Campaign World Building advice Plz

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Hello all. I have recently taken a fancy to world/cosmology creation. I've created a map, named the continents within and a few seas, worked out the nations and their govermental and world influences, but i was wondering does anyone have a peferred method to determine population, wealth and other such things that are required to make fullyfleshed out nations, perhaps even a city and town generator (as i find my brain fried when it comes to this) im looking for feedback onhow everyone ges about creating a world from the ground up so I and mabe even a template for dogma of my pantheon as well. Any advice and help would be appreciated. if desired i can post the map of my world and detail it a bit more indepth upon request.
Populations


A square mile per family of five is sufficient land to provide all agircultural (including wool and flax for cloths) and fuel needs. So when you decide you have a kingdom of 60,000 square miles and tell everyone it is like medieval france (50% wilderness/50% populated) you have about 30,000 families supportable and more (urban) if you are bankrupting the economy and importing your grain by river boat from the Austrohungarian Empire up river. 

Actual land forms (specifically 56 square mile map hexes) I suggest about 20 families for light forest/borderlands, 200 knights estates for clear/farmland, and 20-200 somewhere in there for Rural Peasant Farming.
The Citadel Megadungeon: http://yellowdingosappendix.blogspot.com.au/2012/08/the-citadel-mega-dungeon-now-with-room.html
CASTLES

 

DETERMINE OCCUPANTS
"My home this is!"


 


Calculate who lives in the Castle: Generate a Quick list of NPCS and give them Social Ranks.


 


IMPORTANT PEOPLE: Lord, Lady, Children, Guests, Adult Children, Senior Officials


SOLDIERS: These are troops (other than senior officers).


SERVANTS: These are the Household Staff and the Menial labourers


Calculations


Personal Servants* = #people of Importance x SRM
Smithy & Stables* = soldiers/20
Kitchen Staff* = (Important People + Soldiers + Personal Servants + Smithy & Stables Workers)/20
*Round upwards


 


Social Rank Magnifier (SRM)


KING/DUKE x 3
MARQUIS/COUNT x 2
BARON/LORD x 1
KNIGHT x1/2


LIVING QUARTERS
"Trying to Sleep Here!"


 


LORD/LADY: Located in the Upper most levels, these are the quarters of the Top People in charge. This chamber is 400 - 500 square feet and 9-10 feet high.


 


GUESTS: These rooms are for adult children of the Ruler and Senior Officials. They are near the Upper most floors (but not likely on the same floor as the Lord/Lady's Bedchamber). 'Such Guest Rooms' should be 200-300 square feet.


 


CHILDREN: For reasons of security these are on the top floor. Such a Nursery should be 30 square feet. There is likely a Servants quarters and Guard post on this level.


 


SERVANTS & TROOPS: Crowded into Three Tier Bunk beds, they have about 20 square feet per person. Most likely this is a Servery (Quarters for Servants) or a Barracks (Troops Quarters).


 


UTILITY ROOMS
"Is that elf in the stew pot? It tastes like elf."


 


KITCHEN: There will be Work Tables, Sinks, a Hearth for cookery. 150 square feet + 1 square foot per person served. Most likely it is used to cook for Nobles, and servants and Soldiers alike if their places of residence are scattered. Else there might be a second kitchen attached to a Barracks or Servery. Some Kitchens also have a Separate larder for the hanging of Game (other than the Cellars).


 


BLACKSMITH'S WORKSHOP: This is the room with the Forge, Anvils, and hammers. They look after equipment; make repairs to tools and weapons, Horses, etc. This is 150 square feet + 5 square feet per soldier.


 


GATHERING ROOMS
"Bring on the Dancing Girls!"


 


THE GREAT HALL: This is a huge chamber with Chimney or fire pit, maybe a balcony for musicians, etc. Its dimensions are about 14 - 20 feet to ceiling. Area is 500 square feet + 50 square feet per person.


 


COMMON HALL: This is where Troops and Servants eat their meals or Guard Rooms. These should be 50 square feet + 20 square feet per person.


 


CHAPEL: A private Chapel might be as small as a Guest Room or you might be dealing with something the size of a Church. It should be about half the size of a Great Hall, with maybe a balcony if the ceiling is high enough - where the Nobles sit and watch the show. There is probably an altar. A Cleric might have an apartment connected to this chamber.




STORAGE AREAS
"Wow! That’s a lot of Swords..."


 


ARMORY: This is filled with Weapons and Armour. It is likely 1/3 the size of the Blacksmith's Workshop.


 


BUTTERY: This is where the Servants prepare Beer and Wine in jugs before taking them to the Great Hall. it is about 1/3 the size of the Kitchen. It may have a Cistern (or a Tap).


 


PANTRY: It is where Linen and Tableware is stored along with bread. This is about half the size of the great hall's kitchen.


 


CELLAR: This is where Stockpiles of supplies against famine and Sieges are stored. Barrels filled with Preserved meats, Ales, Wines, Salts, Spices, cheese, honey, dried fruits. All stored in a cool cellar for preservation. The Ceiling is about 15 feet high, and is 40 cubic feet per person for 6 months.


