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Windmills are large buildings resembling gristmills, with a vertical construction since the 12th century. Though more expensive, they're able to perform the actions of water-powered mills, in regions where there is too little water, where rivers freeze and in flatlands where the flow of a river is too slow to provide the required power.

The mechanical power provided is sufficient to allow the windmill to replace water-driven mills of all varieties, with a comparative capacity for production. The number of persons operating the wind mill depends on what products are made — in that regard, the number of residents reflects those to be found in an ordinary gristmill, fulling mill or winepress.


"Tower mills" are the prevalent form, consisting of a wooden or brick tower on which sits a wooden "cap" or roof. Four blades are attached to a "windshaft" that turns machinery inside the mill; these blades are cloth-covered to grip the wind. This cloth needs to be manually removed in storms to protect the arms from damage, or the amount of sail needs to be adjusted depending on the amount of wind. A gallery around the upper part of the mill allows access to the blades.

The windshaft is connected by gears to a vertical shaft inside the mill that can be used to drive a millstone, or be further connected by other gears in order to run a horizontal cam-shaft or winepress. A large space exists at the bottom of the mill, usually built outwards to protect stores from the rain; this space is used for storage for materials that are both processed or waiting to be processed.


However, windmills require a sufficient source of wind, which can be obtained in steppelands or in places adjacent to salt-water seas that have been denuded of trees. Hexes that contain single hills, that are as developed as type-3 or better hexes, may also serve. Thus, although a type-6 hex can theoretically support a windmill, location also matters.

See also,
Hammer (symbol)
The Adventure