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Towns

Population: 1,000-10,000 people.

A town is the next largest type of settlement after a village. What distinguishes a town from a village is not just its size but also its purpose. The reason why towns exist in the first place is to facilitate commerce, and as a result town residents will often hold jobs that are provided for by the flow of trade rather than the direct production of foodstuffs. A town’s markets and taverns are gathering spaces where craftspeople can sell their goods, farmers can sell their produce, professionals can ply their trades, and ideologues of all sort can attempt to sway people to their causes. Towns are the best place to find services and learn about local events, but most residents will still be ignorant of regional news beyond the broad strokes. Larger cities will often have clusters of satellite towns near their limits, while in more rural areas the largest settlement will take the form of a single town.

Towns live and die by the trade that flows through them, and much of what is available in town will exist to attract and feed off of it. Thus, there will not only be at least one tavern and a marketplace, but also very often the presence of religious sites, libraries, hot springs, circuses, and other attractions that serve to funnel human beings into the town. There may also be a small handful of industries that require more complicated inputs and their associated guilds, such as a mason’s guild, an alchemist’s guild, or even a mercenary’s guild if the need is great. There will also be gathering spaces for locals, which are usually expanded versions of what can be found in the average village.

GMs should consider the following questions when designing a town: