JesseLowe/RandomVillage

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This is a shot at providing some guidelines for coming up with a quick village on the fly, slanted more toward providing a believable and dramatically appropriate place for Exalted shenanigans.

Important Bits

Location:

This should be self-explanatory, really...

Name:

Memorable Bit:

If you want the village to stand out in the players' minds, you need something that'll help it go beyond Generic Village # 37. Such things can probably be divided up into the following categories:
  • People
  • Places (Buildings, markets, monuments, etc.)
  • Customs
  • Events
  • Things (Food, important local item, etc.)

Less-Important Bits

Size:

Roll 1d10 and consult the following table.
  • 1-5 Tiny (~30 people)
  • 6-8 Small (~100 people)
  • 9-10 Standard (~700 people)

Primary Industry:

How do the inhabitants support themselves? This will almost always be agricultural, but may be trade (if they're on a trade route) or other subsistence. Pick one or roll 1d10.
  • 1-6: Farming: Grain, vegetables, etc. They raise food and a small amount of livestock. This is the most common possibility.
  • 7-9: Pastoral: They raise primarily animals, the kind depending on direction. Most likely cows, pigs, sheep, goats, horses, or (this being Exalted) yeddim, deer, elk, dinosaurs, etc. One kind will probably be dominant, but they'll probably have a few of other types.
  • 10: Other. Pick one of the following or roll 1d10.
    • 1-3: Foraging: Only in fertile areas (or under the care of spirits or Exalted). The inhabitants live off the land, foraging wild game and plants. A good example would be the Native American tribes of the Pacific Northwest.
    • 4-5: Mining: There's a nearby mine or quarry that supports the village. Most of the villagers will be either workers at the mine or raise crops to feed the workers. There is a high chance of there being a trade outpost here if the mine is owned locally.
    • 6-7: Timber: Locals live by cutting down trees. This probably involves a nearby navigable stream (for floating logs downriver) and a decent relationship with local wood spirits (or a powerful protector).
    • 8-9: Trading post: The locals live off of trade. The village is probably a collection point for trappers or other foragers, or perhaps is the traditional site of a trade fair. Alternately, it's just got a good location.
    • 10: Military outpost: The locals are supported by and attached to a military base that belongs to a larger power. Outposts usually guard something, so decide why it's here.

Power Structure: Who's in charge? Pick one of the following options, bearing in mind that these are almost never absolutes; they're usually mixed together in various shades. A generally democratic village council could be dominated by a single charismatic individual who can usually get his way, for example.

  • Autocratic: One person (or perhaps a very small cabal) rules the village through force of personality, force of arms, general acclaim, or whatever. What she says goes -- usually.
  • Democratic: A fairly large section of the population has an equal voice in governance -- all adults, all men, all women, all property holders, etc. Decisions are based on a majority vote, or possibly mob rule.
  • Theocratic: This could mean literal rule of the gods, probably represented by a priest or God-blooded scion. Alternately, a particular religion dominates the village, and everything is done with that religion in mind. A village devoted to the Immaculate philosophy would be theocratic.
  • Oligarchic: A small, set class dominates the village -- perhaps the oldest clan, or the top ten property owners, or the like. The class is fairly unchanging and hard to enter.
  • Aristocratic: A particular family rules by virtue of birth and ancient tradition. It probably has a network of obligations and connections, or perhaps some special advantage (such as being Outcaste DB's) that keeps it in power.
  • Heirarchical: The village is governed by an agent of another power, such as a Guild factor, a legion commandant, or the like.