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Village

Villages are communities of 100 to 1,000, with one culture and a small economy. The theme's named Households (Fisher Households, Craft Households, etc.) are the majority of the village, but families of other trades or situations are always present. 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 Council, Fisher Households, Smugglers Palisade, Watch Bell, Watch Fire Tavern, Common Shops, Council Lodge, Shrine, Well, Wharf, Wharf Warehouse
District Fisher Households Watch Bell, Watch Fire Shrine, Tavern, Watchtower, Well, Wharf, 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 Council, Farmer Households Watch Bell, Watch Fire, Palisade Tavern, Common Shops, Council Lodge, Grain Store, Mill, Shrine, Village Green, Well, Village Fields
optional: Hermitage
District Farmer Households Outskirt, Watch Bell, Watch Fire Grain Store, Mill, Shrine, Tavern, Watchtower, Well

Theme: Mining

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

Scale Creatures Features Locations
Village Steward, Miner Households, Ore Merchant, Smugglers Palisade, Watch Bell, Watch Fire Tavern, Mine, Shrine, Steward's Office, Well
District Miner Households, Ore Merchant Watch Bell, Watch Fire Mine, Shrine, Tavern, Watchtower, Well

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 Council, Logger Households, Timber Merchant Watch Bell, Watch Fire, Palisade Tavern, Common Shops, Council Lodge, Sawmill, Shrine, Well
District Logger Households, Timber Merchant Watch Bell, Watch Fire Sawmill, Shrine, Tavern, Watchtower, Well

Theme: Trade

Village grown around a crossroads or a river ford. Permanent 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 Council, Trader Households, Shopkeepers, Smugglers, Merchant Caravan Watch Bell, Watch Fire, Palisade Tavern, Common Shops, Council Lodge, Inn, Shrine, Small Market Square, Stables, Storehouse, Well
District Trader Households, Shopkeepers Watch Bell, Watch Fire Shrine, Small Market Square, Stables, Storehouse, Tavern, Watchtower, Well

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 Council, Herder Households, Livestock Merchant, Smugglers Watch Bell, Watch Fire, Palisade Tavern, Cattle Barn, Common Shops, Council Lodge, Corral, Pastures, Shrine, Well
optional: Hermitage
District Herder Households, Livestock Merchant Outskirt, Watch Bell, Watch Fire Cattle Barn, Corral, Pastures, Shrine, Tavern, Watchtower, Well

Theme: Crossing

Village grown around a crossing that requires help to navigate. A river ferry, a maintained bridge, a chasm span, a marsh path with guides, or a mountain pass. Tolls, guiding, lodging, and repair fuel the village economy.

Scale Creatures Features Locations
Village Council, Crossing Master, Crossing Households, Shopkeepers, Smugglers Watch Bell, Watch Fire, Palisade Tavern, Common Shops, Council Lodge, Crossing, Inn, Shrine, Stables, Toll House, Well
optional: Hermitage
District Crossing Master, Crossing Households, Shopkeepers Watch Bell, Watch Fire Crossing, Shrine, Stables, Tavern, Toll House, Watchtower, Well

Theme: Craft

Village organized around a specialty craft: pottery, weaving, glassmaking, brewing, ironwork, or another skilled trade practiced by most households. Kilns, looms, forges, or vats occupy nearly every yard. Merchants come through on a schedule to move the finished goods to market.

Scale Creatures Features Locations
Village Council, Craft Households, Artisan, Craft Merchant, Smugglers Watch Bell, Watch Fire, Palisade Tavern, Common Shops, Council Lodge, Craft Hall, Craft Workshops, Shrine, Storehouse, Well
District Craft Households, Artisan, Craft Merchant Watch Bell, Watch Fire Craft Hall, Craft Workshops, Shrine, Storehouse, Tavern, Watchtower, Well

Theme: Border

Frontier village near a hostile boundary or wilderness. Ringed by a stockade rather than a plain palisade, with a watchtower over the horizon and a militia that musters at short notice. Villagers keep livestock close, weapons handy, and children off the north road.

