Towns with streets of their own
Ten distinct town plans replace the repeated two-house layout, with connected streets, plazas and forty accessible buildings.
The Vigil gathers around a village square. Rootbound Haven follows winding clearings, while Amber Rest stretches along a caravan street and market. Ashen Hold links cloister courts; Bellringers' Outpost has a procession route and bell square. Drylight Harbor uses long quay lanes, and Still Waters connects its homes along branching boardwalks.
Ironhearth groups its buildings around industrial yards. Last Dawn has a central approach, barracks and defensive walls. Threshold opens into angular, connected courts. Each settlement now has four accessible buildings placed for its own street plan, using the region's existing architecture. These are fixed places you can learn, not layouts that shuffle between visits.
Arrivals and service coordinates remain familiar. Town refuge coverage follows the new streets and interiors. Nearby creature homes that conflict with construction move locally within their original level band; their identities, species rolls and rewards remain. Saved characters can recover from changed geometry, and saved refuges stay in the same town.