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Too Far?


jeffjerwin

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There are three temples (Orlanth Drogarsi, Ernalda Skovari and Donandar), a healer, a redsmith, a carpenter, a miller, a potter, a cartographer/sage, a cartwright, and a Tarshite tax official/Etyries merchant.

There is a twice-weekly market, with two tinkers, a horsetrader, a weaver, a knife-sharpener, and a leatherworker who visit. There are 38 structures in the town.

After repeated breakdowns in discipline, there are no permanent Tarshite troops posted here.

Too Far is a basic Heortling village in numerous ways. It is governed by a version of the Lightbringer Ring. Herds and gardens are kept in common, and there is an unusual amount of turnover in the composition of the ring, including the town thane, who is said to be a different man or woman every time there’s a census, though the name is the same, as if people are taking a role. There is no aristocracy in Too Far, and bloodlines are heavily mixed with outsiders, sometimes from very far away.

Table of locations. Unmarked are ordinary homes.

2. Barn

6. Watchtower

8. Etyries market official

9. Barracks (abandoned)

10. Miller

13. Redsmith

18. Carpenter

28. Potter

29. Healer

30. Cartographer/Sage

31. Temple of Orlanth Drogarsi

33. Temple of Ernalda Skovara

34. Temple of Donandar

38. O’er-reach Inn

(Feel free to help me brainstorm names and idiosyncratic details)

IMG_5917.JPG

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5 minutes ago, Lord High Munchkin said:

Only two thoughts. You might need a few buildings for farmers and other non-adventurous types.

The well is pretty close to the "drop" in the topography. What's to stop the water draining away from the well, out into the "valley"? The water table would be pretty low.

Thanks. I'll move the well closer to the paddock. All of the buildings outside the ones listed belong to farmers, herders, and small craftspeople... (Who also moonlight as entertainers in many cases).

The 'well' might connect to a First/Second Age pipe system, however, running down from Nala's Hills. Basically the history of the settlement is:

1. Vingkotling stead dating to the Grizzly Peak period; later abandoned.

2. Stravuli stead (the Dawn)

3. Conquered and left in ruins by the Liornvuli

4. Rebuilt during the Second Council as a trade post between the Liornvuli and the Aramites (who are not yet monstrous) along with Aldryami, Dragonewts and Trolls.

5. Fortified by the Bright Empire

6. Arkat is repulsed as he besieges the Wideway (c.436)

7. Captured and destroyed by trolls. Later an Argan Argar trading post.

8. Rebuilt during Orlanthland, when it becomes part of the Proximate Holy Realm and the Puppeteers settle here.

9. Draconized during the EWF. Bridge under construction.

10. Destroyed by Alakorings and Golden Horde.

11. Rebuilt in a makeshift way by Velebar

12. Abandoned in Dragonkill

13. Reoccupied by Puppeteers.

14. Visited by Arim the Pauper

15. Incorporated into Tarsh c.1400

16. Takes in refugees from Chaos eruption in Ginijji (c.1450)

17. In no-man's-land from c.1490-1582, irregularly occupied by Lunar Tarshite garrison

18. Attacked by Tusk-riders on a repeated basis (1605-present)

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2 hours ago, Sir_Godspeed said:

Is the paddock for public use (ie. grazing commons/overnight pasture for cattle safety) or for more exclusive animals (chief & thanes' horses/messengers horses)?

Good question. Maybe have two of them? However, the role of 'chief' and 'thane' is not substantially different from the other villagers. There may be a small paddock for travelers to keep their horses separate from the sheep and cows - though they're only there at night or when there are tuskers in the area.

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