Borderland Farms (RWG)

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Borderland farms are randomly generated 6-mile hex settings where the environment reflects a balance between cultivated farmland and the surrounding wilderness. The farms, typically small homesteads, have ploughed between 15 and 30 acres of land for crops, while the surrounding hinterland is utilised for game and foraging, and rarely woodcutting. Each farmstead is usually a modest hovel, with 1 in 4 including a barn, with each situated along a waterway, whether a river, stream or creek. If a river or stream has insufficient length to accommodate the number of farms indicated, a creek needs to be invented which the remaining farms would follow. Randomly determine the location of the first "domain hex" from which the remaining farms proliferate.

Farms are spaced approximately three-quarters of a mile apart, housing between 3 and 6x persons. In total, there are between 12 and 18 farms within each 6-mile hex, connected by footpaths to a nearby village in a civilised hex. Some footpaths may evolve into better routes depending on the terrain and usage.

Residents

The occupants of these farms are typically commoners, possessing the sage abilities necessary for survival in their rural lifestyle, yet they are non-levelled individuals. They rely on bartering their produce, such as fruits, cereals or vegetables, with outsiders. Hospitality is a valued trait among them, and they are often willing to offer one day's worth of food and a night's stay in their barn for a minimal fee, usually a single copper piece per person. This practice demonstrates their community spirit and readiness to support travellers.

Among these commoners, 1 in 6, usually the head of the farm, is considered hardened, indicating a stronger or more resilient individual. If an adventuring party seeks to recruit someone for a task, there is a slim chance — only 4% per farm — that a hardened individual, a brother or eldest descendant, would be interested in leaving home upon an adventure. If such a person exists, the likelihood of them being levelled is a mere 6%, and even then, they must be counted as 1st level, having recently completed their training before returning to their familial duties.

These borderland farms represent a community deeply intertwined with the land, where survival depends on both agricultural skills and the ability to make use of the surrounding wilderness. The interactions with outsiders are characterized by modest trade and generous hospitality, reflecting a simple yet resilient way of life.

Happenstance

In this setting, "happenstance" refers to the news and circumstances affecting the lives of these peasant farmers. These events become known when the players meaningfully interact within the farmer's society, whether by staying overnight, sharing a meal, or taking on work for a few days in exchange for food. Results reflect local gossip or knowledge of ongoing or upcoming events, or possibly the arrival of news about something that's just occurred. If the party should choose to search or wander parts of the hex without farms, see "Wandering" below.

This same table is used regardless of the vegetation or terrain relief. Happenstance is rolled once every two weeks, but immediately upon the first day of the players' arrival in the hex.

Happenstance Table
roll result
01 disease
02-03 expedition
04-06 external meddling
07-10 fortunate hunt
11-12 friend
13-17 lost livestock
18 monster
19-23 new settler
24-28 offer of work
29 orphan/lost child
30 outlaws/bandits
31-33 predator
34-39 predator sighting
40-44 quarrel
45-47 raising
48-49 runaway slave/serf
50-55 vermin
56-00 routine life

Disease. An outbreak of illness has affected between 2-8 farmers (1-7) or their livestock (08-20), causing significant concern and requiring immediate attention. This may encourage some party members to wish to vacate the area at once, or remain to try to offer what aid they can to the locals, depending on their share of sage abilities.

Expedition. A group of 3-6 farmers have already decided to venture into the nearest wilderness hex, either to find a fishing pond they already know of (1-5), to seek a forage site (6-12) or to reach a seasonal hunting encampment (13-20). Each promises to offer twice the normal amount of food that would normally be provided by these sites for a one week period; should the party members wish to join, they will be welcomed.

External meddling. An outside individual or group, such as a nearby lord's patrol or envoy, or an ambitious official or tax gatherer, is interfering with the local affairs of the farmers. Numerous possibilities exist, discounting a roll. This meddling has disrupted daily life and may be an opportunity for the players to get involved.

Fortunate hunt. A farmer returns to the farm with an exceptional prize, too much for the family to eat, such as a large deer. Word is sent about to others, to come and partake of the meat before it rots; the players are offered between 50-80 lb., which will last two weeks after it's cooked (though reducing in quality every two days).

Friend. This is most likely 1-3 non-levelled woodcutters or other labourers (1-16) who are passing through or gathering trees, materials or stone from the immediate hinterlands within the hex; it may be, however, a lone adventurer (17-20) who is seeking to enter the nearest wilderness. He or she will promptly join the party as a member.

Lost livestock. One or more farm animals have wandered off into the wilderness or neighbouring farms, prompting an urgent search. The party is invited to help locate the missing livestock, ensuring the farmers do not suffer significant economic loss.

Monster. A dangerous and possibly supernatural creature emerges near the farms, threatening the safety of the farmers and their livestock. The community must rally together to defend against the monster or seek help from capable outsiders to eliminate the threat. See the appropriate predator encounter table: taiga.

New settler. A new family or individual has lately arrived and is still in a state of getting themselves prepared for the oncoming winter, or else their doing their best to survive their first winter, if this is presently ongoing. They would be grateful for any help, sustenance or benefit that can be offered, as their first year won't comfortably produce enough food for them to survive, or isn't doing so, if this is winter.

Offer of work. The party is invited to give aid in any manner their sage abilities may provide, and may be invited to remain in the area as a member of their loose community. This could involve helping with a harvest, repairing structures, or assisting in other labour-intensive activities that benefit both the farmers and the players.

Orphan or lost child. This may be a young child who has lately lost his or her parents (1-17) or a lost child who has stumbled into the area within the last month (18-20) who has not been officially adopted by anyone. There is an effort to find someone ready to take the responsibility, or give sufficient care to a single farm that makes it possible for the residents there to feed and sustain another child (or perhaps their first one).

Outlaws or bandits. A group of unpleasant persons have either occupied an abandoned property as benign neighbours (1-18), or else have arrived to seize between two and three hundred pounds of food to support themselves (19-20). These persons may be looked up variously as friends or as uncomfortable persons in the community, but in most cases, as shown by the die, they have shown no personal vendetta against the farmers. Still, they may draw unwanted attention should there be external meddling.

Predator. Indicates a random encounter with a natural, aggressive animal known to inhabit this range, who has entered into the inhabited area. Roll on the appropriate predator encounter table: taiga.

Quarrel. A dispute has arisen between two neighbours over issues such as the exploitation of foraging areas, resource allocation or personal grievances. Violence has occurred. The quarrel requires mediation and resolution to maintain community harmony and prevent escalation.

Raising. The community has decided to come together for a collective project, which is most likely the raising of a barn or repairing the damage caused by a recent storm or other natural event. Though the hex, by definition, has no common facilities, the way in which a "hammer" is created in a hex like this is by the initial construction of a boat dock, cistern, garner, gristmill, ox tether, saw pit or water well, with this last nearly always being the first one built.

Runaway slave or serf. A desperate person (1-15), couple (16-19) or small family of 3-4 persons (20) has fled their obligations and now seeks refuge among the farmers, though they have no real resources or skills to begin their own farm. The community is presently debating whether to shelter the runaways, risking retribution, or offer them up to those authorities to whom the refugees owe their obligation.

Vermin. Indicates a random encounter with vermin-level creatures that are unusually dangerous and difficult for the locals to manage. See the vermin encounter table.

Routine life. Farmers continue to engage with their usual tasks of tending to crops, caring for livestock and maintaining their homesteads. The players themselves are the most important event that's happening, and it befalls upon them to make their own new business, as they have this power.