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Half-Brew Bet Kalamar Generation

Bet Kalamar is the largest city in Kalamar and is also the capital. I do not know of any maps of it or much about the content. I think the main city of the game is intended to vary between gaming groups. From the Kingdoms of Kalamar setting book, I know that Bet Kalamar has "300,000+" people in it, which is probably too large to plan a penned-down map with NPC's and streets to explore over a couple sessions. This page has some city details to generate only the parts the PC's are currently living in, visiting, or investigating, as basically a random encounter table. This way the GM can hope to manage time practically while running adventures in an enormous city.

The main structure I decided for Bet Kalamar is that it is split into 30 wards, which each have 10,000 people living in them. Their names are mostly from a random-color chart in the Hackmaster 5 GMG. Besides the 30 wards there should be a big palace-fortress "neighborhood" for the emperor. Here is just what I think should be in every ward.

(30 wards)

Definitions and details

Lawful taverns
Taverns where patrons' safety is not purposefully compromised by the neglect or malice of the owner. Countless "minor" taverns exist which are overcrowded, filthy, run by stabber/scammer hybrids, burning down within 2 years, etc.
Guilds
Trade organizations which you can decide whether or not restrict sale of goods in Bet Kalamar. The professions can be determined by the table below. The guild can teach people how to be various crafters, hunters, mercenaries, laborers, drivers & drovers. You could also give guilds to merchants and bankers, and to philosophers, astrologers, and zoologists. There could be a pre-established adventurer guild, but your players might want their characters to be the first people to ever start one.
Temples
You can make your temple be any size from a literal milkshake stand to a monastery full of high-priests.
Markets
Besides stores selling a specific kind of good there should be flea-market trading stall setups, indoor or outdoor, where normal illiterate people can buy necessities (not having access to refrigeration). There can also be merchants who sell supplies for artists and artisans, tonics and folk remedies, and freaks selling creepy knives and things pulled out of old mansions.
Nobles' homes
I think a 'noble' would be someone with real or perceived wealth, and some kind of political power, with real or perceived popularity, and varying degrees of validity and material backing. In Bet Kalamar, I think these could be successful or rich merchants (any kind, which can include slavers), dukes' relatives, or a rare priest, sage, or army officer. There could be an underworldly thief or pirate noble but it should be rare or a secret, or they've retired, generally something only a player's party would learn.
Rich person mansions
Similar to nobles except they're foreigners, nouveau-riche, too honest to be a noble, a possible wizard, or for other some reason not due very much respect from the current dominant faction of kalamarans. But they are wealthy. You can differentiate between "nobles" and "just rich people" to a level of detail that suits you.
Watch house
A prominent fortified building where the guards safely confer intelligence, maintain equipment, receive orders, and possibly rest. Citizens can go here for help. There may be lawyers and detectives here.
Garrison
A walled complex with facilities for maintaining arms and men-at-arms and sometimes their horseys.
Prison
Hackmaster features a lot of crooks getting whipped, hanged, or pilloried. I think in a big city it'd be cool to also have a big gaol, where felons are held in a donjon. I think Bet Kalamar should have like 30 of them.
Graveyards
I guess there should be about 3 per ward. You can vary them and add a bit of character by assigning a religion & culture ("only for hobgoblins who follow the mule"), state of maintenance, and varying the number interred.
Houses
Little houses where people can have dinner and go to bedtime.
Plumbing or midden-traffic
A given ward will either have a sewer and indoor plumbing, or it will have middens that get carted to dumps by street sweepers. Pick whichever plumbing situation is coolest or fits your plans as a GM. There could be open culverts and burst pipes.
Ragmen
There are street sweepers who would probably be despised by anyone obsessed with status. They might moonlight as executioners or tanners. They can sell dubious bones to artisans as a "cheap ivory".
"Other culture" neighborhood
A neighborhood of foreign humans or demihumans. If you don't want to pick a culture or ancestry you can roll for an npc race from the chapter about npc details in the gmg. If the people are Kalamaran, they can be from a Young Kingdom, or it's a community of academics, hobos, part-time-lackeys, or thieves.

A couple of these details can be generated using tables included in hackmaster books. Most have to be adapted from real world floor plans, or a published module, and some you have to just come up with.

If you need a feature of "architectural uniqueness", you can roll a weapon/armor decoration or art object from the GMG, and make the decoration part of the statuary, plumbing, corbelling, walls, roofs, or what have you, and just make up a reason why it looks like that if asked.

I think outside the city would be like a thousand farms. Most of them, especially farms growing a single cash crop, would aggregate their goods and traffic into small towns.

Ward names

Random Guild Table

the "x ward y guild"

If you don't want to pick a guild profession, roll d100. On 01-49, roll on the GMG profession table. Any weird result that doesn't fit into a guild (crossbow loader, noble, latrine jockey etc) means the hall is a casino, is abandoned, or is full of clowns and playwrights.

On a roll of 50-100 use this other table.

  1. lawyers
  2. linguists
  3. mercenaries
  4. hunters
  5. fishers
  6. porters and barge haulers
  7. drivers and drovers
  8. philosophers and critics
  9. zoologists
  10. astrologers
  11. merchants
  12. bankers, lenders, money exchangers
  13. historians, librarians, and bards
  14. pathologists
  15. embroiderers
  16. ragmen
  17. bonecarvers
  18. tinkers
  19. framers
  20. alchemists

Temples / Graveyards

If you want a random faith I made a die roll table. As far as I know every faith is supposed to be represented in Bet Kalamar.

Some of the temples can be outdoor parks, a spot under a single tree, or a site of a long-ago murder. It is also cool when they are a humongous stone church.

Bet Kalamar Random Deity
01-05 Knight of the Gods
06-10 The Holy Mother
11-14 Speaker of the Word
15-20 The True
21 The Eternal Lantern
22-23 The Raiser
24 The Peacemaker
25-26 The Pure One
27 Lord of Silver Linings
28-29 The Traveller
30 The Guardian
33-35 Raconteur
36-37 The Shimmering One
38-40 The Great Huntress
41-42 The Coddler
43 The Founder
44-47 The Mule
48-50 Powermaster
51-54 The Old Man
55-56 Eye Opener
57 Mother of the Elements
58-59 The Riftmaster
60 The Bear
61-65 The Landlord
66-67 Fate Scribe
68-70 Battle Rager
71 The Watcher
72 The Storm Lord
73-75 Risk
76-78 The Laugher
79 The Corrupter
80-81 The Overlord
82-84 The Dark One
85-86 The Flaymaster
87-88 Harvester of Souls
89 Locust Lord
90 Emperor of Scorn
91-93 The Seller of Souls
94 Rotlord
95 The Confuser of Ways (disguised as another deity (reroll for which))
96 The Confuser of Ways (not hiding that it's the Confuser of Ways)
97-98 Prince of Terror
99 Creator of Strife
00 The Vicelord
TODO