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Businesses/Shops in a Fantasy Town


Spence

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So I have decided to sit down and map out the town my Fantasy Hero game will operate out of.

 

The adventure uses one of the standard Fantasy Anime tropes.  Smaller cities and towns are spotted throughout the Kingdom.  Each is an island of safety in a hostile wilderness.  Monsters abound and “Dungeons”, from small randomly spawning ones to large semi-permanent warrens dot the world.  The primary method to cull the threat is the Adventurers of the Guild.  The local lord (Baron, Duke, Count, etc) may maintain troops to protect the town itself and the near hamlets, but the true deterrence are the Adventurers.

 

Adventurers are the Fantasy equivalent of Superheroes and as such don’t mesh well with following orders and prefer to freelance, though some Nobles and Knights are powered as well.  There is no “King” just a lot of small independent “city-states”.

 

The town I am envisioning is on the frontier of “civilization” and as such has a large guild presence.

What I am looking for right now is a listing of businesses/services that would exist.

 

Here is my initial list:

Adventurers Guild
Armorer
Weaponsmith
Leatherworker
Blacksmith
Tanner
Weaver
Farmers Market
Butcher
Carpenter
Woodcutter
Bowyer
Fletcher
General Store
Apothecary
Inns
Taverns
Clothier
Cobbler
Fish market

 

I am looking for more ideas.  I am not planning on putting all of them in, but I am trying you get a good starting point.   

There will be more than one of each business, and the town/city has been in existence for several hundred years and will have one or two if it’s own “dungeons”.  The idea is for it to serve as a base from which the players party can adventure from. 

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1 hour ago, Spence said:

 

 

So I have decided to sit down and map out the town my Fantasy Hero game will operate out of.

 

The adventure uses one of the standard Fantasy Anime tropes.  Smaller cities and towns are spotted throughout the Kingdom.  Each is an island of safety in a hostile wilderness.  Monsters abound and “Dungeons”, from small randomly spawning ones to large semi-permanent warrens dot the world.  The primary method to cull the threat is the Adventurers of the Guild.  The local lord (Baron, Duke, Count, etc) may maintain troops to protect the town itself and the near hamlets, but the true deterrence are the Adventurers.

 

Adventurers are the Fantasy equivalent of Superheroes and as such don’t mesh well with following orders and prefer to freelance, though some Nobles and Knights are powered as well.  There is no “King” just a lot of small independent “city-states”.

 

The town I am envisioning is on the frontier of “civilization” and as such has a large guild presence.

What I am looking for right now is a listing of businesses/services that would exist.

 

Here is my initial list:

Adventurers Guild
Armorer
Weaponsmith
Leatherworker
Blacksmith
Tanner
Weaver
Farmers Market
Butcher
Carpenter
Woodcutter
Bowyer
Fletcher
General Store
Apothecary
Inns
Taverns
Clothier
Cobbler
Fish market

 

I am looking for more ideas.  I am not planning on putting all of them in, but I am trying you get a good starting point.   

There will be more than one of each business, and the town/city has been in existence for several hundred years and will have one or two if it’s own “dungeons”.  The idea is for it to serve as a base from which the players party can adventure from. 

 

 

 

 

I love this concept.  Not to derail the thread, but How does this work?

 

Also in answer to your question:

Potter

Glazier

Dye maker

Scribes

Map maker

Heraldry Specialist (Q: so what image do you want on your shield?  A: A bar code)

Brewer / Vintner

 

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This was my response a couple of months ago for a town that was protected by a wizard's tower and which was at the edge of a forest.

 

Quote

Even though it's not on a major trading road, it's likely some trading company would have a major presence there. The locals have to produce something and need something else. And a business being able to ask favors from the wizard and point out your importance to the community as an inducement for her to grant it would be a powerful fringe benefit.

 

Banking since it sounds like the place is stable financially. Heck, any place that's not in danger of being raided and has law enforcement is practically heaven so I'd expect every occupation to be there if the tower has been around long enough.

 

There's likely a logging industry, particularly if there's a river to send the logs down. Though likely the wizard, the fae, or the local government limits the amount or types of trees which can be downed.

 

Fishing if there's a river or lake along with docks and perhaps a port facility. Boatmakers if there's a port. Ferrymen if there's a river. Makers of sails, rope, nets, anchors, etc.

