Settlement Districts — The City’s Anatomy

Districts are the settlement’s functional zones — residential, commercial, industrial, or specialized areas that hold population and define local character. They’re abstract rather than precisely mapped.

In engine terms, districts are spatial groupings of settlement layer nodes. They’re the address context that makes building nodes locatable and gives People layer NPCs a findable home.

What is a Region/District?

Ex Novo divides settlements into regions — abstract spatial units defined by lines on your map. When a region is developed, it becomes a district with population and character. Use natural features and organic shapes for boundaries.

District Types

TypeFunctionCommon Buildings
ResidentialWhere people liveHouses, apartments, tenements, manors
CommercialTrade and servicesMarkets, shops, taverns, inns, banks
IndustrialProduction and craftWorkshops, forges, mills, warehouses
AdministrativeGovernance and lawTown hall, courts, guard posts, archives
ReligiousWorship and spiritualityTemples, shrines, monasteries, graveyards
MilitaryDefense and trainingBarracks, armories, walls, watchtowers
CulturalEntertainment and gatheringTheaters, parks, plazas, libraries
SpecializedUnique to this settlementWizard academy, gladiator arena, observatory

District Character

Beyond function, each district should have sensory identity using Street Magic principles — sights, sounds, smells, feel.

Example: The Forge Quarter: blackened stone buildings, constant hammering and furnace roar, smell of hot metal and coal smoke, uncomfortably warm even in winter

Districts Through Time

Historical events create temporal layers. The temporal frame of buildings maps to Beak, Feather & Bone’s suit system: ♥ Social and ♦ Financial nodes dominate active districts; ♠ Past nodes accumulate in declining or transformed ones.

Abandoned Districts as Adventure Sites

When an event destroys a district, mark it as ruins. These are ♠ Past nodes: instant dungeon sites, monster lairs, buried treasure, and lore nodes waiting to be explored. They’re also low-entropy targets for player-initiated collapse — “I know a place in the old harbor quarter…”

Population & Density

City SizeLowMediumHigh
Village100250500
Town1505001,500
Small City2001,0005,000
Large City6005,00025,000
Metropolis1,50015,000100,000

In practice: don’t worry about exact population. The number of districts and density feel is sufficient for play.