Whether or not the reader chooses to employ the hammer-coin-food symbols I've been using for my maps, designating specific hexes as "kinds" can help in establishing where the players are or what they see. My take simply lays out these hexes as a sort of flowing pattern, from scarcely populated regions to those that are densely populated. I think this is better than determining which hexes are what by fiat, but it's better to do the latter than to make no designations at all.
Let's start with a typical type-7 hex. If the designation "type-7" has rankled the reader and they'd prefer something more esoteric, let's call it "subsistence farmland." Most of the hex is actually hinterland, with a small cluster of farms gathered around a stream bottom or artesian wells. Each hex of subsistence farmland would as I said yesterday contain at least one thorp. There wouldn't be any other services and as shown on the map by the lack of hammers, these particular thorps don't have a mill of any kind.
Chances are the residents wouldn't owe fealty to any lord. My education tells me that the difference between a "villein" and a "cotter" is that the former is a serf tied to the land, while the latter is a squatter, who does not own the land being farmed (and is therefore not a "freeman") but yet successful survives as a farmer. For reference, wikipedia makes no distinction whatsoever between villein and cotter, and seems to have no word for "person not under the heel of a lord who isn't in fact entitled to own land." This is a case of someone thinking every human being fits into a box of some kind. I assure the reader that millions of people through history have been too difficult to tax, because they chose to exist in obscure places. I also assure the reader that many amateur historians are bound to think otherwise.
As such, I'm going to call these people living in subsistence farmland "cotters." It doesn't matter if we call them "fleebsobs," as long as we understand their status.
Each season, these farmlands harvest a certain amount of food, store it in garners, from whence it's taken to a village of some kind and poured into the world's food supply. The people are isolated, mostly friendly, no more concerned over bandits than the poor people of the American south were worried about Dillinger or Bonnie & Clyde, and probably willing to feed players out of hospitality or in exchange for a quite minor tool of some kind.
Let's look at a different sort of subsistence farmland. As shown, there are two subsistence farm hexes (type-7) located along the big river that possess an extra hammer; while one type-7, located on a smaller blue line, doesn't have one. The thin line is no more than a stream; it doesn't appear on a 20-mile map, so it doesn't get a bonus hammer. Incidentally, any type hex on a river that appears on the 20-mile map gets a bonus hammer.
These examples of subsistence farmland also possess a thorp, but because they have sufficient water power, these thorps include a watermill used to grind grain. Potentially, the mill could be applied to other manufactures, but it's not here, because these are only type-7 hexes. The means is here, but the expertise is lacking. The hexes are just too backward. Still, it makes for a different kind of mindset than more backward places; and the mill is likely taxed, even if these cotters are not.
The reader might note that the type-6 hex shown has precisely the same hammer & food that these two type-7 hexes have. What's up with that? Well, hold your horses. We'll get there.
This brings us to a different kind of type-7 hex, one that isn't a farm at all. Where the inhabited hex occurs in mountains or stony land, we have a mining hex. Here, the type-7 hex isn't awarded two food, it's awarded two hammers. This designates a thorp with an ox tether, a mine and a waterwheel-sluice. Potentially, the thorp might be at the end of a cart track or trail (or larger route), which would mean meagre services for carts and wagons (tools for fixing, probably not anything like an extra axle).
A similar type-6 hex, like the one shown, is awarded two hammers and a coin — the latter resulting from an obviously more important hex and therefore providing greater wealth than a mere type-7 mine. The type-6 hex shown has a third hammer because it's located on the Rotilesti river, giving it a bonus hammer from waterpower.
So, this last image shows two possible type-6 hexes. The mine-version includes a resident assayer (in a single-person "office," or hovel) to oversee the quality of ore, or it might possibly mean there's an open pit quarry here. The ore is crushed by a mill, rather than merely sluiced as in a type-7 hex; there's a mule-skinner to manage work animals, a headsman to manage the operation, hauliers, several bunkhouses to keep them and a permanent stone kitchen to feed them. This collection of buildings and yards is no longer called a "thorp." It's called a "hamlet."
Now, "hamlet" is a loose term in the real world. Like thorps, hamlets begin as little places (or evolve from thorps into little places) that refuse to give up the name as they transform into mighty cities. Thus, we have Birmingham, Faversham, Burnham, Hamburg and so on. Other names for "hamlet" include wick, catun, buurtschap, weiler, mezra, clachan and many, many others ... and all of these may be variously identified as villages, towns or cities, depending on how long the place has been around and the transformative nature of language being applied to multiple things. As I wrote with the thorp post, I need a standardised word for a specific kind of habitation, to differentiate it from other habitations. Hamlet is my chosen word for small not-quite-village sized habitations that occur in type-6 and type-5 hexes (the latter of which will be discussed another day).
