Most towns are roughly circular. Streets tend to radiate from several key points, notably the market and citadel, but they may well detour around vanished ponds or trees. Many streets existed before the town walls were built but new construction will take into account the location of city gates and gradually make the city appear more planned.
Street names are rarely posted; they tend to be a matter of oral rather than written tradition and change from time to time. Houses are not numbered. There is no official post office; mail is carried privately, at considerable expense. Few can read anyway.
Crime is rampant in many cities. Street illumination is rare, so the streets are dark and dangerous at night. Policing is typically in the hands of notoriously corrupt and incompetent city garrison. Riding horses or openly carrying weapons on town streets is discouraged or prohibited; gentlefolk or those known to the civic authorities are often exempted.
Hârnic Buildings
The quality of urban construction tends to be somewhat higher than in the countryside. Stone is the preferred medium of construction but wood is cheaper. Daub and wattle structures with timber framing are most common. However, there is wide variation from town to town. Aleath is famous on Hârn for its high standards of civic architecture; Golotha, on the other hand, is an urban blight. Sewers are rare.
Government buildings and temples tend to be built of stone on a lavish scale. However, most townsmen live in two- or three-story tenements in which overcrowding is the norm. Guildsmen can usually afford better accommodation and the homes of a few wealthy guildsmen may be quite luxurious.

Neighborhoods
Larger towns consist of neighborhoods or quarters. The urban poor, who make up most of the population, tend to rent rooms in multi-story tenements in slum districts, typically low-lying areas around docks and rivers or areas farthest from the market and city gates. Middle and upper-class neighborhoods tend to be upwind, in higher parts of town, closer to public squares and markets, and with wider streets. Better neighborhoods have special security, such as extra patrols by the town watch, private guards, or understandings with the Lia-Kavair (Thieves’ Guild).
For more details, see Real Estate (COL #4916).
Land Use
Land use is usually determined by the “free market.” Lots change hands without reference to any zoning bylaws, although government will occasionally step in to forbid construction and all urban governments have unlimited expropriation powers. These are seldom used, except for the edict in most towns against private construction close to the outside of defensive walls.
Town Markets
The heart of the town is its marketplace, the place where coin and goods are exchanged more or less freely. It is illegal to sell anything within five leagues of most towns except within its marketplace. Impromptu highway sales within this zone are forbidden by royal laws; the minimum penalty is confiscation. The marketplace itself is administered by the Mangai, the association of guilds. Selling space is usually granted free to local guild members. Foreign or unguilded vendors must pay a daily rent; a penny or two is typical for a small pitch. Vendors can sell from their own carts, tents, or stalls, or rent them from tentmakers or woodcrafters.
Local guildsmen have an advantage in the town economy. While they are required to pay property taxes to the government and dues to their guild, they are the only ones permitted to freely sell goods within the town. Goods imported into a city are subject to payment of hawking taxes and, if they are covered by a local guild monopoly, must be offered first to local guildsmen handling such wares to be marked up and resold.
Local guildsmen can petition the Mangai to forbid the sale of specific imported goods, although such injunctions are rarely given because most importers are members of the Mercantylers’ Guild. However, since the Mangai is made up of local guildsmen, importers must at all costs retain the goodwill of local merchants.

Shops
Most places of business within the towns are primarily workshops. While it is possible to walk into most shops and buy goods in stock or made to order, many artisans do most of their retailing in the marketplace. Craftsmen with small operations may spend three days making goods and one selling them. Businesses with a number of employees may be able to afford to keep a retail outlet open permanently. Many guildsmen, such as weaponcrafters, make most of their goods to order, or claim to.

Common Lands
Many towns are surrounded by commons rather than by arable fields. Such lands are generally available to anyone for grazing. To many of the poor residents, both within and outside the walls, the free use of common lands is the only way to feed the family goat.
Because it would be impracticable to keep all of the horses within the town itself, most towns also have an ostlers’ common nearby. This is usually an enclosed pasture owned by the Ostlers’ Guild and operated by a master ostler for the exclusive use of local guilded ostlers.