Difference between revisions of "Village"

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'''Village Centres''' are built areas that form the nucleus of [[Development Level 5|development 5]] [[Settlements|settlements]] with more 500 persons, built on stable ground high above the water table and near a water source. There will be shelter enough to support from 100 to 150 persons.  Additional residents will dwell in attached hut villages (made of semi-permanent wooden huts or movable hide huts) or in water villages (built on pillars or jetties over water), depending on the terrain. Chiefs and council-members and their families dwell in the village centre.
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[[File:Village.jpg|right|560px|thumb]]
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'''Villages''' are '''Villages''' are modest, clustered communities of [[Humanoid|humanoid]] settlement, larger and more established than [[Hamlet|hamlets]] yet lacking the complexity and scale of [[Town|towns]]. With populations typically ranging from 201 to 1,000 inhabitants, villages form loose-knit concentrations of homes, workshops, and communal buildings — often gathered around a central feature such as a well, a mill or a small shrine.
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__TOC__
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Unlike the structured layout of towns, villages have no walls or fortified stone boundaries, though they are typically supported by palisades, mottes and earthworks that provide protection from both animals and bandits alike. Buildings are grouped loosely around a central [[Village Green|green]], connected by foot-worn paths and narrow lanes which don't conform to any strict plan. Farms extend beyond the cluster, breaking into the surrounding fields, pastures and woodlots. Livestock roam freely at the village edges.  The arrangement feels open, exposed to the wider wilderness or farmland around it, shaped more by the lay of the land than by any imposed order.  
  
Structures are built randomly, ten to thirty feet apart, and may be hundreds of years old.  These will be dugout branch-roofed roundhouses made of vegetable material, loose stones and clay, with floors sunk a few feet below ground level.  In size, these buildings are small, typically 15-20 ft. in diameter at most, with 4 ft. doorways, with capped ceilingsThe materials used will be durable against all forms of local weather.
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Independent villages are located in [[Type-4 Hex|type-4 hexes]], existing as singular collection points in the near wilderness or as ancillary habitations at the edges of heavily urbanised regions.   
  
These villages are open arrangements without defenses, but are often located where natural features will benefit defenders.  They exist in hunting/gathering societies near heavily travelled by-ways, natural fords, fresh water and where nomadic groups gather during harsh seasons and hard times.
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== Forms ==
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'''Villages''' consist of:
  
Village centers add +1 health.
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* [[Villagestead|Villagesteads]] are the most basic of villages, representing quiet places that act as collection points but with no great significance. Other village types indicate adjustments to the standard of "[[Coin (symbol)|1C]],[[Bread (symbol)|3B]],[[Hammer (symbol)|2H]]" that defines the villagestead.
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* [[Maker-village|Maker-villages]] occur on significant rivers, spawning mills and cottage crafting (+1H).
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* [[Fishing Village|Fishing villages]] occur on coastlines, featuring larger oceangoing vessels and steady investment (+1C).
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* [[Riverward|Riverwards]] occur at the mouths of rivers, where both fishing and transshipment of goods regularly occurs (+1C,+1H).
  
