Generally the (tallow) candlemaker (a smelly job). For example, if people are buried in barrel-shaped coffins, then your cooper is also the coffinmaker (this kind of thing can be fun to play with then world building I think).Īlso don't forget your cheapest-source-of-light maker. Certain occupations might be slightly different depending on the culture. That would likely be something someone's wife or children do to earn extra money, which they'd sell on to traders at market.Īnd it is culture dependent too. Also in a town you might not have say, a basket weaver. The tailor will need cloth which means weavers and dyers. For example the alchemist needs "raw" alchemicals, and the scribier/map maker will need paper. It's also worth considering who supplies who as well. There are so so many that it is difficult to compile a truly exhaustive list. Markets (where trades are clustered together) Please list any additions you can think of. I know that as soon as I post this I'll remember 5 more things to add. Well, this is an attempt to start a thread (perhaps sticky) for all of the types of buildings / structures that you'd possibly find. How many of you have tried to figure out what buildings (type and number) you would need when designing a settlement?
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