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Gurdinford

An Example Thorp

Gurdinford is a thorp situated in a scrubland thicket, at one of the few crossing places on the Gurdin River. It consists of two Creel Cottages, a garden and an animal pen, joined together as a single compound Overnight, it is guarded by two watchdogs. The carefully curated ring of trees provides shelter and some concealment for the settlement - it isn’t hidden, but it isn’t obvious that there are people living here. Inside the tickets there are radish, wolfberry and cloudberry patches, all plants that grow wild in the area, and have been slowly transplanted in, to make harvesting easier. They make a few coins selling leather, furs, feathers and reed baskets to travellers.

Residents

Backstory

Gurdinford was a small almost wilderness settlement, written to supplement a Kingmaker game. An RP side quest, where the party got to meet a remote community, discover they were happy where they were, and didn’t really want ‘protection’, thank you very much. As it happened, one of the characters took Ush as an apprentice, and trained her up, before she returned to the village.

I think I had Besh as a Barbarian-2, Ramo as an Expert-1 and everyone else as a commoner, the adults had a skill, the children were unskilled.