Difference between revisions of "Village Creation"

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==Name==
 
==Name==
 
* '''[[Exalted-Name-Components|Name Components]]''' for village names.
 
* '''[[Exalted-Name-Components|Name Components]]''' for village names.
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==Size==
 +
Roll 1d10 and consult the following table.
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* '''1-5:''' Tiny (~30 people; one Hook, one Industry)
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* '''6-8 Small:''' (~100 people; two Hooks, two Industries)
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* '''9-10 Standard:''' (~700 people; two or three Hooks, two or three Industries)
  
 
==Hook==
 
==Hook==
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* '''Customs:''' The site is memorable thanks to its odd customs relating to dealing with strangers, marriage, interaction between classes, genders or age, strange foods they eat, odd clothing or festivals or any number of similar traits.
 
* '''Customs:''' The site is memorable thanks to its odd customs relating to dealing with strangers, marriage, interaction between classes, genders or age, strange foods they eat, odd clothing or festivals or any number of similar traits.
 
* '''Conflict:''' The location is defined partially by its conflicts with some other group, whether a rival settlement, local barbarians, bandits or mercenaries, or with more savage antagonists.
 
* '''Conflict:''' The location is defined partially by its conflicts with some other group, whether a rival settlement, local barbarians, bandits or mercenaries, or with more savage antagonists.
 
==Size==
 
Roll 1d10 and consult the following table.
 
* '''1-5:''' Tiny (~30 people)
 
* '''6-8 Small:''' (~100 people)
 
* '''9-10 Standard:''' (~700 people)
 
  
 
==Primary Industry==
 
==Primary Industry==

Revision as of 08:27, 7 June 2008

Name

Size

Roll 1d10 and consult the following table.

  • 1-5: Tiny (~30 people; one Hook, one Industry)
  • 6-8 Small: (~100 people; two Hooks, two Industries)
  • 9-10 Standard: (~700 people; two or three Hooks, two or three Industries)

Hook

This should be something that makes a small village memorable in some way. Some ideas:

  • Individuals: The place is home to a noteworthy individual, such as an Exalt, Fair Folk or other distinctive people.
  • Organizations: The place is noteworthy due to its acting as home to an organization of some note, whether an assassin's organization, society of thaumaturges, or the like.
  • Spirits: The place may be home to one or more spirits of distinction, who have palpable influence in the town's character.
  • History/Monuments: The place is noteworthy due to some major event or events in its history that have defined its character. As such it may be home to a monument of some sort - possibly even one that no one remembers the origins of.
  • Locales: The place is noteworthy due to its location to some memorable feature like a mountain peak, lake, forest or other site, up to and including manses, demesnes and Wyld pockets.
  • Customs: The site is memorable thanks to its odd customs relating to dealing with strangers, marriage, interaction between classes, genders or age, strange foods they eat, odd clothing or festivals or any number of similar traits.
  • Conflict: The location is defined partially by its conflicts with some other group, whether a rival settlement, local barbarians, bandits or mercenaries, or with more savage antagonists.

Primary Industry

How do the inhabitants support themselves? This will almost always be agricultural, but may be trade (if they're on a trade route) or other subsistence. Pick one or roll 1d10.

  • 1-6: Farming. Grain, vegetables, etc. They raise food and a small amount of livestock. This is the most common possibility.
  • 7-9: Pastoral. They raise primarily animals, the kind depending on direction. Most likely cows, pigs, sheep, goats, horses, or (this being Exalted) yeddim, deer, elk, dinosaurs, etc. One kind will probably be dominant, but they'll probably have a few of other types.
  • 10: Other. Pick one of the following or roll 1d10.
    • 1-3: Foraging. Only in fertile areas (or under the care of spirits or Exalted). The inhabitants live off the land, foraging wild game and plants. A good example would be the Native American tribes of the Pacific Northwest.
    • 4-5: Mining. There's a nearby mine or quarry that supports the village. Most of the villagers will be either workers at the mine or raise crops to feed the workers. There is a high chance of there being a trade outpost here if the mine is owned locally.
    • 6-7: Timber. Locals live by cutting down trees. This probably involves a nearby navigable stream (for floating logs downriver) and a decent relationship with local wood spirits (or a powerful protector).
    • 8-9: Trading Post. The locals live off of trade. The village is probably a collection point for trappers or other foragers, or perhaps is the traditional site of a trade fair. Alternately, it's just got a good location.
    • 10: Military Outpost. The locals are supported by and attached to a military base that belongs to a larger power. Outposts usually guard something, so decide why it's here.

Power Structure

Who's in charge? Pick one of the following options, bearing in mind that these are almost never absolutes; they're usually mixed together in various shades. A generally democratic village council could be dominated by a single charismatic individual who can usually get his way, for example.

  • Autocratic: One person (or perhaps a very small cabal) rules the village through force of personality, force of arms, general acclaim, or whatever. What she says goes -- usually.
  • Democratic: A fairly large section of the population has an equal voice in governance -- all adults, all men, all women, all property holders, etc. Decisions are based on a majority vote, or possibly mob rule.
  • Theocratic: This could mean literal rule of the gods, probably represented by a priest or God-blooded scion. Alternately, a particular religion dominates the village, and everything is done with that religion in mind. A village devoted to the Immaculate philosophy would be theocratic.
  • Oligarchic: A small, set class dominates the village -- perhaps the oldest clan, or the top ten property owners, or the like. The class is fairly unchanging and hard to enter.
  • Aristocratic: A particular family rules by virtue of birth and ancient tradition. It probably has a network of obligations and connections, or perhaps some special advantage (such as being Outcaste DB's) that keeps it in power.
  • Heirarchical: The village is governed by an agent of another power, such as a Guild factor, a legion commandant, or the like.