Hamlets occur everywhere that's remotely civilised, even in densely infrastructured type-1 hexes. For simplicity sake, let's call an agricultural-version type-6 hex just "farmland." I trust that's not too confusing. Farmland may or may not have access to waterpower — but whether it does not not, the hamlet in farmland will always have some kind of mill. Where water power is unavailable, a windmill is substituted. This is one important difference between farmland and "subsistence farmland." The former may have a windmill. The latter never will.
Historically, hamlets may emerge from thorps that grow as their usefulness increases. Hamlets may also be founded at a stroke, as a group of pilgrims or settlers seeking independence. They may also exist as the remnants of a village or town, where the hamlet is surrounded by the ruined remains of a larger, former habitation. This can be found commonly in classical parts of the world like Anatolia, Greece, Italy or North Africa. A hamlet might also cluster around a squire's house, a freeman who is less than a noble (and therefore not a manor lord), and yet act as a beneficiary or wealthy master.
Hamlets can form along roads, in bottom lands below mountains, upon a lake or coast ... in my game, anywhere that a type-6 hex occurs randomly. Sometimes, this will mean a collection of farmland hexes such as the example above, or a single farmland hex apparently in the middle of nowhere.
At the same time, the hamlet isn't strictly an economic entity, like the thorp. A larger number of persons dwell here, who are gathered together because they possess a similar tradition and outlook. These are people who have bonded together, who share their harvest with one another in lean times, who trade with the outside as a single body ... and whose religious affiliations lack formal spiritual guidance. Hamlets do not possess a church. By definition, the presence of a church redefines a hamlet as a "village" ... but only player characters would take it upon themselves to build a church in a hamlet that has no expectation of developing the other qualities of being a village. In the game world I'm building, the designation of "type-6" means no church, no priest and no deacon. No religious hierarchy at all. However, this doesn't prohibit the presence of informal spiritual guidance. The hamlet may possess a shaman or a friar or nun acting on his or her own initiative.
Hamlets act somewhat as collectivised peoples. By working together, they produce more free time among themselves; this allows homes that are better built than mere hovels, the development of simple masonry, carpentry, pottery and thatching. Occasionally, some handicraft-making, such as baskets, farm tools, baked goods, quilt-making and such are collected and transported to small village markets. The local mill may be used for fulling cloth and pressing wine and oil as well as for grinding flour. None of these would reach meaningful proportions ... but players could expect to barter their town goods for rations, a serviceable pair of soft shoes or a hat. Naturally the hamlet would also have a garner, several wells, a sawpit and so on as we've seen with the thorp. In different parts of the world, this could be extended to polished spices, extracts like camphor and aloe, resins, local wine and spirits, embroidery and much more ... though it's understood none of these things would be available in large quantity; they'd only be enough for more than a few persons.
Farmlands are no more xenophobic than subsistence folk. They might be attacked and robbed, but it's unlikely in large part, particularly with those surrounded by civilised hexes. The last example of the isolated farmland hex might be a bit more xenophobic than others — but they would probably welcome outsiders for the sake of the news they bring. They would protest the permanent settlement of outsiders who failed to share substantially with the community, or who wore out their welcome by appearing too often while acting selfishly. Players would need to make friends, not merely treat the hamlet as utilitarian ... keeping in mind that working a string of hamlets, each being isolated, could allow for much greater latitude for a party that didn't wish to commit.
Thus, for resupplying base goods, such as food and clothing, falling back to a hamlet might prove more convenient than retreating all the way to a town. It also serves as a possible location in which the party migh, after building relationships, actively work to expand the actual infrastructure of the hex, promoting it to a type-5 and thence to an actual village ... with lots of possible base locations to choose from that would serve the party's needs.
For everyone out there, I appreciate your support of my patreon or for your input in the comments. I have more things to write about worldbuilding and I just want you to know that I'll continue to make the material the best I can.
I won’t go into the details, but the players in my campaign have just been awarded a teeny tiny land grant. Five acres, undeveloped. They are excited to begin making improvements By calling on the 500 GP of credit one of the characters got from the background generator.
