Difference between revisions of "Urban (range)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(29 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Urban Range 1.jpg|right|490px]]
+
[[File:Urban Range 1.jpg|right|525px|thumb]]
'''Urban''' ranges are densely settled areas relating to concentrated [[Town|towns]] or [[City|cities]], and with few exceptions, [[Village|villages]] as well.  The dwellers in urban ranges work primarily on non-agricultural tasks; while some settled population areas include orchards or fields located inside their environs, these parts are correctly thought of as [[Rural (range)|rural]] and not urban.  Urban describes dense streets, buildings, drainage for sanitation and masonry for defense and managing the population.
+
'''Urban ranges''' are densely populated regions comprising not only concentrated [[Town|towns]] or [[City|cities]] but, in some cases, [[Village|villages]] as well.  These areas are characterised by persons engaged in non-agrarian activities, though there may be small orchards or fields adjoined to a [[Neighbourhood|neighbourhood]] or a larger [[Manor Estate|estate]] located within the urban areaThe essence of urban life lays in the presence of its compact streets, buildings, sophisticated drainage systems for sanitation, sturdy masonry structures for defense and streets that are busy with people.
  
Urban ranges are built to take in tremendous supplies of food and materials for consumption and manufacturing, the latter being transported outwardsCities and towns resemble a great bellows, with the movement of [[Shipbuilding (vendor)|ships]], [[Boatbuilding (sage ability)|boats]] and [[Wagonwright (vendor)|wagons]] flowing in and out.  Quays, docksides along rivers and large holding areas collect stores of goods that are sheltered beneath awnings or within great storehouses — which may overflow, depending upon the produce and which season it is, into the streets.  This is especially true of agricultural produce, which pours into the urban center more quickly than it can be transshipped outwards again.
+
Urban ranges are designed to accommodate the influx of substantial quantities of [[Food|food]] and raw materials, required for both sustenance and manufacturing.  Economic activity gives rise to a dynamic akin to a great bellows, where the constant ebb and flow of [[Shipbuilding|ships]], [[Boatbuilding (sage ability)|boats]] and [[Wagonwright|wagons]] move goods in and out.  Along riverbanks, quays and docksides are built to create bustling hubs for the collection and storage of [[Resources|commodities]].  Town squares and large storage areas link the urban area with the surrounding countryside, bringing in locals every day, who although do not live in the city, are well known to it.
  
The urban center also serves as an administrative and defensive bulwark of the province or kingdom — and so a substantial portion of the population relates to accounting, decision-making and maintaining order (not only of the urban space but also its environs).  Authority is far from centralized; it is divided between [[Nobility|nobles]], [[Military Orders|military orders]], [[Guild|guilds]], [[Cabal|cabals]] and [[Religion|religious entities]], each of whom liaison with one another while subtly vying for control of the urban center's people and wealthThis competition for power descends through the strata of the inhabitants, so that factions grapple for control of neighbourhoods, [[Market|markets]] and even the streets themselves, marking off territories and jealousy defending their dominanceStatus-seeking incorporates a quest for allies and trusted [[Henchmen|henchmen]], while isolating, negating or eliminating one's enemies.
+
The urban centre also serves as an administrative and defensive stronghold for the [[Province|province]] or [[Realm|realm]], with a substantial population dedicated to accounting, decision-making and maintaining order.  Authority is decentralised between factions who are assigned to control different aspects and parts of the city or town; entities include the [[Town Guard|town guard]] and the [[Town Watch|town watch]], [[Nobility|nobles]] and the upper class, [[Guildhouse (institution)|guilds]] and [[Artisan (profession)|artisans]], common [[Labourer (hireling)|labourers]] and the general poor, [[Abbey|religious orders]] and individual [[Parish (institution)|churches]], secret societies and [[Cabal (organisation)|cabals]] and [[Knowledge Points|learned persons]] and their [[Student|students]] ... all competing for control over the general maelstrom of people.  Each [[Quarter|quarter]] and neighbourhood acts as a territory, where those in control defend their powerConflicts, mostly controlled and carried out with subtle grace, sometimes burst into fits of violence that usually end quickly.
  