See [[Blocks (development)|Blocks]]
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More important villages are also [[Settlements|settlements]]; all add +1 to coins, bread and hammers:
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* [[Manor Estate|Manor estates]] are villagesteads in which the ownership and control of the village and rural lands are under the authority of a minor noble.
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* [[Millford|Millfords]] are more robust maker-villages, increasing their manufacturing reach, commercial investments and riverine tolls.
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* [[Portlanding|Portlandings]] are more robust fishing villages, where steady movement from land to sea goods take place.
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* [[Seahaven|Seahavens]] are fishing villages better supported by docks, a naval presence and a sea lord responsible for protecting sea lanes.
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Each of these features a set number of [[Facility|facilities]], associated governance and forms of taxation.  No two villages look completely alike. Naturally, cultures around the world add their curiosities, embellishments and personal designs upon the base structure provided.
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{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
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|+Notes
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! rowspan="2"|Detail !! colspan="3"|Village Type
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|-
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! Small !! Large !! Settlement
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|-
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| Population || 2-5 hundred<br>+d100 || 4-9 hundred<br>+d100 || see records
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|-
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| Coins || colspan="3"|1, +1 if located on large lake or sea
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|-
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| Food || colspan="3"|3
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|-
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| Hammers || 2 || 3 || variable
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|}
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Further details below describe "independent" villages.
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== Traffic and Trade ==
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Villages have a small but steady movement of persons upon [[Roads & Routes|roads or routes]] that join with the outside world.  This creates a moderate demand for goods and services which culminates in "[[Market Day|market days]]", where local handicrafts, materials and [[Storehouse|stores]] can be purchased.  The choice is limited and can't compare with a [[Market Town|market town]], yet common goods and food can be obtained in small amounts.  Market days traditionally occur on days of rest and relaxation, such as holy days or during festivals.  Peasants able to set down their labours join in order to share company, play games, have a bath, exchange news, sell what they have to strangers and barter.  News from outside is highly valued, as are regular visitors.
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Villages near to one another often make arrangements to share market days back and forth, so as not to compete with each other.  Some vendors take hand carts back and forth, to benefit from a new group of buyers at each village.
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Facilities that contribute to traffic include [[Boat Dock|boat docks]], [[Carter Post|carter posts]], [[Hostel|hostels]], [[Quay|quays]], [[Shearing Station|shearing stations]], [[Shrine|shrines]] and [[Way Station|way stations]], each of which draws in or services travellers.  The local temple contributes to this movement also.  Large villages possess a [[Blacksmith|blacksmith]] also.
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Trade is supported by the [[Cottagecrafting|cottagecraft]] making of surplus goods.  Raw materials earmarked for artisans are brought in, while crafted articles are collected and shipped off to guilded markets.  Articles may include tools, pots, blankets, polished gems, pressed oils, powdered dyes, frankincense, resin, honey, glass ornaments, carved bone, planks, wine, cheese, toys, ponies and hundreds of other items.  None of these are sold on market days in the village, however, as the artisans are contracted to ship these items elsewhere.  None the less, there are often one or more "agents" bivouaking at a nearby waystation while waiting to deliver or pick up goods.
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== Authority ==
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Villages are peaceful communities, acting cooperatively to maintain order.  Serious crimes are non-existent, with pilfering and personal disputes creating the most trouble. Authority is exercised through influence rather than dictate, since local matters primarily address the maintenance of land, recovery from bad harvests or natural tragedies, the general welfare and — rarely — expansion of some kind.  These affairs are addressed by the village council, or elders; these are persons selected for their [[Charisma|charisma]], experience, [[Wisdom (ability stat)|wisdom]] and [[Personal Power|personal power]].  Most communities tend to have 3-12 council members, with no set number.  Rather, it depends on how many persons have the qualities just listed.  Such communities create a fair and free undercurrent that everyone in the community feels.
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The most important person in the village is unlikely to be a member of the council; he or she is a "squire," though they may be known by many other titles in other lands.  There may be more than one.  A squire controls a large house and an expansive property; numerous persons in the village may live on the squire's land and pay rent.  A squire won't be a member of the [[Nobility|nobility]], but often wishes to be — and in any case will count many petty nobles among his or her friends.  Therefore, a squire cannot collect taxes, nor hold authority by virtue of title; squires most often come into being over several generations, as one or more families accumulate more and more wealth through luck, innovation or participation in an adventure.
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The village council exists to hold the squire's power of wealth in check.  Squires seek to influence local expenditures and decisions for their own benefit, while the council is concerned for the general residents.  Ground must be given on both sides; each squire brings great wealth into the community and is a resource in times of need; at the same time, a squire depends upon a cooperative labour force and the council's support as a matter of [[Status|status]] and hearsay, as rumours, good and bad, may reach the ears of a squire's would-be friends or enemies.
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The best force to keep the peace is the local priest or cleric, who may claim impartiality by virtue of having concerns not of the material world.  As such, the priest can see both sides to every issue and offer guidance to both parties.  It can be noted that a cleric often possesses the wisdom to "seem" as though he or she is clearly on the side of the council against a squire, while in fact acting entirely on the squire's behalf.  Many clerics also like to be rich, while advancing their status.
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See [[The Adventure]]
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[[Category: Incomplete]]

Latest revision as of 18:41, 20 April 2025

Village.jpg

Villages are Villages are modest, clustered communities of humanoid settlement, larger and more established than hamlets yet lacking the complexity and scale of towns. With populations typically ranging from 201 to 1,000 inhabitants, villages form loose-knit concentrations of homes, workshops, and communal buildings — often gathered around a central feature such as a well, a mill or a small shrine.

Unlike the structured layout of towns, villages have no walls or fortified stone boundaries, though they are typically supported by palisades, mottes and earthworks that provide protection from both animals and bandits alike. Buildings are grouped loosely around a central green, connected by foot-worn paths and narrow lanes which don't conform to any strict plan. Farms extend beyond the cluster, breaking into the surrounding fields, pastures and woodlots. Livestock roam freely at the village edges. The arrangement feels open, exposed to the wider wilderness or farmland around it, shaped more by the lay of the land than by any imposed order.

Independent villages are located in type-4 hexes, existing as singular collection points in the near wilderness or as ancillary habitations at the edges of heavily urbanised regions.