 


GRAINARY: This is a Dry-store filled with Barrels of Grain (or Sacks). it is about half the Size of the Cellar at 20 cubic feet per person per 6 months.


 


STABLE: This is 100 square feet per horse (larger for Monstrous Mounts +25 square feet per HD).


 


STOREHOUSE: Household Tools might be stored here. No Specific Size but assumes 25 square feet x SOCIAL RANK MAGNIFIER.





OTHER DETAILS
"Has anyone found the toilets yet?"


 


CISTERNS & WELLS: A thirty cubic foot Cistern can hold 250 gallons of water. This might mean a Cistern of 30 cubic feet of water per person per six months. This could be Storage Tunnels with 10 foot diameter barrels. A Well might simply be a vertical Shaft for the storage of Water with a lid. The Water supply is a matter of security. An Underground Cistern Vault supplied with water from a hundred mile long Aqueduct.


 


GARTEROBES: These are toilets for those who don’t want to squat over a bowl in their bedroom.


 


STAIRS & HALLS: These are designed to keep people from wandering though the private residences of others. Privacy is an issue. There might be private staircases and Halls to provide secrecy of movement and interaction.


 


FIREPLACES AND HEATING: There are likely a few permanent Fireplaces with Braziers (Bowls on Tripods where coals burn) to heat smaller Rooms, perhaps Cupboards lined with copper sheet to draw heat from a Chimney Pipe and heat the air through convection causing hot air to rise up to different floors.


 


USING THE SOCIAL RANK MAGNIFIER: Multiply the size of Rooms used by a Ruler by the Rank Modifier.


 


 


 


 


 

The Citadel Megadungeon: http://yellowdingosappendix.blogspot.com.au/2012/08/the-citadel-mega-dungeon-now-with-room.html
SETTLEMENTS

Why’s and Where’s of Settlement


First off a settlement can be pretty much anywhere and consist of varying components that define its purpose.


First off, consider a location.


 


PART A - SITES OF SETTLEMENT


These are pretty much why any community will be located where it is.


 



  • Geological Transition Boundaries


    • Coast – Sea

    • Lake - Shore

    • Plain – Desert

    • Foot Hills – Mountains

    • Forest – Tundra

    • River – Sea

    • River - Lake


  • Routes, Node Convergence


    • Crossroads, Forks, Roads, Link-roads, Causeways, Dykes

    • River – Ferry Crossing, Bridge, Fork, River Bank.


  • Resources


    • Minerals (Gold, Iron, Copper, Quarry Stone, Clay diggings)

    • Fuel (Coal, Firewood, Peatmoss)

    • Energy Source (Wind/ Labour/ Water)

    • Water (River, Oasis)

    • Agriculture (Farmland, Grazing Land)


  • Fortified Positions


    • Hill

    • Mound

    • Mountain

    • Narrow Pass

    • River Bend

    • Natural Harbour



 


PART B - COMMUNITY SUBCOMPONENTS


This has to do with what a community looks like.


 



  1. Isolated Farm

  2. Market

  3. Industrial

  4. Commercial

  5. Ecclesiastical

  6. Administrative

  7. Residential

  8. Recreational

  9. Cultural/Educational

  10. Port (River, Coastal)

  11. Primary Residence

  12. Mining


 


PART C - SETTLEMENT DEBRIS


There are often older structures that are remnant of change in the community.


 



  1. Buildings (New-Use, Recycled Building Stones, Foundations, Crop Marks, Rubble)

  2. Water Supply (Canals, Wells, Aqueducts, Fountains, Subterranean Cistern)

  3. Ecclesiastical (Crypts, Grave Stones, Cemeteries, Necropolis, Altar Stones, Memorials, Mass Graves)

  4. Agricultural Remnants (Abandoned Fields-With/Without crop, Irrigation Ditches)

  5. Fortifications (Abandoned/Ruined Keep, Castle Walls, Ditch-works, Dungeons)

  6. Industrial (Pits-Tanning, Sheep dips, Garbage dumps, Clay or Peat Diggings; Kilns, Furnaces, Quarry Workings, Mine works, Mills, Water/Windmills)

  7. Roads and Routes (Stone/Raised Dirt Causeways, Bridges, Paved Roadways, Cleared Trails, Mile Marker Stones)


 


PART D - ALIGNMENT SPREAD


It is sometimes helpful to know how the Majority of the Community Thinks and Behaves in terms of an Alignment.


 


Once the Ruler’s Alignment is determined, Determine Alignment Trends for the populace –  50%, 25%, 12.5%, 6.25%, 3.125% & 3.125% Other Alignments


 


PART E - SETTLEMENT TRAVEL RADIUS


This might be as far as people of the community will be found from the settlement without an unusual reason.


 


Population x 50 acres = Geographical Area


Square Root (Area/pi) = Travel Radius


With the Radius we have an amount of time that it takes to reach the boundary. This Time is then applied to Routes where greater distances of travel might extend the border and harsher travel conditions where the distance from community might be reduced


 


.PART F – ECONOMY


How much Fuel and Food does the community need?


