- Pronoun
- they or she
Settlements are self-justifying. They spring up where there is something that draws people to live and work, and then, because there are people there, yet more people will come, to meet the needs of the growing town...
Intrepid Town was one of several 'adventure towns' in the state of Auranosa. It was hard to say which was the 'biggest', or the 'best', as the competition between them to grow and thrive was relentless in all seasons. Each began as little more than a glorified encampment, a flagpole, and unearned ambition, and Intrepid was no exception. Parts of the settlement were still basically just elaborate tents and gazebos, such was its informal and scrappy nature. Every part of it felt temporary – its main street lined with temporary vendor stalls and street food wagons (the smell of baked goods fairly permeated the centre of town), its outer wall a slipshod palisade of wooden stakes (that clearly migrated further out every few weeks or so).
Many of the actual buildings were irregular, individual affairs, built in and around what stonework and terraces remained of the ancient settlement Intrepid had been built on. Their awnings were brightly coloured to draw attention, many of them styled after the appearance of their proprietor. Here there were lit torches and tangerines suggestive of a fire-type shopkeep; here there were rough-hewn limestone columns framing an entrance paved with cobblestone; here there were creamy curtains patterned with the distinctive triangles of the Togetic line. In the middle of town, a sprawling tower of a building had seemingly sprouted from the ground below without any thought given to planning – this edifice, strung with balconies, raincatchers, rope ladders, planters, clotheslines, windmills, radio antennae and more besides was the Intrepid Guildhall, where dungeon-delvers lived, trained, and conspired so long as they were in the region.
At all times of day, even with the sun down, adventurers would come and go from Intrepid, generally in pursuit of some new archaeological lead, or returning home with injuries and/or treasures. Either would do nicely as a prize to show off to strangers or brag about to friends and rivals while taking leave in town. There was no stopping an Intrepid guilder who'd put their mind to something, and as those with a 'poor attitude' soon found themselves in possession of a ticket home, those that remained were generally a sort one might favourably describe as 'irrepressible'. Or perhaps, 'incorrigible'? The average guilder would take even that as a compliment!
Intrepid Town was one of several 'adventure towns' in the state of Auranosa. It was hard to say which was the 'biggest', or the 'best', as the competition between them to grow and thrive was relentless in all seasons. Each began as little more than a glorified encampment, a flagpole, and unearned ambition, and Intrepid was no exception. Parts of the settlement were still basically just elaborate tents and gazebos, such was its informal and scrappy nature. Every part of it felt temporary – its main street lined with temporary vendor stalls and street food wagons (the smell of baked goods fairly permeated the centre of town), its outer wall a slipshod palisade of wooden stakes (that clearly migrated further out every few weeks or so).
Many of the actual buildings were irregular, individual affairs, built in and around what stonework and terraces remained of the ancient settlement Intrepid had been built on. Their awnings were brightly coloured to draw attention, many of them styled after the appearance of their proprietor. Here there were lit torches and tangerines suggestive of a fire-type shopkeep; here there were rough-hewn limestone columns framing an entrance paved with cobblestone; here there were creamy curtains patterned with the distinctive triangles of the Togetic line. In the middle of town, a sprawling tower of a building had seemingly sprouted from the ground below without any thought given to planning – this edifice, strung with balconies, raincatchers, rope ladders, planters, clotheslines, windmills, radio antennae and more besides was the Intrepid Guildhall, where dungeon-delvers lived, trained, and conspired so long as they were in the region.
At all times of day, even with the sun down, adventurers would come and go from Intrepid, generally in pursuit of some new archaeological lead, or returning home with injuries and/or treasures. Either would do nicely as a prize to show off to strangers or brag about to friends and rivals while taking leave in town. There was no stopping an Intrepid guilder who'd put their mind to something, and as those with a 'poor attitude' soon found themselves in possession of a ticket home, those that remained were generally a sort one might favourably describe as 'irrepressible'. Or perhaps, 'incorrigible'? The average guilder would take even that as a compliment!
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