more exotic structures.
Table: Buildings
ItemCost
- Simple house 1,000 gp
- Grand house 5,000 gp
- Mansion 100,000 gp
- Tower 50,000 gp
- Keep 150,000 gp
- Castle 500,000 gp
- Huge castle 1,000,000 gp
- Moat with bridge 50,000 gp
Simple House
This one- to three-room house is made of wood and has a thatched roof.
Grand House
This four- to ten-room house is made of wood and has a thatched roof.
Mansion
This ten- to twenty-room residence has two or three stories and is made of wood and brick. It has a slate roof.
Keep
This fortified stone building has fifteen to twenty-five rooms.
Castle
A castle is a keep surrounded by a 15-foot stone wall with four towers. The wall is 10 feet thick.
Huge Castle
A huge castle is a particularly large keep with numerous associated buildings (stables, forge, granaries, and so on) and an elaborate 20-foot-high wall that creates bailey and courtyard areas. The wall has six towers and is 10 feet thick.
Moat with Bridge
The moat is 15 feet deep and 30 feet wide. The bridge may be a wooden drawbridge or a permanent stone structure.
City Lights
If a city has main thoroughfares, they are lined with lanterns hanging at a height of 7 feet from building awnings. These lanterns are spaced 60 feet apart, so their illumination is all but continuous. Secondary streets and alleys are not lit; it is common for citizens to hire lantern-bearers when going out after dark.
Alleys can be dark places even in daylight, thanks to the shadows of the tall buildings that surround them. A dark alley in daylight is rarely dark enough to afford true concealment, but it can lend a +2 circumstance bonus on Hide checks.