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Village

Villages are communities of 100 to 1,000, with rustic culture and a small economy. A village is a few hundred yards across, with fields and pastures extending beyond.

Theme: Fishing

A cluster of stilt houses and mud paths along a river mouth or bay. Open boats at a plank wharf. Fish drying racks between houses. Salt, smoke, and old rope.

Scale Creatures Features Locations
Village Rulers: Council
Criminal: Smugglers
Households: Fisher Households
Defense: Palisade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Council Lodge
Hospitality: Tavern
Public Works: Wharf
Sacred: Shrine
Commerce: Common Shops, Wharf Warehouse
District Households: Fisher Households Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Watchtower
Hospitality: Tavern
Public Works: Wharf
Sacred: Shrine
Commerce: Wharf Warehouse

Theme: Farming

A broad clearing surrounded by open fields. Wooden fences, wagon tracks, packed dirt. Barns beyond the housing. Straw thatch and rising smoke from cooking fires.

Scale Creatures Features Locations
Village Rulers: Council
Households: Farmer Households
Defense: Palisade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Council Lodge
Facilities: Village Green
Hospitality: Tavern
Public Works: Grain Store, Mill, Village Fields
Sacred: Shrine
Commerce: Common Shops
optional
Sacred: Hermitage
District Households: Farmer Households Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Watchtower
Hospitality: Tavern
Public Works: Grain Store, Mill
Sacred: Shrine

Theme: Mining

Cluster of rough housing at a mine mouth. Slag heaps, wagon tracks to the shaft, timber props everywhere. Dust in the air; workers eat, sleep, and dig by shift.

Scale Creatures Features Locations
Village Rulers: Steward
Traders: Ore Merchant
Criminal: Smugglers
Households: Miner Households
Defense: Palisade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Steward's Office
Hospitality: Tavern
Public Works: Mine
Sacred: Shrine
District Traders: Ore Merchant
Households: Miner Households
Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Watchtower
Hospitality: Tavern
Public Works: Mine
Sacred: Shrine

Theme: Logging

Clearing hacked from the forest edge, log piles stacked beside a sawmill. Timber wagons rut the roads. Woodsmoke, sawdust, and cut pine.

Scale Creatures Features Locations
Village Rulers: Council
Traders: Timber Merchant
Households: Logger Households
Defense: Palisade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Council Lodge
Hospitality: Tavern
Public Works: Sawmill
Sacred: Shrine
Commerce: Common Shops
District Traders: Timber Merchant
Households: Logger Households
Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Watchtower
Hospitality: Tavern
Public Works: Sawmill
Sacred: Shrine

Theme: Trade

Village grown around a crossroads or a river ford. Market square, a proper inn, stables and storehouses. Villagers make their living off passing traffic more than off the land.

Scale Creatures Features Locations
Village Rulers: Council
Traders: Shopkeepers, Merchant Caravans
Criminal: Smugglers
Households: Trader Households
Defense: Palisade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Council Lodge
Hospitality: Tavern, Inn
Public Works: Stables, Storehouse
Sacred: Shrine
Commerce: Common Shops, Small Market Square
District Traders: Shopkeepers
Households: Trader Households
Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Watchtower
Hospitality: Tavern
Public Works: Stables, Storehouse
Sacred: Shrine
Commerce: Small Market Square

Theme: Herding

Pastoral village on open land. Sheep, cattle, or goats graze the surrounding pastures. Open ground, corrals, and barns.

Scale Creatures Features Locations
Village Rulers: Council
Traders: Livestock Merchant
Criminal: Smugglers
Households: Herder Households
Defense: Palisade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Council Lodge
Hospitality: Tavern
Public Works: Cattle Barn, Corral, Pastures
Sacred: Shrine
Commerce: Common Shops
optional
Sacred: Hermitage
District Traders: Livestock Merchant
Households: Herder Households
Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Watchtower
Hospitality: Tavern
Public Works: Cattle Barn, Corral, Pastures
Sacred: Shrine

Theme: Crossing

Village grown around a crossing that requires help to navigate. A river ferry, a bridge, a chasm span, a marsh path, or a mountain pass. Tolls, guiding, and lodging are how the villagers make a living.

Scale Creatures Features Locations
Village Rulers: Council
Traders: Crossing Master, Shopkeepers
Criminal: Smugglers
Households: Crossing Households
Defense: Palisade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Council Lodge
Hospitality: Tavern, Inn
Public Works: Crossing, Stables, Toll House
Sacred: Shrine
Commerce: Common Shops
optional
Sacred: Hermitage
District Traders: Crossing Master, Shopkeepers
Households: Crossing Households
Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Watchtower
Hospitality: Tavern
Public Works: Crossing, Stables, Toll House
Sacred: Shrine

Theme: Craft

Village of a specialty craft: pottery, weaving, glassmaking, brewing, ironwork, or another skilled trade. Kilns, looms, forges, or vats are common.

