Origin Examples
Settlement Origins
Expansion of a kingdom, empire, or other territory
All civilizations want to grow and most do it by constructing permanent dwellings across their controlled territory. As the ruler(s) of an empire plans to grow, they deploy their people and their resources to construct settlements and roads along the borders of their territory. Depending on how important the success of the settlement is to the expansion of their territory, the more the ruler(s) will invest in it.
Towns along borders are typically the first to come under attack from enemy forces. Because of this, many border towns have defenses of their own as well as escape routes inland if the settlement is captured. The defenses could be as simple as a wooden wall or a large watch tower with a full garrison and militia.
A settlement that is used for the expansion of a territory is typically governed by a representative of the governing body that has some form of military expertise (e.g. a general to the royal army). However, due to the vulnerable nature of these settlements, it may be a strategic choice to put a more disposable leader in charge. In many cases the population is made up of soldiers and the town has enough resources to service them.
Defense of a kingdom, empire, or other territory
The defense of a territory is often more important than its expansion. Because of this, the settlements that exist to defend receive far more resources than other settlements. This means that the size of these settlements is likely larger than the surrounding settlements.
The location of these settlements is almost always strategic. Terrain that is easily defended is obviously favored, however, the greatest priority is ensuring that the settlement protects the innermost settlements within the territory. That is to say, if an enemy to were invade, this settlement is placed in a location that the enemy must deal with it to be successful. This could be along a waterway that the enemy is likely to travel or at the mouth of a mountain pass that leads to the inner settlements.
Since defense is the primary goal of these settlements, their defensive structures are far more elaborate than the average settlement. Stone walls, large towers, garrisons, armories, and even castles may be constructed and manned. Additional barriers and fortifications are built up to compliment the existing terrain to fortify any weak points that may exist. Escape routes are likely more sophisticated to ensure that messengers can get messages to allied forces ahead of an arriving siege party.
Outside of the fortified walls, the surrounding land is likely habited by agricultural communities that support the settlement. If under attack, the surrounding villages will likely flee and take refuge inside the walls of these settlements. Large grain stores are necessary to support these extra civilians and the large forces of soldiers that are likely to be stationed here. In times of peace, these surrounding villages may use the settlement as a marketplace, carting in grains, fruits, and other wares.
These settlements are typically run by a trusted representative of the governing body (e.g. right hand to the king), especially during times of war. There may be a sophisticated hierarchy of leadership within the military forces and a formal court to make judicial decisions for the surrounding area.
Unlike settlements for expansion, defensive settlements are less likely to be on the border of a hostile territory. This means that an attacks are likely to be heard about before they reach the settlement itself, giving those within the walls time to prepare.
During times of peace a defensive settlement may be made idle, withdrawing valuable resources (i.e. soldiers, etc.) to other parts of the realm. If any conflicts arise, the ruler(s) can always redeploy their troops.
A settlement grows around a significant monument or symbolic structure
We build monuments to commemorate our history, instill and share our beliefs, and show off (e.g. skill and disposable income of a realm). Depending on the purpose for the monument, there could be significance outside of merely being a statue. This purpose could be religious, historic, social, or simply a marker along a long road. If a monument inspires people to visit, a settlement may develop around it.
For example, at a religious monument, a shrine may be constructed on site for the religious followers to live and practice while they maintain the monument. Other followers may decide to travel to pay tribute and stay at the shrine while they do so.
There may be large amounts of visitors or next to none. This is partly dependent on the location of the monument. If built along a main road, you’re more likely to get visitors that are simply passing by and curious. If built deep in a mountainous region with 10,000 steps to climb first, you’re going to get only the most devote people making the trek.
Over time, the people who visit the monument may decide to stay for the long-term. They might construct additional dwellings nearby the shrine and service the growing population and the shrine’s visitors with their skills (e.g. carpentry, leatherworking, etc.).
If the monument is significant or sacred and there is the potential for attacks, there will likely be minimal defenses constructed. If there are times of coordinated visits (e.g. annual pilgrimages) there may be more guards or workers who are brought in from the surrounding area to help manage the crowds.
The make-up of the settlement will likely depend on the organization behind the monument. For example, if a church of a specific deity builds a monument and a settlement grows around it, the citizens are likely to be followers of that deity. At some point a settlement grows larger than the founding group and people move to the settlement for reasons other than the monument itself. However, the group in charge of managing the monument likely retains power over the settlement itself.
An adventurer’s compound expands
At some point, every great adventurer must retire. Some ascend astral planes and settle in far away lands while others stay close to home. Having amassed large sums of cash, deeds, titles, and connections with important people these adventurers have a unique opportunity to offer their followers employment and a safe place to live.