ReplyDeleteSince we will not play again for a couple weeks (after spring break) I’m busily expanding My conception of the island they are on. I already broke it into 2 mile hexes near the beginning of the campaign, and over the last two days I followed your 2019 series “Mapping Hammers/Food/Coin/References “on The Higher Path to place benefits on the island at the 6 and 2 mile levels.
First time I have done a 2 mile map in this way, actually. I remember thinking the system was pretty good when I was just reading about it, but it was so much fun to *do* that I think you are going to make a cartographer of me yet. I finally understand what you mean when you say that this stage of your mapping (at the six or 2 mile level) feels like paint by numbers.
In the 2019 series, you gave a bonus coin to a 6 mile hex with a river from the 20 mile map. In today’s post you are giving a hammer instead. Will there be a variant situation which gets a coin instead of the hammer, just as you have now introduced the variant type six which gets double hammer instead of food and hammer? Or This represent a change in thinking away from coins for rivers?
Forgot to mention: while I have been enjoying the entire campaign forge series, of course, this post and the previous one have been particularly valuable for the scenario I mentioned with my current players. Thanks! I’m glad you’re doing it now, of all times.
ReplyDelete(And I’m also glad that I actually sat my ass down and followed along with the continental mapmaking posts at the beginning... Even my cruddy little raster image has grown into a little chunk of a world that I can see more clearly with every passing week.)
Coins for rivers was Civ IV's metric. After thinking about it, I decided that a river alone wasn't sufficient to bring a coin to every river hex. Big cities tend to grow along rivers, and big cities always gather coin, so I nixed the coin benefit and replaced it with hammers. After all, rivers were the foundation of "power," driving the medieval industrial revolution.
ReplyDeleteI still provide one coin for any civilised coastal hex, provided that the amount of land within the hex covers at least 50% of the area. Presumably, this coin results from the velocity of money that a lot of trading produces.
Out of interest regarding your players, Maxwell, I rate 1 infrastructure as equal to the combined labour of 259 persons. Why that number? A mistaken calculation of hex size that I got stuck with. By the time I realised the error, I'd used the number enough times that I did not wish to repeat all the work needed. You can choose any number you want. However ... if your players want "spontaneous" growth in their empty hex (residents just wanting to come live there), they'll have to get the ball rolling with bribing immigrants, enslaving immigrants, or building something "so they will come." That's their first problem after establishing homes and creating producing land for themselves, prospecting the land, exploring it, discovering what natural food is already growing there that they can forage (game, fruit-bearing plants, honey, etc.), cutting timber and so on.
Thanks for the coin explanation. And thanks for mentioning that 259 was a mistake! I*was*wondering about that When assigning infrastructure on my 20 mile map a couple weeks ago… I elected to go with dividing the population into the correct number of mi.² in a 20 hex. Which IIRC is 346 sq mi.
ReplyDeleteMy new players are pretty likely to eat up whatever I throw at them info-wise, so I’ll pass along what you say, as well as some of the other posts you’ve written on the subject. The chunk of land is very small, only a tiny fraction of a 2 mile hex, And one which is already (partially) settled. They have been to a POI nearby a couple times, but haven’t visited the area of the grant itself yet. So I’ll be sure to figure out the concrete effects of the food symbols and other things I have now distributed in time to greet them with things like “here are your new neighbors“ and “here are the goods/services available, or not available” and so on.
They’ve been talking more about creating a base for themselves than anything regarding attracting settlers, so It’s just as well that “establishing homes, creating productive land, prospecting” etc. will take up plenty of time on its own. Unfortunately the druid with the prospecting amateur study from her background is not going to be able to play anymore, so there goes their plan of prospecting the wilderness a couple miles to the south…
You reminded me that they also want to set up a bakery. The hex the land is in won’t do, No big enough settlement, but the 2 mile hex next-door has what I’ve characterized as a village of several hundred and 2H symbols — however I just realized now that I forgot to Assign quadruple symbols anywhere on the island for the references it produces! I dare say I’ll be sticking a 4H on The six Mile hex containing the 2 mile with the players land grant and the 2 mile with that “Village“ in it, which will toss lots more industry around… And should mean that the “village“ is a lot bigger.
Good, good… I was Trying to figure out how to reconcile the level of activity I described in the Settlement with the apparently small population, but the bonus symbols from references will solve that nicely. It’s the main site of timbering on the island and represents most of the timber reference that the island produces… plenty of people to sell baked goods to.
