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General Tabletop Discussion
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Amenities For A Trusty Home Town?
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<blockquote data-quote="MattW" data-source="post: 8279012" data-attributes="member: 7029432"><p>The above businesses are good start but I would add the following</p><p></p><p>1. a brewery and/or a winemaker. (Even with magic, you can't expect people to drink the water. Yuck!)</p><p>2. Tannery/leathermaker (but this will be on the edge of town and downstream)</p><p>3. Spinners (turning wool or fibre into cloth, rope and other useful stuff)</p><p>4. The local fort/castle. If it's a town full of valuable businesses, someone will want to protect and tax it. This might also provide a place of refuge if the townspeople are under attack.</p><p>5. The mill (watermill or windmill). Someone has to grind grain for local bakers</p><p>6. Fairground or market place. There could be a weekly market and regular Feast Days</p><p>7. Fish ponds (much easier to farm fish than catch them in the river)</p><p>8. Alms House (possibly associated with the church). A place where pilgrims or sick people can be housed and looked after</p><p>9. An inn for travellers. This could also be a Post Office.</p><p>10. A pub or brewhouse for locals</p><p>11. There might be other businesses but it depends on the local economy Does it depend on lumber? If so, you'll need a sawmill and so on. If it's "sheep country" then there will be more spinners and the temple might include a veterinary doctor and so on</p><p></p><p></p><p></p><p>There should also be a reason why the town is in its location. Is it a crossroads for a couple of trade routes? Does it have the only ford or bridge across the river? Is it deliberately planned? Was it like a lot of towns in the Roman Empire and based around an old fort?</p></blockquote><p></p>
[QUOTE="MattW, post: 8279012, member: 7029432"] The above businesses are good start but I would add the following 1. a brewery and/or a winemaker. (Even with magic, you can't expect people to drink the water. Yuck!) 2. Tannery/leathermaker (but this will be on the edge of town and downstream) 3. Spinners (turning wool or fibre into cloth, rope and other useful stuff) 4. The local fort/castle. If it's a town full of valuable businesses, someone will want to protect and tax it. This might also provide a place of refuge if the townspeople are under attack. 5. The mill (watermill or windmill). Someone has to grind grain for local bakers 6. Fairground or market place. There could be a weekly market and regular Feast Days 7. Fish ponds (much easier to farm fish than catch them in the river) 8. Alms House (possibly associated with the church). A place where pilgrims or sick people can be housed and looked after 9. An inn for travellers. This could also be a Post Office. 10. A pub or brewhouse for locals 11. There might be other businesses but it depends on the local economy Does it depend on lumber? If so, you'll need a sawmill and so on. If it's "sheep country" then there will be more spinners and the temple might include a veterinary doctor and so on There should also be a reason why the town is in its location. Is it a crossroads for a couple of trade routes? Does it have the only ford or bridge across the river? Is it deliberately planned? Was it like a lot of towns in the Roman Empire and based around an old fort? [/QUOTE]
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