Towns
Transplanted, Part 1.
1.
The village – small 200, medium 400, large 800 pop.
Often
with no defenses and no standing guard force. Some were fortifies
with walls, but most used location as protection, with only a few
easy ways in / out. Most had extensive agricultural land around them.
Depending on the culture and time period, some or all the men will
have basic fighting skills. Only villages seriously worried about
attacks will support a standing force, usually 10-30 men.
2A. The castle – usually with less than 50 pop living in it.
Most are guards and servants of the owner’s family. Some times a few skilled craftsmen or priests will also be in residence. Of course the castle can house a lot more people for short periods. A lot depends on the culture and time period.

Here we have a well fortified medieval castle - village.
Below is a Celtic hill-fort village with a castle at its center.
2B. The manor house – is a variant on the castle, with more people and comfort, but less defenses. We usually find them in the Renaissance. But a Roman villa is basically one too.
Here we have a linear undefended village and a manor house with basic defenses, not able to stand up to an army but good to protect from small raids.

Here we have a linear undefended village and a manor house with basic defenses, not able to stand up to an army but good to protect from small raids.

2C. The fort – unlike the above, this represents a state military installation. It will usually be built to house 500-1000 troops, but will only have a garrison of 100 men, unless a war is going on. It will usually have workshops and storehouses.
Here we have a Roman fort, a big one this size may be considered a town more than a village.
As a
game setting this small scale starting location, has some advantages
and disadvantages, in terms of game play. It will not have a lot of
industry or man power, however it will be very self sufficient. Most
villages could supply all the essentials from the nearby area and
needed trade only for luxury goods. However resource access may be a
problem, assuming food, water and wood are at hand, what about iron
and other minerals?
The
GM should detail the village and castle, with basic info on who is
who. The characters will know just about everything if it is their
home. Nothing says they must be from the location, some or all of
them could have been visiting when the transplant event happened. In
terms of character activity, in a small place they will quickly be
the big fish. If they prove capable of accomplishing tasks, they will
likely be given more authority to set goals. However the established
leader(s) will not usually surrender their power easily.
At
extreme ends of organization / militarization we have; 1. A small
peaceful village, never troubled by war in generations, that is run
by an unofficial council of elders, who are basically democratic.
Here the characters have a lot of freedom to do what they like. 2. A
fort on the edge of the Empire, fully garrisoned and recently
involved in war, ruled by a lord-commander who also holds absolute
power over the local village that supplies food for the fort. Here
the characters are confined by the military system, but also
supported by it.
You can guess that the paths taken by these two
communities will be very different. So would the play style of the
game centered on one or the other. The village may simply struggle to
survive and keep on with life as it has been. Maybe hiding or seeking aid
from whom ever they can if the dangers and difficulties seem too
great. The fort on the other hand, will likely behave as if still part
of the empire, seeing any neighbor as an ally- to be controlled or
enemy – to be eliminated. Its actions will depend a lot on the commander's personality, but will likely be planned tactical maneuvers.




