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The world and its clansThe elves and the Ancient NanotechThe dark and the nightThe hamlet, towns and their peopleThe story: first hour, main arc, radiant questsItems with a storyCreatures of the worldThe Deep Tide
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The hamlet, towns and their people

Every settlement is a planned town: a Voronoi layout of lots, squares, streets of three widths, a wall and a gate, built out of the same kit pieces the player builds with (see build pieces). A hamlet is the first one the player meets: the last tutorial step is to follow the marker to the nearest hamlet and speak to its elder.

Who lives there

Residents are made once from the plan: families under each roof, a job from the plan's slots, a bed, a hearth, a workplace, a seat, a stall, a plaza spot. Roles: farmer, woodcutter, miner, smith, baker, brewer, innkeeper, merchant, fisher, guard, priest, scholar, bard, child, elder, thief. Names are a first name and a family name shared by a household; some roles carry a title (Warden, Trader, Brother, Host, Smith, Old).

A day is a plan per role: people walk door to door along the street graph (market day on weekday 2, rest day on weekday 6, a festival once a season, shelter in rain and danger). Guards patrol a loop, carry a blade and shield and are leashed to their town; animals (dogs, cats, chickens, geese, goats, cows) mill about the yards. The dead are kept in a ledger and replaced after two to five days by a new resident.

Named roles in dialogue

RoleWhat they doA line they say
villagerGossip and idle talkThe wind turns. Mind the road after dusk.
clanLeaderGives the main arc and clan questsOur borders hold. For now.
merchantBuys and sells for silver leafSilver leaf buys what the land will not give.
hermitKeeps old lore in the wildsThe deep remembers every footstep.
guardKeeps the walls; receives seals and reportsKeep your blade low inside the walls.
caravanMasterLeads the trade caravansStay close. Ambush sits where the road narrows.
envoyCarries treatiesA cord of knots, a word of peace. Carry both gently.
questGiverOffers radiant questsThere is always work. The hard part is the choosing.

Trade

Merchants sell a fixed shop list by settlement kind and tier (the first tier's staples are in every camp and hamlet; the rest from villages and towns), plus whatever the cell has in surplus. Prices follow supply and demand; the currency is the Silver Leaf. 59 fixed rows:

What they say

Idle lines by role (a few of each):

villager

  • "The wind turns. Mind the road after dusk."
  • "Bread tastes better when the walls are high."
  • "My grandmother saw the light walk once. Tall as a tree."

clanLeader

  • "Our borders hold. For now."
  • "A clan is a promise its people keep for each other."
  • "Every treaty is a truce with a longer memory."

merchant

  • "Silver leaf buys what the land will not give."
  • "Prices rise where roads are cut. Remember that."
  • "I sell to anyone who pays. The dark rarely pays."

hermit

  • "The deep remembers every footstep."
  • "The roots remember what the king forgot."
  • "Stars fall where the stones are hungry."

guard

  • "Keep your blade low inside the walls."
  • "Night watch is long. Longer when the fog comes."
  • "I have seen what walks in the mire. Do not go alone."

caravanMaster

  • "Stay close. Ambush sits where the road narrows."
  • "A wheel turns faster with a sword beside it."
  • "Every border has a toll. Some pay it in silver."

The caravans: trade routes carry goods along the roads between seats at 2.2 m/s, can be escorted or ambushed, and are the subject of the caravan escort and escort envoy quests.