Settlements

Runesmith
10 Mar 201912:19

Summary

TLDRThis video script delves into the intricacies of world-building, focusing on settlements as pivotal elements in storytelling. It advises Dungeon Masters to detail only locations relevant to the player's journey, emphasizing the necessity of a place to stay, pray, and shop for short visits. The script outlines settlement types from hamlets to cities, detailing their hierarchy, resource dependencies, and evolution. It discusses the importance of government, religion, trade, and the role of various NPCs, providing a comprehensive guide for creating immersive and dynamic settings in tabletop RPGs.

Takeaways

  • 🌍 For world builders, settlements are crucial as they reflect the history and provide a setting for storytelling.
  • 🏰 Dungeon Masters should focus on creating detailed locations relevant to the party's journey, rather than exhaustive world-building.
  • 🏠 In short visits, players typically need places to stay, pray, and shop, which should be given personality if the settlement is a home base or quest hub.
  • 🏡 The foundation of any settlement is a resource, most commonly food and minerals, which can be exploited and potentially exported.
  • 🏞️ Hamlets are small, with less than a hundred people, and are unlikely to have much to offer adventurers beyond basic survival and information.
  • 🏕️ Villages, with a population of up to a thousand, have farms, animal husbandry, and a basic government structure, often with a noble family in charge.
  • 🏪 Villages also feature a church or shrines, reflecting the need for faith in a world with many unseen secrets.
  • 🏢 Towns, with around 3,000 citizens, are hubs of trade, with an influx of merchants and a variety of goods, and often have guild systems for craftsmen.
  • 🏦 Cities are complex, with layers of development and a diverse range of experiences, governed by a circle of nobles and featuring extensive law enforcement and trade guilds.
  • 🏛️ Cities are also religious centers, with grand cathedrals and temples, and are the heart of a kingdom, offering a wide array of services and opportunities for adventurers.
  • 🏖️ Kingdoms are networks of settlements under one ruler, typically centered around a city, and are the highest level of organization in the settlement hierarchy.

Q & A

  • What is the primary factor that leads to the formation of a settlement according to the script?

    -The primary factor that leads to the formation of a settlement is the presence of a resource, such as food and minerals, which can be exploited.

  • Why are hamlets rarely visited by adventurers in the script?

    -Hamlets are rarely visited by adventurers because they are small communities with little to offer in terms of goods or services, and they generally have a tight family mentality that discourages outsiders.

  • What are the key differences between a hamlet and a village as described in the script?

    -The key differences include the number of residents, with villages having more than hamlets, and the presence of cultivation of food, a government structure, and a church in villages, which are absent in hamlets.

  • How does the script suggest handling the creation of settlements for a short visit by adventurers?

    -For short visits, the script suggests focusing on providing a place to stay, a place to pray, and a place to shop, as these are the essentials for adventurers.

  • What is the typical government structure of a village according to the script?

    -The typical government structure of a village is a single noble family that owns the village and is responsible for its upkeep.

  • Why are towns characterized by a surplus of a rare good in the script?

    -Towns are characterized by a surplus of a rare good because they either pop up on major trade routes or their export rarity makes trade routes form around them, attracting people from far and wide to trade.

  • How does the script describe the evolution of a town into a city?

    -The script describes the evolution of a town into a city as a process involving a significant increase in population, the development of layers with each expansion, and the establishment of a complex governance system involving a circle of nobles and a bureaucratic legal structure.

  • What are the two types of guilds mentioned in the script, and how do they differ?

    -The two types of guilds mentioned are traders and craftsmen. Traders band together to set prices for goods, while craftsmen set standards for the quality of goods representing their trade.

  • How does the script suggest adding personality to locations in a settlement?

    -The script suggests adding personality by describing the people who run the locations, such as a family that runs an inn or a tavern, the presence of other guests, and the types of entertainment available.

  • What is the significance of a kingdom in the context of settlements as described in the script?

    -A kingdom is a network of towns and villages under one ruler, with a city serving as the administrative center, and it represents the political and economic structure that connects smaller settlements.

