Monday 27 March 2017

Contact Revision For TSR Marvel

These are examples of possible contacts. I have set them in tables so characters can roll up npcs easily. The organisation section is the silliest with orgs stolen from many sources I've used over years and most likely to be revised later with lots of specfic type subtables.

d10 Contact Types
1 Professional Contacts - 
have a specific job, talents and resources
2 Dependant - a vulnerable person depends on hero
Nuisance - a person who persecutes hero or attracts danger 

4 Organisation - a group with personnel, territory and resources 
5 Patron - a boss or sponsor who expects you to perform your duty 
6 Place - known in a specific area
7 Language - speak read and write a foreign language
8 Source - contact connected with origin story
9 Hero - contact is hero
10 Villain - contact is a villain

1 Professional Contacts
d100 These contacts have a specific job, talents and resources
01 Prison Inmate
02 Gangster
03 Mob Boss
04 Dealer
05 Bouncer
06 Black Marketeer
07 Forger
08 Burglar
09 Hacker

11 Homeless
12 Builder

13 Logger
14 Sailor
15 Life guard
16 Stock Herder
17 Miner
18 Fisherman
19 Farmer
20 Park Ranger
21 Newsstand Guy
22 All nite Diner Owner
23 Coffee Shop Owner
24 Garbage Truck Driver
25 Food Truck Guy
26 Publicist
27 Limo Driver
28 Hotel Manager
29 Celebrity Chef
30 Social Worker
31 Lab Tech
32 Factory Manager
33 Repair Tech
34 Pharmacist
35 Engineer
36 Radio Tech
37 Mechanic
38 Electrician
39 Electronics Tech
40 Computer Tech
41 Scuba Diver
42 Mountain climber
43 Extreme Cyclist
44 Extreme Skater
45 Stunt Driver
46 Airline Pilot
47 Ship Captain
48 Race Driver
49 Helicopter Pilot
50 Astronaut
51 Internet Blogger
52 Magazine Writer
53 Newspaper Journalist 
54 Radio Announcer
55 TV Reporter
56 Writer
57 Photographer
58 Linguist
59 Actor
60 Artist
61 Writer
62 Archaeologist
63 Historian
64 Anthropologist
65 Biologist
66 Geneticist
67 Chemist
68 Astronomer
69 Physicist
70 Geologist
71 Playboy
72 Stock Broker
73 Salesman
74 Banker
75 Corporate Director
76 Prison Manager
77 Civil Servant
78 Politician
79 Lawyer
80 Customs
81 Coast Guard
82 Emergency Rescue
83 Coroner 
84 Rescue Officer
85 Fireman
86 Paramedic 
87 Nurse
88 GP Doctor
89 Surgeon
90 Psychiatrist
91 Beat Cop
92 Security Chief
93 Private Detective
94 Special Weapon Police
95 Forensic Investigator
96 Police Detective
97 Army Officer
98 Navy Officer
99 Air Force Officer
100 Espionage Agent

2 Dependant (earn you +10 karma a session)
d10 Once a session a dependant calls on your help
01 A doddering older parent or grandparent needs help
02 A school aged child is your responsibility  
03 A pet requires your attention and occasional rescue or vet trip
04 A family member is a invalid and requires help
05 A charity you regularly support with favours or donations
06 A troubled teenager is your responsibility
07 A good friend you work with requires help and favours
08 A easily influenced youth requires your mentorship
09 A boy/girl friend needs attentions
10 A married or ex partner requires your attention

3 Nuisance (earn you +20 karma a session)
d10 A influential person who works to damage your popularity 
01 Persistent Journalist stalks you
02 Media boss persecutes you
03 Government investigator after your secrets
04 Private investigator after your secrets
05 Military Leader wants you destroyed
06 Scientist wants to study you in vivisection lab
07 A hate group makes wild accusations about you
08 A political leader publicly scorns you
09 A rich captain of industry wants your secrets
10 A police officer convinced hero up to no good

4 Organisations
d100 A group that can provides personnel or clues or resources
01 The Syndicate a international italian irish american crime clan with political interests
02 The 108 Dragons a chinese gangster assassin cult using esoteric mind control
03 Tong are chinese gangster clans
04 Yakuza are tatooed japanese gangsters
05 The Bratva are international russian mobsters
06 Maffia are international Sicilian organised crime
07 Green Fist a eco terrorist org formed from dirty marxist hippies of the 60s
08 Local Street Gang 
09 Circus of Assassins are  a secret society of killer carny folk
10 Black Hand are criminals specializing in kidnapping and hostages

