Wednesday, August 3, 2022

Life in a Human Town

Every town you find has a life of its own.  Sometimes it's about the small things that add flavor to the story, but sometimes the town brings its own new trouble to the game.  (And trouble usually means adventure.)

Humans are a community-oriented species that typically get most of their food from farming, supplemented by extensive hunting and gathering from the land around.  The average human tribe grows corn, hunts deer in the woods, and catches fish in the streams and lakes.

Let's roll up an example town as we go along.  This is Peace Junction, a town of the Istansi tribe, known for their copperworking and wooden plank houses.

When you arrive, everyday life is happening.  Roll twice (for the current season):

Goings-On (d20 twice)
Spring 1: plant corn, 2: build a new house, 3: harvest birch bark, 4: make a canoe, 5: town dance, 6: head to a bigger town for work, 7: prepare gardens, 8: pick ferns, 9: feed fish to dogs, 10: collect seaweed, 11: old folks reminisce, 12: clean muskets, 13: plant potatoes, 14: argue, 15: tend wounded dog’s paw, 16: fix nets, 17: news from a crier, 18: pick flowers, 19: chase away a snake, 20: air out bedding
Summer 1: wedding, 2: barn raising, 3: pick berries, 4: dig potatoes, 5: gather oysters, 6: huckster, 7: smoking fish, 8: fish at dawn/dusk, 9: gather eggs, 10: leaky canoe, 11: visit relatives, 12: sharpen knives, 13: hunt rabbits, 14: cook fish over a fire, 15: row and call loudly in unison, 16: kids skip stones on a pond, 17: wash clothes, 18: bathe, 19: haul water, 20: lounge in the heat
Fall 1: corn-husking bee, 2: pick pumpkins, 3: harvest festival, 4: hunt turkeys, 5: grind cornmeal, 6: afternoon fishing, 7: gather firewood, 8: hang up food in the rafters, 9: render fish oil, 10: hunt deer, 11: footrace, 12: archery practice, 13: examine a pig, 14: trim logs, 15: pick wild rice, 16: funeral rites, 17: skin a deer, 18: make corn beer, 19: boil acorns, 20: smoke fish
Winter 1: coppice trees, 2: maple sugaring, 3: fix palisade, 4: hunt deer, 5: tell an old story, 6: smoke meat, 7: hunt bears, 8: collect antlers, 9: fix snowshoes, 10: sharpen an axe, 11: deal with fallen tree, 12: knock icicles off, 13: break up fighting dogs, 14: kids throw snowballs, 15: hit someone with sticks, 16: ritual to ward off evil, 17: watch dogs chase a rabbit, 18: repair a collapsed roof, 19: keep warm around a fire, 20: sickness

You arrive at Peace Junction in the springtime.  Some children are picking flowers while a few adults are having an argument about a dog.

Town sites are carefully chosen for a mix of defensibility and easy access to food sources.  Towns tend to move every few years to avoid depleting the local resources.  If the town is ever attacked (or if you're trying to sneak in) you'll probably want to know what surrounds the settlement.

Surroundings (d8 thrice)
1 marshy area, tall reeds, mud, bog, sand dune
2 bluff, cliff, waterfall, boulders, scree
3 densely-overgrown thicket, tall-grass, thorns
4 cornfields, fishponds, gardens, livestock corral
5 pond, lake, wide place in the river, bayou
6 open meadow, clearing, pasture, fallow fields
7 shallow water, sandy beach, gravel bar
8 steeper slope, hillside, spire of rock, lookout

Peace Junction is built on the shores of a lake.  To one side the land is densely overgrown with thorny vines.  To the other, the humans tend extensive cornfields.