The location of these settlements can vary greatly. An adventurer may decide to clear out an old castle or dungeon full of monsters and settle there. Because of this, these settlements are not as limited in where they can be built. However, the ability to safely travel and develop reliable trade routes will remain an important factor in the settlement’s success.
The end goal of the settlement also depends on the end goals of the adventurer. Since they are in the leadership role, with a few trusted people around them, they can decide what pursuit the community has. If they’re focused on collecting knowledge, a library may be erected, and followers set to fill it with proprietary knowledge.
The adventurer’s compound is inherently defended by those living there. If built in a dungeon or castle, there may be traps and other defenses added on. Unlike traditional settlements, an adventurer’s compound may not have political ties and may be neutral to ongoing wars. Instead, the likely cause of attacks is the adventurer’s horde. Those that are foolish enough to attempt an attack are met with a skilled adventurer and a legion of highly trained followers.
A trading outpost is established
A trading post is a common starting point for settlements. It signifies a level of traffic and civilization that can support trade. Trading posts allow smaller, temporary communities to resupply without travelling far. In turn, they can focus their energy on constructing more permanent dwellings or gathering more resources to trade. Because of this, most large settlements had a trading post at some point.
Without the need to travel to larger settlements to resupply, people can move farther away from civilization. As more and more people move and rely on the trading post, the larger the new settlement grows. To start, this settlement may be made up of laborers who have found some means of earning a living in the surrounding area (e.g. farming, mining, etc.). Trading posts allow populations to access goods from other communities without the need for developing relationships. Instead, one person or a trading organization creates a relationship with another community (e.g. mountain dwarves) and acts as a conduit between the settlement and foreigners.
It’s important to note that a trading post is not typically the only reason that a settlement exists. For example, a trading post may be the first building constructed on the border of a territory before it’s a location chosen for the expansion of the territory. It is also common for trading posts to be built around natural resource deposits (e.g. coal mines, animal trapping locations, etc.) to act as a conduit between the region and large settlements and resupply tools that are consumed by extraction of the resource (e.g. pickaxes).
To start, trading posts are likely to have minimal defenses (e.g. wood walls). Depending on how important the trade route is and who the trading post belongs to, these defenses may be far more advanced.
Not all trading posts are built along well-travelled roads. For example, small scout outposts can be found along more dangerous roads that offer shelter and simple supplies for those living on the road for extended periods (e.g. tack bread, camping gear, rope, etc.). These outposts are far less likely to be well defended and rely on the protection from their own organization (e.g. royal guard, hired militia).
An abundant resource is discovered
As the world is explored, natural resource deposits are discovered. These deposits offer materials for construction, sources of income, and employment for laborers that work to extract the resource. In reality, these resources are woods, metals, and other minerals that are scattered across the world. In fantasy worlds this could be magical energy that for some reason has accumulated in one place over time. Regardless of the resource that is discovered, if it is valuable it will be claimed and extracted.
Initially, there will be temporary housing for the workers. If the deposit is owned privately, the owner may decide to construct a manor in close proximity to the operation (e.g. mine) and oversee the development. A trading post may also be established to create supply lines and trade routes to the surrounding areas.
If the deposit is found within proximity to an existing settlement, it may rely entirely on that settlement for defense. However, due to the nature of discovering these deposits they are often on the outskirts of territories and lack the necessary support. In this case, they may construct crude defenses with what resources are available. If the deposit is large and will take a long time to extract entirely, these defenses may be upgraded over time as profits are earned.
The state of the claim(s) on the natural resource may be a source of conflict within the settlement. If there are any disputes, it may end in violence or a drawn-out feud between powerful people or organizations. These deposits may also attract dangerous creatures that also benefit from the resource. Or workers may encounter creatures that live underground during the extraction of the resource.
Over time, those that specialize in the use of the natural resource (e.g. goldsmiths) may travel and settle in close proximity to the deposit to ensure a steady supply of the material. Because of this, the settlement may grow to become known for both the resource and the skill of its craftspeople.
A job site for a large building or construct
Many settlements begin as a job site for a large building or construction project. These projects can take anywhere from a decade to hundreds of years to complete, depending on what they are. A castle, for example, may take 10-20 years to erect and require different types of skilled labor along the way. The labor force that works on these projects require shelter and food throughout the duration of the build.
To start, the workers typically focus on building temporary housing for all of the people involved in the construction. Any equipment that is required may also be built before the construction truly begins. Some workers may travel home for the winter months and return to work in the spring. Eventually, a large number of the workers will construct permanent dwellings and move their lives to the build site.
These settlements are typically located on top of large natural stores of the resources necessary for construction. For example, a castle is typically built on top of or near to a stone quarry. This is due to the increasing costs of transporting heavy materials. Decorative stones are the exception to this rule – due to the low quantity required, these materials are typically shipped in.