11 Tribal Council
12 Political party

13 University 
14 Museum
15 Red Cross
16 A branch of a church
17 Alien Spotters Society or ASS
18 Fire Department
19 Correctional Services
20 Parks and Wildlife Services
21 The Airforce
22 The Navy
23 The Army
24 Federal Police (FBI)
25 World Heritage League
26 City Hospital
27 Emergency Rescue Service
28 Ambulance Service
29 Metro Police Department
30 National security organisation (MI6, ASUS. CIA)
31 United Nations
32 Wold Finance Organisation
33 GROVE Industries a front for pagan occultists calling the dark gods
34 STAR Labs a advanced science research organisation deals with cutting edge tech
35 Cyberdine Systems develop defence industry electronics and cybernetics
36 Temple Industries a secretive legal and financial working behind global politics
37 ARMCO defence manufacturer
38 Miota Incorporated a scientific research firm specialising in pharmacy and hospitals
39 Millennium Industries a wide ranging financial and manufacturing giant
40 Omni consumer Products make many diverse consumer products
41 Tyrell Corporation cybernetics corporation working in androids and robotics
42 Merrick Biotech sell cloned organs they grow in secure black lab bunkers
43 Biotechnica a advanced biotech and agriculture corporation
44 Global Broadcasting Network the worlds biggest new and entertainment broadcaster
45 Safeguard Industries operate superhuman prisons
46 Merco a private military force now conducting own R&D after years guarding black labs
47 Datatel a big data internet and isometrics firm used by industry and government
48 Delos Corporation create consumer entertainment products and theme parks
49 Smith Incorporated monopole and magnetic systems for transport and defence
50 New World Industries a transport financial and construction
51 Gentech Corporation makes universal products for secretive korean-german company
52 Aelita a russian aerospace and robotics corporation, aggressive industrial espionage
53 Kemelkon a petroleum, energy agriculture and chemical company, infamous polluters  
54 Kanawa Corporation a financial, eletronics, transport and military manufacturer
55 Exotech Corporation a medical, cybernetics, mind control and genetics company
56 Orion Foundation is a independent organisation working for world peace
57 The Assassins a secret ancient sect providing super skilled assasins
58 The Secret Empire world conquering science conspiracy
59  Zodiac a secret society that deal with espionage, black science and cosmic relics
60 The Brotherhood asian secret society using science and magic with own assassin cult
61 The Hand a demonic occult group with shadowy goals and ninja assassins
62 The Cabal a league of magicians that regulate and cover up 
63 Gold Phoenix Brotherhood a benevolent secret society hidden as a computing company
64 Order of the Black Tower a sinister secret society of 
65 PAGAN People Against Goodness And Normalcy
66 Illuminated Seers are group constantly generating cover organisations and red herrings
67 Cthulhu cult or mythos sect worshiping alien gods and pre human civilization
68 The Laundry UK occult espionage unit dealing with elder gods and hidden races
69 OSI Office of Scientific Intelligence develop and combat alternate technology
70 FIRE Free and independent inquiry are a secret society of science villains
71 Thule Brotherhood seek to restore lost continent of the master race
72 Cadmus devoted to neutralizing the threat of super humans
73 SPHYNX high tech special technology riddled with conspiricies and tripple agents
74 MAZE international intelligence cell hunts terrorists and security threats to world
75 Guild of Calamitous Intent control hero and villain relations
76 WASP World Aquanaut Security Patrol battle aquatic races and marine science villains
77 FREElancers a experimental inteligence contract firm with enhanced agents
78 WEB World Espionage Network World Espionage Bureau international bad guy spies 
79 SWORD Sentient World Observation and Response Department hunt aliens
80 SPECTRE Special Executive for Counter-intelligence,Terrorism, Revenge, and Extortion
81 ODIN Organization of Democratic Intelligence Networks
82 International Rescue private high tech rescue organisation
83 Panther Claw international criminal organisation steals rare and beautiful things
84 AIM Advanced Idea Mechanics sell black science tech to evil organisations
85 HIVE Hierarchy of International Vengeance and Extermination
86 COBRA. Criminal Organization of Bloodiness, Revenge and Assassination
87 SPECTRUM United Nations security organisation fighting alien race of shapeshifters
88 ANVIL Asian Nations Vigilance Intelligence Legion chinese & pacific org
89 SABRE Special Alliance Battalion Recon & Espionage
90 PATRIOT Pacific American Tactical Response Intelligence Operation Taskforce
91 SMASH Special Military Alliance Supreme Headquarters Europe, Australia India org
92 HAMMER Hegemonic Autonomous Monolithic Military Experimental Recon, Russian
93 HYDRA are world dominating fascists using espionage, black science and dark magic  
94 SPARTAN Secret government superhuman and vigilante taskforce
95 SHOCC Super Human Operational Combat and Command
96 UNIT United Nations Intelligence Taskforce 
97 SHIELD Supreme Headquarters International Espionage Law Enforcement Division 
98 UNISEC United Nations Intelligence Security org 
99 SHADO Supreme Headquarters Alien Defence Organisation
100 Australian Paranorman Intelligence Organisation formerly APIS or Division X

A few Extra
Satanists, Division X (UFO hunters), Cult of the six fingered hand, The Black Lodge, Templars, big tobacco, boyscouts, Scientology, Freemasons, Football Association, Band, soup kitchen,  etc

5 Patron
d10 E
mployer or boss who sends you on missions

A patron will often give you resources and information
A patron will require you perform favours but help you more
Many patrons could include organisations  

01 Scholar from Prestigious university
02 Officer of law enforcement organisation
03 Officer from branch of armed forces
04 Spymaster from secret intelligence organisation 
05 Agent of a secret society
06 Millionaire corporate head
07 Director of prestigious benevolent organisation
08 Director of international aid organisation 
09 Secretive hidden patron
10 Manager of your workplace or employer

6 Place
d10 K
now area intimately and are well known there
Smaller place better the better knowledge and 

01 A street where everybody loves you
02 A suburb or districts where locals know and respect you
03 A town where locals consider you part of local flavour
04 A city where you are well known
05 A university campus, museum, library or hospital
06 A sewer system, tomb filled valley or lost city
07 A airport, harbour, spaceport or industrial complex
08 A military base or bunker or secret facility
09 A wilderness area like a park or mountain range or forest
10 A research base in a exotic location like space, antarctica, desert, underwater

7 Language
d10 speak read and write a foreign language

01 Spanish or French or Italian or Greek
02 German or Austrian or Dutch or Danish 
03 Swedish or Norwegian or Finnish
04 Russian or Polish or Czech or Slovak
05 Chinese or Korean or Japanese or Vietnamese
06 Indonesian or Malaysian or Filipino or Thai
07 Arabic or Persian or Phonecean or Turkish
08 Hindu or Urdu pr Tibetan or Mongolian or Nepalese
09 Tribal language spoken by traditional peoples
10 Latin or Ancient Greek or Hebrew or Egyptian