Somewhere nearby (a few miles off, up to about a day's walk) is something that affects life in this town.  It could be something they're aware of or that they're about to become aware of.  Roll twice and combine the results as best you can:

Nearby (d10 twice)
1 Bandits on a major Road to another settlement
2 encampment of Outlaws, banished from the tribe
3 gathering of a shunned Religious group
4 Fort built/captured by the tribe’s enemy
5 site of a Battle or a Massacre
6 contested Hunting grounds
7 Stolen property: boat, weapons, pigs
8 Crossroads where travelers spend the night
9 secret place where Medicinal herbs grow
10 burned former site of this Town, now abandoned

A few miles up the road is a group of bandits that prey on travelers between towns.  Recently they beat up a group traveling from Peace Junction and stole their muskets.

The people in this town aren't just sitting around waiting for life to happen to them, they've got goals.  Roll twice for their current goals.  These probably aren't tied together, so they might have to pursue one at the expense of the other, depending what's going on in their area.

Current Aims (d20 twice)
1 Assert a claim to land used by another town.
2 Regain leadership of the tribe.
3 Steal from a powerful enemy some ways off.
4 Seek vengeance for a murder.
5 Make money in the employ of a rich neighbor.
6 Gain access to powerful imperial trade goods.
7 Seize control of a trail, pass, waterway.
8 Root out witchcraft.
9 Drive out an enemy and take their land.
10 Move the town to a better food source.
11 Profit from a great Opportunity.
12 Avoid the danger of a great Opportunity.
13 Hunt a creature: large, fearsome, good food.
14 Make peace with a longstanding enemy.
15 Recover something stolen from the town.
16 Send someone far away to trade.
17 Build a large house, boat, fortification.
18 Investigate clues leading to a secret.
19 Find a cure for someone who is deathly ill.
20 Rescue their people who are taken captive.

The people of Peace Junction want to open trade with someone far away.  They're also trying to avoid the danger of one of the opportunities driving this campaign.  (Maybe someone is trying to establish a utopian colony on their land, or maybe there's a migration passing through this country.)

If you've never been to this town before, the authorities will have to figure out what to do with you.  This is not a land with tourists and sight-seers.  Roll once to see what the leaders decide:

Leaders Desire to (d8)
1 charge you a substantial Fee for traveling here.
2 see the valuable Gifts you have brought them.
3 have you Stay as a pawn for internal debates.
4 Trade with you for corn, blankets, guns, iron.
5 gain Information about military, opportunities.
6 Rob you for the valuables you must carry.
7 take you Captive as their people do.
8 send you to visit a Higher Authority.

Istansi towns are led by popular consensus.  When you arrive at Peace Junction, the people gather and question you about your own people: where you come from, what military strength your people have, how your guns work, and whether your people are likely to be a threat to the Istansi.

This town has something special that makes it stand out from others in the region.  Roll twice to see what they have:

They Have (d20 twice)
1 an Elder knowledgeable in History
2 Rumors of a near-by country, mostly true
3 an Affable or Pugnacious leader
4 secret Tunnels or a fortified Redoubt
5 stockpile of Weapons, hidden or for threats
6 speaker of another Language / unusual Captive
7 preparations for a Feast, warm Hospitality
8 Feud with a neighboring settlement
9 body of a strange Creature
10 fake Fire-Arms, skillfuly carved and painted
11 Blacksmith (if near colonials), Flint-knapper
12 hidden Caves w/art that tells an ancient tale
13 plan to Rob or Kill certain visitors
14 Wealth in gold, jade, furs, livestock
15 many Captives taken in battle
16 boats or livestock acquired from Neighbors
17 renowned Healer / trade in Medicines
18 Shrine or old Burial ground nearby
19 Visitor from afar, come to trade, explore, treat
20 folk-Magick known to only a few

Peace Junction is renowned for their elder who knows the ancient history of this land, but they also have a form of folk magic that has been mostly forgotten these days.



Roll up some random human town life for yourself:

Click here for random results.
spring
spring
summer
summer
fall
fall
winter
winter
surroundings
surroundings
surroundings
nearby
nearby
aims
aims
leaders desire to
town has
town has

No comments:

Post a Comment