Village
|  | This article has information that is missing or not up to par. Reason: Needs some general improvements, including discussion of village outskirts, village types/philosophies, etc. | 
Reason: Needs some general improvements, including discussion of village outskirts, village types/philosophies, etc.
Villages are the primary form of settlement in Caves of Qud.
Static Villages
The following villages are static and will appear in every playthrough:
 Joppa or the Joppa or the ruins of Joppa. ruins of Joppa.
 Kyakukya Kyakukya
 Ezra Ezra
 Bey Lah Bey Lah
 Yd Freehold Yd Freehold
Procedurally Generated Villages
In addition to static villages, each playthrough will contain the following procedurally generated villages:[1]
- One village in the selected starting biome, if the player chose a non-Joppa random start.
- The  salt marsh village teaches Harvestry, gives +50 reputation with insects and fish, and starts with a pair of salt marsh village teaches Harvestry, gives +50 reputation with insects and fish, and starts with a pair of croccasins croccasins
- The  salt dunes village teaches Fasting Way, gives +100 reputation with reptiles, and starts with an salt dunes village teaches Fasting Way, gives +100 reputation with reptiles, and starts with an Issachari banner Issachari banner
- The  desert canyons village teaches Wayfaring and gives +50 reputation with equines, tortoises, and vines desert canyons village teaches Wayfaring and gives +50 reputation with equines, tortoises, and vines
- The  hills village teaches Butchering, gives +100 reputation with hermits, and starts with a blood-stained hills village teaches Butchering, gives +100 reputation with hermits, and starts with a blood-stained neck-ring neck-ring
 
- The 
- The following additional villages scattered throughout the world map.
- 2-32-3 (Avg: 2.5) villages in the  desert canyons, slightly more 2 than 3 desert canyons, slightly more 2 than 3
- 2-32-3 (Avg: 2.5) villages in the  salt dunes, slightly more 3 than 2 salt dunes, slightly more 3 than 2
- 0-10-1 (Avg: 0.5) villages in the  salt marsh, slightly more 1 than 0 salt marsh, slightly more 1 than 0
- 2-32-3 (Avg: 2.5) villages in the  hills, slightly more 3 than 2 hills, slightly more 3 than 2
- 1-21-2 (Avg: 1.5) villages on the  Rivers, slightly more 2 than 1 Rivers, slightly more 2 than 1
- 0-20-2 (Avg: 1) villages in the  banana grove, 0 is the most common, and more 1 than 2. banana grove, 0 is the most common, and more 1 than 2.
- 1 village in the  Rainbow Wood Rainbow Wood
- 1 village on  Lake Hinnom Lake Hinnom
- 1 village on the  Palladium Reef Palladium Reef
- 2-32-3 (Avg: 2.5) villages in the  mountains, slightly more 2 than 3 mountains, slightly more 2 than 3
- 1 village in the  flower fields flower fields
- 5-85-8 (Avg: 6.5) villages in the  jungle, 6 and 7 evenly common, and more common than 8, which is more common than 5 jungle, 6 and 7 evenly common, and more common than 8, which is more common than 5- (note that these are not goatfolk villages - those are generated separately)
 
- 2-32-3 (Avg: 2.5) villages in the  deep jungle, slightly more 3 than 2 deep jungle, slightly more 3 than 2
- 1 village in the  ruins ruins
- 1 village in the  baroque ruins baroque ruins
- 1 village on the  Moon Stair Moon Stair
 
- 2-32-3 (Avg: 2.5) villages in the 
Procedurally Generated Village Qualities
Procedurally generated villages will have random names. They'll also have a number of creatures, typically including a  village mayor,
village mayor,  village tinker,
village tinker,  village apothecary,
village apothecary,  village warden, and a
village warden, and a  village merchant. One random creature in the village will always be a quest-giver that provides a procedurally generated village quest. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline. There will be two generated events which form the 'history' of the village.
village merchant. One random creature in the village will always be a quest-giver that provides a procedurally generated village quest. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline. There will be two generated events which form the 'history' of the village.
Types Of Procedural Village
- The most common type will have be the type described above, with a  village mayor village mayor
- Parlimentary villages, which instead of having one mayor will have around 3 parliamentarians (which are functionally the same as mayors) as well as a village history about the establishment of their parliament.
Abandoned Villages
The two random events each village generates for their history each have a 1 in 20 chance of causing the village to be abandoned.[2]. Abandoned village factions are hidden and will not appear on the factions screen or in other in-game contexts.
Typically, an abandoned village will have no creatures present, but there are often other remnants and clues about the village's history. For example, the village  clay oven might still be usable, and there could be buildings or other structures present. In some cases, there will be explicit clues as to what happened that caused the village to become abandoned.[3]
clay oven might still be usable, and there could be buildings or other structures present. In some cases, there will be explicit clues as to what happened that caused the village to become abandoned.[3]
Village Discovery
When the player enters a village for the first time (other than their starting village), they'll gain Experience equal to 250 * ZoneTier, where ZoneTier is equal to the regional zone tier of the village's location.[4]
Other Types of Settlements
Some settlements are similar to villages in that they include many creatures, merchants, or other village-like features, but they technically are not quite the same as a village.
Notes
- To reveal all villages in your world, you can use the villagerevealwish.
Tips
- An easy way to locate a specific village is to use a  Schrodinger page from the Annals of Qud on the village's faction, which will mark it on the map.  With Schrodinger page from the Annals of Qud on the village's faction, which will mark it on the map.  With Precognition, this can even be done without expending the item. Precognition, this can even be done without expending the item.
References
|  | This information is reliable as of patch 2.0.209.40. | 




