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[top]Introduction
D&D organizes community size to establish basic guidelines on he relationship between community size and production. This page offers further guidance on this subject. Small and large towns exist to offer to villages and smaller communities good and services which they cannot produce themselves. Towns will feature more specialization and less part time labor than villages. Towns serve as markets for the local area to purchase materials and goods from outside the area, and for locals to sell their produce to merchants who will carry it elsewhere.
Many demographic lists of craftsmen are based on the 1292 Paris tax census, and are appropriate for cities, but not necessarily towns or smaller communities.
Many demographic lists of craftsmen are based on the 1292 Paris tax census, and are appropriate for cities, but not necessarily towns or smaller communities.
[top]Small and Large Towns
The principle feature of a town is its market. The town itself is a consumer of rural goods, and a producer of craft items that are needed in villages at too small a demand to justify the location of the craft in the village. Because craftsmen in towns tend to specialize more, they can become experts in a limited form of production and produce more fine and masterwork goods. Because of greater craft specialization, townsfolk tend to provide much more consumption from one another as well.
A hundred or more villages are required to support a town.
The medieval town is a market town, but the Romans had another kind of town - the administrative center. In BIRTHRIGHT, each province assumes administrative, guild, temple, and military centers, and most of those will be in the largest community. So, given the size of most provinces in Cerilia, It will be pretty common for every province to have one town, and every realm to have one city. Realms with a lot of low level provinces or a lot of high level provinces will tend to have fewer or more towns respectively.
A hundred or more villages are required to support a town.
The medieval town is a market town, but the Romans had another kind of town - the administrative center. In BIRTHRIGHT, each province assumes administrative, guild, temple, and military centers, and most of those will be in the largest community. So, given the size of most provinces in Cerilia, It will be pretty common for every province to have one town, and every realm to have one city. Realms with a lot of low level provinces or a lot of high level provinces will tend to have fewer or more towns respectively.
[top]Small Towns
Small towns are villages, frequently near a castle, which were granted market rights and grew as a result. Some portion of the town will often function like a village, with food producers who exit the town to work the surrounding fields. This might constitute as many as the first thousand inhabitants, but it might be much less as well, depending on location and soil fertility. Everyone in town not primarily engaged in food production is engaged in town functions.
Small towns have between 901 and 2000 humanoids. Small towns have a gold piece limit of 800 gp. This means that only items under 800 gp can be readily purchased. Objects are produced above that limit on a commission basis.
The first 900 people in town, or whatever proportion is agricultural will require the following tradesmen:
miller, blacksmith, leatherworker, carpenter, stonemason, bronzesmith, weaver, potter, salter, brewer, and a bone and antler worker. There will also be a bowyer & fletcher, brothel, a butcher, copyist, a glazier, and moneychanger. After that, everyone is calculated as a townsmen according to the following table.
^ Presumes access to fishing waters.
Small towns have between 901 and 2000 humanoids. Small towns have a gold piece limit of 800 gp. This means that only items under 800 gp can be readily purchased. Objects are produced above that limit on a commission basis.
The first 900 people in town, or whatever proportion is agricultural will require the following tradesmen:
miller, blacksmith, leatherworker, carpenter, stonemason, bronzesmith, weaver, potter, salter, brewer, and a bone and antler worker. There will also be a bowyer & fletcher, brothel, a butcher, copyist, a glazier, and moneychanger. After that, everyone is calculated as a townsmen according to the following table.
