Tag Archives: world building

World Building – Towns and Villages

One of the things that I often do when I am writing a story is to sketch a map of the area where the story takes place. This helps me to visualise what the characters will be able to see. The thing is though, you can’t just bang down stuff randomly (well you can, but it isn’t realistic – you want your world to be realistic don’t you?)

How settlements form

Typically people build houses where there is shelter from the elements, adequate supplies of food, water and fuel. They also like to build them in easily accessible places for the most part. All villages and towns grow from farmstead, places a farmer, and his family, decided to settle.

However not all of these farmsteads ends up as a village. There are loads of outlying farms in populated countryside, some of them are ancient or at least built on the remains of an ancient farm. What distinguishes those that get bigger?

There’s an element of luck, but mainly it is because they either have an abundance of some resource or they lie along a convenient route. Trade is the reason most of our towns exist. Certainly this is true of the most ancient ones. There exceptions to this, but these tend to be modern capital cities (Washington DC being an example) or new towns intended to displace people from densely populated inner cities (like Milton Keynes, or Cumbernauld).

Villages

Look closely at the next handful of villages you drive through. There is a clear difference between an extended farm

English: Corfe Castle Village Square This is t...
English: Corfe Castle Village Square This is taken in the Square, looking west towards the National Trust shop and the war memorial in the centre of the Square. This is now used as a roundabout for the village traffic as well as a seating area for the tourists (as depicted by the photograph)! The National Trust shop is located in the village as the castle is a National Trust property. (Photo credit: Wikipedia)

with houses for the labourers and a proper village. Villages tend to have a focal point, usually a green space, but sometimes a market square. Modern villages still have them, there will be an open area possibly with a children’s play area. Around this there will be a Church, possibly a pub, a shop or two and often a war memorial. Even if there isn’t an open area there will be a cluster of the Church (with graveyard), a pub, shop and war memorial. These will be surrounded with houses, perhaps along a single linear road. If there is a second cross road this may also have houses along it. The cross roads (sometimes a Y) will often run on two sides of the Church, or the village green if there is one.

Optional extras, depending on the size of the village

  • village hall (needs about 1,000 residents to be viable);
  • school (needs a couple of hundred kids aged 4-11 within five miles to work);
  • more shops and pub (scale up shops per 200 inhabitants, and pubs per thousand);
  • larger villages have more streets, keeping everything within minimum walking distance.

Of course when you are world building for a story you make the village suit the narrative that you are conveying. It doesn’t really matter if the shops, pubs or anything else is economically viable. If you need an internal rivalry then two pubs might be a way to do it. If you need a football team, or a Women’s Institute then write in the Pavilion and pitch, or the village hall or whatever you need.

Communities

A key feature of villages is that typically people know who there neighbours are, and in the smaller more settled ones far outside the commuter belt, the lineages of all the residents. Or at least some of the inhabitants know all of that. This can be a feature for interesting stories. The other thing that happens in these sorts of communities is that the smarter kids leave for university and jobs in the big city. Some of the others join the services (including some of the smart ones) and go away that way. Often they reappear later in life, retired in their forties, or professionally qualified as the local GP, district nurse, solicitor, entrepreneur, mechanic. A good way to bring people in without having to make them complete strangers to the rest of your characters.

Towns

English: Wigtown market square gardens. The ga...
English: Wigtown market square gardens. The gardens in the market square with the town hall in the background. (Photo credit: Wikipedia)

Towns are a whole different order of magnitude different. They don’t scale into villages, there is a sort of multiplier effect with proper towns. Almost every old town that I have looked at, and I do pay attention on my travels, is based around a market, and very often also a river crossing.

Towns tend to be on the nexus of trade routes, and they draw in people from surrounding villages for markets and also specialised trades. As well as being bigger than villages, especially with the tradespeople, they also have a lot more in the way of amenities. There will be a square, with a town hall of some sort on it, and often also a church. In many modern towns the square has been infilled, usually with parades of shops, descended from the market stalls that once stood in the same place.

Like the villages the towns are often formed around a cross roads, this can be two sides of the main square, or sometimes they join at one end of a widened high street and then split out after the shopping area (Reigate in Surrey does this, the A25 and A217 being the primary routes).

Another key feature of a town, other than being astride a trade route, is that it tends to have an abundance of something useful (or it did have in its early days). This could be something simple like weavers in a sheep farming region, or a watermill in an arable area. There ought to be something. This might not matter to your story though and you don’t need to worry about it much. However it could also be useful as a hook, or a clue.

How I draw maps

Firstly I think of the sort of place that I need for my story, and the key locations I need it to have. Once I’ve listed those out I get myself a blank sheet of paper (although I do sometimes use squared paper).

Pencil usually starts with some outline topographical features (which way is uphill, where are the water courses).

Then I put the focus of the village/town on the map, along with some routes. I see this as growing the town organically.

Next down are the key locations I need relative to each other. I then fill in the gaps between them with the other necessary parts of the village/town. i.e. the pubs, shops and civic amenities. If it is a mediaeval walled town then I add these in now as well. If there is a need for industry I also stick that in too.

Lastly I add in some houses for the people to live in, making sure to put the bigger ones upwind of the town (the richer districts of towns/cities tend to be upwind on prevailing winds because the rich folk can afford to build where the air is sweeter). I try to put in at least one building for every ten inhabitants, in modern times maybe two to three times that much, we live much less densely these days, even though there are more of us.

