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
| Role | What they do | A line they say |
|---|---|---|
| villager | Gossip and idle talk | The wind turns. Mind the road after dusk. |
| clanLeader | Gives the main arc and clan quests | Our borders hold. For now. |
| merchant | Buys and sells for silver leaf | Silver leaf buys what the land will not give. |
| hermit | Keeps old lore in the wilds | The deep remembers every footstep. |
| guard | Keeps the walls; receives seals and reports | Keep your blade low inside the walls. |
| caravanMaster | Leads the trade caravans | Stay close. Ambush sits where the road narrows. |
| envoy | Carries treaties | A cord of knots, a word of peace. Carry both gently. |
| questGiver | Offers radiant quests | There 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:
| Tier | From | Items |
|---|---|---|
| T1 | outpost | |
| T2 | outpost | |
| T2 | village | |
| T2 | town | |
| T3 | village | |
| T3 | town | |
| T4 | village | |
| T4 | town | |
| T5 | village | |
| T5 | town | |
| T6 | village | |
| T6 | town | |
| T7 | village | |
| T7 | town |
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.