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What do you NEED in a starting town?
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<blockquote data-quote="JollieRoger" data-source="post: 2620385" data-attributes="member: 22370"><p>What kind of community is it - farming, mining, fishing, foresting, etc. Then what does it farm, mine, fish, lumber, etc. These will determine more then anything else what you need to start with.</p><p></p><p>Blacksmith - no populated area can survive easily without one. The smith is the one who repairs/makes tools and farming implements. They are also the ones who make the metal work items that may not be practical to carry premade (binding, horse shoes, straps). Saving valuable space and weight for better needed supplies. </p><p></p><p>Central meeting location - Every populated area should have something of this nature. This is where important local decisions are made and the leaders meet to discuss ideas and judicate the law. This does not have to be a freestanding building. It could be an open area where the majority of community buildings are at, a fire pit, hilltop, religious site, local market place or area of local importance i.e. the foundation of the 1st building. </p><p></p><p>Tavern or Restraunt - A place where the local can relax and meet informally. This does not have to be a free standing building but maybe a tent or3' boarded half building with a canvas top and the sides of the canvas can be rolled up on good days. The cooking area could be an outside fire pit and fireplace/stove. </p><p></p><p>Water source - Can't live without water.</p><p></p><p>Local legends and myths - why is the hamlet or town here, what are some of the stories the parents and grandparents telling their children. You need just 1 or 2 to start but these make great hooks.</p><p></p><p>People - Old local storyteller (knowledge local, perform storytelling), hunters (bring meat and information into town), healers and midwives (heal skills), Blacksmith mentioned above, farmers/miner/lumberjacks/fishermen (don't have to stat them). Merchants, whether they be local stores, farmers market, traveling caravans or tinkers (PC have to get things that the blacksmith does not have) Local Druid at least. What do they usually wear and how do they look. </p><p></p><p>Atmosphere of the area in general - When you first approach the area what do you see, hear or smell? What kind of road(s)? Dirt with deep ruts, just dirt, cobble stones, both. Is the area generally clean, dirty, rundown, old, and new? Is the air clean or dirty? Even if the PC's are from the area this is the impression they will have of their community. Basically, this is a general description of the community. </p><p></p><p>Something distinctive about the community - what makes it different, so that it stands out to the PC's? What does this feature say about the community as a whole? If it is a farming community maybe it has a large communal silo that the population is required to give 5% of its crops to every year.</p></blockquote><p></p>
[QUOTE="JollieRoger, post: 2620385, member: 22370"] What kind of community is it - farming, mining, fishing, foresting, etc. Then what does it farm, mine, fish, lumber, etc. These will determine more then anything else what you need to start with. Blacksmith - no populated area can survive easily without one. The smith is the one who repairs/makes tools and farming implements. They are also the ones who make the metal work items that may not be practical to carry premade (binding, horse shoes, straps). Saving valuable space and weight for better needed supplies. Central meeting location - Every populated area should have something of this nature. This is where important local decisions are made and the leaders meet to discuss ideas and judicate the law. This does not have to be a freestanding building. It could be an open area where the majority of community buildings are at, a fire pit, hilltop, religious site, local market place or area of local importance i.e. the foundation of the 1st building. Tavern or Restraunt - A place where the local can relax and meet informally. This does not have to be a free standing building but maybe a tent or3' boarded half building with a canvas top and the sides of the canvas can be rolled up on good days. The cooking area could be an outside fire pit and fireplace/stove. Water source - Can't live without water. Local legends and myths - why is the hamlet or town here, what are some of the stories the parents and grandparents telling their children. You need just 1 or 2 to start but these make great hooks. People - Old local storyteller (knowledge local, perform storytelling), hunters (bring meat and information into town), healers and midwives (heal skills), Blacksmith mentioned above, farmers/miner/lumberjacks/fishermen (don't have to stat them). Merchants, whether they be local stores, farmers market, traveling caravans or tinkers (PC have to get things that the blacksmith does not have) Local Druid at least. What do they usually wear and how do they look. Atmosphere of the area in general - When you first approach the area what do you see, hear or smell? What kind of road(s)? Dirt with deep ruts, just dirt, cobble stones, both. Is the area generally clean, dirty, rundown, old, and new? Is the air clean or dirty? Even if the PC's are from the area this is the impression they will have of their community. Basically, this is a general description of the community. Something distinctive about the community - what makes it different, so that it stands out to the PC's? What does this feature say about the community as a whole? If it is a farming community maybe it has a large communal silo that the population is required to give 5% of its crops to every year. [/QUOTE]
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What do you NEED in a starting town?
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