Five Reasons for Establishing a Colony

In looking through my notes from previous story and game design ideas I came across one about the reasons why colonies might be set up. This was primarily for a set of scenarios for science fiction games set in Jim Wallman’s Universe that a group of us having been playing around the Full Moon each month since 1996.  That said, they are based on actual historical reasons why people left the UK and other European countries to live elsewhere (although not always on an uncertain and dangerous frontier).

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1. Religious/Ascetic Freedom

This covers people leaving to avoid discrimination as well as those that might want to live in a place where the temptations and ‘polluitng influences’ of modern life are not present. Examples of this include Amish and similar sects that avoid advanced technology (although quite why they’d get in a spaceship I’m not sure). Features of this sort of colony may include:

  • lack of high-tech industry (unless necessary to sustain the colony – even them imports would be more likely);
  • Colonists will be complete family groups, from birth to death;
  • no luxury housing or flashy entertainment (forget the five star hotel complex or New Vegas);
  • primarily farming, fishing and hunting;
  • minimal mining & raw materials processing (mainly for construction and export);
  • very tight group, outsiders would be obvious and shunned if not co-religionists. There may be restricted areas only for the faithful if there are frequent visits by groups not sharing similar beliefs;
  • no significant police/security apparatus, discipline would be enforced by social norms and religious leaders;
  • Outside support may be a necessary requirement to maintain the colony;
  • Only co-religionists would be accepted for settlement.

2. Mining Colony

In a place where surveys have shown significant concentrations of valuable minerals then there may be an attempt to settle on a commercial basis. This would be the equivalent of the oil rig workers in remote parts of Earth, or perhaps similar to some of the mid-19th century Californian or Australian pioneers looking for gold. Features of this sort of colony could include;

  • everyone on the colony is employed by, or contracted to, a specific company or consortium;
  • Colonists are likely to be single adults without dependents and of working age;
  • heavily geared around mineral extraction and perhaps also processing ores into metal;
  • they could be focussed on producing stuff for export, and also on individuals returning home again when they’ve completed their tour, or struck it rich;
  • minimal manufacturing, agriculture or any construction not required for the mining and export operations;
  • limited off-world support, if not profitable within a short time period the colony will be closed down again and all colonists repatriated;
  • small security capability, mainly geared around dealing with drunk & bored miners on an off-duty binge (i.e. a security team rather than a police force, discipline is company and offenders are likely to have pay docked or be sent home as sanctions).

3. Farming/Ranching

This one is perhaps more an outcome of a collection of other motivations, but perhaps also from people that can’t get the space to have their own farm in the home country, and instead choose to emigrate in the hope of getting their own land. Certainly this seems to have been a common enough motivation for some of the 18th & early 19th century settlers in North America. Features of this sort of colony may include:

  • lots of agriculture, and strong exports of food and other agricultural products (especially luxury products);
  • Colonists will be heavily weighted to adults of working age, but will also include family groups, although perhaps few elderly in the early stages;
  • lots of small settlements, spaced reasonably far apart, perhaps 10-20kms from each other with cultivated land between them;
  • limited mining and heavy industry, and what is there will be geared to supporting the agricultural industry;
  • well developed chemical and pharmaceutical industries, as well as food and materials processing to turn produce into saleable goods that are worth more as exports;
  • Neglible police/security (think more one man sherrif/constable alongside his farming/other duties with backup from the posse if required).

4. A Better Life[TM]

Isn’t this really the motivation for everyone that decides to get up from where they are and go somewhere else? The typical example here is probably the current migrations of people to other countries. This sort of thing is less likely to directly establish a colony, but is probably a pretty common second wave that could make the difference between a colony bumping along at subsistence level and really making it. Features of a colony with a high proportion of better lifers might include:

  • mature long established colony (perhaps at least 5-10 years old);
  • lots of recent arrivals, with a broad population mix (including babies and children, but not likely to have many elderly unless the colony has been around for more than 50 years);
  • an above average economy with relatively high living standards (luxury housing, entertainment complexes, wide range of consumer goods and agricultural produce);
  • a work hard, play hard culture (immigrants tend to be harder working, and they have a determination to succeed – regardless of what you might have read in the Daily Fail);
  • high productivity leading to sustainable living at better than subsistence level;
  • likely use of robots, automation and other high tech industries within a broad economic base;
  • Mature police and justice system, as a consequence of maturity of the colony with a sustained population growth.

Political/Doctrinal Dissidents

There will be loads of different political systems and doctrinal variations that will lead to people choosing to leave. Possibly some of these may co-exist on the same continent/planet as fallings out happen and it is too expensive to relocate somewhere radically different. Others may be new colonies that are settled from a homeland. Historical examples of this could include the Jacobites that moved to Canada in the 18th Century, or perhaps some of the dissidents from Eastern Europe that made their home in London in the nineteenth. There may also be examples of small towns in North America settled this way too. Anyway some features of these colonies may include:

  • some oddly extreme governance models;
  • mostly adults of working age, perhaps towards the younger end of this (I’ve noticed that people tend to soften in their political activism with age). Total population is likely to be relatively modest, and may be kept that way by frequent splits;
  • unless the political/doctrinal belief prohibits it, there will be a lot of automation and robots in use to run the economy (after all there isn’t time for a good political argument if you need to work very hard all day to make ends meet);
  • the economy is likely to be based on a few things and be relatively spartan (from necessity rather than for doctrinal reasons);
  • strong police/security environment. This may not be immediately obvious, but there is a close relationship between extremism and strict enforcement of thought typical of police states.
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