Qud's randomly generated villages each contain various villagers drawn from the local biome, buildings, and some procedurally-generated history that can be gleaned by [l]ooking at engraved, tattooed, or painted objects.
Each village will have a Warden, a Leader, and a questgiver. (Sometimes the mayor is also the questgiver.) The mayor will offer to teach the player a random skill, which can save the player a ton of skill points over the course of the run. Additionally, the village where the player starts the game is also guaranteed to have a Tinker.
The quests are similar to those in randomized starting villages: fetch this thing or find this location.
Finding Villages[edit | edit source]
Cannibals, Wardens, dogs, the Farmer's Guild, and pariahs will sometimes disclose the location of villages when asked to share a secret in the Water Ritual.
Quests will sometimes send you to a second village.
All villages are surrounded by eight tiles with distinctive white versions of their residents and fields, and can be found by random exploration, especially in the salt desert.
|Locations in Qud t|
|Salt Marsh >||Joppa - Red Rock - Waterlogged Tunnel|
|Great Salt Desert >||The Six Day Stilt (The Stiltgrounds - Cathedral of Shekhinah ) - Trembling Dunes|
|Desert Canyons >||Rust Wells - Rusted Archway - Asphalt Mines|
|Flower Fields >||Bey Lah - Hollow Tree|
|North-Western Jungle >||Grit Gate - Golgotha ( Fetid Pools ) - Bethesda Susa - Garden of Geth|
|South-Eastern Jungle >||Kyakukya - Rainbow Wood - Tomb of the Eaters - Lair of Oboroqoru|
|The Spindle >||Banana Grove - Omonporch - Shadow of the Spindle|
|Chrome Ruins >||Deathlands - Ruins|
|Rivers >||River Svy - River Yonth - River Opal - Opal's Duskwater|
|Sub-Biomes||Asphalt/Tar - Fungal - Rust - Slime|
|Randomly Generated Locations||Underground - Snapjaw Fortress - Goatfolk Village - Village - Historical Site - Legendary Lair|
|Mentioned Locations outside of Qud||Ekuemekiyye - Ibul - Yawningmoon|