Village
Reason: Needs some general improvements, including discussion of village outskirts, random village starts, 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
ruins of Joppa.
Kyakukya
Ezra
Bey Lah
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 start.
- The following additional villages scattered throughout the world map.
- 2-32-3 (Avg: 2.5) villages in the
desert canyons
- 2-32-3 (Avg: 2.5) villages in the
salt dunes
- 1 village in the
salt marsh
- 2-32-3 (Avg: 2.5) villages in the
hills
- 1-21-2 (Avg: 1.5) villages in the
Rivers
- 0-20-2 (Avg: 1) villages in the
banana grove
- 1 village in the
Rainbow Wood
- 1 village in
Lake Hinnom
- 1 village in the
Palladium Reef
- 2-32-3 (Avg: 2.5) villages in the
mountains
- 1 village in the
flower fields
- 8-128-12 (Avg: 10) villages in the
jungle
- (note that these are not goatfolk villages - those are generated separately)
- 1 village in the
ruins
- 1 village in the
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 tinker,
village apothecary,
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.
Abandoned Villages
Procedurally generated villages have a 1 in 20 chance of generating 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]
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
villagereveal
wish.
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
Precognition, this can even be done without expending the item.
References
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This information is reliable as of patch 2.0.201.49. |