Difference between revisions of "Borderland Farms (RWG)"

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'''Borderland farm''' are randomly generated [[6-mile Hex Map|6-mile hex]] environments are occupied [[Hinterland|hinterland landscapes]] that exist within a given [[Range Type|range type]], which occasionally include elements of that range's wilderness. Hexes with borderland farms feature individual homesteads who have ploughed between 15 and 30 acres of farmland, while making the most of the surrounding hinterland for game and foraging.
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'''Borderland farms''' are randomly generated [[6-mile Hex Map|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|domain hex]]" from which the remaining farms proliferate.
 
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Typically, these farms are mere hovels, though occasionally they may feature a barn also. Each is built alongside a river, stream or creek, with the last indicated in hexes that have not yet randomly generated a [[Waterway|waterway]].  Farms are laid out at ¾-mile distances from one another and is occupied by 3 to 6 persons. The number of farms within a 6-mile hex is 2d4+10 (12-18). If a river or stream has insufficient length to accommodate the number indicated, a creek needs to be invented which the remaining farms would follow. Randomly determine the location of the first "[[Domain Hex|domain hex]]" from which the remaining farms proliferate.  1 in 4 farmsteads include a barn, the rest possessing only hovels.
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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 (RWG)|village]] in a civilised hexSome footpaths may evolve into better routes depending on the terrain and usage.
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== Residents ==
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The occupants of these farms are typically [[Commoner (non-player character)|commoners]], possessing the sage abilities necessary for survival in their rural lifestyle, yet they are [[Experience Level|non-levelled]] individuals. They rely on [[Barter Economy|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 [[Coin (monetary unit)|copper piece]] per person. This practice demonstrates their community spirit and readiness to support travellers.
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Among these commoners, 1 in 6, usually the head of the farm, is considered [[Harden Commoner (sage ability)|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.
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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.
  
Farms are joined together, at minimum, with footpaths which must inevitably connect with a civilised hex that contains a [[Village (RWG)|village]].  A roll is made to determine if there are any better routes in the hex.
 
  
== Individuals ==
 
For the most part, the occupants of each farm are liable to be [[Commoner (non-player character)|commoners]], possessing the necessary sage abilities to ensure their survival in this kind of work, but being [[Experience Level|non-levelled]] persons.  They are happy to [[Barter Economy|barter]] fruits, cereals or vegetables with outsiders, and may be assumed to grant one day's food to outsiders as a blessing, as well as a single night's stay in their barn (if they have one), for the value of a single [[Coin (monetary unit)|copper piece]] per person (a gewgaw might pay for 0 to 3 persons).
 
  
1 in 6 commoners, usually the head of each farm, is [[Harden Commoner (sage ability)|hardened]].  Should a game party wish to recruit persons for whatever purpose from a single farmstead, there is only a 4% chance (per farm) that there will be a hardened member of the group or family that is both of age to accept, and has the desire to do so.  The chance of this determined person actually being levelled is only 6%, and must be assumed to be 1st level, having returned to his or her family immediately after their training as a levelled person has been completed.
 
  
 
[[Category: Random World Generation]]
 
[[Category: Random World Generation]]

Revision as of 00:10, 2 July 2024

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.

Contents

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.