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Carriage Quest
Carriage stop & town building explanations
Stops
Carriages load and unload passengers at fixed stops, located at prominent features or the gates of big buildings.
The added stores are generally within eyesight of their stop.
- Justice
- Pillories and other sites of medieval justice. Carriages stop right next to them or at a good view.
- 01. Scolds' post
- A wood or brick pole with an affixed metal chain & neck-manacle. The crook is leashed to the post for a day or two. Intransigent scolds wear a mask which presses metal spikes on their tongue.
- 02. Dunking Stool
- A giant seesaw for waterboarding a crook (dangling in a chair by a rope). They can be dunked in an aboveground pool or natural pit of water.
- 03. Stocks
- A frame up on a pedestal that crooks have their heads and arms clapped into.
- 04. Gibbet
- A cage hanging off a big post that a crook is left in for weeks.
- 05. Gallows
- A beam for hanging a crook with a noose to kill them.
- 06. Gaol
- A thick-walled building for isolating and confining crooks.
- Security
- Facilities used by guards (or soldiers) to "protect peace" with force.
- 07. Guard Tower
- A tall building where guards meet and observe, and can shoot from.
- 08. Barbican
- A gate that guards can get on and shoot downwards through low holes. Also flanked by towers.
- 09. Guardhouse
- A fortified headquarters where guards can convene, rest, don armor etc.
- 10. Barracks
- Big secure building where guards can eat, sleep, and train.
- Utility
- Things built to ease peoples' daily lives.
- 11. Well
- A narrow pit lined with masonry that intersects a water table.
- 12. Fountain
- A public basin of natural groundwater.
- 13. Lanternpost
- A tall post that supporting oil or paper lamps, so people can see at night.
- 14. Bell Tower
- A tower with a huge metal bell for alarms and timekeeping.
- Attention
- Prominent things the government wants people to notice from afar.
- 15. Statue
- Stone or metal likeness of a person, critter, plant, or object.
- 16. Obelisk
- A narrow stone tower shaped like a big spike.
- 17. Covered Stage
- An open stage with a small roof. Carriages of heralds can access it from ramps.
- 18. Banner
- Fabric banner representing a powerful faction, up on a 10-20 foot pole.
- 19. Arch
- A stone arch that traffic passes under.
- 20. Tree
- A huge tree hundreds of years old.
Sellers
- Mendicant with tarp
- A vagrant selling dodgy doodads on a square of canvas.
- Wholesaler or bulk trader
- "Wholesaler" can be a big workshop, furnace, or mill with hundreds of workers and apprentices, who typically only sell to retailers.
- "Bulk trader" refers to a staffed warehouse, ship, or caravan that trades tons of random items.
- General store
- Usually sells sundries, as well as household tools and containers made of clay or tin.
- Open market
- Open markets can have anything. The quality of wares (including food) can be very high or very low.
- Applicable guild
- A political organization of craftsmen and their teachers.
- Shoddy items made by apprentices are always available.
- Expensive, fine-quality specimens can be for sale.
- Specialized retailer
- A reputable small store that mainly sells the exact item (or category of item) that the PC wants.
- The owners have a steady supply through a personal hookup.
Random businesses added to each stop
One of these is revealed by the carriage drivers when they arrive at a stop, determined by d100 roll.
The GM can use the first d100 column to have a city that tries to follow "zoning", or the 2nd alternative column for a "zoneless" town where residences can be right next to giant industrial and administrative buildings.
- Special
- Places that most cities in the game would only have one of.
- Places that might not make sense in the GM's city.
- Harbor
- Wharfs and warehouses for boats with 100+ tons of cargo. Excise offices for monitoring and taxing maritime traders.
- Some skippers might camp out in their boat and sell goods directly off their deck.
- Waterfronts
- A sort of boardwalk area with vendors, fishers, and bars.
- The beach's middens are of a size appropriate to the city.
- Slavers
- Slaves are kept confined in a sort of jail, and advertised outdoors.
- Slave-hunters and overseers have a kind of barracks here as well.
- They buy and sell slaves.
- City Hall
- A secure building where a city's leaders scrutinize laws and problems, and decide what the law should be.
- Trials can also be held here.
- University
- A place for people to determine what the world is and what thoughts are.
- It is also a place to learn how to do some things.
- City Carriage Yard
- Where the carriages get parked, maintained, and picked up by drivers clocking in.
- The horsies sleep here as well.
- There is a "driver school" annex and other amenities.
- Bulletin Board
- A sheltered wooden frame that paper notices can be nailed onto, to be read by anyone who can read.
- Bulk Traders' Guild
- A coalition of merchants, caravan guards, horse breeders, and investors. There can also be shipwrights and sailors.