Scale Creatures Features Locations
Village Rulers: Council
Traders: Artisan, Craft Merchant
Criminal: Smugglers
Households: Craft Households
Defense: Palisade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Council Lodge
Facilities: Craft Hall
Hospitality: Tavern
Public Works: Storehouse
Sacred: Shrine
Commerce: Common Shops, Craft Workshops
District Traders: Artisan, Craft Merchant
Households: Craft Households
Defense: Watch Bell, Watch Fire
Infrastructure: Well
Facilities: Craft Hall
Fortifications: Watchtower
Hospitality: Tavern
Public Works: Storehouse
Sacred: Shrine
Commerce: Craft Workshops

Theme: Border

Frontier village near a hostile boundary or wilderness. Ringed by a stockade, with a watchtower over the horizon and a militia. Villagers keep livestock close and weapons handy.

Scale Creatures Features Locations
Village Rulers: Council
Military: Militia
Criminal: Smugglers
Households: Border Households
Defense: Stockade, Watch Bell, Watch Fire
Infrastructure: Well
Government: Council Lodge
Fortifications: Muster Hall, Watchtower
Hospitality: Tavern
Sacred: Shrine
Commerce: Common Shops
optional
Sacred: Hermitage
District Military: Militia
Households: Border Households
Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Muster Hall, Watchtower
Hospitality: Tavern
Sacred: Shrine

Theme: Ward Village

Community that grew around an existing settlement and under its control.

Scale Creatures Features Locations
Village Traders: Shopkeepers
Criminal: Smugglers
Households: Ward Households
Defense: Watch Fire
Infrastructure: Well
Hospitality: Tavern, Inn
Sacred: Shrine
District Traders: Shopkeepers
Households: Ward Households
Defense: Watch Bell, Watch Fire
Infrastructure: Well
Fortifications: Watchtower
Hospitality: Inn, Tavern
Sacred: Shrine

Details

Creatures

Artisan. The expert who is known as the best in the craft in the settlement. May be an elderly master with apprentices, or a widely respected figure who represents the craft to outsiders. May also be the Guildmaster. See Traders: Artisan (theme).

Border Household. A family that farms or trades at the frontier. See Households: Common Household (theme); may live inside the settlement wall.

Council. Three to five Council Elders who meet at the Council Lodge. They set harvesting rotations or planting schedules, resolve disputes, and pull the bell rope in the village's name. Older, well regarded. See Rulers: Council (theme, village).

Craft Household. A family that practices the village's craft. See Households: Common Household (theme); the family often lives above or beside its own Craft Workshop.

Craft Merchant. Trader who buys the village's finished output and moves it to market. Runs a booth or office near the Storehouse; keeps a scale, a ledger, and a strongbox. See Traders: Merchant (theme); specialty varies with the craft.

Crossing Household. A family whose livelihood depends on the crossing. See Households: Common Household (theme).

Crossing Master. Runs the crossing operation, collects tolls. Professional, or Noble for a wealthy or heavily traveled crossing. His office is at the Toll House. Loot: signet or badge of office (10 gp), the charter, ledger of tolls, 1d10 gp coin purse.

Farmer Household. Backbone of a farming village. See Households: Common Household (theme); the family lives in a house with a barn out back, and works a plot of the village fields.

Fisher Household. Backbone of a fishing village. See Households: Common Household (theme); the family lives in a house near the water, owns a boat, and holds a share of the village wharf.

Herder Household. A family that tends the herd. Adults drive to pasture at dawn. See Households: Common Household (theme); the family lives in a small house at the village edge, close to the Cattle Barn and the Pastures.

Lay Household. A family that supports the hermitage. Servants, cooks, gardeners, caretakers. See Households: Common Household (theme); the family lives modestly in cottages near the hermitage, and eats and prays with the community.

Livestock Merchant. Trader who buys the village's wool, hides, or animals. Runs a booth or office near the Corral; keeps a scale, a ledger, and a strongbox. See Traders: Merchant (theme); specialty is wool, hide, and cloth.

Logger Household. A family that fells trees and hauls logs. See Households: Common Household (theme); the family lives at the forest edge.

Merchant Caravan. A small caravan based at the village. One or two Wagon Teams and a Caravan Master; runs a short route between the village and larger markets. Depot at the village Storehouse and Stables. See Caravans: Merchant Caravan (theme, village).

