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 |
Mechanics | World Map |