Friday, December 28, 2012

More Dwarf Style Exercise - World Between Settlement Builder

Okay, so since the world didn't end as predicted I thought I'd follow up on my earlier exercise posted recently on building a stonach (dwarf) clan using Andrew's clan builder over at Fictive Hack.  This time I'll apply the companion clan settlement builder to the clan and see how it goes.  Now I set a couple parameters based on the story from the clan builder: only one settlement for the clan and size as Village.

Drakemeister Hall

Size: chosen as Village due to background story

Access: rolled off between Mingled Population and Integrated Community, again due to background story; got Integrated Community: stonach (dwarves) and shokoro (lizard people).

Results of initial rolls for the specific spaces in the settlement and the special attribute rolled for each one:

Crafting Spaces (5)
Armory (Cleverly hidden, secret doors to enter)
Jewelry (Cyclical glowing from runes/Day and night)
Armory (Cleverly hidden, secret doors to enter)
Mine (Ornamentation and carved decoration, themed on the Founder Markkus)
Mechanical Workshop (two significant restaurants)

Defense Spaces (3 spaces)
Outpost Fort (Ornamentation and carved decoration, themed on the Founder Markkus)
Gate Fort (two significant restaurants)
Outpost Fort (Cleverly hidden, secret doors to enter)

Food Spaces (1 space)
Brewery (Still water)

Public Spaces (4 spaces)
Market (Traps installed)
Market (Access to open sky)
Nexus Plaza (Still water)
Great Hall (Incomplete construction)

Residential Spaces (3 spaces)
Mansions (Ornamentation and carved decoration, themed on the Founder Markkus)
Barracks (Incomplete construction)
Garden Housing (Running Water)


Then, since the clan had the Magnificent Home attribute, I got to pick another six spaces.  I chose:
Food Space: Mushroom farm (Incomplete construction)
Food Space: Beetle farm (Cyclical glowing from lichen/Day and night)
Residential Space: Stack housing (Running Water)
Defense Space: Key defense (Cyclical glowing from runes/Day and night)
Public Space: Lore of the Ancients Reflection Hall (Traps installed)

Thus the final spaces are:
Crafting Spaces (5)
Armory (Cleverly hidden, secret doors to enter)
Armory (Cleverly hidden, secret doors to enter)
Jewelry (Cyclical glowing from runes/Day and night)
Mine (Ornamentation and carved decoration, themed on the Founder Markkus)
Mechanical Workshop (two significant restaurants)

Defense Spaces (4 spaces)
Outpost Fort (Ornamentation and carved decoration, themed on the Founder Markkus)
Gate Fort (two significant restaurants)
Outpost Fort (Cleverly hidden, secret doors to enter)
Defense Space: Key defense (Cyclical glowing from runes/Day and night)

Food Spaces (3 spaces)
Brewery (Still water)
Food Space: Mushroom farm (Incomplete construction)
Food Space: Beetle farm (Cyclical glowing from lichen/Day and night)

Public Spaces (5 spaces)
Market (Traps installed)
Market (Access to open sky)
Nexus Plaza (Still water)
Great Hall (Incomplete construction)
Public Space: Lore of the Ancients Reflection Hall (Traps installed) 

Residential Spaces (4 spaces)
Mansions (Ornamentation and carved decoration, themed on the Founder Markkus)
Barracks (Incomplete construction)
Garden Housing (Running Water)
Residential Space: Stack housing (Running Water)

With the final number of spaces determined, the population can be calculated.  For a Village sized settlement the population is [# spaces x 50], or 21 x 50 = 1,050.

The next step would be to draw up a map of Drakemeister Hall which includes all these spaces and elaborates on the special attributes ("ornamentation and carved decoration").

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