Worldbuilding: Local Area Design: Settlements
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Now that we know the climate, terrains, government, technology and races in the area it is important to consider why does the primary settlement in the area exist? These settlements need a reason to be where they are which usually is an industry (or several industries if the settlement is a large town or city) most people in the settlement participate in to make a living. For example, many residents of a seaside village will likely be fishermen. A large port city probably has a lot of sailors and traders, but it probably has grown to include many industries.
Defense is another factor in determining where settlements will exist in your local area. All other things being equal, settlements will develop where there is a defensible position such as a hill or plateau to see further in all directions or a peninsula or a bend in a river so that a wall around the settlement only needs to wrap one side. Also, some special types of settlements such as a monastery or a school of wizardry may purposely be located in particularly isolated places with difficult terrain.
A village or small town will have a limited number of resources (places to rest, buy equipment) but due to their size they are relatively easy to create and unexplored locations may be nearby. If the settlement is near water it may be a group of fishermen or traders or even a lumber-mill. If the settlement is on a prairie or even light forest it may be a good farming community, especially if there is fresh water nearby. If the settlement is in the hills or mountains it may be a mining camp. If it is located on a good trade route or where two trade routes cross the settlement may be a key layover point. Finally, it is possible a town serves a couple of these purposes.
Everything that applies to a village or small town will also apply to a manor. The key difference is that the minor noble in charge of the manor offers his protection to the community, but he will also take most of the resources produced by the community.
An outpost will have its own resources and probably the resources of a nearby town or village available for the characters. Because outposts are near threatening or mysterious locations they serve as excellent home bases: they have a risky threat, some opportunity for training, equipment may be available from the village/town or through the military, they offer security, and unexplored places may be nearby.
A city will have a wealth of resources available for the characters, but it is unlikely to have any nearby mysterious location to explore, unless the mystery is somehow new. Even if there is something to explore, the city will have its own guard and a significant number of other adventurers competing for the spoils. However, a city-based campaign can bring on other intrigues such a city politics (or higher level politics if the city is a capital), adventures with or against a local thieves guild, adventures regarding sages or mages in the city, etc.
Consider the factors listed for each type of settlement and choose a primary settlement type that best fits the stories you have planned. Place your settlement near the center of your map (unless it makes sense to place it differently to fit another important location on the map) and sketch out the local area’s terrain. Mark other noteworthy locations (a nearby village or hamlet, ruins, a mine entrance, etc.) on the map that the characters would know about. Copy the map (or add a layer) and mark secret locations on the copy or describe the secret locations separately.
Drawing the Settlement
If you’ve decided on a smaller settlement such as a village or small town, you can relatively easily place each home and building on a blown up map for just the settlement. Ensure that each building has what it needs: a farmhouse should have a field to farm, an inn should have stables, etc. Keep in mind that often multiple families would live in each structure.
If you are using a manor as the primary settlement, everything that is done for a village or small town should also be done. Of course, the manor house should be central, have a defensible position, and it is probably the largest building.
Likewise a military outpost should follow everything done for a village or small town. The outpost may encompass the village/town or have one nearby.
A large town or city is obviously more involved. Consider a map style that has many smaller unmarked buildings that serve as the homes of most residents. Mark only the buildings that have some importance to the main characters such as stores, inns, homes of important NPCs, defensive towers, etc.
There are a few things to keep in mind when drawing the settlement, regardless of its size:
- A small farming village could farm about one mile of land. Obviously a larger town or city might control more than one mile of land especially as some of the town’s farmers might form small hamlets just outside of the town, but use the town’s services (blacksmith, general store, etc.)
- Make sure your map includes features for all the needs of the people. Perhaps a central gong is needed to alert the townspeople of occasional threats, or if the area isn’t near any natural water source maybe an aqueduct runs to the town, etc.
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