Militia. The village's citizen defense force. Farmers and villagers arm from the Muster Hall when the bell rings. See Military: Militia (theme, village).

Miner Household. A family that works at a Mine. See Households: Common Household (theme); the family lives in a small house in the village.

Ore Merchant. Trader who buys the Mine's output and moves it to the nearest market. Runs a stall or office by the Ore Shed; keeps a strongbox, a scale, and a ledger. See Traders: Merchant (theme).

Shopkeeper. Trader who runs a small shop, a stall, or a business such as a Tavern, Stables, or Storehouse. See Traders: Shopkeeper (theme).

Smugglers. They run goods using a local business as a front. If raiders come, the smugglers may fight beside the locals. See Criminals: Smugglers (theme).

Steward. Appointed by the mine's owner or a distant lord. Runs shift schedules, sets wages, arbitrates worker disputes, and keeps the Mine's operation supplied. See Rulers: Steward (theme).

Timber Merchant. Trader who buys the village's timber. Runs a booth near the Log Yard; keeps a ledger and a strongbox. See Traders: Merchant (theme); specialty is timber.

Trader Household. A family that lives by the crossroads trade. Runs a shop, an inn, a peddler's route, or a stable. See Households: Common Household (theme).

Ward Household. A family that lives in the ward settlement. Camp followers, retired soldiers' families, tradespeople. See Households: Common Household (theme).

Features

Outskirt. The district sits outside the parent settlement's walls. Its Watchtower stands alone in its own grounds.

Palisade. A short fence of rough wooden uprights, meant more to keep wolves and wandering herds out than to stop raiders. A DC 10 Strength (Athletics) check to climb.

Stockade. A high fence of heavy upright timbers, sharpened at the top, with a walkway on the inside for defenders. A DC 15 Strength (Athletics) check to climb.

Watch Bell. Heavy bell in a wooden frame near the village center. Rung at storms, fires, raids, and gatherings.

Watch Fire. Raised iron brazier on the palisade or a knoll, kept lit. In a town district it is found at the top of a Watchtower on the town wall.

Locations

Cattle Barn. Covered shed for housing of cattle. Straw bedding, feed troughs, water. Loot: tools; stored fleece or hides (10 gp).

Common Shops. Includes: blacksmith (general ironwork), general store (rations, torches, oil, rope, etc.), bowyer/fletcher, and leatherworker. There are also bakers, butchers, brewers, tailors, etc. Individual proprietors are Commoners or Professionals. For each shop see Traders: Shopkeeper (theme).

Corral. Enclosure where the village gathers animals for shearing, driving to market, etc. Loot: livestock in the pen.

Council Lodge. The Council's chamber; also the village's court and emergency shelter. See Rulers: Council (theme, village) for details.

Craft Hall. Communal work space. Kiln, forge, loom, or vats, etc. Meetings of the crafters happen here. Loot: raw materials in stock (50 gp); shared tools; the day's finished goods.

Craft Workshops. Household workspaces. Typically the family home with a shop attached, containing equipment, tools, and materials. Loot: as a Basic Workshop.

Crossing. Depends on the terrain: a ferry boat and landing on a river, a bridge, a chasm span of cables and planks, a marked path over marsh, or a mountain pass.

Grain Store. Communal granary, raised on stone piers to protect from vermin and rot. Door with a chain and a standard lock. Sacks of wheat, barley, or oats. Loot: stored grain.

Hermitage. See Faithful: Hermitage (theme).

Inn. See Hospitality: Inn.

Mill. See Industrial Facilities: Windmill.

Mine. See Industrial Facilities: Mine.

Muster Hall. See Fortifications: Barracks, Militia variant.

Pastures. Grazing land around the village. Boundary stones or streams mark the edges. Cattle or sheep spread out during the day. Loot: grazing livestock (10 gp per beast).

Sawmill. See Industrial Facilities: Sawmill.

Shrine. See Faithful: Shrine (theme, village).

Small Market Square. Often the village or district center: a paved or packed clearing where traders set up stalls on market days. Awnings, tables, weights, and coins changing hands. A public well may be here. Typical market day sees 4-8 stallholders at a village, 8-15 at a district market. For a specific stall use Traders: Shopkeeper (theme). Loot: cash and small goods.

Stables. Long low building with stalls for horses. Straw, tack, feed. Loot: horses (50 gp per riding horse); tack (5 gp per set).

Steward's Office. A small building with the Steward's ledger and correspondence. See Rulers: Steward (theme, village) for details.

Storehouse. General storage for goods. Barrels, crates, sacks. Locked door with a chain. Loot: goods (100 gp); the storekeeper's ledger.

Tavern. See Hospitality: Tavern.