Outlines

00:00

🏰 Building Settlements in RPG Worlds

The paragraph emphasizes the importance of settlements in world-building for RPGs, suggesting that their current state is a reflection of their history. It advises Dungeon Masters to focus on locations relevant to the party's journey, such as places to stay, pray, and shop. For short visits, only essential locations are needed. The paragraph also touches on adding personality to locations and the types of shops that might exist, suggesting that for more detailed world-building, one should consider the settlement's resources, which are the foundation of its development.

05:02

🌾 The Evolution of Settlements: Hamlets to Towns

This section delves into the hierarchy of settlements, starting with hamlets, which are small groups of people with minimal resources, typically not visited by adventurers. It describes the growth from hamlets to villages, which cultivate food and have a basic government structure, often a noble family. Villages may have a church, guards, and basic shops, and can be formed in various ways, such as by city commission or through integration of different groups. The paragraph also discusses the transition to towns, which have a surplus of a rare good, attracting trade and leading to the development of more infrastructure like inns, taverns, and a more complex legal system.

10:03

🏙️ Cities: The Pinnacle of Settlement Development

The final paragraph discusses the characteristics of cities, which are large, well-established settlements with a complex structure. Cities are composed of layers, each representing a different period of growth. They have a circle of nobles, a robust legal system, and a significant military presence. Guilds play a major role in cities, controlling trade and setting standards for goods and services. Cities also feature large cathedrals and temples, which are central to the religious life of the settlement. The paragraph concludes by mentioning kingdoms or nations as networks of settlements under a single ruler, with a city typically serving as the administrative center.

Mindmap

Keywords

💡Settlement

A settlement refers to a place where people live, ranging from small hamlets to large cities. In the context of the video, settlements are significant because their size and structure are shaped by historical factors and resources, which influence the story's setting. The video emphasizes that a Dungeon Master (DM) should design settlements with a balance of realism and narrative efficiency.

💡Resource

Resources are the fundamental reason settlements are formed, such as food, minerals, or water. In the video, it’s stressed that every settlement begins with the exploitation of a local resource, which could be agricultural land, a river, or minerals. The presence of these resources dictates the growth and sustainability of the settlement, making it essential for world-building.

💡Hamlet

A hamlet is the smallest type of settlement, typically comprising fewer than 100 people who live on subsistence resources. The video describes hamlets as unlikely places for adventurers to visit since they lack infrastructure like shops or inns. Their main role in the narrative could be offering information or a hot meal in exchange for labor.

💡Village

A village is a step above a hamlet, housing between 100 to 1,000 people. Villages have small-scale agriculture, simple governance (usually a noble family), and some form of religious institution. In the video, the village is presented as a place with basic services, a place where adventurers might find small shops or stay while passing through.

💡Town

A town is a larger settlement with a population of up to 3,000 people, typically known for producing and trading specialized goods. The video explains that towns are often located on trade routes, and their growth is spurred by the demand for the resources they export. Adventurers are more likely to find multiple inns, guilds, and shops in towns.

💡Guild

Guilds are organizations of craftsmen or traders that control trade and craftsmanship in towns and cities. In the video, guilds in towns are responsible for training apprentices and overseeing the quality and distribution of goods. Guilds provide structure to the economy and could play a crucial role in the political or social conflicts within the story.

💡Church/Temple

Religious institutions such as churches or temples play an important role in settlements. In the video, temples appear in villages, towns, and cities, serving as centers of faith and offering quests or problems for adventurers to solve. They also add to the cultural and spiritual depth of the settlement, reflecting its religious beliefs and practices.

💡Noble

A noble is an individual or family responsible for governing a settlement, typically a village or town. The video highlights that in smaller settlements, a noble oversees the resources and people, ensuring stability and protection. In larger settlements, such as cities, the governance system becomes more complex, with multiple nobles or a council.

