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What do you expect in a starter village?
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<blockquote data-quote="MattW" data-source="post: 8302496" data-attributes="member: 7029432"><p>1. At least one Tavern/alewife</p><p>2. The Village Green (common land for grazing, also used as a marketplace or festival area)</p><p>3. a few cottages for the farmworkers who work on the local lords land (These buildings would be 1 or 2 room dwellings, with their own vegetable gardens)</p><p>4. A church/temple</p><p>5. Blacksmith</p><p>6. a few "material specialists" (hunters, woodcutters, charcoal makers, maybe miners or quarry workers?). </p><p>7. A source of water (well? stream? river?)</p><p>8. The local manor house with associated buildings: stables, tithe barn and storehouse</p><p>9. An inn and an alms house (if the local lord and/or temple is generous)</p><p>10. A mill</p><p></p><p>How realistic do you want to be? For example, most Fantasy RPGs tend to ignore the absence of indoor toilets. Most of the cottagers have to defecate into a wooden bucket and can be seen "slopping out" each morning at the river/stream. A great time to catch up on the local gossip and develop a wide range of diseases!</p><p></p><p>Personally, I find it helps to think of WHY the village is located in this particular place. This gives an idea of the important buildings. </p><p></p><p>For example...</p><p></p><p> Is it on a good road and about 1 day's travel from a town? Then think of it like a Motorway Service Station. It could be built up around the inn and stables. Your local specialists might include a wheelwright, suppliers of "fast food" and a few entertainers. If the area is dangerous, there should be a defensive wall around the place.</p><p></p><p>Is the village built where the river narrows or becomes too shallow? Then you have a riverport. You need a place where people and/or cargo can be transferred from road to river. The place is built around a fortified storehouse and (possibly) a barracks and custom house. Craftsmen will include coopers (barrel makers)</p><p></p><p>Is it purely a farming village? Then you need a place for grain to be stored and/or dried. A baker and a brewery are likely. The local lord will have control over the mill and expect taxes to be paid in grain and service.</p></blockquote><p></p>
[QUOTE="MattW, post: 8302496, member: 7029432"] 1. At least one Tavern/alewife 2. The Village Green (common land for grazing, also used as a marketplace or festival area) 3. a few cottages for the farmworkers who work on the local lords land (These buildings would be 1 or 2 room dwellings, with their own vegetable gardens) 4. A church/temple 5. Blacksmith 6. a few "material specialists" (hunters, woodcutters, charcoal makers, maybe miners or quarry workers?). 7. A source of water (well? stream? river?) 8. The local manor house with associated buildings: stables, tithe barn and storehouse 9. An inn and an alms house (if the local lord and/or temple is generous) 10. A mill How realistic do you want to be? For example, most Fantasy RPGs tend to ignore the absence of indoor toilets. Most of the cottagers have to defecate into a wooden bucket and can be seen "slopping out" each morning at the river/stream. A great time to catch up on the local gossip and develop a wide range of diseases! Personally, I find it helps to think of WHY the village is located in this particular place. This gives an idea of the important buildings. For example... Is it on a good road and about 1 day's travel from a town? Then think of it like a Motorway Service Station. It could be built up around the inn and stables. Your local specialists might include a wheelwright, suppliers of "fast food" and a few entertainers. If the area is dangerous, there should be a defensive wall around the place. Is the village built where the river narrows or becomes too shallow? Then you have a riverport. You need a place where people and/or cargo can be transferred from road to river. The place is built around a fortified storehouse and (possibly) a barracks and custom house. Craftsmen will include coopers (barrel makers) Is it purely a farming village? Then you need a place for grain to be stored and/or dried. A baker and a brewery are likely. The local lord will have control over the mill and expect taxes to be paid in grain and service. [/QUOTE]
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What do you expect in a starter village?
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