8 Source
d10 Contact connected to hero origin and powers
01 Eccentric expert in powers source
02 Someone with similar powers
03 A negative version with same abilities
04 Combat instructor
05 Specialist talent trainer
06 Mentor of abilities
07 A former user of abilities
08 Creator of abilities
09 Secret research project into abilities source
10 Persistent researcher who's work touches on subject

9 Hero
d10 Contact with a major hero who can offer assistance
01 A charismatic daredevil
02 A bitter old hack
03 A popular patriotic hero 
04 A brooding masked vigilante
05 A former government super agent
06 A misunderstood monster
07 A sentinel of liberty
08 A mysterious masked avenger
09 A famous hero of yesterday
10 A teenage sidekick of a famous hero

10 Villain
d10 Contacts with a major villain but can cause karma losses
01 Foreign dictator who rules a country
02 Dangerous mob Boss 
03 Compulsive Cat Burglar
04 Armed Robber uses advanced tech gimmick
05 Creepy magician
06 A mad scientist
07 A evil millionaire
08 Professional killer
09 A terrorist
10 A professional spy

More recently considered alternate universe versions of self or others as contacts too

Saturday 25 March 2017

Terrible Campaign Ideas: Too Many Gods

Re looking at my rpg books in my new pad and looking at what id like to get hold of. Still want ICE cyberworld book, lots of GURPS books, DnD cyclopedia. The awesome Petty Gods book (or PDF) has an amazing amount of non fluff ideas and I want to use it more. Here are some ideas.

Be like Hindus and have gods everywhere. That tree dryad or a pond spirit are petty gods too. A fancy gate post spirit. A dragon. A satyr. All mior common everyday divinities. A city will have at least a thousand shrines. A town at least a hundred. Any village will have a d10.

With gods everywhere you have to expect lots of trouble. Scare some villagers and the call a petty god. Mug a guy in city alley oops its is a god by mistake. Or that blood you spill attracts a tiny thirsty god from a rat haole.

Every dungeon could have at least one petty god roaming about. Many like dungeons and can be found watching ladders or criticising adventurers ropes.

Having a petty god met in every adventure isn't so bad a possibility. Many gods suited to meeting in cities or villages. Certainly many are more interesting than plain mortal foils.

As low level treating even kobolds and goblins and letty undead as supernatural beings makes them more scary. Goblins, dwarves, elves all kinds of non humans are low ranking divinities. As you climb a few levels you might meet a dangerous petty god and be able to fight one. The certainly make opponents you could face up to higher levels when you might move onto lesser demi human gods then proper gods that deserve temples and cities dedicated to them.

In such a cosmos animals and humans are pretty much at the bottom of cosmic order.

Other ways of using more petty gods

Scrolls with info on petty gods and means to summon them are in circulation. Dodgy fools try to call them. A dungeon boss might call one to annoy invading murder hobos.

A player is cursed to meet lots of petty gods and attracts them. Possibly curse can be removed. Possibly they might enjoy it. Even if locked in a prison a petty god will turn up and meddle in your life.

A relic or book might do something similar.

A region or country where petty gods are common. Or a island with a stranded god or god local in a pub or graveyard or crossroads. A petty god might be banished or trapped or bound by magicians to keep them away from a place or confined to a place.

A semi self aware magic book with info on petty goods keeps running away and getting found by strangers. The book contrives for the person to contact a lost petty god unseen for ages. Each new god called hangs around and becomes a local force. Players try to recover the book that keeps getting away or stolen or somehow taken from them. If you destroy it it just returns somewhere else a few days later. Constantly investigating new gods and finding who has the book would be a nice mini campaign

Dropping clues about weird rituals that might stir up a petty gods attention might be a way of dropping them into a setting.

A scroll describing a ritual to get knowledge on a certain night might lead to the petty god Aspix being awakened and to start his cult. He will hope to restore his ancient city and empire.

In ancient times when world younger petty gods were more common. Fairy and folk tale characters are often petty god so you might hear of them long before you meet them. Perhaps many imprisoned petty gods be awakened or revived. Perhaps players might overcome a temple with imprisoned petty gods in the basement. Players might notice a place has changed since last visit by a petty god. Prices might change or clientele of a bar might have improved. Crops and overall wealth improved in a village. Bandits and monsters might leave locals alone after a petty god helped villagers once. Perhaps someone they met was befriended or maligned by a petty god changing them.

Petty gods might leave stains or property damage or footprints that locals will revere and will show the wonder to travellers and pilgrims. Sometimes someone blabs too much about a petty god and dare complain about how useless and annoying a god is. This might attract a petty god or a friend or one or a rival. Commoners might evoke petty gods while using tools or performing every day tasks.

Petty gods don't need a fancy temple but one would impress them. A simple shrine where locals leave some fruit or a vegetable or food. Perhaps tobacco or flowers, Some local will perhaps make a gesture or spit when passing the shrine. Mostly a few locals look after it and rarely a acolyte might look after tit or several shrines.

At the least if you haven't used this book in a while go for it

some g+ comments

Christian “Rorschachhamster” Sturke
I used a lot of earthly pantheons in my campaign, so every temple was dedicated to a different God. Some flair, but a pita for cleric pcs to find a temple of their faith.

This sounds much better... You could have a cleric, that venerates all of them or a subset...

Tom Fitzgerald+1
I like the idea that the book is the campaign. I once did a thing where I used the Fiend Folio as the basis for a campaign setting. The assumption was that the only monsters that existed were those in the FF and the number appearing was the total number in the setting. If NA was 1 there was only one solitary critter in the campaign, if it was 40-400 then there were 400. It never got played but I reckon it writes itself.

