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This article is about the current version of DF.
"Town" may also refer to a fortress that has reached a certain population level.
A map of a well developed town, exported from legends mode.
Places of interest:
Fortifications and central keep

A town is a large site founded and inhabited by humans and generally various other creatures. The population and size can be determined by the map symbol representing it; from least to most populous: +, *, #, and . All towns start out from hamlets, which immediately form into towns under the right circumstances during worldgen. Roads link towns between other nearby towns and dwarven fortresses, as well as sites conquered by humans.

Adventurers spend much quality time in towns. They can come to trade, speak, or entertain the townspeople and occasionally to slay those who have invited their wrath. Taverns in towns are a popular destination for many adventurers; they are the only sources of alcohol in human settlements and provide excellent entertainment, which includes performances and the occasional drunken brawl. Other people of interest include mercenaries, who will gather at taverns and make for great traveling companions.


[edit] Keep

At the heart of a town is a walled stronghold held by many soldiers. Inside of the keep can be found a lord/lady, other high nobility, and men-at-arms willing to follow you unto death. If the town is the civ's seat of power, then the law-maker will also reside here. Below every keep is a dungeon.

[edit] Town proper

Typical town thoroughfare

Outside of the keep is the realm of the bourgeoisie. Commuters and travelers walk among the densely-packed houses and shops in narrow streets. Stray domesticated animals roam the muddy alleyways and pastures. Vast shopping districts are major trade centers. Other buildings include warehouses (which can be ransacked without repercussion) and wells. Common structures include taverns and temples. Libraries are very rare.

Below is a list of different shops and markets found in a town. Most towns do not have every single retail good available, and adventurers may have to travel to a different town in order to browse wares of a particular type. The shops that are "common" are common because only animal products (meat, bone, leather) and farm products (cloth and food) are 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 will spring up. An exception is the leather goods shop, which is rare compared to other leather shops.

Common shops:

  • µ General imports
  • % Food imports
  • [ Clothing imports
  • [ Woven clothing shop
  • º Cloth shop
  • [ Leather clothing shop
  • ß Leather shop
  • Å Bone carver's shop

Rare shops:

  • Carpenter's shop
  • Stone furniture shop
  • Metal furniture shop
  • Gem cutter's shop
  • [ Armorsmith's shop
  • / Bowyer's shop
  • / Weaponsmith's shop
  • Å Leather goods shop
  • Å Metal craft shop

In a market one can find:

  • Imported goods
  • Imported food
  • Imported clothing
  • Meat
  • Fruit and vegetable
  • Cheese
  • Processed goods

[edit] Subterranea

Subterranean layout from an early development screenshot on the DF development blog

Below a town are several subterranean structures: dungeons, catacombs, and sewers. All three can be present at once and frequently connect and overlap each other. Tombs may also be present alongside catacombs. Criminals, outcasts of society and various subterranean creatures hide in the dark passages. They are common destinations for those looking to finish a quest, gain reputation, or search for valuable loot.

Dungeons reside below the keep, while catacombs reside below temples. Both buildings are almost always present. 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.

[edit] Criminal organizations

Most towns have criminal organizations, formed by a collection of outcasts. They are led by a boss. Criminal organizations can reside in one of the subterranean structures. Their presence underground can be identified by abnormally large hordes of items piled on the floor. They don't tend to harm anyone even when encountering them in their base, but members will spit and pour out their hatred on you if you are a hearthsperson. Criminal organizations are the targets of certain quests.

[edit] Destroyed or abandoned towns

Further information: Ruin
Legend's entry about a town being sacked

In time, whether by war, beasts, a genocidal adventurer, or some other disaster, towns will be brought to ruin. Ruined towns are typically desolate wastelands of abandoned and destroyed buildings and structures. Shops and markets are typically bare, but occasionally some goods can still be left for you to steal. Bandits and criminals may still lurk in the streets, and some may even make the ruins their home, if some supernatural creature or monster hasn't made themselves cozy already.

[edit] Gallery

"Town" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: amost
Elvish: irive
Goblin: kabu
Human: ricgo
General World Generation (Basic / Advanced / Rejections) - Map legend
Climate - Surroundings - Civilization - Holdings - Calendar - World activities
Biomes Chasm - Desert - Forest - Glacier - Grassland - Lake - Mountain
Murky pool - Ocean - River - Savanna - Shrubland - Tundra - Wetland
Underground Cavern - Magma sea - Underworld
Features Aquifer - Brook - Deep pit - Island - Magma pool
Passage - Road - Tunnel - Volcano - Waterfall
Sites Camp - Cave - Dark fortress - Dark pit - Forest retreat - Fortress - Hamlet - Hillock
Labyrinth - Lair - Mountain halls - Ruins - Shrine - Tomb - Tower - Town - Vault
Structures Catacombs - Dungeon - Keep - Library - Market - Mead hall
Sewer - Tavern - Temple - Tomb - Underworld spire
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