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What do you NEED in a starting town?
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<blockquote data-quote="Steverooo" data-source="post: 2626499" data-attributes="member: 9410"><p>Farmers. A whole freakin' lotta farmers! Besides Profession (Farmer), they should all have some other Profession or Craft skill(s), and their wives and kids should, too! (Historically, most farm wives made clothing for their families, and also wove girdles in their spare time. These were then sold to the general merchants, who re-sold them for a profit.)</p><p></p><p>Ranchers. Animal Husbansmen, if you prefer. Cattle-whoppers, shepherds, whatever. Maybe some even raise and train horses. Maybe someone breeds and trains dogs. Many raise chickens, goats, milch cows, etc. Almost as many of these as farmers.</p><p></p><p>Houses. Lots of these! Everyone needs a place to live, although some might also incorporate a business, too!</p><p></p><p>General Store. Food, clothing, materials, needles, thread, pots, pans, household items. Some minor adventuring gear, like candles, oil, lanterns, knives of all sorts, hammers, handaxes, pitchforks, sickles, scythes, machetes, plows, etc. Camping gear is also sold here.</p><p></p><p>Carpenters. They make anything smaller than a house or barn, and help out on anything bigger that's made of wood. Furniture, boxes, perhaps barrel-staves and bow-staves, too! Several men work here.</p><p></p><p>Stonecutters. Cuts the blocks for building, as well as tombstones. Employs several people.</p><p></p><p>Builders. While the townsfolk will help their neighbors raise a barn, or house, some structures require more expertise. These are the men you go to, for those projects. At least one will have some Knowledge (Architecture & Engineering).</p><p></p><p>Blacksmiths. Makes nails, affixes horseshoes, probably does all the local cooping (although there might be a cooper in town, too, if a lot of barrels are needed). Can make simple weapons and tools, as well. May have a few for sale.</p><p></p><p>Bowyery. Sells bows and arrows, mostly to the local hunters, but also for self-defense, and also to adventurers. At least one bowyer and apprentice.</p><p></p><p>Leatherworkers. Can make all forms of leather gear, including armor, quivers, backpacks, cases for musical instruments, etc. At least a master and apprentice work here.</p><p></p><p>Butcher. Cuts meat, makes sausages, etc.</p><p></p><p>Tanners. Skins the butcher's animals, tans the hides, and takes them to the leatherworkers. Includes a public restroom (as urine and feces are used in the tanning process).</p><p></p><p>Tailors/Weavers. Can be two places, or just one. While most house-/farm-wives will do this, the best will be dressmakers and clothiers, and also be able to make cloth armour fr adventurers!</p><p></p><p>Bazaar/Market. Where local produce is usually sold, at least once/week. Traders can also stop here, on occasion.</p><p></p><p>Armor & Weapons Shop. If your PCs are going to adventure here, they really do need one, to allow them to equip (and re-equip, after each adventure). At least all the forms of light armor, and Scale Mail must be available (that's about all you can afford, at first level). Maybe a used suit of "Chain Maille" that the PCs can aspire to own, someday...</p><p></p><p>Bakers. Make bread from the local grain(s). May also have a specialty, like pie-making.</p><p></p><p>Candlewrights. Take the tallow from the butcher, and beeswax from farmers who keep hives, and make candles. They may sell these, themselves, or simply pass them to the General Store.</p><p></p><p>Barber-Chiurgeon. Also the town dentist and physic/leech. Haircuts, appendectomies, and teeth-pullings, all in one! Has some Healing skills, and perhaps Profession (Herbalist).</p><p></p><p>Alchemists. Unless your PCs don't want any of these items, there should be one in town, with the usual stock in trade. Can also be the Wizard/Sage's.</p><p></p><p>Inn. Someplace for shifty travellers to stay, locals to meet and talk with them, alcohol and rumours to flow, and fights to break out.</p><p></p><p>The Temple to All Good Deities. The local priests all share upkeep on one building, which they all use at different times on various days. Can also be rented out for weddings, dances, shows, etc.</p><p></p><p>Town Hall. The only three-story building in town. The bottom floor is a large meeting hall, the second floor holds offices, and the top floor is the Mayor's residence. He and his family live here, and his Secretary has a small room on the second floor.</p><p></p><p>Shrines/Fanes. Small roadside areas run by a Druid or Priest. Minor Templets to some single deitiy. One might be run by an old Paladin or Ranger, instead of a Priest/Druid.</p><p></p><p>Mine. Where ore or gems come from. Many miners, houses, and maybe even a General Store, here, too. Mines can be even less glamorous caol mines, as well.</p><p></p><p>Quarry. Where the stonecutters do their jobs.