Scale Creatures Features Locations
Village Council, Border Households, Militia, Smugglers Stockade, Watch Bell, Watch Fire Tavern, Common Shops, Council Lodge, Muster Hall, Shrine, Watchtower, Well
optional: Hermitage
District Border Households, Militia Watch Bell, Watch Fire Muster Hall, Shrine, Tavern, Watchtower, Well

Theme: Ward Village

Community settled around an existing settlement: a Frontier Watchpost, a Fort, monastery, etc. Camp followers, retired soldiers' families, tradespeople who supply the mission. The village is under the leadership of the existing settlement.

Scale Creatures Features Locations
Village Ward Households, Shopkeepers, Smugglers Watch Fire Tavern, Inn, Shrine, Well
District Ward Households, Shopkeepers Watch Bell, Watch Fire Inn, Shrine, Tavern, Watchtower, Well

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. Keeps livestock close and weapons handy. See Households: Common Household (theme); the family lives inside the settlement wall.

Council. Three to five Council Elders who meet at the Council Lodge. They set fishing rotations or planting schedules, adjudicate disputes, hold the village keys, and pull the bell rope in the village's name. Older, well regarded, unarmed. A raid on the village usually finds the Council Elders at home or in the Lodge, not in the fight. See Rulers: Council (theme, village).

Craft Household. A family that practices the village's craft. Adults work the wheel, loom, forge, or vat; kids fetch materials and learn. See Households: Common Household (theme); the family 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 (general for pottery and glass, wool for weaving, spices and rare goods for fine work).

Crossing Household. A family whose livelihood depends on the crossing. Rows the ferry boat, minds the bridge, guides travelers over the pass, or repairs the crossing infrastructure. See Households: Common Household (theme); a family lives in a plank house near the crossing, sometimes above the Toll House if they hold a share of the tolls.

Crossing Master. Runs the crossing operation, collects tolls, hires guides, pays the levies to the lord who granted the charter. Professional, or Noble for a wealthy or heavily traveled crossing. His office is at the Toll House. Loot: signet or badge of office (25 gp), the charter, ledger of tolls, 3d10 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 live animals and moves them to market. 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 in a house 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 circuit 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 a shaft or a work team. Kids fetch water and carry tools; adults dig and sort at the 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); specialty is ore.

Shopkeeper. Trader who runs a small commercial operation: a fixed shop, a market-day stall, or a small business such as a Tavern, Stables, or Storehouse. See Traders: Shopkeeper (theme).

Smugglers. Many settlements attract smuggling crews. They run goods using a local business as visible cover. Locals know but rarely speak; the cell pays well. If raiders come, the smugglers may fight beside the locals. See Criminals: Smugglers (theme).

Steward. The Rulers of a company-owned village. 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 output and moves it to market. Runs a booth near the Log Yard; keeps a scale, 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; the family lives above or beside their business. See Households: Common Household (theme).

Ward Household. A family that lives in the ward settlement. Camp followers, retired soldiers' families, tradespeople. The eldest handles disputes informally; formal authority rests with the settlement's ruler. See Households: Common Household (theme).

Features

Outskirt. The district sits outside the parent settlement's walls. Its Watchtower stands alone in its own grounds. Applies to Farming and Herding districts by default; other district types may have it if outside the wall.

Palisade. 3- to 5-foot rough wooden fence surrounding the housing, meant more to keep wolves and wandering herds out than to stop raiders. A DC 10 Strength (Athletics) check to climb.

Stockade. 5- to 8-foot fence of heavy upright timbers, sharpened at the top, with a walkway on the inside for defenders. Serious enough to slow a raiding party long enough for the bell to muster the villagers. A DC 15 Strength (Athletics) check to climb. Standard in Border villages; a Village that expects to be raided may raise one in place of a Palisade.

Watch Bell. Heavy iron bell in a wooden frame near the village center. Rung at storms, fires, raids, and gatherings. Loot: the bell is worth 30 gp.

Watch Fire. Raised iron brazier on the palisade or a knoll, kept lit through night watch. In a town district the palisade is gone; the brazier rides the top of the district's Watchtower on the town wall.

