Professional Documents
Culture Documents
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CONTENTS:
--> A Brief Word From Johnn
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Cheers,
Johnn Four
johnn@roleplayingtips.com
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2. What Is It Called?
=====================
Obviously, the town needs a name, and ideally the name
should reflect something of the town's character. If the
players can identify the meaning of the name, that can help
make the town memorable.
The name can reflect the local culture and language (as in
the Slavonic grad, the German dorf, the Swiss wil, or the
English ham or bury), and such recurrent elements, real or
invented, can be used over and over for a number of towns.
So Brigfurt might be "Bridgefort", with nearby "Forest Fort"
being Valdfurt, and the coastal fishing port being perhaps
Coffurt (from "Cove Fort").
A town may have had one or more different names in the past,
and obviously old documents, be they treasure maps or wills
or whatever, will refer to the town by its old name.
3. Where Is It?
===============
Not "where on the map" (you should already know that), but
where in relation to the local terrain. Does the town sit
atop a brooding hill or stick out of a broad plain? There
are many possibilities here that can make a town unique,
this being fantasy after all.
A town might sprawl across a cluster of islands in the
middle of a broad river, or march up a steep hillside with
its main streets more like stairways. It might entirely
encircle a small lake, with a palace or temple on an island,
or control access to a narrow mountain pass. On the coast,
it might cling to a precipitous headland, or lie nestled in
a sandy bay. A town is not just its buildings and people,
but part of the scenery.
4. Why Is It Here?
==================
A town needs a reason for being where it is. Most towns will
probably be little more than market centres for local
agricultural produce, but there are plenty of other options.
Trade on a wider scale is a good reason for a town to
develop - where roads and rivers meet, there may well be a
town.
Other possibilities:
What are the defences like - stone walls with many towers
or a wooden earthwork with a stockade? Are there any
defences at all? Wealth, strategic importance, and the
availability of local building material will all contribute
to the character of a town. So too will the prevailing
economic and political climate. This might be a boom town
still growing on a newly opened trade route or slowly
decaying as the silver mines run dry. It might be a sleepy,
conservative, market town, or the centre of political
turmoil. It might be insular, parochial, suspicious of
outsiders, or a melting pot of races and cultures.
The economic focus of the town will also play its part. The
air might reek with the smoke of a thousand forges or hum
with the smell of fresh fish. A busy market town might be
vibrant with clamour and bustle, or seemingly asleep for
eleven months of the year. Some towns appear to be alive,
others can feel quite dead.
Some towns attract more history than others, but the name of
any town might be famous - or infamous - for something. It
may have played a part on the grand stage of world history,
as the site of a crucial battle, the former court of kings,
the birthplace of a great religious or artistic movement or
intellectual revolution.
For example:
As ever with names, they can change over time, and their
ancestry becomes obscure or ambiguous. Wives Lane may have
started out as Weavers Lane, Wolfpack Street might once have
been the more prosaic Woolpack Street (despite the local
legend that says otherwise), whilst Fairy Bridge might refer
to the time before there was a bridge and the river had to
be crossed by ferry.
* * *
Conclusion
==========
Towns, like NPCs, need only be as detailed as the plot
demands. If the PCs are passing through several towns a day
on a long overland journey, you won't want to give copious
details about every one of them (and they probably wouldn't
thank you if you did). A brief description of generalities
is sufficient. If, however, the PCs have reason to visit a
particular town, or find something to do in a town you
haven't even given a name yet, then more detail is needed.
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http://www.GMMastery.com
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Case dimensions:
Outer Dim. 12" x 8.62" x 2.62",
Inner Dim. 11.25" x 7.25" x 2.25"
I have found that all but the largest miniatures will fit in
these boxes with no problems, and I simply wrap them in
bubble wrap prior to slipping them into the box. I then pack
the little boxes into a larger one, with the uniform size
making it much easier to pack them securely, and head out to
wherever I need to go with them.
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Johnn Four
mailto:johnn@roleplayingtips.com
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