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Towns

One new place in four is a town: a village with quarters round it, a wall, guards, and four buildings no village has. Everything a village does, a town does too; this page tells what it has more.

Only in new land

Towns came with 0.4.0 and stand in land that has not been explored yet. Villages already made stay as they are, and keep their names.

What a town is

A town is a village's square, tavern and hall with quarters round them: streets of houses on either side, a craftsmen's street, a row of houses behind the hall or above the port.

A village A town
Houses a village's about twice as many
People a village's more than twice as many
Workshops four to six trades one of every trade
Wall and guards none a wall with gates, guards at the barracks
Merchants they come and go always there, in the market hall
Its own buildings none a market hall, a barracks, a warehouse and an inn

A town stands where the land has room for it; elsewhere the place is the village it would have been. Towns grow in the five lands, each in its land's look, and the one at its head has his land's title: see Five lands, five looks.

What follows a village's people follows a town's: the rent it pays the flag over it, the bounty on its ruin, the raiders sent against it.

How to tell a town. "Town" comes up under its name as you walk in, the one at its head says so, the Log Book lists it as one, and a Sea Chart drawn to a town is named for it. A place whose name is a word is called a Town or a Village for what it is.

The wall and its gates

A town is walled, in what its land builds with.

Land The wall
Plains stone
Desert sandstone
Snowy plains a palisade of peeled logs
Savanna fired clay
Taiga a palisade of logs in their bark, on a foot of stone
  • The wall follows the land in steps.
  • Its gates, under a little roof, are always open on the town's lanes.
  • A walk runs behind its merlons, with a ladder at each gate and a lookout at each corner.
  • The windmill and its fields lie outside.
  • By the sea the wall stops at the shore, open on the port.

Those who come for a town (raiders, reinforcements, a crew that assaults it) come in by its gates.

The four buildings

A town has four buildings no village has, each drawn in the five lands' looks and furnished.

Building What it is
The market hall stalls under a great roof on posts: the five merchants, an Auction House, the clerk who lets stalls
The barracks with its yard and its butts: where the guards live
The warehouse its wide doors open on the street: the storekeeper buys in bulk
The inn with a porch, a balcony and its sign: the innkeeper lets rooms

Each land has its own names for them; the one at the town's head says them.

Plains Desert Snowy plains Savanna Taiga
Market hall market hall bazaar trading hall market shade merchants' hall
Barracks barracks garrison guardhouse warriors' lodge shield hall
Warehouse warehouse granary storehouse harvest house winter stores
Inn inn caravanserai lodge rest house mead hall

The guards

Guards live at the barracks and keep the town. Each is as strong as one of Mine Mine no Mi's brutes, and carries one of Mine Mine no Mi's plain weapons.

Land How its guards dress
Plains a grey coat and a peaked cap
Desert a collar of gold and a corselet of scales
Snowy plains a green coat and a white fur cap
Savanna hide and grass
Taiga a crested helmet and a purple cape

Their round. One of them is always on his round of the gates, by the lanes, by day and by night, while the others stand at their posts. They take it in turns, a quarter of a day each.

What they go for.

  • The monsters that get within the walls. A guard walks to a monster he hears nearby, even behind a wall.
  • Whoever strikes one of the town's people.
  • A player the town is closed to, on sight, for as long as it is closed to him.

They follow nobody far out of their town: a dozen blocks past its ground, and they let go.

A blow on a guard costs double what a blow on a townsman costs, as a blow on a child does: see Hands off the villagers.

In a raid or an assault. When a town you hold is raided, or assaulted by other players on a server, what its guards do depends on how you hold it:

The town... Its guards...
trusts you fight beside you. In an assault between players, the assailants' blows on them are then no crime
fears you keep to their posts

When a group takes a town from the Marines, a pirate crew or the Revolutionaries who keep it, the guards stay out of it. See A village under your flag.

The market hall

The merchants are always there. The Fishmonger, the Hunting Merchant, the Travelling Cook, the Prospector and the Materials Trader each keep a stall under the hall: no more waiting for one to pass.

A merchant passing through a village A merchant in a town's hall
Is he there? he comes and goes always
His purse his usual one twice as heavy
His orders three five

Their goods, their orders and their purse are new each day. An Auction House stands by the hall's way in, open to all: see Auction House.

A Merchant can rent a stall. The hall has a clerk, the Market Clerk, by the way in. A player of the Merchant trade rents a stall from him and the town's people buy off it every day, whether he is there or not.

Rent 2,000 Belly a week, paid ahead
How many one stall a town, in as many towns as you like
Room 27 squares, for what a merchant buys
Sales 8 pieces a day, and one more every 5 Merchant levels
Price half as much again as its merchant gives, your own Merchant's bonus on top

A town that is closed to you closes your stall for as long. The detail is on the Merchant's page.

The inn

The Innkeeper stands behind the counter, dressed as his land dresses. Speak to him and take a room for the night.

Price 500 Belly a night
What it gives Rested: 10 % more XP in every trade until the next dusk, on top of what a dish gives
How once it is dark, lie down in one of the inn's beds
How long the room is yours until noon the next day
  • A few seconds in bed are enough, even when others on the server stay up and the night does not pass.
  • If the night goes by before you have had them, the room stays yours one night more.
  • The inn's beds are for its guests only: without a room, nobody lies in them. The inn lets as many rooms as it has beds.
  • Sleeping there does not move your respawn point: you still come back where you did before after a death.
  • A town that is closed to you has no room for you.

The warehouse

The Storekeeper stands by his table, dressed as his land dresses. Speak to him to see the town's orders in bulk.

The notice board The warehouse
Orders five every morning five at a time
For whom one each for the Fisher, the Hunter, the Miner, the Farmer and the Cook the same
How much one to three of an everyday good 16 to 32 of an everyday good
Price 1.3 to 1.5 times what the goods are worth to their merchant a wholesale price, a little under the board's by the piece: 1.1 to 1.3 times
XP in the trade half of what making the goods gave a quarter
Who fills it the first player to deliver anyone, in as many goes as it takes
  • Plain goods only. Your Fine and Superb pieces and your biggest fish stay with you.
  • Bring what you have. An order is filled in as many goes as it takes, and several players can fill one together, each paid for what he brings.
  • A Merchant's sales bonus comes on top, as on the board's orders.
  • A filled order is replaced the next day; one nobody fills is replaced after a week.
  • Whoever fills an order has done the town a good turn: it counts toward the town's trust.
  • A town that is closed to you takes nothing from you.