Apologies for rambling in your comments. but I dare say you will be happy that I’m getting inspired by your work! you know the drill about the funky spelling And capitals by now… (Text to speech, for those who don’t know, too spare a hand injury.)
Two quick thoughts for MJ
ReplyDelete1) If ya wanna build something to attract people, try a baseball diamond. U hear that works in the movies.
2) Why not "retire" the druid, and allow her to work with the party as an NPC agent/prospector?
I wont do that because there’s a chance the player will return to our game in the summer, after her job gets less hectic. If something bad happened to the character while working as an NPC prospector, that player would have a loss of trust in me - “Sorry, you left the game for a while and now you can’t be your character anymore because they died while being an NPC” would be awful! Far better to just put the druid in stasis, or have her wander off into the forest until the player returns.
DeleteIn general, my rule is “nothing can happen to/because of the character of a player who is not at the table; they are simply elsewhere, and the rest of the party proceeds without them.” For instance The sage skills of a character can’t be used when the player’s not there, his/her inventory can’t be accessed, and so on. Likewise, they can’t be targeted with spells or assassinated or have any other nasty thing happened to them. Not a legitimate target while the player isn’t there to take action.
I don’t see any reason to make exceptions to this rule. If players want to take advantage of the whole party’s capabilities then they should make sure everyone shows up :)
I have to say that I wouldn't exactly complain about a series of settlement posts.
ReplyDeleteI'll take it under advisement.
ReplyDeleteI'm getting so much out of this series. Thanks for all of your hard work, Alexis!
ReplyDeleteOne question I've always struggled with regarding small settlements like the thorps and hamlets you've described is what their reactions would be to the player characters. On one hand I think they would welcome people with goods to trade and news from the wider world to share, as you mentioned. But I also think about how scary and intimidating it must be for these simple, agrarian folks with few defenses to have a party of unknown, heavily-armed, magic-wielding characters enter their settlement.
Any thoughts about how you've played these scenarios out in your games, and how you determine whether the settlement will be accepting or take up arms against the characters/outsiders?
Again I repeat. Look up the histories of John Dillinger, Jesse James and other famous outlaws of America ... and note that they relied upon the common people as places to hide. By making friends with small place persons, they guarantee a food supply, a place to rest, allies who will mislead search parties and the like. On the whole, because they have so little to steal, the relationship between bandits and the agrarian lowest class would be completely supportive. The literature demonstrates this repeatedly.
ReplyDeletemy apologies Maxwell. I misunderstood. I assumed "not going to be able to play anymore" meant "not going to be able to play anymore." We run our players on a break similar to you! Now let's get back to the GOOD stuff!
ReplyDeleteAlexis, an off topic question, if I may. Why do you use hex maps? I've always used a square grid. (I also use metric, so clearly I'm a weirdo.) On maps we use a compass or divider to mark movement, areas of effect, etc. Feel free to email if this is a distraction to the topic.
ReplyDeleteNigli,
ReplyDeleteIt's certainly not a secret. I use hex maps because the distance between hex center to hex center in any direction is 1 hex. The distance between diagonal squares in a grid is root-2 hexes (1.4142). People pretend it isn't, but it is. And where my trade tables are concerned, where I measure distances in hexes, I don't care to calculate distances in roots. It's really that simple. Nor do I wish to allow character's in combat to move 0.4142 squares further away just because they happen to move diagonally.
I would use metric (I use it constantly in everyday usage, because I'm a Canadian and we switched over in 1978) ... except there was no metric in 1650, the time of my game world. I believe that the experience of having to work in medieval measures has an effect on player's brains that serves as a sort of frustrating obstacle to which they have to adapt. Metric is super-easy and contributes to fast thinking, whereas old-style measures produce muddle-headedness, which contributes to player ire and tendency to over-reaction. Again, a plus where being a DM is concerned. Cruel, I know, but it's the DM's privilege to be cruel.
Hm. That could be a book title.
On a side-note, hexes have the added benefit that they can sometimes be treated as staggered squares and also as circles. Using my graphic design program, I can start a circle in the middle of a hex and expand it outwards; the perimeter of the circle will correspond to the perimeter of hexes it envelops, so that all the outermost hexes will be fractionally covered to about the same degree. With a square grid map, a circle's perimeter will cover the squares differentially, with diagonal hexes being less and less consumed as the circle expands outwards.
This probably doesn't mean much to most people, but when scaling up the effects of magical ranges, breath weapons and movement in combat, it makes a BIG difference.