Once the build is complete, these settlements may dwindle or transition. A common transition is for workers to remain in the settlement to help maintain the building (e.g. castle).
An agricultural region invests in communal buildings
As more and more farmers occupy a particular area of land, they may start organizing themselves to share the burdens outside of plowing fields. If everyone must go to a market to sell their goods, one or two with a large wagon may go and take a larger percentage than the rest. Over time, and as the community prospers, these farmers get together and invest in structures that support the community and its people.
These communal buildings are generally multi-purpose buildings that serve the community in different capacities. This is especially true for the first building that is constructed, which may be a church on one day, a market on another, and a town hall the next. If any meetings are called between the townspeople, they are likely to gather either inside or outside of one of these buildings.
These settlements are typically small, unless there is a second industry outside of agriculture introduced. Everyone tends to know everyone, and outsiders stick out like sore thumbs. The defense of these settlements against small threats may be farmers armed with pitchforks and hand scythes. For larger threats, the people are likely to flee to the closest walled settlement for protection.
Due to the communal nature of the settlement there is likely no “owner” or “ruler”. Instead, they likely have a small council of respected people who help lead discussions when it comes time to decide. For protection, these settlements may pledge their loyalty to a certain organization (e.g. royal family) in exchange for protection.
An academic institute is founded
While few settlements start out as academic institutes, these institutes are typically the driving force for their early growth and long-term success. An institute is usually founded when a small group of knowledgeable people who teach and work together decide that it’s time to organize formally. This could be due to a new opportunity, like a benefactor willing to fund the construction, or public pressure for them to stop practicing their ways. While an academic institute doesn’t necessarily have to be a magic academy, in the fantasy world there is often a very ingrained connection between academics and magic.
An institute starts out as a large building site and over time becomes functional. People looking to study will travel and stay long periods of time, using either the academy or a building in town for lodging. Depending on the institute’s specialties are and what resources are required to practice, a number of different businesses could emerge from the demand. It is these visitors and businesses that cause the settlement to grow larger than the institute itself.
The choice of location is important for an institute. If they require rare materials for practicing their arts, they may decide to locate the institute near some known natural deposit of that resource or a climate in which that resource can be grown and harvested. If they’re practices aren’t socially acceptable, they may decide to place the institute in a hidden place, away from the prying eyes of those who wish to see them stop. If they are meant to serve an existing organization, such as a royal family, they may be required to build the institute close to those funding the construction.
For defenses, like an adventurer’s compound, a building full of mages is a defense in and of itself. However, depending on the nature of the magic at the academy there may be additional defenses that are available to institutes that are not for other settlements. There may be escape tunnels, in which case the primary goal is not only to save the lives of those within the institute but to save the knowledge itself.
Within the governance of the settlement, the institute may have a direct role. However, if they settlement grows larger than the institute, they are less likely to be in control of what goes on outside their walls. They may send a representative to ensure their interests are being considered, but ultimately can survive without the town around them.
An ancient ruin is discovered and restored/resettled
Ancient ruins are commonly repurposed by those who discover them. In some cases, they are stumbled upon by secret-hunting adventurers while other times rediscovered by the people whose ancestors were driven from the ruins.
Depending on how long the ruins have been unmaintained, the structural integrity of the buildings may be too poor to be restored. However, it makes sense to try to restore as many as the original structures as possible. Any existing defenses, such as walls, are also great candidates for restoration.
Long lost technology used by the original habitants may be littered throughout the ruins. A new settlement could exist on the grounds for decades without understanding what the technology is for or how to use it. However, if they can learn its purpose and how to wield the technology, they stand to profit immensely.
If the people returning to the ruins are descendants or sympathizers with the original inhabitants, they will likely attempt to restore as much of the art and original structures as possible. If the new settlement is settled by invaders or dislike the original inhabitants, they will likely try to demolish as much art and original structures as they can afford and replace them with their own.
Refugees set up a temporary camp
In times of war and civil unrest, large populations of people end up displaced. If they have allies, they may be welcomed onto their lands and given some support, such as food and shelter. Others are forced to fend for themselves in the wild, eventually finding a place where they are no longer in immediate danger. When these locations are found, the large groups of refugees may decide to make a camp and build semi-permanent structures until they are able to move home, find a new place to settle permanently, or are driven from their camp.
Due to the nature of conflict, refugees are more likely to have hostile communities around them. Even neutral parties may view the presence of a refugee camp close by as a negative, as they are technically competition for food and other resources. If there are multiple populations of people within the camp, such as two neighbouring regions, there is a chance that internal conflict arises as well.
Defenses will be extremely limited; however, they are likely to set up a watch each night to ensure the safety of the camp. If allies exist, they may have the protection of those allies present or the option to flee into the walls of a nearby settlement.