💡Guards

Guards maintain law and order within settlements. The video explains that the number and quality of guards vary based on the size and type of settlement, from poorly trained volunteers in small villages to a formalized law system in cities. Guards play a key role in protecting the settlement, enforcing rules, and potentially interacting with adventurers.

💡City

A city is a large, complex settlement that serves as the heart of a kingdom or nation. The video describes cities as being built in layers, representing their expansion over time. Cities have the most diverse range of people, services, and institutions, including guilds, temples, and a governing council. They offer adventurers a vast range of experiences and interactions.

Highlights

The importance of settlements in world building for storytelling and character development.

Simplification advice for Dungeon Masters: focus on locations relevant to the party's journey.

The necessity of a resource for the establishment of any settlement, with food and minerals being the most common.

The role of goods that are not daily necessities in the development of settlements.

The concept of a hamlet as the smallest settlement unit with less than a hundred people.

The transition from a hamlet to a village involves cultivating food and establishing a government.

The function of a village's church and its significance in the community.

The variety of craftsmen and their roles within a village's society.

The evolution of a village into a town due to a surplus of rare goods attracting trade.

The impact of trade on the development of inns, taverns, and the guild system in towns.

The structure of a town's government, including nobles, appointed overseers, and elected councils.

The presence of larger temples and the representation of various religions in towns.

The characteristics of a city, including its layers, diverse experiences, and complex social structures.

The role of guilds in cities and their influence on trade and craftsmanship.

The bureaucratic systems and law enforcement present in cities to maintain order.

The concept of a kingdom as a network of settlements under one ruler, with a city serving as the administrative center.

The video's conclusion and the presenter's invitation for viewers to contribute additional information in the comments.

Transcripts

play00:00

for us world builders arguably the most

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important thing to flesh out below the

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heroes are where people live because the

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current state of a settlement is the

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result of all the history that predated

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it and now we get to tell a story inside

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of it for Dungeon Master's I have a

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little statement to make if you follow

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this guide for every settlement that you

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make your brain will die because all the

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information I'm about to give you is

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completely unnecessary for the village

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you're running all you need are the

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places that the party is actually going

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to go as a general rule of thumb for

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short visit settlements all you need is

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a place for them to stay a place for

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them to pray and a place to shop if the

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settlement is big enough don't expect

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exploration from players with a goal

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already in place for a home town or

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quest centric areas it's best to add

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personality to each of the above

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locations an inn and a tavern have a

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family that runs them other guests and

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sometimes a form of entertainment for

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adventurers they'll try to get involved

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in things like fight pits or bard songs

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a temple should have a priest and

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usually its own current issues like

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false teachings or poor funding I'll be

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describing the types of shops that might

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exist in certain settlements later in

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the video check out my NPC video to

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populate these locations but for myself

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and people like me I don't care at all

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about making the process easier for

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myself I want to make a damn City from

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the ground up not a quick backdrop with

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two buildings a hot elf barkeep and a

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cardboard general goods shop even if

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that's all I need so let's get started

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the one and only thing that sparks a

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settlement of any size is this a

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resource if you've ever played

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civilization you probably walked around

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some before finding a good resource to

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exploit the two most common resources

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our food and minerals

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examples include huge tracts of land a

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surplus of flora and fauna a cave full

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of iron ore and of course rivers all

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settlements need a source of water

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nearby just below that would be goods we

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don't usually use at home on a daily

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basis like lumber or spices not to say

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that this is the only thing that a

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settlement has but it's something they

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can collect in abundance that can

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eventually be an exported good so let's

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move on to

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you can debate the accuracy of a

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settlement hierarchy but I'll base this

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video on my own research and the book

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itself the first and the smallest is a

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hamlet this isn't in the DMS guide

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because there is next to no reason for

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an adventurer to ever visit one this is

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a group of generally less than a hundred

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people who work just enough resources to

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survive until tomorrow basically imagine

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your first week in Minecraft when you

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were seven all you wanted were dirt

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walls to protect yourself and some food

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to eat it's unlikely these guys have any

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goods to offer they don't have a church

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because that's a textbook trait of

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Hamlet's for some reason and no shelter