 


FUEL: 10,000lb firewood x Population = Total annual Fuel Requirement (lb). Wagon Support: Tons/365 days=Wagon loads per day


GRAIN: o.6lb grain x population x 365 days = Total Grain needed.


MEAT: 0.5lb meat x pop x 365 days = Total Meat


FEED: 50lb of Full Bushel (Grain & Chaff) x 365 x Large Livestock Animals = Total Feed


 


EXAMPLE COMMUNITY


Rathe


Population: 350


Location: Natural Harbour


Subcomponents: Landgraves’ Residence (Administrative, primary Residence), Trade Docks, Storehouses, Shopfronts  (Commercial), Kilns outside Walls (Industrial), Outer Wall Shanty (Residential), Shipyards (Military), Church (Ecclesiastical), Residential District surrounding Trade harbour (Residential), Farmers Market next to Church (Market) Outlying Farms (Residential)


Debris: Breakwater – Originally constructed to shield the natural harbour, the harbor was expanded as the fishing village became a major port and a second Trade harbour was constructed recently. Old Slipway – Sloping down to the Sea from the church is a disused slipway where an old dry-dock and shipyard was.


Population Alignment Spread: Lawful Neutral (50%), Lawful Evil (25%), Neutral (12.5%), Lawful Good (6.25%), Neutral Good (3.125%), and Other (3.125%). - Tending Lawful Neutral (81.25% Lawful, 62.5+% Neutral); Powerful Minority group – Lawful Evil 


Settlement Radius: 350 x 50 = 17,500 acres


17500/640=27.3 Square Miles


Radius = SQRT(27.3/pi)=2.95 miles


Annual Fuel Requirements: 10,000lb x 350 = 3,500,000lb = 1,562.5 Tons (9 wagons of firewood per two day cycle).


Annual Grain Shipment: 0.6lb x 350 x 365 days = 76,650lb = 34.2 Tons (36 wagons of grain per year).


Meat Requirements: 0.5 x 350 x 365 days = 63,875lb = 35.6 Tons (3 wagonloads of meat per month)


Feed: 255 draft horses x 50lb x 365 days = 4,653,750lb = 2,077.5 tons of full grain bushels per year (2078 wagons per year).


Because of the spiralling nature of feed needed to feed draft horses used to bring in feed for other draft animals, it becomes a surplus imported into the community of Rathe that is produced by surrounding settlements as a surplus produce tax.


 


PART 6: NPCS


 


People and Society


Rathe is the seat of power for the Landgrave; predominantly the capital is populated Traders, Artisans, and their families as well as military personnel. Peasants live outside the eastern wall in the shanty town.


The Landgrav has pushed through laws forbidding peasants from owning weapons so as to prevent any sort of uprising. Consequently only war bands under charter may possess weapons. Consequently the Guardsmen are quick to descend on any violent activity in the city and brutal in dealing with any armed mobs outside the walls.


 


HOUSE OF AMDER


 


LANDGRAV ADAR SURIYAN I


 


BACKGROUND: Raised in the community of Rathe, he spent much of his time training with the Guardsmen and is a master of the Rapier and a keen shot with the crossbow. A few years ago Suriyan inherited the title of Landgrav from the previous Landgrav on the death of his father. He has spent much of his time since gaining the title of Landgrav learning the art of Managing the State which he has taken to like a rabid dog to a rabbit.


 


PERSONALITY: Landgrav Suriyan is a Brutal Tyrant Prince who tolerates no dissenters and constantly has the wealthier families watched for the slightest act of Treason. A Brilliant Tactician and Skilled Warrior, Suriyan has lured a few enemies to their doom.


 


STATS:  STR (12), DEX (15), CON (8), INT (18), WIS (18), CHA (13); Lawful Neutral Fighter (15th Level) 43hp, Preferred Weapon (Rapier). Armour (Padded Cloth).


 


GRAND BALIFF FRANKL DERW


 


BACKGROUND: A friend of Suriyan from their time training together in the Guardsmen, Derw was granted the Position of Grand Bailiff by his friend. He struggles with the role however as he is forced to order Guardsmen to conduct themselves with increasing brutality against the population on orders from the Landgrav. What he doesn’t know is that he is the Bastard Heir of the old Landgrav, and older brother to the Current Landgrav. Perhaps this is the reason the young Suriyan keeps him close. He is quite just in ensuring that criminals get their trial – Functioning as Chief of the Guardsmen.


 


PERSONALITY: Derw is a far more heroic and honourable person than the Landgrav. He chafes at acts of cruelty and corruption and often watches for the slightest act of Corruption or misdeed in his own men that he might remove the more undesirable vermin. He never really enjoys serving the cruel taskmaster that is his once friend.


 


STATS:  STR (16), DEX (13), CON (13), INT (15), WIS (10), CHA (16); Lawful Good Fighter (16th Level) 47hp, Preferred Weapon (Rapier). Armour (Padded Cloth).

The Citadel Megadungeon: http://yellowdingosappendix.blogspot.com.au/2012/08/the-citadel-mega-dungeon-now-with-room.html
thank you so much for all this info everyone. this has been a huge helin my world builings ill post the finished product once ive got a decent portion done.
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