- Each merchant owns a minimum of 40 wagons and trades tons of cargo around the world.
- They have a lot of random cargo and prefer to sell by the ton.
- City Armory
- Secure storage for soldiers' arms, armor, tools, ammunition, etc in case the city gets sacked.
- Navy Shipyard
- Docks and warehouses for the building and maintenance of warships. Barracks for the training of navy personnel.
- Adds for any stop
- A roll of 1-30 yields a place that can be expected near any stop and near any other businesses, anywhere in town.
- Pawn shop
- A moneylender that takes an item as collateral. They sell defaulted collateral.
- Tavern
- A place to eat and drink and sometimes sleep. They often have a stable.
- There is some variance of size, from a literal hole in an actual wall to a complex of towers with bedrooms, taprooms, and ballrooms.
- Grocer
- Shop selling fresh food meant for immediate consumption, mainly fruits and vegetables.
- They can also sell soap and sewing supplies etc.
- Food Wagon
- Someone selling food out of a wagon, possibly cooking it on the spot.
- Food Stall
- A lightweight wood and canvas stall, where the attendant cooks and sells meals.
- Open Market
- A variety of merchants selling out of carts or off of tarp "picnic blankets". Most PHB goods are available at med availability (or so).
- Peddler Wagon
- Person selling used goods of any category from unpredictable sources.
- This one is selling right out of a wagon.
- General Store
- A store selling everyday kept food and items of hygiene, as well as enough tools to fix small furniture or go on a small hunting trip.
- Peddler Shop
- Person selling used goods with no specific origins.
- This one is in a small shop. Irregular items are laid out on racks; the racks are also for sale.
- Merchant's Manor
- An upper-class NPC who doesn't have a letter of marque but can still afford a huge house.
- Noble's Manor
- A noble with a huge house full of trained staff, cronies, and guards.
- Temple
- A building made for the purpose of communing with a god. There is a table for random Kalamar religious affiliations.
- Shrine
- A sacred area the size of a little closet or less.
- Monastery
- A place with beds and kitchens for religious people to live at. They might have workshops or something like a brewery.
- Barber
- Shop that sells haircuts and medical attention.
- Basket Weaver
- Craftsman who can make baskets of varying sizes, depths, shapes, and lid styles.
- Dog Catcher
- People who hunt loose dogs for meat and skins.
- Rat Catcher
- People who trap and poison rats.
- Locksmith
- A shop that makes locks and safes.
- Tinsmith
- Person who makes household items like pots and small boxes out of mild steel and other ductile metals, often in a pit forge.
- Residential
- Places where people can sleep in their private home away from noise.
- Houses
- A private shelter that no one is allowed into unless they're invited.
- Culvert (max 2 culverts per stop)
- A big ditch for directing water downhill. It might tunnel under roads and eventually drain into a gutter or creek.
- Park - Arboretum (max 2 parks per stop)
- Park with Houses (max 2 parks per stop)
- A public area with a lot of open space and a few small critters.
- Houses aren't built in it but may be built on its edges.
- Possibly helps direct sewage and mitigate floods.
- Services
- People who sell their time offering their expertise.
- Couriers & Messengers
- The office where messengers take money to deliver verbal and written messages, as well as parcels by foot or by wagon.
- Launderer
- A bleacher, fuller, or washer who is paid to clean fabric.
- Town Criers
- Office for paying town criers to yell messages multiple times a day throughout the city.
- Moneylender & Money changer
- Lenders and people who exchange foreign coins for a fee.
- Lawyers & Bookkeepers
- Advocates familiar with laws, ledgers, and taxes, whose support can be bought.
- Scribes, Limners
- Scribes familiar with calligraphy, bookbinding, illumination, illustration, and other parts of making books and scrolls.
- Translator
- Experts familiar with the grammar, idioms, and geographical backgrounds of multiple languages.
- Translators of written documents, priced using the scribe services rate in the PHB as a guide.
- Interpreters for conversations.
- Cartographers, Navigators, Astronomers
- Mapmakers and people familiar with long-distance travel and foreign lands.
- People with charts of stars and planets; experts who can use specialized math tools.
- *Hackmaster calls astronomers astrologers.
- Library
- A structure of any size, created for the care and access of documents.
- Sage
- Person who could know anything, with assistants and students.
- Retailer
- A business that gets its stock from a wholesaler (or just makes it) then sells or barters it to customers in manageable units.
- Cafe
- Stimulant version of a tavern. Coffee, tobacco, etc.
- May also have alcohol.
- Bakery
- Place that turns flour into bread and sells it.
- Could also sell sweets, dips, soups, meals, etc.
- Potter
- Experts at mixing, throwing, and baking clay.
