Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Tuesday 22 January 2019

Campaign Build: The Why and Where of Settlements

Some starting out Dungeon Masters who go creating campaigns dont know why the village is in the middle of the desert, why the castle is on the hill, or why laketown is on the lake at the mouth of the river down from the elves.


Their Location

Geological Transition Boundaries
  1. Coast-Sea
  2. Lake-Shore
  3. Plains-Desert
  4. Foothills-Mountains
  5. Forest-Tundra
  6. River-Sea
  7. River-Lake
Routes of travel/nodes of convergance
  1. Crossroads, forks, roads, link roads, causeways
  2. river crossings, ferry crossing, bridge, river fork, riverbank
Availability of Resources
  1. Minerals (gold, iron, copper, clay diggings, quarry stone)
  2. Fuel (coal, firewood, peatmoss)
  3. Energy source (wind, water, labour)
  4. Water (river, well, oasis)
  5. Agriculture (farm, graizing)
Fortified positions
  1. Hill
  2. Mound
  3. Mountain
  4. Narrow pass
  5. River bend
  6. Natural harbour
  7. Gorge


Their Function

Specialization of the community (as opposed to specialization of the individual of the community) creates a dependency on those dwelling beyond the walls of that single community. There are many such functions and their presence defines where they need to be located, what they must have access to, and how they function.
1. Dispersed holdings – isolated independent farms with a selection of skills necessary to support their independent nature. There is little social interaction <Farm, Plantation, Ranch, and Dairy-farm>.
2. Local market – a centralized community focussed on the collection and distribution of local produce. This type of community can function in isolation while access to a communication network is vital for the export of surplus produce <Granary, Barrel maker, Marketplace, Smokehouse>.
3. Industrial – a community concerned primarily with the processing of raw materials into manufactured goods. Some will specialize in a single end-product. They have access to the resources necessary to process raw materials including labour, power (water for mills). Industrial communities require a communication network to function <Mill(water/wind/slave), Charcoal Furnace, Potter’s Kiln, Glass Furnace, Smelter, Distillery>.
4. Commercial – a community involved in trade and financial activities (banking and money lending). They do not require traded produce to pass through the town and may be sophisticated enough to deal in document based trade and financial transactions. A communication network is critical to the survival of this community <Guild Hall, Bank, Moneylender, Roadside Inn, and Tavern>.
5. Mining – this is involved in the extraction of minerals. It will be located where the minerals are and that can be anywhere. It requires access to a communication network <Clay pit, Stone Quarry, Peat Diggings, Salt Mine, Open Cut Pit, Obsidian Scrounge, Mining tunnels>.
6. Administrative – this is the seat of government, whether the capital city or a local administration. This community will sit at a centre of a provincial or national communication network <Parliament, Council Hall>.
7. Culture/education – these are centred on universities and colleges. They are centres of learning and have a selection of appropriate crafts to support the development, recording, and storage of information. There is some need for access to a communication network <University, School, Bard’s College, Wizard’s Tower, Theatre, Arena>.
8. Ecclesiastical – religious centres drawing pilgrimage, or housing religious associations or shrines. These require access to a communication network <Church, Temple, Shrine, Sacred Grove, Altar, Religious School, Abbey, Monastery, Synod Council, Paladin’s Training Hall, Barrow, Burial Mound, Crypt, and Graveyard>.
9. Primary Residence – this is the residence of a Ruler (Whether President, Emperor, King, Duke or Baron). It is a palace or castle and requires some access to a communication network <Castle, Palace, Keep, Whitehouse>.
10. Resort – baths, recreational districts, retreats. They require a favourable geographical location that provides both safety and healing. Resorts function on a communication network <Bathhouse, Boarding Houses, Bed & Breakfast, Recreational Lake District, and Public Gardens>.
11. Port – located on the coast as a fishing community, a centre of sea trade and travel or located on a river for the movement of goods and people by river. A port requires communication networks that extend over water and land <Fishing Village, Ferry, Boathouse, Ocean port, River Port, Siding, harbour, Docks>.
12. Residential – these are designed to provide urban peoples with housing away from polluted, corrupted, or expensive urban centres. This specialization requires a second specialized centre in close proximity <Estates, Manor Houses, Suburbs, Ghetto, and Shanty Towns>.


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