</p><p></p><p>Hunters' Camps. Simple rustic fixin's, perhaps even a cabin. Near the Hunting Lodge, if you include one. Many hunters, depending upon local game. Excess meat is sold to the butcher, and skins to the General Mercantile or Tanners.</p><p></p><p>Millers. Grinders of the local grains. Usually charges 10% of the grain milled, in lieu of money. Usually hated by the local farmers, because of this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Wainwrights. Farmers need carts and wagons, and they have to come from somewhere! These are the folks who build and repair them (although the carpenters and blacksmiths could probably figure it out, if something needed fixing).</p><p></p><p>Charcoal-burners. These grimy folks, on the outskirts of town, partially burn wood to make charcoal. Usually lower class, as they're always sooty.</p><p></p><p>Herbalists. Gather healing herbs, and sometimes serve as apothecaries, as well, dispensing home remedies. Sell Healer's Kits, as well as plants and poultices.</p><p></p><p>Sherrif's Guardhall. Where the Sherrif and Deputies hang out, and the local militia/guard assemble, and store their gear, when need be.</p><p></p><p>The Stables. The Inn will have one, if the town doesn't. Get your horsefeed here, as well as tack, saddles, perhaps a horse, if one of the ranchers raises them, and maybe even a riding dog, if Halflings live nearby.</p><p></p><p>The Hermits. Every town has one or two... The stand-offish, stick-to-themselves folks with a secret. Some are independently wealthy, and live at the Inn while writing poetry. Some are hatching dark plots. Bree had its Rangers, and sometimes a "Furiner" is doing research (or other things) in a local ruin. Sometimes, there're just a few thieves hanging around, between jobs.</p><p></p><p>Abandoned/Ruined/Haunted Houses. May be of interest, or not. Could also be up for sale, or free for the taking. May or may not have adventure hooks, within.</p><p></p><p>Shipwrights. If the town is on a river, or even a stream, someone nearby will make and sell small boats. There will also likely be a bridge, and perhaps fishermen.</p><p></p><p>Fishermen. They catch them, buy salt and barrels, dry them, salt them, pickle them, and sell them either to the locals, or to the General Mercantile.</p><p></p><p>Ferrier. Profession (Boater). He'll take you across the river for a small fee, and sometimes up and down it, if you make it worth his while...</p><p></p><p>Fowlers. Some places might have a specialist in catching and/or breeding and training birds. Usually, these will be game birds, but on occassion, these will be trained birds of prey.</p><p></p><p>Drovers. At least the General Merchant and Stables will have a wagon for hauling goods (and the Wainwrights will all be able to drive, if they exist). Any of these wagons will be rentable, when not otherwise in use. The drovers are the guys you hire to drive them. Many Farmers/Ranchers will also have this skill.</p></blockquote><p></p>
[QUOTE="Steverooo, post: 2626499, member: 9410"] Farmers. A whole freakin' lotta farmers! Besides Profession (Farmer), they should all have some other Profession or Craft skill(s), and their wives and kids should, too! (Historically, most farm wives made clothing for their families, and also wove girdles in their spare time. These were then sold to the general merchants, who re-sold them for a profit.) Ranchers. Animal Husbansmen, if you prefer. Cattle-whoppers, shepherds, whatever. Maybe some even raise and train horses. Maybe someone breeds and trains dogs. Many raise chickens, goats, milch cows, etc. Almost as many of these as farmers. Houses. Lots of these! Everyone needs a place to live, although some might also incorporate a business, too! General Store. Food, clothing, materials, needles, thread, pots, pans, household items. Some minor adventuring gear, like candles, oil, lanterns, knives of all sorts, hammers, handaxes, pitchforks, sickles, scythes, machetes, plows, etc. Camping gear is also sold here. Carpenters. They make anything smaller than a house or barn, and help out on anything bigger that's made of wood. Furniture, boxes, perhaps barrel-staves and bow-staves, too! Several men work here. Stonecutters. Cuts the blocks for building, as well as tombstones. Employs several people. Builders. While the townsfolk will help their neighbors raise a barn, or house, some structures require more expertise. These are the men you go to, for those projects. At least one will have some Knowledge (Architecture & Engineering). Blacksmiths. Makes nails, affixes horseshoes, probably does all the local cooping (although there might be a cooper in town, too, if a lot of barrels are needed). Can make simple weapons and tools, as well. May have a few for sale. Bowyery. Sells bows and arrows, mostly to the local hunters, but also for self-defense, and also to adventurers. At least one bowyer and apprentice. Leatherworkers. Can make all forms of leather gear, including armor, quivers, backpacks, cases for musical instruments, etc. At least a master and apprentice work here. Butcher. Cuts meat, makes sausages, etc. Tanners. Skins the butcher's animals, tans the hides, and takes them to the