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What do you expect in a starter village?
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<blockquote data-quote="steeldragons" data-source="post: 8306968" data-attributes="member: 92511"><p>Fun idea for a thread. Gets ye olde creative juices flowing. Let's seeee...</p><p></p><p>Well, as basically everyone has said, the Inn/tavern/public house.</p><ul> <li data-xf-list-type="ul">Predominantly "farmers, herders, local craftsmen" commoners.</li> <li data-xf-list-type="ul">Mayor or minor "governing" body/council of elders/local laird, somebody calling the [small-scale] shots.</li> <li data-xf-list-type="ul">Fresh water source: river, spring/fountain or well(s).</li> <li data-xf-list-type="ul">For a "starter village" probably nothing more than a constable/sheriff (or even just an informal "deputy" assigned by the governing body) rather than any formalized "guard/watch/militia" force. </li> <li data-xf-list-type="ul">The local "Eccentric": might be a local, might be some longtime resident from afar, a wizard or alchemist, sage or archivist of some sort that has a "loony but harmless" reputation...and knows <strange things> about <strange things> that other locals would never know.</li> <li data-xf-list-type="ul">The local "Healer": might be a missionary from some religious order, kindly priest at the shrine/church/temple of the preferred deity of the region, local apothecary or "wise man/woman" herbal potion maker, but someone in the community that those who don't have buckets of gold (or high-powered clerics in their immediate vicinity) go to for their ills.</li> <li data-xf-list-type="ul">The "General Store" but basic farming and adventuring wares.</li> <li data-xf-list-type="ul">The Smith. Probably makes horseshoes, firepokers, repairing cooking pots and nails. But could probably repair a shield or some armor if they put their mind to it....or, ya know, an amazing preternaturally talented maker of weapons and items of surpassing awesomeness.</li> <li data-xf-list-type="ul">The village itself needs an economic reason for being (someone else mentioned this). So farmers, herders, orchards can all be there...and would be even for subsistence of the residents if nothing else. But there could be a mine or quarry. A regional reputation for great carpentry/furniture, masons/builders, leatherworkers, dying fabrics, clothes/shoe makers, butchers/bakers/candlestick makers. Could be a pilgrimage site, so a real large church/cathedral/temple and sizeable religious order is the center of "why" people live and work there.</li> <li data-xf-list-type="ul">A local troublemaker/malcontent/curmudgeon.</li> <li data-xf-list-type="ul">The enthusiastic child or youth, "would-be hero/dreamer/wizard." Could be helpful. Could be, as much, a source of trouble/getting themselves into danger from which they need rescuing.</li> <li data-xf-list-type="ul">A bowyer/fletcher, assuming there are woods around and/or hunting is a source of activity (for sustenance or sport).</li> <li data-xf-list-type="ul">A communal "hub." Could be a formal "town square/hall." Could be miller/grain mill and/or community storage for local product. Maybe large communal bread ovens in the enter of town, next to the fountain/stream where everyone does their laundry.</li> <li data-xf-list-type="ul">A secret (or not so secret) thief - or bandit gang or guild operatives- operating in the area (but unlikely to call attention to themselves in their own town/village of residence). Perhaps living as some well-to-do benefactor or local philanthropist or something...maybe the local "money lender/changer" who has almost everyone in town indebted to them.</li> <li data-xf-list-type="ul">At least one known and one unknown non-human, enclave or individual, nearby (like, within a day, maybe and a night, away). Both for friendly/potential ally and for troublemaker/not friendly at all. </li> <li data-xf-list-type="ul">At least a few rumors of strange goings-on...but no one's been hurt or missing or anything. SO no one's bothered to really pursue any of them.</li> <li data-xf-list-type="ul">A [potentially serious/immediate] mysterious problem/creature/passerby that has recently arisen. Something to concern the residents/mayor or powers-that-be that needs doings/fixing/checking out.</li> </ul><p>That oughta be enough to get some balls rolling.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8306968, member: 92511"] Fun idea for a thread. Gets ye olde creative juices flowing. Let's seeee... Well, as basically everyone has said, the Inn/tavern/public house. [LIST] [*]Predominantly "farmers, herders, local craftsmen" commoners. [*]Mayor or minor "governing" body/council of elders/local laird, somebody calling the [small-scale] shots. [*]Fresh water source: river, spring/fountain or well(s). [*]For a "starter village" probably nothing more than a constable/sheriff (or even just an informal "deputy" assigned by the governing body) rather than any formalized "guard/watch/militia" force. [*]The local "Eccentric": might be a local, might be some longtime resident from afar, a wizard or alchemist, sage or archivist of some sort that has a "loony but harmless" reputation...and knows <strange things> about <strange things> that other locals would never know. [*]The local "Healer": might be a missionary from some religious order, kindly priest at the shrine/church/temple of the preferred deity of the region, local apothecary or "wise man/woman" herbal potion maker, but someone in the community that those who don't have buckets of gold (or high-powered clerics in their immediate vicinity) go to for their ills. [*]The "General Store" but basic farming and adventuring wares. [*]The Smith. Probably makes horseshoes, firepokers, repairing cooking pots and nails. But could probably repair a shield or some armor if they put their mind to it....or, ya know, an amazing preternaturally talented maker of weapons and items of surpassing awesomeness. [*]The village itself needs an economic reason for being (someone else mentioned this). So farmers, herders, orchards can all be there...and would be even for subsistence of the residents if nothing else. But there could be a mine or quarry. A regional reputation for great carpentry/furniture, masons/builders, leatherworkers, dying fabrics, clothes/shoe makers, butchers/bakers/candlestick makers. Could be a pilgrimage site, so a real large church/cathedral/temple and sizeable religious order is the center of "why" people live and work there. [*]A local troublemaker/malcontent/curmudgeon. [*]The enthusiastic child or youth, "would-be hero/dreamer/wizard." Could be helpful. Could be, as much, a source of trouble/getting themselves into danger from which they need rescuing. [*]A bowyer/fletcher, assuming there are woods around and/or hunting is a source of activity (for sustenance or sport). [*]A communal "hub." Could be a formal "town square/hall." Could be miller/grain mill and/or community storage for local product. Maybe large communal bread ovens in the enter of town, next to the fountain/stream where everyone does their laundry. [*]A secret (or not so secret) thief - or bandit gang or guild operatives- operating in the area (but unlikely to call attention to themselves in their own town/village of residence). Perhaps living as some well-to-do benefactor or local philanthropist or something...maybe the local "money lender/changer" who has almost everyone in town indebted to them. [*]At least one known and one unknown non-human, enclave or individual, nearby (like, within a day, maybe and a night, away). Both for friendly/potential ally and for troublemaker/not friendly at all. [*]At least a few rumors of strange goings-on...but no one's been hurt or missing or anything. SO no one's bothered to really pursue any of them. [*]A [potentially serious/immediate] mysterious problem/creature/passerby that has recently arisen. Something to concern the residents/mayor or powers-that-be that needs doings/fixing/checking out. [/LIST] That oughta be enough to get some balls rolling. [/QUOTE]
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