SETTLEMENTS
Why’s and Where’s of Settlement
First off a settlement can be pretty much anywhere and consist of varying components that define its purpose.
First off, consider a location.
PART A - SITES OF SETTLEMENT
These are pretty much why any community will be located where it is.
- Geological Transition Boundaries
- Coast – Sea
- Lake - Shore
- Plain – Desert
- Foot Hills – Mountains
- Forest – Tundra
- River – Sea
- River - Lake
- Routes, Node Convergence
- Crossroads, Forks, Roads, Link-roads, Causeways, Dykes
- River – Ferry Crossing, Bridge, Fork, River Bank.
- Resources
- Minerals (Gold, Iron, Copper, Quarry Stone, Clay diggings)
- Fuel (Coal, Firewood, Peatmoss)
- Energy Source (Wind/ Labour/ Water)
- Water (River, Oasis)
- Agriculture (Farmland, Grazing Land)
- Fortified Positions
- Hill
- Mound
- Mountain
- Narrow Pass
- River Bend
- Natural Harbour
PART B - COMMUNITY SUBCOMPONENTS
This has to do with what a community looks like.
- Isolated Farm
- Market
- Industrial
- Commercial
- Ecclesiastical
- Administrative
- Residential
- Recreational
- Cultural/Educational
- Port (River, Coastal)
- Primary Residence
- Mining
PART C - SETTLEMENT DEBRIS
There are often older structures that are remnant of change in the community.
- Buildings (New-Use, Recycled Building Stones, Foundations, Crop Marks, Rubble)
- Water Supply (Canals, Wells, Aqueducts, Fountains, Subterranean Cistern)
- Ecclesiastical (Crypts, Grave Stones, Cemeteries, Necropolis, Altar Stones, Memorials, Mass Graves)
- Agricultural Remnants (Abandoned Fields-With/Without crop, Irrigation Ditches)
- Fortifications (Abandoned/Ruined Keep, Castle Walls, Ditch-works, Dungeons)
- Industrial (Pits-Tanning, Sheep dips, Garbage dumps, Clay or Peat Diggings; Kilns, Furnaces, Quarry Workings, Mine works, Mills, Water/Windmills)
- Roads and Routes (Stone/Raised Dirt Causeways, Bridges, Paved Roadways, Cleared Trails, Mile Marker Stones)
PART D - ALIGNMENT SPREAD
It is sometimes helpful to know how the Majority of the Community Thinks and Behaves in terms of an Alignment.
Once the Ruler’s Alignment is determined, Determine Alignment Trends for the populace – 50%, 25%, 12.5%, 6.25%, 3.125% & 3.125% Other Alignments
PART E - SETTLEMENT TRAVEL RADIUS
This might be as far as people of the community will be found from the settlement without an unusual reason.
Population x 50 acres = Geographical Area
Square Root (Area/pi) = Travel Radius
With the Radius we have an amount of time that it takes to reach the boundary. This Time is then applied to Routes where greater distances of travel might extend the border and harsher travel conditions where the distance from community might be reduced
.PART F – ECONOMY
How much Fuel and Food does the community need?
FUEL: 10,000lb firewood x Population = Total annual Fuel Requirement (lb). Wagon Support: Tons/365 days=Wagon loads per day
GRAIN: o.6lb grain x population x 365 days = Total Grain needed.
MEAT: 0.5lb meat x pop x 365 days = Total Meat
FEED: 50lb of Full Bushel (Grain & Chaff) x 365 x Large Livestock Animals = Total Feed
EXAMPLE COMMUNITY
Rathe
Population: 350
Location: Natural Harbour
Subcomponents: Landgraves’ Residence (Administrative, primary Residence), Trade Docks, Storehouses, Shopfronts (Commercial), Kilns outside Walls (Industrial), Outer Wall Shanty (Residential), Shipyards (Military), Church (Ecclesiastical), Residential District surrounding Trade harbour (Residential), Farmers Market next to Church (Market) Outlying Farms (Residential)
Debris: Breakwater – Originally constructed to shield the natural harbour, the harbor was expanded as the fishing village became a major port and a second Trade harbour was constructed recently. Old Slipway – Sloping down to the Sea from the church is a disused slipway where an old dry-dock and shipyard was.