 

Likely a monastery or large church presence if the place is as safe as you are telling us. Young monks need to learn their letters and numbers somewhere and better that it's somewhere safe. Perhaps a large scholastic presence if there's church-owned books which need to be transcribed from older languages to new. Winery for monks.

 

Granary and mills.

 

Glassworks if there's a beach for sand. Saltworks if there's an ocean. Saltery for preserving fish.

 

Weavers for making grain bags. Crockers for crockery. Coopers.

 

Tanners if there's good hunting in the forest. Bowyers/fletchers for the hunters. Cobblers and armor-makers if there's a steady supply of leather.  

 

Orchards. Chestnuts, walnuts, pecans, almonds, hazelnuts since those are easily stored and are found naturally in many forests. Also the more typical fruit trees.

 

Swineherding since pigs will eat acorns, leaves, and other forest debris.

 

Quarry and stonemasons. Miners. Blacksmith.

 

Apothecary

 

Surgeon/dentist/barber

 

Candlemaker

 

Wainwright, wheelwright, carpenter

 

Hostler, stableboy 

 

Innkeep, cook, maid, waitress

 

Clerk (accountant), scribe

 

Cockfights, dogfights, pit fights

 

Soapmaker, basket-weaver, spinster, baker, teamster

 

If the town is large enough, perhaps guildhalls for various guilds (comfortable meeting room, exclusive bar, maybe space for an out of town visitor, barkeep, guard, or storage for guild members who have inventory overflow).

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1 hour ago, Mr. R said:

I love this concept.  Not to derail the thread, but How does this work?

 

I am dusting off my Campaign Cartographer and will be mapping out the town. 

 

I simply haven't found one that I like so far on the internet or places like Drive Thru, either too big or too small.  They either have zero fortifications or have huge stone walls. 

I am not looking for a castle or a metropolis. 

 

So I am back to the old if you can't find it then make it. 

 

I have actually come down to making two separate towns, the one right on the frontier and the second deeper in the "safe" that is the primary trading partner.  Beyond the smaller frontier town is the vast, mostly unexplored wilderness.  Just as a working title call the smaller one Outpost and the larger Town.

 

So I am trying to get my brain in gear and to do a rough sketch I can use to begin mapping. 

I am thinking of the Outpost having somewhere around 3 to 4 hundred residents with close to that surrounding in hamlets or cots.  

The Town to have a couple thousand residents and about that again in smaller surrounding communities. 

 

Overall terrain to be gently rolling forested hills with small lakes and streams.  One major river along which that I plan on setting the towns. 

 

Just rough right now, but once I narrow down the establishments for the Outpost, I will fill out what is missing in the Town. 

 

 

 

 

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3 hours ago, Tjack said:

  It’s not exactly a business (Let’s not hear the dissenting opinions.) but a Temple or Church of some sort is generally a part of small town life.

  You’re also missing some sort of Healer or Doctor’s office.

 

 

Even better to combine both Temple of Laosha, Goddess of Healing! (don't forget to pay your tithe as she knows how to hurt you also!)

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Is there a militia under the control of the local lord keeping order? Or is it a sheriff and a few deputies?

 

In addition to the blacksmith, perhaps a tinsmith, silversmith and maybe a goldsmith? A jeweler? A clockmaker/watchmaker in town might make for a fun anachronism. ;)

 

A toymaker could be in the larger town.

 

It sounds like there was once a king or emperor ruling over things, but that kingdom must have shattered somehow in the past. Civil war? Orc invasion? Assassination of the entire royal family?

 

Here’s some less savory ideas, but add adventuring potential.
 

Perhaps the larger town has a Thieves Guild for the local ne’er-do-wells? Are thieves branded as such if caught?

 

Does slavery exist in the region? Perhaps some non-humans (beast people like cat folk, for example) get this treatment instead of other humans.

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Here are relevant paragraphs from Medieval Demographics Made Easy, by S. John Ross:

----------------------

Merchants and Services

In a village of 400 people, just how many inns and taverns are realistic? Not very many. Maybe not even one. When traveling across the countryside, characters should not run into a convenient sign saying "Motel: Free Cable and Swimming Pool" every 3 leagues. For the most part, they will have to camp on their own or seek shelter in people's homes.Provided they are friendly, the latter option should be no trouble. A farmer can live in a single place all his life, and he will welcome news and stories of adventures, not to mention any money the heroes might offer!