- Makes jugs, pots, bricks, figures and statues, musical instruments, roof tiles, and more.
- Rugmaker
- Weaver who sells rough or fine carpets, mats, and rugs.
- Toys, Charms, Dolls
- Artisans selling a range of cheap or expensive dolls and diversions.
- Tailor
- A person skilled at making and modifying clothes and convincing other people they look good in them.
- Weaver
- Makers of cloth bolts, and sails. Makes hemp, cotton, silk, samite, sateen, &c.
- Satchel maker
- Makes satchels, pouches, saddlebags, backpacks.
- Candy
- A confectioner who makes jams, cakes, and dragées.
- Tobacconist
- Shop selling wooden, bone, or silver pipes and tobaccos with different additives.
- Retailer of spitoons, papers, handrolled cigarettes, etc.
- Herbalist
- Gathers, grows, and sells cured or fresh flora, which may do weird things to the body when consumed.
- Sells spices and antiseptic herbs.
- Leatherworker, saddlemaker
- Maker of clothing, upholstry, grain flails, bags, belts.
- Some specialize in saddles, halters, and other products for horses, dogs, or oxen.
- Wicker/Bamboo Furniture
- Tables, chairs, beds, and more made of woven vines or reeds.
- Wood Furniture
- Stools, chests, desks, shelves etc made of processed trees.
- Apothecary
- An alchemist specifically making and selling treatments and preventions for ailments.
- Metal Furniture
- A store offering home furniture smithed from precious or common metals.
- Jeweler
- An appraiser and trader of works of art made from precious materials.
- Hunting, mountaineering, expedition supply
- A store selling gear for long dangerous hunting trips. Wares include blankets, tents, ranged weaponry, rope, and tanning supplies.
- May offer sleds to be pulled by dog or man. May be selling canoes and mules.
- Glassblower
- Person who melts sand into various goblets and boxes and things.
- Wholesalers
- Large aggregate producers staffed by over 30 craftsmen. They are equipped for massive orders, and might only sell to other sellers.
- Guild
- A trade school that in this case has studios and shops.
- The HM5 GMG has "occupations with apprentices" on table A1.1 to determine specific trade.
- Wainwright
- A woodworker who makes and fixes wagons.
- Farrier
- A blacksmith that makes nails and horseshoes and nails the shoes to horses. Knows about horse health.
- Mineral Dealers
- People selling what they dig up: ores, cut stones, salt, clay, sand, and more.
- Thousands of tons.
- Wood Burners
- People who burn timber into charcoal and ash, and can also make lye and caustic lime.
- Sundries
- Granaries and other bulk foods with a long shelf life; beans and sugar.
- Mount sellers
- Breeders and trainers of equine and exotic critters.
- Coopers
- People turning metal and wood into barrels and buckets.
- Framers
- Carpenters specializing in raising large buildings.
- Smiths
- People that work metal into different shapes by heating it and hitting it.
- Stonecutters
- Workers and directors of large stonework projects - roads, statues, mines, etc
- Rock hewers, sculptors, engravers.
- Fletchers
- Makers of arrows, bolts, and quarrels
- Bowyers
- Makers of bows.
- Tanners, Furriers
- People that skin critters and turn the skins into hides and pelts.
- Bulk Traders
- Caravan companies that buy tons of cargo just to trade elsewhere for profit.
- Public Works
- Builders of infrastructure that benefits everybody.
- Includes carpenters, stonecutters, laborers, and engineers.
- Includes material warehouses and workshops.
- Could be owned by a nearby noble, church, or very rich person. May be "employee-owned" in some creative circumstances.
Passenger occupations
- Old person or worker
- Someone of working age (or past it) holding a tool for some job, or a light source, and possibly with a kid or pet.
- Apprentice or student
- A worker who has been at a trade for a decade or less.
- A famulus or scholar.
- Mercenary
- Someone with a random NPC habit (GMG Table 9.5) who also has scars, missing teeth, and cauliflower ears.
- They may or may not be wearing their armor.
- Guards or Soldiers
- On-duty: armored guards with swords and unloaded crossbows.
- Off-duty: discreet guy or gal carrying a cane or something.
- Messenger
- Messengers don't have a particular look!! Maybe their calves are jacked.
- They may have a parcel to take somewhere.
- Priest, aesthete, monk
- A holy person or hermit.
- Various religion skills could reveal more about them.
- Beggar, wanderer
- Someone who usually sleeps without four solid walls.
- Nondescript person
- Someone with few telling marks on them, who uses no lingo and has no accent. They are aged 20 and up.
- Their outfit can be: modest, flashy, skimpy, undyed, ballroom, or ragged, but does not itself hint at any day job.