Population Alignment Spread: Lawful Neutral (50%), Lawful Evil (25%), Neutral (12.5%), Lawful Good (6.25%), Neutral Good (3.125%), and Other (3.125%). - Tending Lawful Neutral (81.25% Lawful, 62.5+% Neutral); Powerful Minority group – Lawful Evil
Settlement Radius: 350 x 50 = 17,500 acres
17500/640=27.3 Square Miles
Radius = SQRT(27.3/pi)=2.95 miles
Annual Fuel Requirements: 10,000lb x 350 = 3,500,000lb = 1,562.5 Tons (9 wagons of firewood per two day cycle).
Annual Grain Shipment: 0.6lb x 350 x 365 days = 76,650lb = 34.2 Tons (36 wagons of grain per year).
Meat Requirements: 0.5 x 350 x 365 days = 63,875lb = 35.6 Tons (3 wagonloads of meat per month)
Feed: 255 draft horses x 50lb x 365 days = 4,653,750lb = 2,077.5 tons of full grain bushels per year (2078 wagons per year).
Because of the spiralling nature of feed needed to feed draft horses used to bring in feed for other draft animals, it becomes a surplus imported into the community of Rathe that is produced by surrounding settlements as a surplus produce tax.
PART 6: NPCS
People and Society
Rathe is the seat of power for the Landgrave; predominantly the capital is populated Traders, Artisans, and their families as well as military personnel. Peasants live outside the eastern wall in the shanty town.
The Landgrav has pushed through laws forbidding peasants from owning weapons so as to prevent any sort of uprising. Consequently only war bands under charter may possess weapons. Consequently the Guardsmen are quick to descend on any violent activity in the city and brutal in dealing with any armed mobs outside the walls.
HOUSE OF AMDER
LANDGRAV ADAR SURIYAN I
BACKGROUND: Raised in the community of Rathe, he spent much of his time training with the Guardsmen and is a master of the Rapier and a keen shot with the crossbow. A few years ago Suriyan inherited the title of Landgrav from the previous Landgrav on the death of his father. He has spent much of his time since gaining the title of Landgrav learning the art of Managing the State which he has taken to like a rabid dog to a rabbit.
PERSONALITY: Landgrav Suriyan is a Brutal Tyrant Prince who tolerates no dissenters and constantly has the wealthier families watched for the slightest act of Treason. A Brilliant Tactician and Skilled Warrior, Suriyan has lured a few enemies to their doom.
STATS: STR (12), DEX (15), CON (8), INT (18), WIS (18), CHA (13); Lawful Neutral Fighter (15th Level) 43hp, Preferred Weapon (Rapier). Armour (Padded Cloth).
GRAND BALIFF FRANKL DERW
BACKGROUND: A friend of Suriyan from their time training together in the Guardsmen, Derw was granted the Position of Grand Bailiff by his friend. He struggles with the role however as he is forced to order Guardsmen to conduct themselves with increasing brutality against the population on orders from the Landgrav. What he doesn’t know is that he is the Bastard Heir of the old Landgrav, and older brother to the Current Landgrav. Perhaps this is the reason the young Suriyan keeps him close. He is quite just in ensuring that criminals get their trial – Functioning as Chief of the Guardsmen.
PERSONALITY: Derw is a far more heroic and honourable person than the Landgrav. He chafes at acts of cruelty and corruption and often watches for the slightest act of Corruption or misdeed in his own men that he might remove the more undesirable vermin. He never really enjoys serving the cruel taskmaster that is his once friend.
STATS: STR (16), DEX (13), CON (13), INT (15), WIS (10), CHA (16); Lawful Good Fighter (16th Level) 47hp, Preferred Weapon (Rapier). Armour (Padded Cloth).
The Citadel Megadungeon: http://yellowdingosappendix.blogspot.com.au/2012/08/the-citadel-mega-dungeon-now-with-room.html