I could see a Petty Gods campaign like that where the only monsters were the gods and whatever servitors are mentioned in their descriptions. IIRC there are some fairly lowly gods for lower level parties to contend with and there is always the option of helpful Petty God NPCs (Maui from Moana springs to mind).

Joel Priddy+3
The PCs are from a monotheistic culture, and acknowledging the existence of other deities is blasphemy, but these damned petty gods are underfoot every where you turn.

Wednesday 22 March 2017

A-Z Village Location key

Ive been playing with more village stuff of late including a zine booklet to record each village
coming soon. Village life is lots of fun and a good place for beginning adventurers. I realized my a-z dungeon key will be handy system for village creation also. This A-Z format might be good for hell or xor too. This is for rural villages mostly surrounded by woodlands. I would do different one for coastal settlement.

Basicly roll a random building type and define detail yourself or pick or roll one of the ten examples of each type. Should be able to create lots of villages using this.

Rural and Village Life on Exile Island
Village Idiots
Nice Village Encounters
Mob Violence
Villagers mistake adventurers for...
Mildly suspicious village happenings
Weird village happenings
Rampant chaos village happeneings
Evil Commoners
Evil Frontier Farms

Most businesses and government have heraldic like painted wooden signs for the mostly illiterate public to find them. Feel free to merge any two identities with skills into a single one like a holy healer or a wise head person or a magician sheriff
Villages on Exile Island copy elements of communities from the model of the empire. Basic buildings tend to follow similar purpose and style. On Exile island you see more varieties of faith. In the Barrony people sneer at druidry as it is weak and backward. In the Empire territories Druidry is persecuted like witchcraft.

Each 7th day villages have a day off attending church usually followed by meetings, defence training run by sheriff or his sergeant. Then a few beers, perhaps a contest or sing along. Children are often given extra lessons at church to help them go to the good place when they die.

Once a month is a great holiday or feast which coincides on a seventh day also.

d100 Building function key

01-04 A Head Person House05-10 B Tavern House
11-13 C Sherriff House 1 Executioners block
14-20 D Traders Store
21-24 E Industry - mill, mine, loggers
25-30 F Crafter Workshop
31-33 G Shrine
34-36 H Healers House
37-38 I Store House
39-41 J  Woodsman House hunter, furier, woodcutter, barn
42-45 K Wise Person House
46-47 L Oldest Persons House
48 M Magicians House
49 N Cult Hall
50-54 O Graveyard
55-60 P Camping Green
60-61 Q Abandoned House
62-64 R Idiots House
65-80 S Farmers House
81-85 T Rental House
86 U Haunted House
87 V Villains House 
88-93 W Well
94 X Ruins
95 Y Unusual building
96-100 Z Farming Shed

A Head Person House
Every village has a head person who acts as a leader to represent the comunity. They deal with the lord they owe fealty to, perhaps with religious authorities, bandits, merchants and even to solve petty disputes and lead village assemblies. The do their best to deal with problems without bringing in more senior authorities. Some villages are more independent or have a assembly typically comprising of everyone over 40. Some might only include men or land holders or persons of a certain class or faith. Head persons might even face punishment from higher authorities.
1 A mean spirited head who puts his masters before the village and thinks they are superior

2 A corrupt greedy money grubber who deals with bandits and unfair tolls and tariffs
3 A sleazy hedonist who lives for pleasure, gluttony and vice, vulnerable to gifts and flattery
4 A proper hard but fair head who follows strict religious and legal doctrine
5 A jolly head who likes feasts and parties, tries to be peoples friends, very diplomatic
6 A head who meets weekly with assembly of elders and tries to follow their lead
7 A head who is a farmer and listens to assembly of land users about borders land division
8 A head who is old and wise and is supported by elderly for conservative ways
9 A head who seems able but more interested in secret cults and dealing with strangers
10  A head who serves secret interests and interested in all strangers comings and goings

B Tavern House
Most villages have a tavern where farmers and labourers enjoy a quick one before going home after work. Some villages spend far more time in the tavern than their families would like. Most taverns just serve drinks but might let you sleep on the floor for a copper. In more developed villages on better routes will have accommodation, some are sponsored by the kingdom to accommodate messengers, change of horses. Many have live entertainment and games and even operate as meeting place for the village
1 A sly grog shop from a tent under a tree where people sit about drinking
2 A small tavern with mostly just local beer and locals getting drunk
3 A medium tavern with accommodation on the floor at night and simple meals
4 A large tavern with good food, full and festive with many locals and travellers
5 A Inn with a small stable with shared and private rooms where a weekly coach service
6 A state sanctioned inn of good quality with royal messengers rooms and spare horses
7 A Large in with many rooms and a good stable with many visiting traders
8 A coach house inn where regular carriages services stop for accommodation and food
9 A huge sprawling Inn with many floors and some permanant residents as guests
10 A sad old battered inn has seen better days but is quiet, sprawling drunks lay about on floor

C Sherriff House
Local lawman usually with several bailiffs and beadles and a cell for those awaiting trial. Mostly prisoners are held awaiting trial by travelling magistrate or sent to a larger prison in a castle or town. Some have facilities for punishment and execution. Sheriffs are elected by locals or appointed. A sheriff house ins pretty normal but includes an office and weapon locker for use by village self defence militia. A sheriff may have up to two bailiffs who in turn may have two beadles who typically carry clubs. A Sherif might also command a sergeant at arms who trains and commands up to a dozen armed militia men called on for man hunts or village is openly attacked. Mostly the cells holds drunks or prisoners awaiting trial or being transported
1 Has e
xecutioners block and a professional axeman
2 Has gallows and a local volunteers as hangman in such cases
3 Has stocks where petty criminals are locked in as humiliation
4 Cages or gibbets hanging from trees where victims are exposed
5 Huge rock with manacles and a small amount of poor shelter for prisoners
6 A one or two person cell with wooden bars for temporary holding
7 A large iron bar cell can keep six persons
8 A basement cell with torture paraphernalia that muffles screams
9 A small stockade or wall with several small cells for up to a dozen prisoners
10 A huge hollow tree or tree stump with barred door capable of holding one or two prisoners