 
== Conditions ==
 
== Conditions ==
If the characters have money, urban ranges are the safest places anywhere. Characters can choose to take a private room in a luxurious inn, prestigious rooms in an apartment block or even purchase their own house.  So long as they remain upon avenues and among the hoi polloi, they may count on guards, social conventions and the presence of powerful acquaintances to ensure a life of refinement and peace.  On a lesser scale, they may live among the bourgeoisie, less elegant but by no means uncomfortable or perilous.  It is only in the slums and among the criminal element that the players need fear anything. In market towns, every object of one's desire can be purchased or at least sent for, though this may take hiring agents and the desired object may take months to arriveIn the meantime the character can dine, drink, study, learn a trade, operate a business, speculate, participate in politics or any of a hundred other activities ... so long as the money lasts.
+
If characters possess wealth, urban ranges offer the utmost safety. They can opt for a private room in a [[Sovereign Inn|sovereign inn]] or take prestigious apartments in a well-regarded building.  They may even buy their own house.  So long as they remain on well-traveled [[Avenue|avenues]] and mingle with the general population, they can rely on guards, societal norms and the influence of powerful acquaintances to ensure a life of refinement and tranquility.  On a slightly humbler scale, they can live among the middle class — which though less opulent, is by no means uncomfortable or perilous.  It's only in the [[Slum|slums]] and when among criminal elements that players should be cautious.
 +
 
 +
In [[Market|market]] towns, nearly anything one desires can be obtained or at least ordered, though this may necessitate hiring agents and waiting months for deliveryMeanwhile, characters can enjoy dining, drinking, studying, learning a trade, engaging in [[Business Dealing (sage ability)|business]], [[Speculation (sage ability)|speculating]], participating in [[Politics (sage study)|politics]] or pursuing numerous other activities as long as their finances permit.
  
 
== Common Features ==
 
== Common Features ==
 
Below is a list of elements and features that are common to savanna ranges:
 
Below is a list of elements and features that are common to savanna ranges:
  
<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4">
+
<div style="column-count:5;-moz-column-count:5;-webkit-column-count:5">
 
* [[Almshouse]]
 
* [[Almshouse]]
 
* [[Apothecary]]
 
* [[Apothecary]]
Line 18: Line 20:
 
* [[Archery Range]]
 
* [[Archery Range]]
 
* [[Arena]]
 
* [[Arena]]
* [[Armory]]
+
* [[Armoury]]
 
* [[Arsenal]]
 
* [[Arsenal]]
 
* [[Avenue]]
 
* [[Avenue]]
 
* [[Bailey]]
 
* [[Bailey]]
* [[Bank]]
+
* [[Banking|Bank]]
 
* [[Barracks]]
 
* [[Barracks]]
 
* [[Baths]]
 
* [[Baths]]
* [[Black Market]]
+
* [[Black Market (sage study)|Black Market]]
 
* [[Bollard]] (see notes)
 
* [[Bollard]] (see notes)
 
* [[Bridge]]
 
* [[Bridge]]
Line 31: Line 33:
 
* [[Castle]]
 
* [[Castle]]
 
* [[Cathedral]]
 
* [[Cathedral]]
* [[City Wall]]
+
* [[Combat Pit]]
* [[Contest Pit]]
 
* [[Court]]
 
 
* [[Courthouse]]
 
* [[Courthouse]]
 
* [[Courtyard]]
 
* [[Courtyard]]
 +
* [[Court (space)]]
 
* [[Dry-dock]]
 
* [[Dry-dock]]
 
* [[Dump]]
 
* [[Dump]]
Line 94: Line 95:
 
* [[Tower]]
 
* [[Tower]]
 
* [[Town Hall]]
 
