Basic categories for city and settlement sizes. Based on the work of Sload, roerich, and Yeti. Adapted to P:C's needs.
Size Guidelines
Tier 0: the Imperial City. Exact size is speculative, but the city will probably consist of several Tier I or II settlements, spread out over eight islands in Lake Rumare. Said to be the largest city in the world.
Tier I: County capitals. Between 60 and 100 interiors. Most quests, services and faction headquarters can be found here. Ruled by Counts and high-ranking Administration members. Examples: Anvil, Kvatch, Skingrad, Chorrol, Bruma, Cheydinhal, Bravil, Leyawiin. Note that city size should correspond to economical and environmental factors: trade cities like Anvil and Skingrad should be large and varied, while places like Kvatch and Bruma should edge to the 60 int limit.
Tier II: secondary cities within a County. Between 40 and 60 interiors. Usually Baronies (not always), with an appointed tax collector/administrator present (power balance is variable). Should feature a selection of shops, modest guildhalls for secondary factions, a decent number of quests. Should also have a good reason for being there: trade, mining, logging, farming, fishing... Examples: Stirk, Sutch.
Tier III: general towns. Between 40 and 15 interiors. Market-towns, large villages, other sizable settlements. Feature an incomplete set of services, very limited faction options or quests. Governed by lesser nobility and administrators. Examples: Brina Cross.
Tier IV: villages, between 15 and 5 interiors. Feature a single tavern, tradehouse or inn, very limited in other services. Governed by notable citizens, or representatives of more centralized power. Usually no faction quest-givers.
Tier V: single homesteads, farms, inns, camps, etc. 5-1 interiors. Virtually no services, very limited number of NPCs. Might be ruled by a local citizen, or by a knight - though often these should not even require such detail. Examples: Gwenden Farm, Gottshaw Inn.
Settlement Size Guidelines
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