New town defined in my saga building

I posted a descriptive write-up of my groups Covenant four years ago, which includes the fictional village that grew up around it here.


When you design something like a town or village, the "flavor" is initially much more important than raw numbers are.

  • People: General attitude (friendly, open, aloof, hostile, etc), Language(s) spoken, common garb
  • Architecture: Define the style (Roman, Frank, etc), material (wood, waddle, stone), and colors (stone, waddle/washing)
  • Streets: Style of layout (precise, orderly, wandering, cramped) and material (dirt, stone, tile)
  • Sections: Is there a separate market, graveyard, dock section. Shanty, poor, rich district. Are they just a change or actually separated (walled).
  • Flavor: What does it smell like? (whole or district) Clean or dirty? Common food and drink?
  • Surrounding: Farmland (crops), orchards, industry

None of those need numbers, but are all things that will rapidly come up in the players are walking around. At least think about them before hand or you risk what should be an important location becoming "typical medieval town/village".


Defining it as a "thriving port" means it needs some reason to be such. Large trade company? Shipyards? Choice location where inland producers can easiest reach water? Some industry? Center of excellence (not likely given size)?

There are lots of ports, though the majority only see the occasional trade ship come through. Why is this one getting enough traffic to be thriving (i.e. busy).


Recommend changing that. "Charged Items" are possible but actual enchanted item sales to mundanes is frowned upon and it is highly unlikely the town could offer enough silver to pay for them.

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