Settlement Notes¶
As you create a settlement from its blueprint, you will want somewhere to write it down. Any paper will do; the fields below are what matter. Keep a page beside the blueprint and add to it as play discovers more.
What to capture¶
| Field | Description |
|---|---|
| Identity | |
| Name | The settlement's name. |
| Theme | Which theme was picked from the blueprint. |
| Region / terrain / hex | Where it sits on the map. |
| Population | Rough headcount. |
| Parent | Enclosing town or city. |
| Creatures (one row per faction or notable person) | |
| Category | Rulers, Military, Traders, Faith, Criminal, Households, Arcane. |
| Name / Description | Name, role, traits, brief handle. |
| Features | |
| Defenses | Palisade, ditch, bell, watchtower, etc. |
| Infrastructure | Water source, bridge, etc. |
| Locations (one row per location) | |
| Category | Facilities, Fortifications, Government, Hospitality, Public Works, Sacred, Commerce, Residence, Arcane. |
| Name / Description | Name, distinguishing details. |
| Nearby | |
| Landmarks and dungeons | Nearby sites and notable features. |
| Notes | |
| Notes, current events, trouble | Situations, events, other details. |
Worked example: A fishing village called Coldpond¶
The party is heading up the east shore of Crystal Lake, and the road passes through a fishing village. You open the Village blueprint, pick Fishing, roll, and write it down.
Identity
- Name: Coldpond
- Theme: Fishing
- Region / terrain / hex: East shore of Crystal Lake; forest; hex 12.14
- Population: ~200
- Parent: none
Creatures
| Category | Name / Description |
|---|---|
| Households | ~20 fisher families. Personality: superstitious. |
| Rulers | Council of Elders (3 seats). Personality: contested. |
| Rulers | Old Aster, senior fisher; respects the old ways. |
| Rulers | Marn Halbrand, young; wants to salt the catch and sell south. |
| Rulers | Vessa the Weaver, widow; mediates the other two. |
| Military | Village Militia, eight villagers, armed with fishing spears and one crossbow. |
| Military | Kelso Halbrand, militia captain and Marn's older brother. |
| Faith | Shrine, to the lake spirit. Personality: fervent. |
| Faith | Deacon Rem, caretaker; quietly says the spirit is angry. |
| Traders | Sten's General Store. Personality: gossipy. |
| Traders | Bertan Sten, proprietor; hears everything before the Council does. |
Features
- Defenses: Watchtower on the pier; muster bell at the Shrine.
- Infrastructure: Village well; wooden pier and boat slips.
Locations
| Category | Name / Description |
|---|---|
| Residence | Twenty fisher cottages along the shore. |
| Hospitality | The Iron Sow, the village inn. Bertan's cousin runs it. |
| Sacred | Shrine to Lake Spirit, a small stone hut with a brass bell. |
| Commerce | Sten's General Store; a smokehouse at the pier. |
| Public Works | Village well; wooden pier. |
Nearby
- The Bone Islet, a small rocky island half a mile out.
- A ruined watchtower, half a day's walk north; said to be haunted.
Notes
- The Council is split on what to do about the ruined watchtower. Old Aster and Marn argue every week; Vessa keeps the peace.
- Something is stealing fish from the drying racks at night.
- Deacon Rem is quietly telling people the lake spirit is angry.
Related¶
- Blueprints Overview — how to compose a settlement from its blueprint in the first place.
- Village blueprint — the source of what a village holds at this scale.