Forms

Villages consist of:

  • Villagesteads are the most basic of villages, representing quiet places that act as collection points but with no great significance. Other village types indicate adjustments to the standard of "1C,3B,2H" that defines the villagestead.
  • Maker-villages occur on significant rivers, spawning mills and cottage crafting (+1H).
  • Fishing villages occur on coastlines, featuring larger oceangoing vessels and steady investment (+1C).
  • Riverwards occur at the mouths of rivers, where both fishing and transshipment of goods regularly occurs (+1C,+1H).

More important villages are also settlements; all add +1 to coins, bread and hammers:

  • Manor estates are villagesteads in which the ownership and control of the village and rural lands are under the authority of a minor noble.
  • Millfords are more robust maker-villages, increasing their manufacturing reach, commercial investments and riverine tolls.
  • Portlandings are more robust fishing villages, where steady movement from land to sea goods take place.
  • Seahavens are fishing villages better supported by docks, a naval presence and a sea lord responsible for protecting sea lanes.

Each of these features a set number of facilities, associated governance and forms of taxation. No two villages look completely alike. Naturally, cultures around the world add their curiosities, embellishments and personal designs upon the base structure provided.

Notes
Detail Village Type
Small Large Settlement
Population 2-5 hundred
+d100
4-9 hundred
+d100
see records
Coins 1, +1 if located on large lake or sea
Food 3
Hammers 2 3 variable

Further details below describe "independent" villages.

Traffic and Trade

Villages have a small but steady movement of persons upon roads or routes that join with the outside world. This creates a moderate demand for goods and services which culminates in "market days", where local handicrafts, materials and stores can be purchased. The choice is limited and can't compare with a market town, yet common goods and food can be obtained in small amounts. Market days traditionally occur on days of rest and relaxation, such as holy days or during festivals. Peasants able to set down their labours join in order to share company, play games, have a bath, exchange news, sell what they have to strangers and barter. News from outside is highly valued, as are regular visitors.

Villages near to one another often make arrangements to share market days back and forth, so as not to compete with each other. Some vendors take hand carts back and forth, to benefit from a new group of buyers at each village.

Facilities that contribute to traffic include boat docks, carter posts, hostels, quays, shearing stations, shrines and way stations, each of which draws in or services travellers. The local temple contributes to this movement also. Large villages possess a blacksmith also.

Trade is supported by the cottagecraft making of surplus goods. Raw materials earmarked for artisans are brought in, while crafted articles are collected and shipped off to guilded markets. Articles may include tools, pots, blankets, polished gems, pressed oils, powdered dyes, frankincense, resin, honey, glass ornaments, carved bone, planks, wine, cheese, toys, ponies and hundreds of other items. None of these are sold on market days in the village, however, as the artisans are contracted to ship these items elsewhere. None the less, there are often one or more "agents" bivouaking at a nearby waystation while waiting to deliver or pick up goods.

Authority

Villages are peaceful communities, acting cooperatively to maintain order. Serious crimes are non-existent, with pilfering and personal disputes creating the most trouble. Authority is exercised through influence rather than dictate, since local matters primarily address the maintenance of land, recovery from bad harvests or natural tragedies, the general welfare and — rarely — expansion of some kind. These affairs are addressed by the village council, or elders; these are persons selected for their charisma, experience, wisdom and personal power. Most communities tend to have 3-12 council members, with no set number. Rather, it depends on how many persons have the qualities just listed. Such communities create a fair and free undercurrent that everyone in the community feels.

The most important person in the village is unlikely to be a member of the council; he or she is a "squire," though they may be known by many other titles in other lands. There may be more than one. A squire controls a large house and an expansive property; numerous persons in the village may live on the squire's land and pay rent. A squire won't be a member of the nobility, but often wishes to be — and in any case will count many petty nobles among his or her friends. Therefore, a squire cannot collect taxes, nor hold authority by virtue of title; squires most often come into being over several generations, as one or more families accumulate more and more wealth through luck, innovation or participation in an adventure.

The village council exists to hold the squire's power of wealth in check. Squires seek to influence local expenditures and decisions for their own benefit, while the council is concerned for the general residents. Ground must be given on both sides; each squire brings great wealth into the community and is a resource in times of need; at the same time, a squire depends upon a cooperative labour force and the council's support as a matter of status and hearsay, as rumours, good and bad, may reach the ears of a squire's would-be friends or enemies.

The best force to keep the peace is the local priest or cleric, who may claim impartiality by virtue of having concerns not of the material world. As such, the priest can see both sides to every issue and offer guidance to both parties. It can be noted that a cleric often possesses the wisdom to "seem" as though he or she is clearly on the side of the council against a squire, while in fact acting entirely on the squire's behalf. Many clerics also like to be rich, while advancing their status.


See The Adventure