D Traders Store
Most villages have a general store that handles trade for the whole village. The store keeper is pretty important and influential. Some goods are for sale on behalf of farmers especially livestock. If you cross a shopkeeper you might get your whole family banned and this will force them to travel miles.
1 Tiny hut with basic farm supplies and tools with humble old shopkeeper
2 Small store with all kinds of basic goods some are a bit old and shop keeper a mean miser

3 Crowded store with standard goods and livestock run by friendly fat merchant
4 Mean cheap store with high prices especially for strangers and most of village in debt

5 Rugged and rough store with second hand weapons and armour run by ex soldier
6 Charming country store with bulk preserved food goods and jolly ex farmer couple
7 Cramped overcrowded store run by crazy old person full of all kinds of junk
8 Shifty store with some unusual dungeon goods and second hand stuff run by ex theif

9 Cluttered store also acts as pawn shop with guards and barred windows
10 Filthy shop run by drunken ex murder hobo with lots of old maps

E Industry
Most villages are farming communities but many are partly supported by other industries also which often employ workers. They tend to be noisy eyesores with waste products polluting down stream. Often the facility is also home for itinerant workers and add a d30 workers not counted on village population. Wagon loads of minerals are frequently hauled away. Precious materials might require guards and a strongroom. Locals mostly do not mix with labourers and owners of industry usually have local power and influence
1 Mill usually water or muscle powered grind the grain crops farmers harvest
2 Lumber yard with stacks of logs, oxen, worker shacks and machinery to cut wood in a shed
3 Mine with mounds of soil, miners shacks, storage sheds, old pits and mine entrance

4 Abattoir where animals are slaughtered and processed then shipped away to butchers shops
5 Tanners yard where leather cured, boiled, dyed and toxic waste washed away

6 Charcoal burners gather wood and convert into charcoal for other industries
7 Smelter where ore is cooked and refined in stinking furnaces

8 Smoke house where fish and meat are smoked and shipped away
9 Sweatshop or workhouse where crafters make common goods like rope, rugs, or wool
10 Quarry with open pit, piles of rubble and workers cutting and carrying stone  

F Crafter Workshop
Every village has several crafters who toil in their home workshops and sell their own goods mostly by barter. Crafters are important and respected as are their children and apprentices. Evil villagers might cripple or imprison important craftsmen or keep them as slaves. Nice villagers often include them in assemblies. Many belong to town trade guilds and travel yearly to visit them. Crafters often have complex guild symbols and secret signs to identify members and bewilder everybody else.
1 Blacksmith works simple metal goods and fixes horse shoes, weapons, tools and armour
2 Carpenter works with wood and makes all kinds of goods including shields and weapon hafts
3 Leatherworker makes often ornamental goods from hide and leather including clothes and armour

4 Jeweler makes artistic items with metal and mostly semi precious stones for local use
5 Clothier makes cloth and can also act as a tailor often has several workers helping
6 Dyer colours cloth and leather with often toxic materials and has several workers often slaves
7 Butcher cuts and sells meat as well as cures and preserves food stuffs and slagters farmers livestock

8 Baker makes bread, cakes and and other items and uses huge ovens for fests and festivals
9 Brewer makes beer from grain and wine from fruit or herbs and mead from honey
10 Potter makes ceramic goods with some making fine trade goods for far away markets

G Shrine
Shrines are small religious sanctuaries with often a wood or stone idol under a shelter at the least to a fully staffed chapel. The regional villagers may operate older forms of worship frowned on by city folk. Some have a shrine for travellers which is a welcome site. A shrine might have local significance and include footprints from a giant or marks made by a saint or hero, a sacred well or tree or grave. Most villagers have one obvious one and possible a few more out of common sight.

1 Pagan stone megalith with ancient rock carvings cared for by a local druidic acolyte
2 A stone statue of the high church tended by a local acolyte
3 A wood or stone pagan idol with offerings left to it attended by a local part time druid

5 A stone or totem pole circle cared for by several druid local acolytes and used at festivals
6 A idol under a wooden shelter where religious travelers often stay or shelter under
7 A bell rung by high church acolyte for weekly service or danger to the village
8 A small shack where monk or acolyte lives in with altar and lives off offerings left
9 A tiny quality old house where a respected acolyte lives dealing individually with locals needs
10 A tiny crude chapel often used as village meeting place dedicated to one of the gods

H Healers House
Healers vary from religious magicians to simply skilled medics or herbalists. Healers might sometimes be oppositional to priests using different methodologies. If they become too popular a priest might acuse them of witchcraft. Some have good relations and might also be the holy person.
1 War veteran has treated many wounds with first aid and hospital care
2 Old person herbalist often able to treat wounds and recovery with know how
3 Country surgeon trained in the city possibly a student, a bit too modern for most locals

4 Former alchemists assistant can make a few weak and affordable potions
5 A druid healer of the old way expert in skills and with some magic
6 A old witch lives just outside of town, who knows what she can do with her forbidden wisdom
7 A missionary priest with lots of experience and prayers to sooth the sick and cursed
8 Former hospitalar from the crusades skilled in surgery and medicine with combat experience

