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consolidated:campaignsystem:living_on_the_edge [2026/08/30 10:35] johnbconsolidated:campaignsystem:living_on_the_edge [2026/08/30 15:27] (current) – [The Buildings] johnb
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 ====== Living on the Edge ====== ====== Living on the Edge ======
  
-Not all parts of The Hinterland are the same.  In some areas, close to civilisation, there might be patrols along roads or military interest in the town’s economic interests are threatened.  It is generally safer, so there are larger farms, investments from town and perhaps even a local militia to organise a posse.  At the other extreme, some areas are right on the edge of The Wilderness and could be dealing with minor threats on a daily basis, so settlements tend to be smaller and more isolated, with residents who try to live with the local environment, creatures and tribes.  However, they generally need to trade for some items that make life more comfortable.+===== Overview ===== 
 +  
 +Not all parts of The Hinterland are the same.  In some areas, close to civilisation, there might be patrols along roads or military interest in the town’s economic interests are threatened.  It is generally safer, so there are larger farms, investments from town and perhaps even a local militia to organize a posse.  At the other extreme, some areas are right on the edge of The Wilderness and could be dealing with minor threats on a daily basis, so settlements tend to be smaller and more isolated, with residents who try to live with the local environment, creatures and tribes.  However, they generally need to trade for some items that make life more comfortable.
  
 In my game settings, you are liable to find Thorps  (Pop =<20)  or Hamlets (Pop =< 60) close the ‘The Edge’.  Larger settlements make more impact on their environment:  More traffic; more people; bigger fields; more animals; larger buildings, more smoke; stronger smalls – etc.  All of which are much more tempting for humanoids, barbarians or herds of grazers intent on devouring your crop.   You might find something bigger and more aggressive on the frontier, but it will have its own story, a reason for being there and the strength to impose themselves.  However, It will be a bespoke settlement, such as a fortified town or a frontier castle, with bespoke characters, a bespoke back story and a reason for being there.  *shrug* Every party needs a base when they go adventuring in The Wilderness.   In my game settings, you are liable to find Thorps  (Pop =<20)  or Hamlets (Pop =< 60) close the ‘The Edge’.  Larger settlements make more impact on their environment:  More traffic; more people; bigger fields; more animals; larger buildings, more smoke; stronger smalls – etc.  All of which are much more tempting for humanoids, barbarians or herds of grazers intent on devouring your crop.   You might find something bigger and more aggressive on the frontier, but it will have its own story, a reason for being there and the strength to impose themselves.  However, It will be a bespoke settlement, such as a fortified town or a frontier castle, with bespoke characters, a bespoke back story and a reason for being there.  *shrug* Every party needs a base when they go adventuring in The Wilderness.  
 +
 +===== The People =====
  
 Generally, though, most residents will be Commoner-1, some of those will have a single point in a Craft or Profession skill, one or two might be warriors or experts, and I generally have one skilled resident per household. However, that changes for leaders whoa are probably 2nd or third level, or whatever I want  for RP or storyline reasons. Generally, though, most residents will be Commoner-1, some of those will have a single point in a Craft or Profession skill, one or two might be warriors or experts, and I generally have one skilled resident per household. However, that changes for leaders whoa are probably 2nd or third level, or whatever I want  for RP or storyline reasons.
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 Almost certainly our residents cook simple food on an open fire, wear a lot of well patched and hand-me-down clothes, that may have been reinforced with leather.  Green and brown are favored colors, while fur probably features more than you might expect.  Most household items are made from clay or wood, as metals are hard to come by, and metal tools, weapons and armor are treasured and may (perhaps) be seen as family heirlooms.  Clubs and Slings are common weapons -  and most adult commoners will know how to use both of them  (Consider it to be DM Granted Bonus Trait).  Spears, because of their low metal content, are popular weapons, while leather armor, hide shirts and wooden shields are easier to come by, and may well be made locally.  Almost certainly our residents cook simple food on an open fire, wear a lot of well patched and hand-me-down clothes, that may have been reinforced with leather.  Green and brown are favored colors, while fur probably features more than you might expect.  Most household items are made from clay or wood, as metals are hard to come by, and metal tools, weapons and armor are treasured and may (perhaps) be seen as family heirlooms.  Clubs and Slings are common weapons -  and most adult commoners will know how to use both of them  (Consider it to be DM Granted Bonus Trait).  Spears, because of their low metal content, are popular weapons, while leather armor, hide shirts and wooden shields are easier to come by, and may well be made locally. 
  
-{{:consolidated:campaignsystem:hinterland_people_edge_.png?400  |}}   This is mainly for me, as I have aphantasia, a cognitive difference that means I cannot visualize, to make descriptions easier.  +{{:consolidated:campaignsystem:hinterland_people_edge_.png?400  |}}   These are mainly for me, as I have aphantasia, a cognitive difference that means I cannot visualize, and seeing images help me to come up with a better description of the NPCs when I describe them in-game.  They are AI generated, but I have no real artistic ability and I write for personal use (but happy to share with others) rather than for sale.  If you want to create replacements, I will replace these pictures with your (credited) version. 
 + 
 +===== The Places ===== 
 + 
 +A couple of examples of settlements on the edge of the hinterland, both written some time ago for other game, and only slightly modified for these rules. 
 + 
 +[[Gurdinford]] - a thorp almost in the wilderness itself. It has some passing trade and can reach a couple of towns for trade, but it is a long trip for Besh. 
 + 
 +[[..:westtelida:the_old_frontier:the_quarry|The Quarry]] - a Hamlet on the Edge of the Hinterland in my Old Frontier setting.  Built around a limestone quarry, developed to support a Dwarfish plan to build a stronghold around and old iron mine, The Quarry has taken on a life of its own.  Ever since Dragos, leader of House Yitis in the Old Frontier, postulated that he might start to bring a boat up river to take larger blocks of building stone to town, newcomers have been trying to work out if they can cash in. 
 + 
 +===== The Buildings ===== 
 + 
 +Almost all the buildings listed in the PF Downtime rules are intended for PCs, which is as it should be, but they are much too expensive for the majority of NPCs.  Few NPCs can afford the 100gp/month costs of living, that PCs seem to pay without thinking about it, and would probably get thrown out of the more expensive establishments before they had taken their hat off.  It is also a reminder, for the DM, that those expensive establishments cater almost exclusively for PCs and bona fide aristocrats with title lands and lots of money.
  
-AI generated, I am afraid, but I have  no real artistic ability, and I write for me, rather than for sale.  If anyone want to create replacements, I will be happy to replace these pictures with your (credited) version.+[[Workers Homes]] - This covers most of the NPCs that the PCs will come across.  Just about every Level-1 NPC class NPC commoner fall into the 3-10 gp/month cost of living range -  which equates to 1-3 sp/day.
  
consolidated/campaignsystem/living_on_the_edge.1788086148.txt.gz · Last modified: by johnb