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for an outsider to stay in if you want

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to tie a hamlet to the story the best

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they can provide is information and

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maybe a hot meal and trade for labor

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they either haven't been around long or

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have a tight family mentality and want

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to keep it that way in either case you

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won't see a hamlet on a map now let's

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double the size of the residency and add

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some stability to create a village

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during that growth quite a few things

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happened first they started cultivating

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food instead of relying on the local

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flora fauna patterns they either have a

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small number of farms or animal

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husbandry

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this is enough food to provide for the

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village itself with a possible surplus

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to trade with outsiders such as

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merchants second they gained a

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government to keep the excess of people

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in check

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this is usually a single noble family

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that owns the village and is responsible

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for its upkeep government believe it or

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not is where things get tricky further

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down the line I'll talk about cities but

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villages don't always evolved from

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Hamlet's oftentimes they're commissioned

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by a city or town to collect valuable

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resources they could be formed by a

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pilgrimage of foreigners a conquered and

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integrated tribe or purchased from a

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noble and redesigned to fit a city's

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needs in situations where a village is

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owned by a city the city could provide

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food for the villagers so they can work

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mainly on minerals or other local goods

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regardless of who's in charge they need

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protection stations throughout the

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village there is a massive misconception

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about town guards but here's a couple of

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bullet points most are volunteers

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and not all of them are well trained to

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do more than attack or detain someone

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each settlement handles log differently

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and each individual does the same there

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is no realistic guard to person ratio

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and the number heavily depends on the

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type of natives but my personal

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preference is roughly one official guard

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to every 50 people in addition to those

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improvements they also built a church we

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all need something to believe in and the

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world is a place that holds too many

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unseen secrets to stay faithless this

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doesn't mean the villages religion makes

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any sense at all because history is more

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than overflowing with human sacrifice

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and ideological warfare so let's run

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through what all that actually means if

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the heroes walk into a village they'll

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find anywhere from a hundred to a

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thousand people working the land for

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shelter this place will likely have some

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where merchants are welcome to stay

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while they're trading for religion there

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is either a temple or a network of

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shrines to make offerings or to pray to

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for shops they'll likely have a small

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shop with general Goods relating to the

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villages own needs so they likely won't

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include weapons or armor there's likely

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also going to be a traveling merchant

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passing through with a few unique items

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for sale for order there is one guy in

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charge most of the time he doesn't even

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live here however he's got someone who

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does all the paperwork and that guy

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lives in a nice home where he collects

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taxes and writes letters just below that

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you've got a decent population of guards

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to keep the village in check for locals

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we have farmers religious workers and

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craftsmen who are just skilled enough to

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get the job done a lot of crafts fall by

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the wayside but they're still working 9

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to 5 jobs people like cobblers leather

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workers butchers bakers candlestick

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makers potters rat catchers foresters

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and quite a few more will walk by the

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adventures without ever saying a word

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now imagine if you will that a village

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had close to 3,000 citizens and more

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spices than they know what to do with

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what's going to happen then is people

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here about a surplus of a rare good and

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come running in from far and wide to

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trade or to reign this is what we call a

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town let's go through the changes first

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the excessive trade towns either pop up

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on major trade routes between cities

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or the rarity of what they export makes

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trade routes pop up around them as a

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result of this the town has to

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compensate for a surplus of foreigners

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and merchants this is where the business

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of taverns and inns explodes towns

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receive a wide variety of basic goods

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like large stocks of salted meats grain

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lumber and metal ingots this doesn't

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mean jack to adventurers but it's

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the underground lifeblood of every

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settlement there's a reason companies

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like Cisco or Home Depot have an army of

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delivery trucks running 24/7 and just

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like us most adventurers won't really

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acknowledge a traveling merchant unless

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they have personal goods second

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craftsmen are allowed more freedom to

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perfect their craft most towns of some

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form of guild system were specialists

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take on apprentices and have more

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authority local and well-known artisans

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or craftsmen take up the mantle of

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overseeing most trade in the town

