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PostPosted: Thu Jun 20, 2013 10:34 am 
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Alethan wrote:
I was picturing something more like the dwellings in the town were for the businesses in the town, with a few farms spread out in two or three directions from the town, along the roads. Or maybe along the river.

That is how it was done in a typical English settlement from the 1200s-1500s.

Doesn't at all seem feasible to have farms within the town walls. Honestly, I was thinking of something small enough that it didn't have town walls. Maybe they're under construction? Maybe it's a fairly new settlement?



Yeah I can see that but i'm not a historian so I wasn't sure how historically accurate it was. Generally they would just sound the alarm if attacked and the farmers hoped and prayed they could get behind the walls fast enough.

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PostPosted: Thu Jun 20, 2013 10:36 am 
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Alethan wrote:
Well... I was thinking of the survey as more of a guideline. :) No walls was just one vote off from walls.

With very minor changes to the the map as drawn, I see four possible roads in/out of town. One by 8/32 exiting west, one by 31 exiting northwest, one by 1/10 exiting southeast, and one by 33 exiting east or northeast.



Well maybe the town isn't profitable enough to have roads built just well traveled dirt pathways. Then your exits are wherever there's not a building.

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PostPosted: Thu Jun 20, 2013 11:00 am 
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AQuebman wrote:
Alethan wrote:
Well... I was thinking of the survey as more of a guideline. :) No walls was just one vote off from walls.

With very minor changes to the the map as drawn, I see four possible roads in/out of town. One by 8/32 exiting west, one by 31 exiting northwest, one by 1/10 exiting southeast, and one by 33 exiting east or northeast.



Well maybe the town isn't profitable enough to have roads built just well traveled dirt pathways. Then your exits are wherever there's not a building.


Sorry, I didn't mean literal "roads" that were paved in stone. Just standardized methods of getting into or out of the general vicinity of the area commonly referred to as the village.

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PostPosted: Thu Jun 20, 2013 11:23 am 
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Alethan wrote:
AQuebman wrote:
Alethan wrote:
Well... I was thinking of the survey as more of a guideline. :) No walls was just one vote off from walls.

With very minor changes to the the map as drawn, I see four possible roads in/out of town. One by 8/32 exiting west, one by 31 exiting northwest, one by 1/10 exiting southeast, and one by 33 exiting east or northeast.



Well maybe the town isn't profitable enough to have roads built just well traveled dirt pathways. Then your exits are wherever there's not a building.


Sorry, I didn't mean literal "roads" that were paved in stone. Just standardized methods of getting into or out of the general vicinity of the area commonly referred to as the village.


Oh don't call it 'the village' it causes painful flashbacks of terrible M. Night Shyamalan movies.

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PostPosted: Thu Jun 20, 2013 12:15 pm 
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I marked 8 as a guard barrack and 7 as a jail/dungeon. I added the dungeion part incase there is a desire for us to build a small dungeon to go along wiht the town.


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PostPosted: Sun Jul 28, 2013 6:07 pm 
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Reading the descriptions of the existing businesses, you also need a fish monger, and a market of sorts... I will come up with anfish monger if that is ok...

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PostPosted: Sun Jul 28, 2013 7:49 pm 
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Scythius Equinus wrote:
Reading the descriptions of the existing businesses, you also need a fish monger, and a market of sorts... I will come up with anfish monger if that is ok...


By all means! Have at it!

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PostPosted: Mon Feb 03, 2014 2:24 pm 
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only thing I can suggest if my 2 submissions are approved is that the brothel is a kind of more off to it's own as it is not something the townsfolk would want right in plain sight to all the world to see. The mining company can go anywhere it would fit best closer to a hilly or mountain area but the idea was that they own a mine just not directly in the town. so maybe closer to the road of major travel.

