(White Dwarf #31)
Paul Vernon kicks off this well-regarded series with a focus on authentic medieval village design.
What’s it about?
Villages need an economic base—usually agriculture, livestock, or resource extraction (mining, fishing, forestry). Strategic locations, like crossroads, a mountain pass or river crossings, may also provide the reason for the village existing. Fresh water is essential. Without an economic base you don’t have a village.
Monsters in the area should have marked lairs, hunting ranges, and encounter chances within that range, but their territory shouldn't overlap with frequented village areas.
Village layouts revolve around key features: a village green, pond, moated manor, mill, guildhall (if a thriving cottage industry is present), bakehouse, or wine/cider press. Instead of taverns, expect ale-wives; inns only appear on trade routes. Other structures might include a toll-house and stocks. A religious edifice is setting optional but typically present.
Paul details villager roles, social structure, trades (weaver, miller, carpenter, smith, etc.), and services. Stone is reserved for churches and manor houses—other buildings are wooden with thatched roofs, spaced apart with their own plots. Markets, fairs, festivals, and seasonal impacts on village life are covered, along with ideas for petty rumors/gossip and village encounters.
Is this a keeper?
Yes. Heavy on medieval realism, with useful insights into village function and design, but also a lot of minutiae keeping it from the 'best of' list.
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