9 Craftsperson has experience with wounds and has come to be relied on for toothache and cuts
10 Local farmer makes a good living off treating animals now locals come to him for human ailments

I Store House
Country folk make food and need to store it some simple others complex. Other goods and items might be stored also. Large wooden sheds are commonplace. They can be communal or owned by a person in the village. The local lord might own shed and the headman leases it out on lords behalf. Outsiders might store goods in out of the way places and merchants might hire them to ply market manipulation schemes. A dog or a few locals will keep an eye on them typically telling strangers to "clear off" and/or call the sheriff.
1 A storehouse used by village to store goods to be sent to market by merchants in sacks or barrels

2 A warehouse used by the local store who sublets space to others who require long term storage
3 A storehouse used by local tradesman or crafter for goods, materials and workshop
4 A old murder hobo lives here storing stuff from a party went missing in dungeon a while ago
5 A criminal guild from town or city uses this to cool off goods and have d4 gang caretakers
6 A warehouse used by merchants to manipulate city markets and stockpile goods
7 A warehouse used by townsman to store belongings mostly furniture and trade goods
8 A mostly empty spider filled shed where murder hobos, drunk labourers and youths hang out
9 A shed filled with old waggons, ox sleds, saddles and carts and possibly a homeless person
10 A warehouse used to store military equipment and rations by militia and passing military

 Woodsman House
Every village has a specialist who makes a liking from the wilderness rather than farming. Such persons also warn see threats to the village first and help lead rescue attempts, mobs or deputised manhunts. They also tend to deal with dangerous animals and watch the villages forest resources. Hunters are often poor and loners but many belong to secret societies. Most think of hunters as loners who avoid living among people but plenty are quite popular and sociable. they tend to win archery contests.
1 Hunter pursues dangerous and valuable animals living near the village
2 Furriers use traps to catch animals for hide and leather to stretch on frames to dry
3 Woodcutter wanders the forests gathering hood for locals and cutting best trees for carpenters
4 Ranger is a devoted guardian of the village from monsters and humanoids part of a secret order
5 Scout working with regional authorities looking for bandits and enemies fakes being a hunter
6 Prospector looks for minerals, ruins and dungeons in the wilderness and sells locations
7 Bard watching area and composing works in solitude living as a woodcutter
8 Druidic acolyte on the lookout for the order for evil works as a hunter and herbalist
9 Lone woodsman is actually a lycanthrope who hates everyone and keeps their distance
10 Woodsman is in fact a cultist monitoring the area for some sinister purpose posing as a hunter

K Wise Person House
Every village might have a wise person which could also double as another villager role. Wise persons offer useful advice in a crisis and are often consulted when problems develop. Wise people are less stuck up than church clergy but they would rather help a common innocent than a rich warlord. Wise people usually have a line of d4 locals wanting a d4 hour consultation. Some of the crazier ones
1 Kindly old washer person mostly by water gives advice to the good and needy

2 A elderly artist spends time in studio selling a work a month has thoughtful ideas
3 A philosopher from the city spends time in a trance or drunk or writing philosophising or poems
4 A cunning old person used to be a street urchin gang member as a kid who made it out of ghetto
5 A wise old homeless woman on the fringes of town lives with her pet, knows strange things 
6 A robed future gazer dwells here with occult paraphernalia and magical looking stuff 
7 A school teacher from the city come to help the wretched bestial poor of the wasteland
8 Pilgrim on religious tour has been attracting followers and now is laying low here in shack
9 Local hermit living in abandoned shack has helped many local people with advice about future
10 Hideous cackling old person who lives in a semi ruined house is a good listener seems to help

L Oldest Persons House
Oldest villager might have some clues or be just crazy. On a good day they remember some story or event from the past. They might be head person or wise person also. Typically many have huge families but some are loners who rist having the mob or witch hunters investigate them some day.
1 Blood thirsty old murder hobo scares children with horrible stories of dungeon days gone by
2 Kindly and beloved villager related a third of the village a surrounded by good family
3 Cruel great grand parent controls family with threats and abuse and rude to strangers

4 Fragile old person cared for by family mostly rits and tells rambling stories of old days
5 Machiavellian old timer seeks to control village needs some new dupes
6 Old person tells erotic tales of being a prostitute in the big city many decades ago
7 Retired weary sailor lives alone with servants he kidnapped on travels as a explorer long ago
8 Old slave retired and free lives happily in squalid shack, inspires other with cool fighting spirit

9 Decrepit but healthy old timer is a important secret society leader and always lying and scheming
10 Old person sole survivor of a bloodline exterminated by the state decades ago

M Magicians House
Not every village has a spell user but plenty have one. Often failed apprentices settle down in lonley rural places and get t be big shots. Other spell users might retire or settle down where they were born for a life away from everyday occult life.
1 Bumbling old wizard likes to entertain children and bumpkins with illusions

2 Kindly wizard teaches local students and prepares them for scholarship exams
3 In hiding from old enemies, wary and suspicious of any outsiders who might be assassins
4 Necromancer up to private research and helps with local funerary rites
5 Cult leader sorcerer ran away from lynch mob with faithful favorite followers and in hiding
6 Cult leader on retreat with favorites mostly high and drunk and screwing

7 Young wizard with telescope out here for silence and star gazing away from city
8 A clerical scholar is here to study, write and teach in silence of the countryside
9 A vicious miser studying magic and trying to catch fairies to make potions from with his cat
10 A wizard studying books and mapes seeking lost dungeon in area and looking for help

N Cult Hall
Cults operate even at the village level and many secret societies cross national borders. Demanding loyalty and setting men against each other is par for the course. Sometimes the cult meet in another village other than home to throw off suspicion. Cults also rent abandoned houses for this purpose and many are haunted by evil rites and vile rituals held inside. Such hell houses are often left with traps and guardians. Some cult halls are secret or disguised or buried. Sacrifices do happen but sometimes are for feasts or just cult business.
1 Older person most children afraid of, occasionally has guests over for secret occult rites

