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Wyvern

Wyvern

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Wyvern
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  • New Inn - The Rosemary and Thyme

    As the medieval wall thickness point has come up a couple of times recently, it may be worth anyone interested reviewing the comments to this query posted on Worldbuilding Stack Exchange back in Dec 2016. The querent was fantasy mapping using CC3. There are some interesting notes there, though perhaps that of greatest relevance relates to an article, The Construction of Medieval and Tudor Houses in London (link is to the free PDF download of the article), which mentions, for instance, an early 13th century London regulation requiring house walls to be built from stone at least 3 feet thick. That not all were seems to have resulted in collapses, hence the regulation. It discusses other materials and construction methods too for the period from circa 1200 to circa 1600, so is worth reviewing.

    Most of the other information readily available online relates to medieval castle walls, so is fairly useless for this kind of discussion, but if you dig around, you can find a few architectural and archaeological reports on individual medieval house buildings if sourcing more precise details for specific cases would be useful for your mapping.

    As for the Hommlet D&D setting, the original T1 module makes the particular comment from the settlement's heyday (page 2): "Prosperity was great, for the lord of the district was mild and taxed but little. Trade was good, and the land was untroubled by war or outlaws or ravaging beasts." So, plenty of spare cash floating around, it would seem, at least when the original properties were built and enhanced, before disaster overtook things (it's a D&D module; what did you expect?!).

    JimPLoopysueMonsendragarhirGlitch
  • Good sizes for fantasy cities etc

    As Jim said, there's going to be a lot of personal preference involved here, heavily dependent on how you see your world setting developing, what types of civilizations exist in different places there, as well as how much time and effort you have available for designing and mapping it all.

    Plus you're really asking two different, if related, questions - 1) the number of key buildings desirable for different types of settlement, and 2) what the appropriate size of different types of settlement can be for different types and numbers of special buildings.

    The question of settlement sizes has come up on the Forum here before, and you might like to look over the comments on these two topics, both of which coincidentally came-up in late 2018:

    Making a city with CC3+

    Looking for advice on starting Village/Town/City size

    There are also various systems for designing RPG settlements available online, some paid for (on sites such as DriveThru RPG), some not (such as blogs), as well as a number of random design systems, such as those on the Watabou site, although those provide primarily maps, rather than lists of the specific places you indicated as of interest.

    Those should get you started at least, or perhaps help clarify what it is you want (or even don't want!) from such systems, from where you might feel more confident about creating your own settlement design system.

    Good luck!

    LoopysueJimP
  • Snowy lands

    Looking at the symbol and terrain use here, I think these could be used to create an illusory city too, or a literal ghost town, perhaps with some additional colour overlay effects, and perhaps some transparency about the symbols (less sure about the latter point, however). Or indeed a city of glass.

    Rickoroflo1
  • WIP tavern

    While the size may seem wrong, by a strict comparison with some medieval European structures, this isn't for medieval Europe, it's for fantasy D&D, and is close to the scale size for this specific tavern as shown on Mike Schley's map of Saltmarsh in the Ghosts of Saltmarsh scenario book (Wizards of the Coast, 2019), assuming five-foot grid squares here. The appearance isn't quite the same as on that map, but this is an adaptation after all, and although there are a number of designs for the Wicker Goat Tavern online, I don't think there's an official D&D version, so some leeway is to be expected.

    In the original adventure (The Sinister Secret of Saltmarsh, TSR's Module U1, from 1981), you were expected to create your own version of the town from scratch - there are a few guidelines for key points, such as Point 4: "Decide where the characters could stay when resting in the town between adventures (the best inn? the only inn?); draw up a tariff (list of expenditures) for their accommodation and food." But that's as close as we got to a description for the inn/tavern, which didn't even get a name back then!

    That's not to say such points should just be ignored necessarily, and the heating and access points are useful considerations. However, if the final tavern is meant to fit to the size of the official Saltmarsh map, this is close enough to work for that.

    ShessarDak
  • Using Watabou generators to creat a campaign.

    Might be worth tweaking the glow on the lettering to help it stand out more. Might be the colouring instead, but I'm struggling to pick out the numbers for some of the features on the map, and I get the impression the red doesn't seem so clear on the background as the black.

    Loopysue[Deleted User]