leatherworkers. Includes a public restroom (as urine and feces are used in the tanning process). Tailors/Weavers. Can be two places, or just one. While most house-/farm-wives will do this, the best will be dressmakers and clothiers, and also be able to make cloth armour fr adventurers! Bazaar/Market. Where local produce is usually sold, at least once/week. Traders can also stop here, on occasion. Armor & Weapons Shop. If your PCs are going to adventure here, they really do need one, to allow them to equip (and re-equip, after each adventure). At least all the forms of light armor, and Scale Mail must be available (that's about all you can afford, at first level). Maybe a used suit of "Chain Maille" that the PCs can aspire to own, someday... Bakers. Make bread from the local grain(s). May also have a specialty, like pie-making. Candlewrights. Take the tallow from the butcher, and beeswax from farmers who keep hives, and make candles. They may sell these, themselves, or simply pass them to the General Store. Barber-Chiurgeon. Also the town dentist and physic/leech. Haircuts, appendectomies, and teeth-pullings, all in one! Has some Healing skills, and perhaps Profession (Herbalist). Alchemists. Unless your PCs don't want any of these items, there should be one in town, with the usual stock in trade. Can also be the Wizard/Sage's. Inn. Someplace for shifty travellers to stay, locals to meet and talk with them, alcohol and rumours to flow, and fights to break out. The Temple to All Good Deities. The local priests all share upkeep on one building, which they all use at different times on various days. Can also be rented out for weddings, dances, shows, etc. Town Hall. The only three-story building in town. The bottom floor is a large meeting hall, the second floor holds offices, and the top floor is the Mayor's residence. He and his family live here, and his Secretary has a small room on the second floor. Shrines/Fanes. Small roadside areas run by a Druid or Priest. Minor Templets to some single deitiy. One might be run by an old Paladin or Ranger, instead of a Priest/Druid. Mine. Where ore or gems come from. Many miners, houses, and maybe even a General Store, here, too. Mines can be even less glamorous caol mines, as well. Quarry. Where the stonecutters do their jobs. Hunters' Camps. Simple rustic fixin's, perhaps even a cabin. Near the Hunting Lodge, if you include one. Many hunters, depending upon local game. Excess meat is sold to the butcher, and skins to the General Mercantile or Tanners. Millers. Grinders of the local grains. Usually charges 10% of the grain milled, in lieu of money. Usually hated by the local farmers, because of this. :p Wainwrights. Farmers need carts and wagons, and they have to come from somewhere! These are the folks who build and repair them (although the carpenters and blacksmiths could probably figure it out, if something needed fixing). Charcoal-burners. These grimy folks, on the outskirts of town, partially burn wood to make charcoal. Usually lower class, as they're always sooty. Herbalists. Gather healing herbs, and sometimes serve as apothecaries, as well, dispensing home remedies. Sell Healer's Kits, as well as plants and poultices. Sherrif's Guardhall. Where the Sherrif and Deputies hang out, and the local militia/guard assemble, and store their gear, when need be. The Stables. The Inn will have one, if the town doesn't. Get your horsefeed here, as well as tack, saddles, perhaps a horse, if one of the ranchers raises them, and maybe even a riding dog, if Halflings live nearby. The Hermits. Every town has one or two... The stand-offish, stick-to-themselves folks with a secret. Some are independently wealthy, and live at the Inn while writing poetry. Some are hatching dark plots. Bree had its Rangers, and sometimes a "Furiner" is doing research (or other things) in a local ruin. Sometimes, there're just a few thieves hanging around, between jobs. Abandoned/Ruined/Haunted Houses. May be of interest, or not. Could also be up for sale, or free for the taking. May or may not have adventure hooks, within. Shipwrights. If the town is on a river, or even a stream, someone nearby will make and sell small boats. There will also likely be a bridge, and perhaps fishermen. Fishermen. They catch them, buy salt and barrels, dry them, salt them, pickle them, and sell them either to the locals, or to the General Mercantile. Ferrier. Profession (Boater). He'll take you across the river for a small fee, and sometimes up and down it, if you make it worth his while... Fowlers. Some places might have a specialist in catching and/or breeding and training birds. Usually, these will be game birds, but on occassion, these will be trained birds of prey. Drovers. At least the General Merchant and Stables will have a wagon for hauling goods (and the Wainwrights will all be able to drive, if they exist). Any of these wagons will be rentable, when not otherwise in use. The drovers are the guys you hire to drive them. Many Farmers/Ranchers will also have this skill. [/QUOTE]
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