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Towns

A town and its walls.

A town has 30 to 80 buildings. It is grown, planned on a grid, or laid along one market street. Every road runs in to the market as a main street, and narrow plots line the streets. The temple stands on a square off the market; the richest tenth of towns have a high temple.

Wall Share of towns
All stone, 6 m high The richest third
Stone in part, palisade elsewhere The next third
Palisade, 4 m high The rest

Each wall has towers and a gate at every main street. Suburbs run out 60 m from each gate, and a gallows stands by a road out. Gates shut for the curfew, two hours after dusk until dawn.

A town within 0.6 km of the sea has a harbour: a stone quay on its shore with steps, a ramp and a lane into town. The biggest isles each have a small town, reached only by ship. See Sailing.

Colour goes with wealth. Houses are painted (lead yellow, ochre, crimson, vermilion, verdigris, and ultramarine in the richest), and bunting hangs across the streets all year. The folk are dressed by their place’s wealth too: the rich in ultramarine and crimson, villagers in homespun with one bright piece.

Half the towns grow below a castle, 260 to 380 m from their market, wrapped round the foot of its rock. The kingdoms’ capitals never do. A straight street climbs from the market to the castle gate, and the town’s wall and the castle’s close one circuit. On the map the pair is one icon and one name.

A castle town is always of its castle’s kingdom and owes that castle. Raiders pass it by and go for the castle. When the castle is taken, or its castellan defects, the town goes with it. It cannot drift free until its castle has been taken once.

The far map: a castle town on the coast with its list of buildings open, and the map icons for castles and towns.

Each tab stands behind a building’s door. Press F at the door, or click the town on the map and pick a building.

Building Tab What it does
Barracks Garrison Hire the town’s militia
Gaol Gaol Bounty on bandits’ heads; sell prisoners
Town hall Jobs, Heads The job board; the town’s heads
Alchemist’s shop Alchemist Skill and attribute potions
Market Market Buy and sell goods
Armourer’s forge Armourer Helmets, mail, plate, shields, barding, packs
Smithy Weaponsmith Spears, swords, axes, bows, lances
Tailor Tailor Coifs, padded jacks, surcoats, gloves, shoes
Livery stables Stables Mules, wagons, spare horses
Tentmaker Tentmaker Tents, bedrolls, firewood
Money-changer Changer Change coin
Mint Mint Swap called-in pennies for new silver

Prices and how they move are on Economy. Game time stops while a place’s screen is open, unless you turn Pause on screens off in Options.

Every town keeps a militia for hire: 20 infantry, 10 ranged and 4 cavalry, refilling 4, 2 and 1 a day. They are townsmen by name, hired one by one like the men at an inn. Their gear is a tier better than inn men’s, and they cost half as much again. Wages are the same. The coin goes into the town’s coffers.

Any town not at war with you pays 40 silver for each bandit’s head your army has taken. The gaoler also buys common prisoners: 32 silver a spearman, 40 an archer, 80 a horseman, half for a wounded man. Sold prisoners go free and wait at the nearest inn or garrison for hire. A castle has no gaol.

A town drifts between free and bound to the castle that claims it, a tenth of the way each day: its kingdom’s men within 10 km against the town’s own militia and wealth. A free town keeps its taxes and sends no men when the banners are called.

Discday is market day. Each town holds a fair one week a year. See Calendar.

A night inside a welcoming town’s walls is a night under shelter: full rest whatever the weather. Wounded men heal twice as fast there.

Alchemist’s shop, Alehouse, Almshouses, Armourer’s forge, Barracks, Bathhouse, Bell tower, Bladesmith’s smithy, Brewhouse, Cemetery, Cloister temple, Dyehouse, Fish market, Gallows, Gaol, Gate, Guildhall, High temple, House, Livery stables, Market hall, Market stalls, Mint, Money-changer, Pillory, Quay, Shambles, Storehouse, Tailor’s shop, Tannery, Temple, Tentmaker’s loft, Thieves’ den, Toll booth, Tower, Town hall, Wall, Well, Workshop.