Grand is the term used to describe a village or town. They are used as the main living area for
Daulka communities, along as serving as places of industry and hospitality. Larger Grands are also known as being major hubs for certain organizations, such as the
Rak and
The Wanderers.
Common building arrangement
Almost always in the center of the Grand is the
Resting Hut, of which every Grand has at least one. These are typically the best built buildings and are used as shelter during storms and, as the name Implies, sleeping Daulka.
Close to the center are the
Mender's Hut and
Food Hut, places for medicine and eating, respectively. There is also sometimes a gathering area, for community meetings, though the
food hut often serves that purpose. Storage huts for vital and hard to get materials (e.g. food and medical herbs) are found here as well.
Next are the tradesmen stalls, where craftsmen of various trades craft and sell their wares. Their associated storage huts are also in this area. Smaller
resting huts may be present for guards and/or travelers.
This is followed by a defensive wall, though many Grands do not have one: either due to location or lack of need of one. Just beyond this is usually a set of
Judgement Pillars. After that, there can be fields for farming and/or herding. Among these are a number of
Creshes.
Population
Grands contain members of the community of the ages of three years to the elderly, with the latter forming the leadership of the Grand. Daulka carrying young in their pouch are not allowed in the Grand, to avoid the nasty result of 'newt dung' covering the pathways. Younglings under three years old are allowed in only if the parent(s) can prove they can keep them under control and are properly potty trained.
Leadership
Every Grand is governed by the Elders of the community, whom are all Daulka who are past their breeding prime. They are the ones that decide the rules of their Grand, whom they trade with, what they trade for and are judge and jury for those accused of a crime.
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