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D&D Urbanized Locations
Topic Started: Jan 17 2009, 08:07 PM (136 Views)
kismetrose
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I think I'll be doing some city-building soon for a D&D campaign, so I've been looking at city info again. It's been a while since I've prepped anything for D&D so I've been having to reconnect with a lot of things I knew but haven't used in a while. I'm also looking for city/urban information, which isn't always plentiful. I'm leaving this here as a reminder and a handy list:

Village Structures

Blacksmith
Barn
Church
Farm
Granary
Graveyard
Hovel/Hut
Mill
Root Cellar
Sawmill
Smokehouse
Store/Shop
Well
"Wise Woman"

Town Structures

Apartment
Basket Weaver
Black Market
Brewer
Butcher
Catacombs/Graveyard
Cistern &/or Aquaduct
Cobbler
Cooper
Chandler
Church
Dock
Drydock
Farms
Glassblower
Gong Farmer (aka: poopsmith)
Inn
Marketplace
Merchant Post
Mine
Tavern
Tanner
Town Hall
Guard Tower
Potter
Prison
Stable
Specialist Shops
Herbalist/Apothecary
Warehouse
Winery
Woodworker

City Structures

Animal Handler
Armory
Asylum
Auction House / Block
Bank
Barracks
Barrister
Bookbinder
Brothel
Carriage
Cartographer
Catacombs
Cathedral
Conveyance for hire (cart, litter, wagon, etc)
Custom house
Drug den
Firefighter
Flop house
Gardens
Guild
Kennel
Library
Livestock market
Marriage broker
Massage parlor
Orphanage & City Mission
Scribe
Slave market
Slaughterhouse
Stage
Stonemason
Tax Collector
Tea/Coffee House
Teleportation Circle
Theater
Trapper
Prison/Dungeon
Undertaker
University
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Fixxxer
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I don't see any guildhalls on that list. If you're playing anything close to a medieval European system of economy, almost everything will fall under the purview of one type of guild or another. Example: Weavers have their own guild, which works closely with the tailors guild, the sail makers guild and guilds of other related fields. The hempers (rope makers) have their own guild, but it's very small and is practically part of the weavers guild.
In my mind, it is that simple. But then, I'm simple minded. -Didge-
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kismetrose
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Fixxxer
Jan 19 2009, 03:34 PM
I don't see any guildhalls on that list. If you're playing anything close to a medieval European system of economy, almost everything will fall under the purview of one type of guild or another. Example: Weavers have their own guild, which works closely with the tailors guild, the sail makers guild and guilds of other related fields. The hempers (rope makers) have their own guild, but it's very small and is practically part of the weavers guild.

That much is true. I knew there was stuff I missed, and guilds were definitely big deals back then. I went back and edited the post (which I'm so glad to be able to do; I hate that the White Wolf forums only let you edit posts for like five minutes after posting).
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