2 Kindly villager has dug complex under house with secret doors for cult to meet in secret
3 Scary old abandoned house full of traps and lesser creatures guarding attic cult meeting hall
4 Ruined house occupied by a d4 homeless madmen guarding secret cult basement
5 Burned barn conceals cave entrance to cult meeting place guarded by monsters
6 House of cultist maintained as cover for entry to hidden prehistoric temple complex
7 House of cultist covers a mine entrance to maze with a monster and a shrine in the centre
8 House inhabited by family of serial killers who also accommodate travelling chaos pilgrims
9 House seems abandoned but private well leads to caves and chaos cult mutant monster
10 House of legitimate private club who use it for drinking or feasting with caretaker

O Graveyard 
Every community has graveyards. Some have multiple types from older religion or perhaps remains of a exotic foreigner. Several villagers care for the graves and help with funeral rites with a elder or head or holy person. Bigger villages might maintal a part time caretaker (probably a homeless drunk or old person).
1 Crude wooden grave posts staked out in a field
2 Fenced off graves in sanctified soil
3 Stone wall around graves with cold iron spikes
4 Graves capped with bricks
5 Graves with sanctified head stones
6 Several clan tombs and a few scattered headstones among them
7 Mausoleum building keeping all the town dead sealed and sactified
8 Stone sarcophagi and tombs
9 Mix of modern headstones and crude ancient megaliths
10 A hill surrounded by stones with gravestones of various eras

P Camping Green
Common green is where festivals and public outdoor events are held and travellers who don't use the inns use to pitch tents on. A stone lined bonfire pit is common possibly several smaller ones. On well travelled routed the green will be used uften. In quieter villages the locals will be more curious and suspicious. Some travellers are not welcome and villagers might drive them off or worse.
1 Carnival folk camping for festival with circus acts, fighting and tame monsters
2 Flagellants on pilgrimage gathering and getting drunk with local youths
3 Leprous pilgrims on way to be healed at holy festival but locals not happy 

4 Children being led off to crusade by robed men claiming to work for church
5 Pilgrims traveling around holy sites defended by templars
6 Labourers working on short term project clearing land and building on just on way
7 Army searching for bandits camping here while searching area
8 Theatre troupe or travellers willing to put on a show for some coins or food while on break
9 Merchant caravan with ox carts camping here briefly
10 Drunken crusaders on way to port city but willing to kill anything foreign they see on way

Q Abandoned House
Many old houses become abandoned. Occasionally some one repairs and resettles them and the headman will arrange the sale or lease. If you repair it yourself the rent is usually cheap. Sometimes these places are occupied by vagrants or even criminals or cults. More often youths like to hand about in them to drink stolen beer.

1 Burned out semi ruined house long forgotten
2 Dusty old but repairable house with low rent
3 House is covered in mould and giant fungus with a few giant bugs

4 Dusty old house has several goblins living under floors eating local chickens by night
5 House overgrown with vegetation with trees inside with root mass everywhere

6 Crumbling brick house full of spiderwebs and rubbish
7 The murder house where cannibal cult died leaving poltergeists
8 Old house with white sheets over furniture, probably not sheet phantoms
9 Gang of delinquent youths hanging in old house to kiss, drink, get high and summon demons
10 Inside covered in cultist graffiti and chaos beast man feces

R Idiots House

Every village needs a idiot. It is bad luck to not have one. They double as scapegoats and entertainers and all kinds of uses. Villages are competitive of their idiots and hold regional contests. If a idiot dies the village will seek a new one. If a new idiot arrives they will compete for love of the village and drive loser away. Idiot  houses are oddly decorated and ramshackle messes.
1 Common idiot likes to chase bugs and laugh

2 Former city jester come to the country to take it easy as village idiot
3 Built like a ox, murder hobos keep trying to recruit him for dungeon crawls
4 Likes to tease murder hobos by dressing ineptly as monster
5 Likes to dance in the street especially for strangers
6 Followed by billy goats they talk to constantly and seem to understand

7 Idiot likes to torment priests with theological riddles
8 Bedridden idiot being cared for by locals who are wondering if they need a new idiot

9 Two idiots sharing house and battling for hearts and minds of area
10 Local idiots gather for a village idiot contest and people from far away come to see

S Farmer's House
Most houses in rural villages fit into this catagory housing typical families even three generations.
1 A sagging shack with leaky roof and several unlivable rooms lived in desperate looking family. Most are one room but some have two to five. Most have a fireplace and stove and some have a cellar for storing food or even a attic. Some have a outhouse or shed and most have a cottage garden.  Many have a dog, goat or pig or cat around the house.
2 A tiny poor wood shack with large young family living in overcrowded family
3 Tiny workers stone cottage with just enough room for a family in a single room
4 Family farm cottage, thatch roof quaintly decorated with folk art and well maintained
5 large slightly weathered farmhouse with four generations under one roof
5 Nice pioneer log cabin with one room and young family

6 Wattle and daub cottage painted  residence of older residents
7 Stone house with turf roof with old couple with cats
8 Stone cottage with slate roof and a extended family
9 Ancient brick house with tile roof in the old empire style with a courtyard
10 Shambling old house with extensions in different styles and materials

T Rental House
These are good condition houses rented out to mostly outsiders by the headman rather than letting empty houses go to ruin. Most are harmless tenants seeking a break from towns or cities but some troublesome tenants come to the countryside to hide. Occasionally a suspicious tennant alarms the village and demands the head person evict them. Worst cases a mob forms.
1 Fugitive from city hiding from enemies tries to keep to self
2 Killer from city on the run from law trying to resist murdering again

3 Criminal guild spy or bandit agent watching for opportunities
4 Dandy brats on holidays want to taste local food and grog and fun
5 Magician friends taking a holiday far from prying guild eyes
6 Towns woman and teenage pregnant woman in hiding till baby born
7 Townsman on holiday with mistress
8 Bard here for genuine rustic village life experience with several lovers
9 Knight taking a boozy holiday possibly a adventure 
10 Merchant liked the area came for a stay to observe trade

U Haunted House
These old houses were abandoned and people fear them too much to re occupy them. Many have strange manifestations and locals have many tales telling of the cursed place. Sometimes criminals or cultists take advantage of such places. 