Locations

Cattle Barn. Covered shed for winter housing of cattle or sheep and for shearing when animals are in wool. Straw bedding, feed troughs, water. Loot: tools (20 gp); stored fleece or hides during shearing season (5d10 gp).

Common Shops. There are at least four shops: blacksmith (general ironwork; crude weapons and armor if pressed, at village quality), general store (rations, torches, oil, rope, candles, sacks, etc.), bowyer/fletcher, and leatherworker. There are also bakers, butchers, brewers, tailors, etc. to support common people. Individual proprietors are Commoners or Professionals. For each shop see Traders: Shopkeeper (theme).

Corral. Railed enclosure where the village gathers animals for shearing, driving to market, or moving between pastures. Loot: livestock in the pen on gathering days.

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 and gathering hall for the craft. Houses the shared kiln, forge, loom, or vats too large for individual workshops. Meetings of the crafters happen here. Loot: raw materials in stock (5d20 gp value); shared tools (30 gp); the day's finished goods.

Craft Workshops. The specialty craft's household workspaces. Nearly every Craft Household has one: typically the family home with a shop attached, containing equipment, tools, and materials. Distinct from the Artisan's own Basic Workshop (the master's personal workspace). Loot: as a Basic Workshop.

Crossing. Depends on the terrain: a ferry boat and landing on a river, a maintained bridge, a chasm span of cables and planks, a marked path over marsh, or a mountain pass with guides. The Crossing Households keep it in repair.

Grain Store. Communal granary, raised on stone piers to keep rodents out. Door with a chain and a standard lock. Sacks of wheat, barley, or oats. Loot: stored grain worth 5d20 gp at market.

Hermitage. See Faithful: Hermitage (theme).

Inn. See Hospitality: Inn.

Mill. See Civic Works: Mill, grist variant.

Mine. See Civic Works: Mine.

Muster Hall. See Fortifications: Barracks, Militia variant.

Pastures. Grazing land around the village. Boundary stones or streams mark the pasture edges. Cattle or sheep spread out during the day; the herders drive them home at dusk. Loot: grazing livestock (20-50 gp per beast).

Sawmill. See Civic Works: Mill, saw variant.

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

Small Market Square. The village or district center: a paved or packed clearing where traders set up stalls on market days. Awnings, tables, weights, 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 on market days.

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

Steward's Office. The Steward's headquarters: a small building with his ledger, correspondence, and the village keys. See Rulers: Steward (theme, village) for details.

Storehouse. General storage for goods in transit or held for market. Barrels, crates, sacks. Locked door with a chain. Loot: goods in storage (5d100 gp at market rate); the storekeeper's ledger.

Tavern. See Hospitality: Tavern.

Toll House. Small building at the crossing where fees are collected. A counter with a scale, a ledger, sometimes a locked strongbox. Guards may be present at busier crossings. Loot: the day's tolls (5d10 gp at slow crossings, 5d100 gp at busy ones); ledger of who crossed and when.

Village Fields. Fields for crops and herds on the edges of the village. Each likely belongs to a different household. See Households: Common Household (theme).

Village Green. Central common where the village gathers. Grazing animals at times; a firepit for festivals.

Watchtower. 20- to 30-foot wooden or stone tower on the settlement's outer wall (palisade or town wall stretch) or standing alone beyond it. Manned in shifts through the night. Signal fire at the top; horn for alarm. Watches for smoke on the horizon and riders on the road. A DC 15 Strength (Athletics) check to climb the exterior. Loot: the signal horn (10 gp); tools and supplies for a watchman's shift.

Well. See Civic Facilities: Well.

Wharf. Plank wharf along the shore for mooring and offload. Half a dozen open boats. Barrels, coiled rope, drying nets. Loot: modest stores and tackle, 2d10 gp value.

Wharf Warehouse. Large plank shed at the water's edge. Fish crates, salt sacks, drying frames. When a Smugglers operates in the village, the warehouse hides a false back and a cache; see Criminals: Smugglers (theme).

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.