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« Reply #118 on: November 11, 2004, 03:59:04 AM » |
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Most of the names people are mentoining are small villages not towns. Here is a template for these smaller villages. Let me know which youa re working on and I'll give you what little info I know about these. There isn't much really known for many.
NOTE: you will seelots of names of villages not on the main map. these are fill in smalll farm or trading centers that are mostly described as below. If you are interested in knowing where they are located ask me. I don't at this time have a map for PC view that shows all of them.
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Typical Road / Farm Village (names found in different realms)
Alderd- Alenglen, Barreltop, Brevinville, Calinico, Causeway, Chelimford, Derekton, Eastfort Watch, Ferber, Ferries South, Feyhollow, Fitchwallow, Forge Manor, Greenwood, Haagenburg, Herb's Corner, Lander's Arbor, Lower Fitchwallow, Nandingle Heights, Northville, Oakglen, Papsmill, Pimberton, Plainsview, Ringol, Silverstream, Woodmill Green, Woodshore,
Edilar- Alrian, Artanel, Beniker's Landing, B'lis Slaa, Boardertown, Briarford, Cardilia, Chelim Ferry, Coerlia, Death's Tavern, Dilara, Dorus, Elymas, Fort Folgin, Jahford, Karalas, Lailania, Maliana, Matlian, Monwyr, Mysford, Navelorn, Perilon's Perch, Searhud, Sloud, Sylara, Thalaford, Toirelia, Tyrania, Westdalia, Yelnos,
Khardfee- Basaltspar Camp, Brahmill, Brimminfork, Coalblack, Daarfordmill, Deepcleft, Drakenwatch, Eirgel, Forgerburg, Glom, Horkurtburg, Kahndhum, Leafswatch, Olinmill, Raome, Reed's Camp, Silverstone, Stonehammer's Cut, Szardur Fields, Tameria, Tangath Forge, Vendin's Camp, Wiltshire
Eastern Khardfee- Lister, Redwatch
Southern Khardfee- Bahginey, Deedleburg, Drahrsmil, Dusterburg, Gorgamill, Ironforge Camp, Lomarz Camp, Mendels Forge, Runningmill, Shandlersmill, Westinghill, Westmarch Fort
Western Khardfee- Braidermill, Brimmingfork, Boldinburg, Drikburg, Enderdford, Fadelsburg, Ginsburg, Gogimil Forge, Hahpsburg, Heathermoor, Khandrili Camp, Laborsmill Forge, Leaning Rock Camp, Mercyville, Roriesburg, Tamlinburg, Tinville Forge, Zechtitch
Lithar- Arbor Hill, Bendville, Bracville, Cattleton, Caverhill, Crossmill, Crossroads, Draldorn, Gordon, Hafmon Bay, Hollinshire, Hush, Ironroot, Kempershire, Leavinville, Lonington, Memenshire, Middleton, Parting Hill, Prather, Pryior, Rawleyville, Rondville, Shelter Hill, Talonshire, Tellimesh, Wellrock, Wheelington, Yellow Rock
Western Lithar (Western Coalition)- Arbak, Arlen's Perch, Beronia, Kilrain, Meletos, Pollax, Porpose Point, Randalsburg, Travismore,
Ruch- Bohrss, Branbech, Braunhouse, Buckingham, Candleville, Darkhorse, Dekhart, Dorshurt, Flargor, Grayfo, Lil'Rat, Mott, Rariik, Rhooton, Riechald, Shanglemine, Struchiem, Trottingfield, Underhill, Wanikervile, Ynoston,
Tuth- Appleton, Bartrum, Callier, Camran, Channelton, Crosslandford, Diliham, Fremonson, Greencrik, Goham, Ingleton, Juergensmill, Laylsmill, Leeway Bend, Mariston, Mountainsoninatown, Oryone, Roadtown, Springfield, Stemson, Tabor's Camp, Tamhurst, Tradersmill, Traver, Voss, Wayham, Wisterham
Size Designation: Hamlet (if under 400 population) or Village (if between 401 and 1,000 population) Location: Any one of the small villages on the roads of Thardferr, describe where located onmap, what road, river realm etc... Affiliation: Realm, Lord, and/or Independent, Confederation or Western Coalition Population: Village- , surrounding area- (total no larger than ~1,000)
"What? No this is only a wide spot in the track. You're needin' to go a couple days further down the road." - Anon. villager.
Physical Description: This village is located along the road and serves as a population center and place of trade for the surrounding area. It is here that the farmers and ranchers bring their goods to sell and trade for those things they need, have any festivals, pay their taxes or meet when needed. It is also the seat of local authorities; sherriff, judges, tax collectors, a knight, whatever. Only being a few buildings close together near the road, it has little ability to completely supply travelers but has a tavern with a few rooms and an Inn with half a dozen rooms of varied sizes. There is a few shops or craftsmen to be found to do a little work but nothing of any exceptional quality. There is usually a blacksmith that can shoe a horse, do a little metal work and weapon or armor repair and fix a wagon that has damage.