1 Burned out sagging old witch house feared by children
2 Old rental house site of a tragic murder love story and strange lights by night
3 Ruined cultist meeting hall where voices are heard at night
4 Crumbling old wood house with sounds of huge rats in walls
5 Prospector house where things from below took him screaming while village watched
6 Haunted house with cells in the basement and lab and restraint benches

7 Tattered remains of books from old professor's house where his bloodless corpse found
8 Retired carny folk settled here then disappeared, locals know nothing
9 Old merchant townsperson retired here then died was actually a necromancer they say
10 A hero of the goblin wars lived here and one night when he was old goblins came and took him

V Villains House
A local evil doer  dwells here plotting evil schemes. Some prey on the locals others use them as cover and plots concern other places. Villains don't like nosy strangers or meddling kids and might plot to remove them.
1 Cannibal cult family live in secret worshiping ghouls and demons 

2 Enemy spy and assassin disguised as poet or artist on retreat, reports with pigeon post
3 Demonologist and his mutant asistant have come to quiet place to conjure dark powers
4 Lady bard professional spy, mistress and assassin has come here to watch village 
5 Cult leader has moved here to corrupt the village with chaos demon magic
6 Criminal agent selling vice to merchant teamsters and labourers
7 Grave robber and corpse thief pretending to be a resting murder hoba recovering from wounds
8 Sorcerer with stash of drugs plans on starting a new cult here after being chased away from town
9 Pretends to be a woodsman but cavorting with beast men and goblinoids and helping them
10 Smuggler agent warns friends and stores duty and toll free goods, scares off medling kids

W Water Feature
Most villages require a body of water for drinking, livestock, irrigation or livelihood. Some waters are good for trade or fishing also. Villages fear water being contaminated or poisoned  and toxic industries are kept to down stream or well away from clean water. Water might attract ducks also and most keep pigs and sewerage away from drinking water.
1 Dirty bubbling pool in a hole surrounded by grass
2 Spring pouring into small creek

3 A large pond fed by underwater streams
3 A narrow stream with wooden bridge
4 A narrow stream with stone bridge

5 A Slone lined well with bucket and rope
6 Covered well with winch and bucket
7 Fountain fed with spring with stone trough

8 A stream with small waterfall flows through village
9 Small lake with fishermans boat house
10 Tributary of river pases by with a ferryman and boat

X Ruins
Many villages have some local ruins pre dating the local houses from previous ages. Most are avoided and parents warn their children of fairies or goblins or worse lurking on the ruin grounds.
1 Crumbling old haunted tower covered in vines
2 Walls from long burned down manor hall
3 Prehistoric dry stone wall and rings of stone house foundations

4 Stone walls and archway from ancient fortress
5 Long emptied lone tomb floor covered in garbage
6 Old ruined millhouse overgrown with vines
7 Remains of old temple walls with mosaic floor

8 Crumbling statue badly damaged from ancient or prehuman age
9 A great artificial mound with sealed stone entrance
10 A prehistoric stone altar worn smooth with ages

Y Unusual Buildings
These buildings are not normally what you would find in a rural village
1 Country orphanage where children from town are brought to become country labourers

2 Vice house run with casino, prostitutes, bar, stage, drug dealers and shifty folk for hire
3 Magic shoppe often run by old minor wizard or a apprentice selling petty items to travellers
4 Small stage where local plays, puppet shows and other acts are attracted to mostly for festivals
5 Hunters Hall where huntsmen of region meet sometimes hired to noble hunting parties
6 Freak show and curiosity museum in shed charging traveller coin for a tour run by old person
7 Schoolhouse where teacher has set up to educate locals literacy and other disciplines
8 Temple or church of unusual size and quality for village with d4 permanent staff
9 Monster pen where a troll or ogre or other beast is often put to work turning a wheel10 Locked shed covering entrance to underground caves possible some goods stored inside

Farming Shed
Farm sheds are used for various goods and livestock. Farmers maintain them well as animals might escape or be injured. Where thieves and predators abound such pens will have locks and barred windows. Higher fences and spiked wall in worst cases. Often communal or belong to the richest farmers or administered by the head man for the local lord. Villagers are suspicious of any strangers meddling with livestock or food supplies.
1 Woolshed where sheep are sheared and wool is processed for shipping
2 A granary built from brick or clay in rows of cylinders or beehive shapes
3 A barn where livestock are secured from weather and predators or robbers or worse
4 A milking shed where cows and goats line up patiently dawn and dusk for milking
5 A large pig sty where pigs are kept possibly with yard and pit of mud foe wallowing
6 Poultry Shed with at least a hundred birds kept for eggs and meat, ducks like a small pond
7 Dove or pigeon houses kept for meat live odd stray grain and possibly for sending messages
8 Shed with old goods and space for seasonal workers to sleep and cook meals
9 Stable with stall for horses with waggon  and riding equipment
10 Ox Shed where the hard working beasts shelter, used for ploughing and hauling freight