Communities and towns don't simply pop
into being out of nowhere. They need things which attract people
there in the first place; sources of water, stone, wood and food are
all necessary to be even considered as a potential place of
settlement. Residents then exploit the resource, building
infrastructure and eventually building it into a local industry. The
settlers pin their reputations and livelihoods on their ability to
extract and sell the bounty of their land. Whether they be wise in
their stewardship or fools who waste it, the drive and ambition for
ever more will never truly cease.
My third post in the demographic
series, these tables aim to give the community character through the
natural bounty around them. It should be assumed that every healthy
community of note likely has the basics covered and that the results
of this table are more emblematic of notable concentrations of
resources, but that does not necessarily have to be the case. I would
also like to note that every result seeks to be 'interesting' in some
way. The reasons for this are simple: if the place wasn't interesting
or did not have some sort of central conflict, the Referee would have
little reason to go into it. There are plenty of non-spooky forests
and mines without hauntings. We're not trying to talk about those.
These are places for the PCs to either adventure in, or to try and
claim for themselves. Short of conquering or founding towns
themselves, there's little means for them to usually gain an in on
the ground floor for these sorts of places. To use these tables, simply roll 4d8 and consult the results below. For smaller communities a single roll could suffice, but for larger ones it may be necessary to roll multiple times to simulate more than one basis for the local economy.
d8
|
Resources of the Community
|
1
|
Aquifer.
|
2
|
Non-Precious Stone or Metal.
|
3
|
Timber.
|
4
|
Range land.
|
5
|
Fishery.
|
6
|
Sap/Rubber.
|
7
|
Pelts/Game.
|
8
|
Precious Stone or Metal.
|
d8
|
Relative prosperity
|
1
|
Nearly exhausted. The community is likely dying if
this is the only major resource in the area. The resource itself
has nearly petered out.
|
2
|
Last legs. While there are some reserves left, it
has grown increasingly clear to everyone that the good times are
gone.
|
3
|
Hard times. If any one was on the precipice of
leaving, they'll probably do so now.
|
4
|
Rough patch. The easy work has started to dry up;
outsiders trying to make their fortune will not be welcome.
|
5
|
Business as usual. Residents have long ago
developed a routine, the extraction is steady and the methods are
all well known and effective.
|
6
|
Rising tides. People are rich, there's always a
hunger for new laborers and the community is building for the
future.
|
7
|
Flourishing. New claims are being made all of the
time, the amount seems almost endless.
|
8
|
Boom Town. The amount of material they have on
hand is enough to support their own needs, as well as several
smaller outlying communities.
|
d8
|
General level of hazard
|
1
|
Hellish. Procuring the resource is almost more
trouble than it is worth. Perhaps there are hostile beings or
spirits guarding it, or it is in an area of active environmental
peril.
|
2
|
Miserable. There could be aggressive or predatory
creatures which lurk in the area, or it could be in a place which
is unpleasant to work in, such as an area with constant inclement
weather.
|
3-6
|
Normal. It is as dangerous to gather this material
as it would be in real life.
|
7
|
Safe. The resource is well-managed and maintained,
perhaps there is competent management, or the area itself has
somehow been changed to ease the work.
|
8
|
Arcadian. It is so easy to find or secure more of
the material that is is nearly worthless locally.
|
d8
|
What is unique about it?
|
1
|
The resources is contested, whether by another
nearby community, or some sort of population or force which guards
it.
|
2
|
While the quality of the material is objectively
as high as any other location, it is widely thought of as being
cursed or bringing ill-luck.
|
3
|
The material isn't naturally occurring, it is being
drawn from the ruins or rubble of some previous civilization.
|
4
|
An annual ritual or sacrifice is required to keep
the spirits or beings which inhabit the area satisfied. The
consequences will be dire if the oblations aren't performed.
|
5
|
The resource requires a special treatment or
process to be rendered safe to humanoids. This process is a
closely guarded secret.
|
6
|
A guild or another similar organization controls
access. Competitors can expect serious reprisals.
|
7
|
The quality of the resource from this area is
renowned far and wide. It fetches an unusually high price.
|
8
|
Gathering the resource can only be done on a
certain schedule. Perhaps it is underwater some of the year, or
the path to access it is cut off for weeks or months on end.
|
This is great, I shall be using it directly!
ReplyDeleteThanks! It also really works well with the previous two posts in the series.
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