 

Each type of business is given a Support Value (SV). This is the number of people it takes to support a single business of that sort. For instance, the SV for shoemakers (by far the most common trade in towns) is 150. This means that there will be one shoemaker for every 150 people in an area. These numbers can vary by up to 60% in either direction, but provide a useful baseline for GMs. Think about the nature of the town or city to decide if the numbers need to be changed. A port, for instance, will have more fishmongers than the table indicates.

 

To find the number of, say, inns in a city, divide the population of the city by the SV value for inns (2,000). For a village of 400 people, this reveals only 20% of an inn! This means that there is a 20% chance of there being one at all. And even if there is one, it will be smaller and less impressive than an urban inn. The SV for taverns is 400, so there will be a single tavern.

 

Business SV                                         Business SV

Shoemakers 150                                    Butchers 1,200

Furriers 250                                          Fishmongers 1,200

Maidservants 250                                  Beer-Sellers 1,400

Tailors 250                                            Buckle Makers 1,400

Barbers 350                                           Plasterers 1,400

Jewelers 400                                          Spice Merchants 1,400

Taverns/Restaurants  400                      Blacksmiths 1,500

Old-Clothes 400                                    Painters 1,500

Pastrycooks 500                                    Doctors 1,700*

Masons 500                                            Roofers 1,800

Carpenters 550                                      Locksmiths 1,900

Weavers 600                                          Bathers 1,900

Chandlers 700                                       Ropemakers 1,900

Mercers 700                                          Inns 2,000

Coopers 700                                         Tanners 2,000

Bakers 800                                           Copyists 2,000

Watercarriers 850                                 Sculptors 2,000

Scabbardmakers 850                           Rugmakers 2,000

Wine-Sellers 900                                Harness-Makers 2,000

Hatmakers 950                                   Bleachers 2,100

Saddlers 1,000                                    Hay Merchants 2,300

Chicken Butchers 1,000                     Cutlers 2,300

Pursemakers 1,100                             Glovemakers 2,400

Woodsellers 2,400                             Woodcarvers 2,400

Magic-Shops 2,800                            Booksellers 6,300

Bookbinders 3,000                             Illuminators 3,900

*These are licensed doctors. Total doctor SV is 350.

 

Some other figures: There will be one noble household per 200 population, one lawyer ("advocate") per 650, one clergyman per 40 and one priest per 25-30 clergy.

 

Businesses not listed here will most likely have an SV from 5,000 to 25,000! The "Magic Shop" means a shop where wizards can purchase spell ingredients, scroll paper and the like, not a place to buy magic swords off the shelf.

--------------------

Dean Shomshak

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When traveling across the countryside, characters should not run into a convenient sign saying "Motel: Free Cable and Swimming Pool" every 3 leagues. For the most part, they will have to camp on their own or seek shelter in people's homes

 

This bears repeating; the standard pattern for travelers in times past was to stay at someone's home.  In fact, in the frontier, up until around 1900 it was very standard to put someone up at your home when they were passing through.  Hospitality and being welcoming to travelers in need was not just a virtue, but a feature of many myths and legends of horrible punishment by the gods/God for not doing so.  You didn't look for an inn to stay at unless it was a standard byway or fairly large community.  You stayed at someone's house.  Usually travelers would repay the hospitality by doing repairs, cutting wood, drawing water from the well etc, even providing meat from a recent hunt.

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Depending on the movie rating of your setting for adult content, even a small town might have someone partaking of one of the world's oldest professions, perhaps even with an official or hidden 'House of pleasure' aka a brothel just a day distant  if not in the town itself.

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On 3/25/2022 at 11:17 PM, Spence said:

I simply haven't found one that I like so far on the internet or places like Drive Thru, either too big or too small.  They either have zero fortifications or have huge stone walls. 

I am not looking for a castle or a metropolis. 

 

So I am back to the old if you can't find it then make it. 

 

I have actually come down to making two separate towns, the one right on the frontier and the second deeper in the "safe" that is the primary trading partner.  Beyond the smaller frontier town is the vast, mostly unexplored wilderness.  Just as a working title call the smaller one Outpost and the larger Town.

 

So I am trying to get my brain in gear and to do a rough sketch I can use to begin mapping. 

I am thinking of the Outpost having somewhere around 3 to 4 hundred residents with close to that surrounding in hamlets or cots.  

The Town to have a couple thousand residents and about that again in smaller surrounding communities. 

 

You may want to look at Harn for inspiration.  300-400 is a large manor; 2000 could be a large keep and it's holdings.

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