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third you have too many people running

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around to keep a loose law system in

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addition to the noble and they're

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appointed overseer the town adds a bit

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of a republic to the system and elects

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their own council of overseers sometimes

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this group melds pretty heavily with the

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local church or the guild system and to

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keep the streets in check we have more

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guards more rules and better training

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lastly when merchants spread so does the

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church larger temples are built

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different religions are represented and

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drama plays out in the triad of the

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three systems when the God's will isn't

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heated when the law is ignored and when

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goods get stolen our set of in town

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factions starts throwing blame at each

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other so let's take a walk through the

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town in the outskirts we have massive

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amounts of resources being collected

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split up by roads that lead inside

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somewhere just beyond or maybe in a city

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nearby lives the noble that owns this

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land further in we find housing for

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merchants a medley of Inns and taverns

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to keep travelers entertained somewhere

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nearby is the trade center

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world owned and run by guild members

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maybe they deal directly with merchants

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or maybe they open up the streets for

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travellers to sell their goods freely

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here you'll find all the basic goods or

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services you might need the number of

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specialists doubles when compared to a

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village and the cobbling business always

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does really well certain towns may also

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offer higher Ling's

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slaves or a red light district scattered

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about or various temples teeming with

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devout clerics and a surprisingly small

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amount of human sacrifice somewhere near

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the center of town tucked behind a

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mountain of residences and a barred gate

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is City Hall this is where the council

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collects taxes and rights laws and

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somewhat more prominent in a town than a

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village are of course the guards

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everyone's favorite type of NPC to deal

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with they won't be everywhere but

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they'll likely be near the heroes points

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of interest you'll find them buzzing

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around trade centers taverns and

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swarming around city hall like fruit

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flies

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if you tightly pack three to eight towns

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together you'll get a city these are the

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settlements that have had a lot of time

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to grow and a lot of luck in terms of

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both location and resources these

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colossal monuments of human progress are

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the hearts of kingdoms and offer the

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widest variety of experiences for a

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traveler the most definitive trait of

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cities are layers everything exists in

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layers here in the center of the city is

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where the old town used to be every

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expansion adds a new layer a new

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defensive wall is built and the city

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shifts as a whole a long-lived city

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viewed from above might look like a cut

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tree trunk with rings to show its age

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and districts that represent the time

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they were built their expansive

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structure is uncommon due to how hard it

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is to hold together instead of one Noble

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there is a circle of lords and ladies

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each seat upward holding more power than

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the one below in order to protect the

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city's interest a more than healthy

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amount of guards are posted throughout

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the city the law systems here are held

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up by a court or another bureaucratic

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model prisons and barracks are in

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healthy supply here and the number of

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trained and armed forces are well above

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the amount required to wage war several

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guilds take hold and sit

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offering perfected trade of even the

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rarest goods and services the Guild's

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can be divided into two groups

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but each trader or craftsman will likely

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monopolize their craft traders band

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together and set the prices for various

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goods and craftsmen set the standard for

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what types of goods will represent their

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trade caravans travel from far and wide

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to cities and the trade district plays

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host to everything an adventurer could

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want some examples for your city and who

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herb shops magic component salesman

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trinket sellers potion shops bookstores

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palm studenten this list

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great cathedrals and other central

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temples become the tent poles of their

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religions powerful clerics and paladin's

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collect here to worship and pay homage

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to their gods lives are lived in full

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inside city walls and stories are

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written on every street corner massive

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housing districts play host to the

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working common folk and abandoned

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districts shelter both low-lives and

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seedy deals adventurers might have a

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reason to visit any district and deal

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with any number of citizens inside a

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city a kingdom or a nation isn't exactly

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a type of settlement but more so a

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network of towns and villages connected

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under one ruler any larger Kingdom has a

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city as its head and a single Noble in

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charge of all the people's future well

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that's all i got i know i droned on near

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the end and i'm sure i missed some major

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stuff like irrigation and some

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government details feel free to add some

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information in the comments hope I

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helped some then thanks for watching

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you

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