City Leader: Depending on the Realm this is either a camp leader, a burger. the head of a family or some tribal leader. It may be a noble such as a landed knight or petty baron in some villages. City Defenses: The village typically has no great defense. There will be a regular guard of 1 per 100 population and the ability to raise a levy of 1 per 10 population. Generally the only physical defense are low stone walls to keep out normal wandering animals and perhaps a raised earthwork in stretegic areas. Some villages, especially gnome and elven, might use hedges or trees planted cloesly together as defensive barriers. There also may be a hill fort or defensive tower near or in the village which will be comprised of a raised earthwork around the hill, a stone wall with wooden palisade on it and in the center a wooden or posibly stone fort with a watch tower. These are typically found where there is a noble of some sort but not always. A few villages will actually be forts and so will have better walls.
Racial Makeup: (dependent on Realm).
Alderd- Typically 90% gnome High dwarven population (25-33%)- Calinico, Derekton, Eastfort Watch, Papsmill, Pimberton, Silverstream High halfling population (20-30%)-Alenglen, Brevinville, Derekton, Ferber, Northville, Papsmill, Plainsview, Ringol, Woodmill Green
Edilar- Typically 98% elven and extremely rarely any goblin, rarely any dwarven High gnomish/human population (33% gnome, 20% human)- Boardertown High halfling/human population (20% halfling, 33% human- Chelim Ferry High halfling/human/orc population (35% halfling, 15% human, 25% orc)- Beniker's Landing
Khardfee- Typically 90% dwarven with no golbin or orc, rarely any elves. High human population (33%)- Leafswatch, High gnomish population (25%)- Vendin's Camp
Eastern Khardfee- Lister and Redwatch are equally human, halfling and dwarven villages.
Lithar- Typically 80% human and rarely any elven, golbin or orc. Some in the halfling populated areas around rounding river 80% halfling. Halfling majority villages- Arbor Hill, Bendville, Caverhill, Hollinshire, Kempershire, Middleton, Parting Hill, Prather, Pryior, Rawleyville, Rondville, Shelter Hill, Wellrock, Yellow Rock High Dwarven Population (20-40%)- Crossway, Ironroot, Leavinvile, Wheelington
Ruch- Typically 50-66% Halfling. Large goblin or orc but rarely both. Halfling/orc villages- Bohrss, Branbech, Braunhouse, Buckingham, Candleville, Darkhorse, Dekhart, Dorshurt, Grayfo, Rariik, Riechald, Shanglemine, Struchiem, Trottingfield, Underhill, Wanikervile Halfling/goblin villages- Flargor, Lil'Rat, Mott, Rhooton Halfling/human village-Ynoston Tuth- Typically 80% human. some in the halfling areas in the Tuth plain as much as 66% halfling. Halfling villages- Appleton, Diliham, Greencrik, Ingleton, Juergensmill, Laylsmill, Leeway Bend, Mariston, Springfield, Stemson, Tamhurst, Traver, Voss, Wayham, Wisterham
Religious Contacts:
* Villages may have small temples to as many gods as makes sense. Villages normally fall under the worship of one god predomanantly and its protection so it will likley not have more than one major temple and then nly ecasue it is located at a special site for that god. There may be a few other shrines to other gods that generally deal with the work and needs of the village or with traveler needs.
Guild Contacts:
* There is normally only a representative or two of one or at most two guilds but no guild halls or properties in a village. The watcher's have extablished a few trading posts in some centrally located villages.
Detailed Description
The details depend highly on the realm, locaton, geography and proximity to other special features of the world.
City Sectors:
Sector 1: Villages only have one sector, the village.
Places to Stay:
* Typically a tavern or inn or sometimes one of each. Where there is a large populatoin (25%+) of a race not normally found in the villages of this realm there will be an inn to cater to the other race.
Special Vendors:
* Most villages willhave at least one special vendor, soemthing that the village may be known for or that people may be seeking out becaue of their special craft. These are never anthing like high mages or great libraries or legendary bladwmiths but they may be able to make quality goods of a certain type that are sought after in other places in the realm.
Neighborhood Characters:
* Most villages have an idoit or bully, a local hero or some crazy person that livens up their normally hum drum lives. these may have useful informatoin if you can tolerate them long enough to find it out.
Special Encounters:
* Most villages are located in such a place that there is the posibiltiy of an encounter that may challenge the traveler or gain them knowledge or equipment / goods / components that cannot be as easily found anywhere else.
Main Imports/Exports: This is highely dependant on the location of the village. Msot villages provide more mundane goods such as hides, grains or other foodstuffs, pottery, glassware, woodstuffs, ore, etc...some may have mroe exotic tradegoods depending on locatoin like rare woods or food stuffs foudn only in their area.
History: The personal history of each village is highly dependant on the location and realm. Most just come into being as people settle inthe area and a few supportive buildings are put up, a tavern/Inn, a blacksmith, a mercantile, a stable, etc...
Places of Note:
* Villages typically have no great tourist atrtactions or special places but they may have something of old or oddity that is noteable.
People of Note:
* A vilage may have a known hero or special persno of older age and noe inactive that has retired to their home. Otherwise, these are local people of note that word of their adventure or skill may have traveled outside the local area.
Encounters: This gives all the possible adventure hooks that may be found in the village that may not have already been mentoined.
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