|This article is about the current version of DF.|
Town can refer to either of the following:
 Adventure mode
Adventurers spend much quality time in towns. They come to buy, sell, talk to the people, nobles and divine creatures that live there and occasionally to kill those who have invited their wrath. Towns are also where the human Taverns lay. Taverns are the only sources of alcohol in Human lands and make for excellent entertainment with their residing Performers. Due to these two things mercenaries gather at taverns, which makes recruiting companions in taverns very efficient.
In the middle of the town is a walled stronghold held by many soldiers. Inside of the keep can be found a Lady, other high nobility, Men-at-arms willing to follow you unto death, and well guarded treasure. Under the keep is a dungeon, a dangerous but rewarding place to wander.
Outside of the Keep is the realm of the bourgeoisie, who usually trade in vast Markets or districts of shops. Many stray domesticated animals roam through the muddy streets. Other buildings of unknown use exist in a town, such as the temple and warehouse. Below is a list of different shops found in a city. Some cities will not have all of the shops, and a player may have to travel to a different city to browse the wares of an Armor Smith.
The shops that are "common" are common because only animal products (meat, bone, leather) and farm products (cloth and food) are currently produced in any significant numbers. Stone, wood, and metal are all extremely rare materials in towns, and because of this, few industries based upon these materials can spring up.
- Clothiers Imports
- Woven Clothing Shop
- Cloth Shop
- Leather Clothing Shop
- Leather Shop
- Bone Carver's Shop
- Food Imports
- General Imports
- Carpenter's Shop
- Metal Furniture shop
- Stone Furniture shop
- Gem Cutters shop
- Armorsmiths shop
- Bowyer's Shop
- Weaponsmiths shop
In a Market one can find:
- Imported Goods
- Imported Food
- Imported Clothing
Below a town can be several subterranean structures: dungeons, catacombs, and sewers. All three can be present at once and may connect or overlap each other underground. They house criminal organizations, outcasts of society and various subterranean creatures, hiding from the rest of the world.
Dungeons reside below the keep, while catacombs reside below temples. Both buildings are always present, so dungeons and catacombs are guaranteed for every town. Sewers on the other hand can be only found in more developed towns. Knowing whether a sewer is present in a town is identifiable by floor grates in the middle of streets. They are accessible via small and elusive entrances above-ground or by diving below nearby waterways.
 Criminal organisations
Most towns have Criminal Organisations, formed by collections of outcasts. They are led by someone called the "Boss". Criminal organisations can take over the dungeon town keep or the catacombs, but they don't tend to attack players or do anything hostile.
 Destroyed towns
In time some towns will be brought to ruin. These become desolate wastelands where all of the peasants and merchants still living in the wreckage will attack you, perhaps out of fear, perhaps to stop you from looting the keep, where many fine objects lie unguarded.
|"Town" in other Languages
|General|| World Generation (Basic / Advanced / Rejections) |
Climate - Surroundings - Map legend - Civilizations - Calendar - World activities
|Features||Aquifer - Brook - Island - Tunnel - Road - Volcano - Waterfall|
|Biomes|| Chasm/Caverns - Desert - Forest - Glacier - Grassland - Lake - Mountain |
Murky pool - Ocean - River - Savanna - Shrubland - Tundra - Wetland
|Sites|| Dark fortress - Dark pit - Forest retreat - Fortress - Hamlet - Hillock - Mountain halls - Town |
Camp - Cave - Hell - Labyrinth - Lair - Shrine - Ruins - Tomb - Tower - Vault
|Structures|| Catacombs - Dungeon - Keep - Library - Market - Mead hall |
Sewer - Tavern - Temple - Tomb - Underworld spire