Guild | Profession | Incidence |
---|---|---|
Bakers | Bakers | 350 |
Bookbinders | Papermakers | 250 |
Butchers | Butchers | 800* |
Carpenters | Carpenters | 250 |
Carpenters | Furniture Makers | 1000 |
Carpenters | Plasterers | 1000 |
Carpenters | Roofers | 1200 |
Carpenters | Wheelwrights | 275 |
Carpenters | Woodcarvers | 1250 |
Casters | Bronzesmiths | 560* |
Casters | Bucklers | 1120 |
Casters | Silversmith | 700 |
Chandlers | Chandlers | 500 |
Chandlers | Soapmakers | 400 |
Masons | Bricklayers | 175 |
Masons | Masons | 350* |
Masons | Potters | 250* |
Masons | Tilers | 400 |
Clothiers | Haberdashers | 620 |
Clothiers | Launderers | 160 |
Clothiers | Mercers | 520 |
Clothiers | Purse Makers | 850 |
Clothiers | Tailors | 200 |
Weavers | Bleachers | 1680 |
Weavers | Drapers | 250 |
Weavers | Fullers | 1200 |
Weavers | Weavers | 200 |
Bankers | Pawnbrokers | 560 |
Fishmongers | Fishers | 1000^ |
Fishmongers | Fishmongers | 800^ |
Smiths | Blacksmiths | 900 |
Smiths | Cutlers | 1200 |
Furriers | Furriers | 160 |
Hostlers | Grooms | 600 |
Hostlers | Inn Keepers | 1300 |
Hostlers | Tavern Keepers | 250 |
Jewelers | Jewelers/Goldsmith | 900 |
Medical | Barbers | 250 |
Medical | Physicians | 600 |
Medical | Herbalists | 1000 |
Medical | Midwives | 600 |
Merchants | Beer Wholesalers | 1000 |
Merchants | Used Clothiers | 125 |
Merchants | Dairy Sellers | 160 |
Merchants | Flower Sellers | 250 |
Merchants | Grain Merchants | 350 |
Merchants | Grocers | 125 |
Merchants | Livestock Wholesalers | 200 |
Merchants | Spice Merchants | 1000 |
Merchants | Wine Merchants | 620 |
Merchants | Woolsellers | 1250 |
Merchants | Wool Wholesalers | 900 |
Tanners | Cobblers | 120 |
Tanners | Harness Makers | 1200 |
Tanners | Leatherworkers/Tanners | 500* |
Tanners | Saddlers | 800 |
Watermen | Water Carriers | 500 |
- Trades so indicated have one incidence of the trade already, so calculations are for additional tradesmen.
^ Presumes access to fishing waters.
[top]Large Towns
Large towns no longer have any agricultural inhabitants, but may have several villages nearby. Like small towns, their market is their focus, supplying specialized tools to the area and handling the sale of goods in and produce out. Large towns will use the chart for the small town incidence of tradesmen and will use the following as well.
A large town has 2,001 to 5,000 humanoid inhabitants. Large towns have a gold piece limit of 3000 gp. This means that only items under 3000 gp can be readily purchased. Objects are produced above that limit on a commission basis.
A complete list of medieval occupations would be something like thirty pages long. Many of the entries would be part-time occupations, duplicate names for the same occupation, or similar occupations. For example, a "whittawer" was a leather workers who worked with white leather, often making saddles and harnesses, sometimes even making saddles regardless of the type of leather.
A large town has 2,001 to 5,000 humanoid inhabitants. Large towns have a gold piece limit of 3000 gp. This means that only items under 3000 gp can be readily purchased. Objects are produced above that limit on a commission basis.
Guild | Profession | Incidence |
---|---|---|
Architects | Architects | 4000 |
Smiths | Armorers | 2100 |
Smiths | Locksmiths | 1500 |
Artists | Artists | 1800 |
Artists | Painters | 1500 |
Artists | Sculptors | 2000 |
Bankers | Bankers | 4500 |
Bankers | Money Changers | 2200 |
Bankers | Tax Collectors | 4000 |
Bookbinders | Bookbinders | 2500 |
Bookbinders | Booksellers | 2000 |
Bowyers | Bowyers & Fletchers | 2500 |
Brewers | Brewers | 2200 |
Brewers | Distillers | 2500 |
Brewers | Vintners | alternate* |
Brothelkeepers | Brothels | 2000 |
Carpenters | Coopers | 520 |
Clerks | Copyists | 2500 |
Clerks | Illuminators | 3000 |
Clothiers | Girdlers | 2000 |
Clothiers | Glover | 1900 |
Clothiers | Perfumer | 2500 |
Clothiers | Vestment Maker | 4000 |
Glaziers | Glover | 1800 |
Glaziers | Glover | 1500 |
Masons | Tilers | 2500 |
Weavers | Dyers | 5000 |
Rug Makers | Tilers | 1500 |
Smiths | Armorers | 2100 |
Smiths | Locksmiths | 1500 |
Created by Last edited by , 10-23-2011 at 01:49 PM 0 Comments, 3,073 Views |
, 02-28-2011 at 01:22 PM
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