THE INDUSTRIOUS VILLAGE



OTHERWORLDLY WARLOCKS MODULE: OWL005 For use with any RPG Rule System --NEARBY VILLAGES Dotting the countryside, these will be as close as 1-2 Miles apart. --SURROUNDING FARMS Depending on the climate there may be orchards and vineyards as well. There may be hedgerows and fencing along with country roads. --PASTURE Herding Livestock: Sheep, Goats, Cattle, Horses --WILDERNESS If forested there will be Woodcutters, Charcoal makers, Hunters, and Trappers. Hunting Lodges and Lumber Mills. Peat Harvesting and Foraging. If Hills or Mountains are present there may be a Mine or a Quarry. If by a Lake or River or Sea there will be fishing and increased trade. Fishery, Docks, a Pier, a Lighthouse, Warehouses, Clay quarries, and Salt harvesting. In the Wilds There are always a few Monsters lurking about. --STREAM Opportunities for Fishing and meeting Niads. --MILL Needed to grind grain into Flour. Might be in the Village proper. A Water Mill at a river or fast moving stream. A Wind Mill Otherwise. There may also be a Granary close by or in the Village. --DRUID Any Druids would live out in the Wilderness, not in the Village proper. --CASTLE In a Feudal system this village and up to 20-40 others will be under the jurisdiction of a Nearby Castle. --GATEHOUSE AND WALLS In a Fantasy setting with lots of Monsters Walls will be very common. This may serve as a Garrison and Armory for a few Militia members. The Wall may be a simple Palisade or Earthworks and may even include a Motte and Bailey type keep. They may confiscate weapons. --CLOSE AND FAR ROADS The main road cutting through the village. It may be dirt or paved. A small village may have no roads and just a Village Green. --COUNCIL HOUSE OR MANOR The Main Village Authority: Chieftain, Hetman, Chief Elder, Head Villein, Judge, Knight, Lord of the Manor, Aldermen, Sheriff, Mayor, Seigneur, Burgomeister, Bailiff, Constable, Magistrate, Wiseman, etc. In a large Village there may be a scribe to record comings and goings. --INN Home sweet Home for many an adventuring party. If none is present PC’s Will have to camp out, sleep in a Barn, or get invited into someone’s home. The downstairs is often a Tavern type affair, a main socializing spot, and the Best place to hear of rumors, quests, or find retainers to hire. --STABLES Horses can often be purchased here as well. --ANIMAL PEN May be a Barn. Mostly for lost livestock or a safe place to keep them out of Reach of humanoid raiders. --JAIL HOUSE A single cell jail, or stocks. Prepare to be hung or beheaded in the morning. --VILLAGE GREEN In a small village this may be surrounded by houses and contain livestock. In a larger village it may be a plaza with a Fountain and Statue. Festivals will Take place here. Day Workers may be hired. --WELL There may be several Wells scattered around the village. --FARMERS MARKET This may take place on the Green or on a separate plot with semi-permanent Structures. Some days and seasons will be busier than others. --TEMPLE Or Church or Shrine. A Hamlet will be too small for a full size Temple. Also housing for local priest or cleric. --BAKERY Or Bakehouse. A necessity along with the Mill. --BLACKSMITH Ironworker. Horseshoes, Nails, Door hinges, basic tools, crude weapons. Possibility the Smith is highly skilled. Knife Sharpener. --BUTCHER The quality on this can really vary. Sausage Maker. There may also be a cheesemaker if the local farms are Dairy farms. --SPECIALTY SHOPS 1 or 2 available. Usually found in Towns or where there are specialty resources. Bookseller, Magic Shop, Smoke Shop, Furrier, Wine Seller, Cabinet Maker, Gold Smith, Gem Cutter, Bowyer, Fletcher, Glass Works, Perfumery, Armorer, Shield Smith, Sword Smith, Cutler, Paper Maker, Candlestick Maker, Soap Maker, Toymaker, Candy Shop, Tinkerer, Sign Maker, etc. --PROVISIONER Adventuring Gear Available, Feed Shop, Pawn Shop, Outfitter, Grocer, Rare items, A Jack of All trades. Most things are behind the Counter. --RIGHT AND LEFT ROADS A crossroads to the main road. A side street. --POTTER Earthenware. This can be a large operation if exporting. Also Brickmaker. --BREWER Supplying the local inn and possibly more. --HEALER Also Midwife. May or may not have Magical powers. --HOUSES Single room affairs with thatched roofs. Outside a garden, vegetable plots, Pigsty, Chicken Coops. A Hearth and Straw beds. Often overcrowded. --CARPENTER Also/or Woodworker, Woodcarver. --WHEEL WRIGHT Makes Carts, Wagons, Carriages. Also/or Wainwright. --LEATHER WORKER Belts, Boots, Armor, Tunics, Pouches, Caps, Codpieces. --TANNERY Converting animal hides into leather. A smelly Business --BEE KEEPER There will be hives for all the farms. Fresh Honey Available. --CANDLEMAKER Gets Wax from the beekeeper and Dye from the Dyer. --STONE MASON And/or Stone Carver. --BARREL MAKER Especially if the Village is exporting Fish, Wine, Beer, Oil, etc. --BARBER Sometimes served as the Surgeon as well because he has sharp blades. --DYER/DYEMAKER Making Colored Dyes and applying them to cloth. Also Painter. --TAILOR Also Seamstress. Clothing was mended and patched not thrown away. --WEAVER/CLOTH MAKER Would make cloth and linens out of Cotton or Wool. --COBBLER Make and repair shoes and footwear. No left and right shoes at the time. --RECOMMENDED For each unique village you make you can print out the map and list and cross off what is not there and circle what is while adding notes to the margins of both. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++= IMPORTANT LINKS Spells and Swords Classes CLASSES Spells and Swords Bestiary BESTIARY Spells and Swords Stuff STUFF OTHER RULE RELATED LINKS Combat Rules COMBAT RULES Skills, Spells, and Saves SKILLS, SPELLS, AND SAVES Dungeon Building DUNGEON BUILDING







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