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PostPosted: Wed Apr 30, 2014 11:27 am 
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Hmm I wounder has anything been processed with my two submissions? Just purely curious. :)

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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred

Algrim GreyBeard Dwarf - Skull Mountain
Bror Hammerfell Dwarf - Enter the World of Greyhawk
Cormac MacCulain Human Fighter - Adventures on the Borderlands of Lamora
Gavin Storm Human Smuggler - WEG Star Wars
Glimble Rivenstone Gnome Cleric - under streets of splendor
Hot Streak - Villian - Rebirth of Power
Ivan Volkov Human - Mechwarrior2 3028 campaign
Jack Carter Human - Mutant Future - Tales from the Gam'A Zone
Korin McGruffin Dwarf Fighter/Thief - Formerly: Pits of Wob Currently: Minn's Mound
Odilo the Reborn Half-Elf Mage - A Paladin in Hell
Pocc Vorche Human Druid - Pirates: Cannons and Dragons
Throm Thundergut Dwarf - Silvery Moon


DM - A Village With No Name (AD&D 2e)
DM - Al-Qadim: One Dozen and One Adventures (Ad&d 2e)


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PostPosted: Thu Jun 19, 2014 5:32 am 
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Towns were constructed near fresh water sources. This allowed villages to grow and gave them the use of a mill later on. Look at most of your initial cities such as London, Jamestown, Rus (Kiev) and the like.

Also, villages grew their food for the year. Granaries, warehouses, curing barns, and other trade good places arose and attracted settlement.

Animal husbandry (raising mules, horses, cows, sheep and the like) occurred changing hunter/gathering culture to a communal action and provided for ensured food.

I would work on that basis building a town, then add the feudal concepts of Lords, Knights and the like with a keep or early Motte and Bailey...so the town might shift to a nearby defensive hill with well concept, base of a mountain, something with protection in mind, but not so much the loss of fresh water and planting fields.

Then, in the feel of D&D....dragons were always a worry and tunnels or underground caverns with passages only wide enough for man...and perhaps a small animal like cows or horses would be constructed for protection. Like a bomb shelter

I'd be happy to do any of the granaries or outlying buildings, wharf and the like

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PostPosted: Thu Jun 19, 2014 5:44 am 
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I'm still curious if my submissions were approved or not.... :?

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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred

Algrim GreyBeard Dwarf - Skull Mountain
Bror Hammerfell Dwarf - Enter the World of Greyhawk
Cormac MacCulain Human Fighter - Adventures on the Borderlands of Lamora
Gavin Storm Human Smuggler - WEG Star Wars
Glimble Rivenstone Gnome Cleric - under streets of splendor
Hot Streak - Villian - Rebirth of Power
Ivan Volkov Human - Mechwarrior2 3028 campaign
Jack Carter Human - Mutant Future - Tales from the Gam'A Zone
Korin McGruffin Dwarf Fighter/Thief - Formerly: Pits of Wob Currently: Minn's Mound
Odilo the Reborn Half-Elf Mage - A Paladin in Hell
Pocc Vorche Human Druid - Pirates: Cannons and Dragons
Throm Thundergut Dwarf - Silvery Moon


DM - A Village With No Name (AD&D 2e)
DM - Al-Qadim: One Dozen and One Adventures (Ad&d 2e)


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PostPosted: Fri Jun 20, 2014 12:38 pm 
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GreyWolfVT wrote:
I'm still curious if my submissions were approved or not.... :?

All submissions were accepted/approved... we just seem to be lacking the time to edit and clean them up. But let it be known that we have not given up on this project.

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PostPosted: Fri Jun 20, 2014 12:46 pm 
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ToniXX wrote:
GreyWolfVT wrote:
I'm still curious if my submissions were approved or not.... :?

All submissions were accepted/approved... we just seem to be lacking the time to edit and clean them up. But let it be known that we have not given up on this project.


Cool good to know ToniXX sounds like ya got other folks with some good ideas if they create and submit them ;)

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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred

Algrim GreyBeard Dwarf - Skull Mountain
Bror Hammerfell Dwarf - Enter the World of Greyhawk
Cormac MacCulain Human Fighter - Adventures on the Borderlands of Lamora
Gavin Storm Human Smuggler - WEG Star Wars
Glimble Rivenstone Gnome Cleric - under streets of splendor
Hot Streak - Villian - Rebirth of Power
Ivan Volkov Human - Mechwarrior2 3028 campaign
Jack Carter Human - Mutant Future - Tales from the Gam'A Zone
Korin McGruffin Dwarf Fighter/Thief - Formerly: Pits of Wob Currently: Minn's Mound
Odilo the Reborn Half-Elf Mage - A Paladin in Hell
Pocc Vorche Human Druid - Pirates: Cannons and Dragons
Throm Thundergut Dwarf - Silvery Moon


DM - A Village With No Name (AD&D 2e)
DM - Al-Qadim: One Dozen and One Adventures (Ad&d 2e)


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