Toll House. Small building at the crossing where fees are collected. A counter with a ledger and a locked strongbox. Guards may be present at busier crossings. Loot: the day's tolls (2d20 gp); ledger of who crossed and when.

Village Fields. Fields for crops and herds on the edges of the village. See Households: Common Household (theme).

Village Green. Central common where the village gathers. A firepit for festivals.

Watchtower. 20- to 30-foot wooden or stone tower on the settlement's outer wall or standing alone. Manned in shifts. Signal fire at the top; horn for alarm. A DC 18 Strength (Athletics) check to climb the exterior.

Well. See Civic Facilities: Well.

Wharf. Plank wharf along the shore with barrels, coiled rope, drying nets, and a few open boats.

Wharf Warehouse. Large plank shed at the water's edge. Fish crates, salt sacks, drying frames.

Local Troubles

d100 Trouble
01-02 A trader was found dead on the road with his purse untouched. Did someone want to keep him quiet?
03-05 The harvest has failed this year. The Council is calling a village meeting to ration the storehouse.
06-07 Another farmer has been spotted with a prized animal that went missing from here a month ago. The owner wants his animal back and someone to answer.
08-10 A symbol was painted on the granary door in the night. Nobody knows what it means and nobody wants to touch it.
11-12 The Well ran dry three days ago. Someone must find out why.
13-15 A villager has not come home. Two nights gone. His family are asking questions, but nobody has an answer.
16-17 A body was found in the village well. It is not from here.
18-20 Three villagers have vanished from the same stretch of the road in a month. Nothing found but tracks that lead nowhere.
21-22 The Priest has been missing from morning service for three days. The shrine is locked from the inside.
23-25 Someone stole from the common storehouse. Half the households have picked a suspect.
26-27 Livestock have been killed in the north field and drained of blood. No tracks the shepherds recognize.
28-30 A trade partner arrived, refused to pay the agreed price, and drew a blade before backing down.
31-32 A grave was disturbed last night. Someone dug down and took something out, or put something in.
33-35 Bandits have been picking off travelers on the north road. Three losses this month. The Watch is too small and the road is the only way in.
36-37 A wanted man from another village is hiding here. The other village's Watch is expected tomorrow.
38-40 A stranger has taken a room at the inn. He does not eat with the other guests, speaks only when addressed, and pays in coin older than the village. The innkeeper's dog refuses to enter his room.
41-42 A Council Elder is dying and two households are quietly preparing to fight over the seat.
43-45 A midwife has been accused of witchcraft after a child was born wrong. Half the village wants her burned. The Priest has not spoken.
46-47 Three children have had the same dream about a black door in the woods.
48-50 A gift for a distant lord went missing on the road. His steward is expected within the week.
51-52 A distant Lord is paying a Councilor coin to bend the village to his will. Someone in the Councilor's household knows and hasn't spoken.
53-55 A butchered animal was left at the crossroads. The village is uneasy about what it means.
56-57 The shrine's altar was found broken and its relic missing. The Priest is quiet.
58-60 A hunting party of nobles is expected to pass through this week. Last time, they ruined some property.
61-62 A villager's grown son has come home with a bounty on his head. His mother has hidden him in the loft; his father does not yet know.
63-65 A traveler arrived asking after a name no living villager remembers, and left before answering questions.
66-67 The village dogs have started avoiding a specific house.
68-70 Two of the village's oldest households have refused to attend Council. The seats are empty and votes are stalled.
71-72 A survivor from a raided farm has stumbled into the village half mad, saying names of neighbors no one recognizes.
73-75 Three villagers have started refusing to eat with their families and speak only in whispers among themselves.
76-77 A drunkard has been claiming for weeks that he saw someone burying a chest by moonlight. Yesterday he was found beaten in a ditch.
78-80 A cold spot has appeared in a Council Elder's house that no fire can warm. His wife will not sleep in the room.
81-82 A villager owes a dangerous man in the next town. The debt is due this week. He does not have it and is asking neighbors for help he cannot repay.
83-85 Smoke was seen on the horizon last night. No messenger has come from the nearest village.
86-87 The Watch caught a stranger reading a Council Elder's private correspondence in the Council Lodge. He will not say who sent him.
88-90 A pilgrim has arrived preaching a doctrine no one has heard before. A few villagers are listening intently.
91-92 The forest's edge has crept closer over recent months.
93-95 A courier died on the doorstep of the inn, clutching a sealed letter. The seal is not from any local lord.
96-97 A wandering child arrived at the village alone, dirty, exhausted, and speaks a language nobody recognizes.
98-100 A scout from an outside band was captured and is being held in a barn. He will not speak but wears a strange charm at his throat.