Steadings

Steadings represent the face of civilization within the realm, the communities (exclusive or mixed) of the sentient races where the adventurers can expect a modicum of safety, security and access to services and fresh provisions. Create your first steading as part of the campaign map that you draw -after- the player leave the site of their first adventure. Try to keep the first steading within a day or two of the site of their first adventure- a short trip through a rock pass or some heavy woods is suitable or a wider distance by road or across open ground.

Consider adding a distinctive feature somewhere nearby. Maybe a forest, some old standing stones, an abandoned castle, or whatever else catches your fancy or makes sense. A map of only steadings and ruins with nothing in between is dull; don’t neglect the other features of the world.  *{Suggestion: ask the players questions that can add colorful details to steadings they've heard about or visited before. Let them impromptu this into the fiction, with or without Spout Lore roles -LAS}.*

Steadings are differentiated based on size. The size indicates roughly how many people the steading can support. The population tag tells you if the current population is more than or less than this amount. Villages, towns, keeps, and cities are the most common steadings. Steadings are described by their tags. All steadings have tags indicating prosperity, population, and defenses. Many will have tags to illustrate their more unusual properties. Tags will change over the course of play. Creating a steading provides a snapshot of what that place looks like right now. As the players spend time in it and your fronts progress the world will change and your steadings with it.

## Steadings Tags

* Prosperity
	+ Dirt: Nothing for sale, nobody has more than they need (and they’re lucky if they have that). Unskilled labor is cheap.
	+ Poor: Only the bare necessities for sale. Weapons are scarce unless the steading is heavily defended or militant. Unskilled labor is readily available.
	+ Moderate: Most mundane items are available. Some types of skilled laborers.
	+ Wealthy: Any mundane item can be found for sale. Most kinds of skilled laborers are available, but demand is high for their time.
	+ Rich: Mundane items and more, if you know where to find them. Specialist labor available, but at high prices.

* Population
	+ Exodus: The steading has lost its population and is on the verge of collapse.
	+ Shrinking: The population is less than it once was. Buildings stand empty.
	+ Steady: The population is in line with the current size of the steading. Some slow growth.
	+ Growing: More people than there are buildings.
	+ Booming: Resources are stretched thin trying to keep up with the number of people.

* Defenses
	+ None: Clubs, torches, farming tools.
	+ Militia: There are able-bodied men and women with worn weapons ready to be called, but no standing force.
	+ Watch: There are a few watchers posted who look out for trouble and settle small problems, but their main role is to summon the militia.
	+ Guard: There are armed defenders at all times with a total pool of less than 100 (or equivalent). There is always at least one armed patrol about the steading.
	+ Garrison: There are armed defenders at all times with a total pool of 100–300 (or equivalent). There are multiple armed patrols at all times.
	+ Battalion: As many as 1,000 armed defenders (or equivalent). The steading has manned maintained defenses as well.
	+ Legion: The steading is defended by thousands of armed soldiers (or equivalent). The steading’s defenses are intimidating.

