2025-02-01 - Creating Our Starting Town
Previous session: Next session: 2025-02-15 - Social & Light Discussion
Where Were We?
In the beginning, the map was without form, and void.
And Then What Happened?
For our first session, we played Ex Novo to design our starting town.
Setting Assumptions
Jenn would like "happiness".
Dave wants "not grimdark".
"Noblebright"? Good guys are good guys. Bad guys are bad guys. Moral compasses are more set and obvious.
No (deliberate) commentary on the current political situation. Pure escapism.
Avoid "Dimension 20" territory.
Multiverses? Could be okay but let's not overdo it to cover plot holes. Stick with D&D cosmology. This setting won't be in the Forgotten Realms. Deities TBD later.
Use the 2024 D&D 5E rulebooks.
Use Foundry VTT? Let's check it out.
D&D Beyond for character sheets.
What's the species mix? Maybe more classic fantasy where towns are more single-species. For this town, default to human majority.
Mike's not excited about steampunk but doesn't care too much.
Druids exist? Jenn's interested in bringing Orla back. Maybe major areas have druid groves, giant trees? Druid groves as seed for settlements. What if druids are the only clerics (in this area)?
"American movie-medieval"/ren faire feel, like a Celtic influence too.
Dave's interested in an arcane magic user, so some source is important to exist. Would we use standard 5E spell list? Remove things? Add things?
James is working on a wizard subclass around "sonomancy". Sound based magic. Could be interesting.
Scale
Size
What size is this settlement? Small city.
Age
Grown: a respectable age, a handful of generations.
Terrain
Geography
Hills
Features
Woods Depression - a basin in the middle of the forest Lake River
Purpose
Location
Useful natural resources: logging & lumber
Decision
Settlers looking for freedom - oppressed loggers broke away from their guild in a neighboring kingdom & started their own
Power
Hierarchy
Governing council
Representatives of each faction plus an at-large elected member colloquially known as "the froe".
Factions
Staunch allies
- Loggers
- symbol: pine tree
- landmark: camp in the forest
- Rafters
- symbol: 6 logs bound together
- landmark: dockyard
Rafters dominate because they make the deals, move the resources. Loggers are under-appreciated for their labor (history repeating?).
"Freemen's Wood"
Development
The age selected above gives us ten phases
1: 562: Two Districts Join
Founding district and adjacent one along the north side of the lake.
2: 266 Redistribution of Wealth
Early profits helped the Loggers build a proper camp deeper in the forest
+1 district
3: 246: An Important Alliance is Forged
Leaders of the Rafters and Loggers join
4: 442: Education Gains Value
Milling brings in more profit, and the sawdust can be made into paper for books, allowing the town to build a library.
5: 323: A Need Now Satisfied for All
Milling leads to the rise of various forms of woodcrafting, which begins to diminish the overall logging + shipping power
6: 426: A Shift in Cultural Values Occurs
A bridge is constructed across the river.
7: A Peaceful Neighbor
A halfling farming community provides agricultural products
8: 425: Outsiders Arrive
Halflings from the trading neighbor.
9: 414: A Festival is Established
A music festival at a fair grounds by the lake
10: 636: The Land Opens Up
Land near the depression sinks, revealing a cave opening near the edge of the forest.
Plans for Next Time
More world building — especially whatever impacts character creation. Species, faiths, culture, that kind of thing.