* [[Town Hall]]
 +
* [[Town Wall]]
 
* [[University]]
 
* [[University]]
 
* [[Villa]]
 
* [[Villa]]
Line 101: Line 103:
 
* [[Workshop]]
 
* [[Workshop]]
 
</div>
 
</div>
<br>
+
 
 +
== Urban Creatures ==
 +
The following monsters may occupy reclusive spaces within urban areas, ranging from things commonly seen to very rare:
 +
 
 +
<div style="column-count:5;-moz-column-count:5;-webkit-column-count:5">
 +
* [[Clay Golem]]
 +
* [[Dog (domestic)]]
 +
* [[Doppelganger]]
 +
* [[Flesh Golem]]
 +
* [[Gargoyle]]
 +
* [[Ghost]]
 +
* [[Homonculous]]
 +
* [[Horse (domestic)]]
 +
* [[Imp]]
 +
* [[Iron Golem]]
 +
* [[Kobald]]
 +
* [[Manes]]
 +
* [[Mite]]
 +
* [[Rat (giant)]]
 +
* [[Skeleton]]
 +
* [[Stone Golem]]
 +
* [[Succubus]]
 +
* [[Vampire]]
 +
* [[Warhorse]]
 +
* [[Zombie]]
 +
</div>
 +
 
 +
 
 +
See [[List of Ranges]]
 +
 
 +
[[Category: Reviewed]]

Latest revision as of 18:01, 7 November 2023

Urban Range 1.jpg

Urban ranges are densely populated regions comprising not only concentrated towns or cities but, in some cases, villages as well. These areas are characterised by persons engaged in non-agrarian activities, though there may be small orchards or fields adjoined to a neighbourhood or a larger estate located within the urban area. The essence of urban life lays in the presence of its compact streets, buildings, sophisticated drainage systems for sanitation, sturdy masonry structures for defense and streets that are busy with people.

Urban ranges are designed to accommodate the influx of substantial quantities of food and raw materials, required for both sustenance and manufacturing. Economic activity gives rise to a dynamic akin to a great bellows, where the constant ebb and flow of ships, boats and wagons move goods in and out. Along riverbanks, quays and docksides are built to create bustling hubs for the collection and storage of commodities. Town squares and large storage areas link the urban area with the surrounding countryside, bringing in locals every day, who although do not live in the city, are well known to it.

The urban centre also serves as an administrative and defensive stronghold for the province or realm, with a substantial population dedicated to accounting, decision-making and maintaining order. Authority is decentralised between factions who are assigned to control different aspects and parts of the city or town; entities include the town guard and the town watch, nobles and the upper class, guilds and artisans, common labourers and the general poor, religious orders and individual churches, secret societies and cabals and learned persons and their students ... all competing for control over the general maelstrom of people. Each quarter and neighbourhood acts as a territory, where those in control defend their power. Conflicts, mostly controlled and carried out with subtle grace, sometimes burst into fits of violence that usually end quickly.

Conditions

If characters possess wealth, urban ranges offer the utmost safety. They can opt for a private room in a sovereign inn or take prestigious apartments in a well-regarded building. They may even buy their own house. So long as they remain on well-traveled avenues and mingle with the general population, they can rely on guards, societal norms and the influence of powerful acquaintances to ensure a life of refinement and tranquility. On a slightly humbler scale, they can live among the middle class — which though less opulent, is by no means uncomfortable or perilous. It's only in the slums and when among criminal elements that players should be cautious.

In market towns, nearly anything one desires can be obtained or at least ordered, though this may necessitate hiring agents and waiting months for delivery. Meanwhile, characters can enjoy dining, drinking, studying, learning a trade, engaging in business, speculating, participating in politics or pursuing numerous other activities as long as their finances permit.

Common Features

Below is a list of elements and features that are common to savanna ranges:

Urban Creatures

The following monsters may occupy reclusive spaces within urban areas, ranging from things commonly seen to very rare:


See List of Ranges