* Other
	+ Safe: Outside trouble doesn’t come here until the players bring it. Idyllic and often hidden, if the steading would lose or degrade another beneficial tag get rid of safe instead.
	+ Religion: The listed deity is revered here.
	+ Exotic: There are goods and services available here that aren’t available anywhere else nearby. List them.
	+ Resource: The steading has easy access to the listed resource (e.g., a spice, a type of ore, fish, grapes). That resource is significantly cheaper.
	+ Need: The steading has an acute or ongoing need for the listed resource. That resource sells for considerably more.
	+ Oath: The steading has sworn oaths to the listed steadings. These oaths are generally of fealty or support, but may be more specific.
	+ Trade: The steading regularly trades with the listed steadings.
	+ Market: Everyone comes here to trade. On any given day the available items may be far beyond their prosperity. +1 to supply.
	+ Enmity: The steading holds a grudge against the listed steadings.
	+ History: Something important once happened here, choose one and detail or make up your own: battle, miracle, myth, romance, tragedy.
	+ Arcane: Someone in town can cast arcane spells for a price. This tends to draw more arcane casters, +1 to recruit when you put out word you’re looking for an adept.
	+ Divine: There is a major religious presence, maybe a cathedral or monastery. They can heal and maybe even raise the dead for a donation or resolution of a quest. Take +1 to recruit priests here.
	+ Guild: The listed type of guild has a major presence (and usually a fair amount of influence). If the guild is closely associated with a type of hireling, +1 to recruit that type of hireling.
	+ Personage: There’s a notable person who makes their home here. Give them a name and a short note on why they’re notable.
	+ Dwarven: The steading is significantly or entirely dwarves. Dwarven goods are more common and less expensive than they typically are.
	+ Elven: The steading is significantly or entirely elves. Elven goods are more common and less expensive than they typically are.
	+ Halfling: The steading is significantly or entirely halfling. Halfling goods are more common and less expensive than they typically are.
	+ Craft: The steading is known for excellence in the listed craft. Items of their chosen craft are more readily available here or of higher quality than found elsewhere.
	+ Lawless: Crime is rampant; authority is weak.
	+ Blight: The steading has a recurring problem, usually a type of monster.
	+ Power: The steading holds sway of some type. Typically political, divine, or arcane.
* custom Other Tags from Manors
	+ Inherited: This steading, all of its property and associated holdings were passed down to the current owner by a family member. Nothing is for sale. Certain Services, Meals and Transport may be available, but noble families tend to offer these for reasons outside of earning coin.
	+ Patron: This steading gains the same level of defense as the steading receiving their patronage when dealing with threats, unless the threat is a manor. The steading receiving patronage does not take -defense when this rule comes into play. The steading receiving patronage can provide aid as normal if another manor is attacking, but they will have a hard choice to make if both of the feuding steadings are their patrons.

## Types of Steadings

* Manors (Custom)
* Villages
* Keeps
* Towns
* Cities

## Services

Services

* A week’s stay at a peasant inn; 14(-CHA mod) coins
* A week’s stay at a civilized inn; 30(-CHA mod) coins
* A week’s stay at the fanciest inn in town; 43(-CHA mod) coins
* A week’s unskilled mundane labor; 10 coins
* A month’s pay for enlistment in an army; 30 coins
* A custom item from a blacksmith; Base Item + 50(-CHA mod) coins
* A night’s “companionship”; 20(-CHA mod) coins
* An evening of song and dance; 18(-CHA mod) coins
* Escort for a day along a bandit-infested road; 20 coins
* Escort for a day along a monster-infested road; 54 coins
* A run-of-the-mill killing; 5 coins
* An assassination; 120 coins
* Healing from a chirurgeon; 5 coins
* A month’s prayers for the departed; 1 coin
* Repairs to a mundane item; 25% of the item’s cost

## Meals

* A hearty meal for one; 1 coin
* A poor meal for a family; 1 coin
* A feast; 15 coins per person

## Transport

* Cart and Donkey, sworn to carry your burdens; 50 coins, load 20
* Horse; 75 coins, load 10
* Warhorse; 400 coins, load 12
* Wagon; 150 coins, load 40
* Barge; 50 coins, load 15
* River boat; 150 coins, load 20
* Merchant ship; 5,000 coins, load 200
* War ship; 20,000 coins, load 100
* Passage on a safe route; 1 coin
* Passage on a tough route; 10 coins
* Passage on a dangerous route; 100 coins

## Land and Buildings

* A hovel; 20 coins
* A cottage; 500 coins
* A house; 2,500 coins
* A mansion; 50,000 coins
* A keep; 75,000 coins
* A castle; 250,000 coins
* A grand castle; 1,000,000 coins
* A month’s upkeep; 1% of the cost

## Bribes

* A peasant dowry; 20(-CHA mod) coins
* “Protection” for a small business; 100(-CHA mod) coins
* A government bribe; 50(-CHA mod) coins
* A compelling bribe; 80(-CHA mod) coins
* An offer you can’t refuse; 500(-CHA mod) coins

## Gifts and Finery

* A peasant gift; 1 coin
* A fine gift; 55 coins
* A noble gift; 200 coins
* A ring or cameo; 75 coins
* Finery; 105 coins
* A fine tapestry; 350+ coins
* A crown fit for a king; 5,000 coins

## GM Resources

* Steading Playbook by Jeremy Strandberg
* Steading Guide by Chris Sakkas
* Steading Generator by DM Muse
* Building The First Steading by  Lauri Maijala
* DW Steadings Creation by Yoki (pdf; requires boardgamegeek login )