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All of the known towns, cities, villages, etc are mapped on the grid.
Base_ESM_Build.htm.
Everything on the grid should be built in the location stated on the
grid....although, if you find that you must move something, that is ok as well.
Just let us know so it can be replotted - for instance, I had to move two of the
villages for Far Madding already since it just wasn't big enough for the lake.
All marked towns, regions, and landmarks come from something in the books.
The description of those may be detailed descriptions of parts of it in many
books (Caemlyn for example.) Or just a mention that something exists.
Use the links to the WOT Encyclopedia from the Regions.htm
sheet to find the passages in the books that describe a location.
Your architecture, plant life, animal life, and landscaping should match the
description in the books. If the town is just mentioned as existing you
might have to "read between the lines" to get an idea of what it might look
like. For example, a village in Andor will look much like other villages
surrounding that one. Maybe other villages have a description. A
city in a nation we have never really been to or had descriptions of - say
Kandor - will have to just be up to the artist/modder discretion.
Those cities may be more fun since the modder can just go with their gut or
build what they think would be cool.
Much of the map is not plotted out. We know of one town in all of
Illian. We know that cannot be the only town. Therefore, the modder
working in that area should use their discretion and artistic whims to create
what is "between the lines."
Most towns and villages cannot support themselves with no reason for
being. Are they a trapper town? A mining town? Are there
farms or pig/goat/cow ranches around?
The unmarked areas in an occupied region should contain some of the
following. Also see
Buildings_and_Trades_Outside_the_Towns for more ideas.
- Farms and ranches
Grain, vegetables, fruit orchards, nut orchards, cows, pigs, chickens,
etc.
Decide what products grow in that region and stick to those. Don't
throw everything in there. Also don't just have one product - have
several for an area.
If the books don't tell you anything, look at the climate and landscape
to decide if this area would grow grapes or rice or something else.
Ask the team if you don't know what would grow and we can do a quick
debate on it.
Communicate to the team what products will be produced in that area.
Other modders working in that area should follow suit. Also, that
will help make sure we spread out supplies over the areas.
- Manor estates
Leaders and nobles will have estates and small estate villages.
One way to fill up Illian or Tear would be to split it into segments
controlled by the high lords and have their estates and a village or
town for each. Let us know if you decided to do this. Modify
the grid or ask me (Kiriel) to help do that for you so we have a map of
how you will plot this out.
- Mines - metal, gems, rocks
Mines are another good reason for towns to exist. Especially
in the areas that don't seem to support farming. Some things like
Alum we will have a limited region for since it is explicitly mentioned
in the books. Other things like gold, iron, copper, bronze,
pewter, lead, precious gems, semi precious gems, and rock quarries, are
found in certain geological locations. I personally don't know
what that is but if someone has an idea they can map out where we should
find some mines.
- Fishing industry
Coastal and some river trades might be based on fishing.
- Trapping and other fur industry
Forested regions might live more on trapping or raising animals for
fur.
- Processing buildings
If you have decided what products your area will produce, make sure
your towns support this.
See the table below to find buildings and trades that would process the
raw materials.
Some towns on the rivers might ship all their raw goods to larger towns
that process that material.
- Ruins and caves and treasure and items of
power
A good ruin is always a nice way to add something to an open stretch
of area with nothing. Maybe it has a secret door leading into some
intact ruins or buried ruins.....
You can also create caves in the area. The caves may be hideouts
for bandits. They may also hold hidden treasure, maybe from the
age of Legend.
We will only have a few caches of angreal, sa'angreal, and ter'angreals
found in caves or ruins that lead underground. If you want to
build one in the area, let us know. We want treasure and magical
items to be rare and only want to build a few.
- Landmarks and known ruins
Check the
WOT Encyclopedia
site for landmarks in your area. They are not marked on the
map...at least not yet. Only things that would change the name of
a cell are marked.
As mentioned before, we know there are more towns than those plotted and
found in the books. Feel free to create towns in those areas that the
books indicate are populated. Name them appropriately or ask for help
in naming them.
Make sure they are on the main road or off the main roads along new,
smaller, unplotted road.
Make sure the town has a reason for being. Are there surrounding
farms? There should be at least one. Most towns cannot support
themselves solely on purchased goods. Although, if they are a mining
town, along a river, maybe they do. But maybe there is at least a pig
farm around. Or townsmen have small gardens. People have to eat.
There are also areas such as the Caralain Grasses or most of the
Mountains of Mist that seem to be almost completely unpopulated.
While we do want to put some items of interest on them, we also want to
preserve the feel of emptiness and abandonment.
Here are some features you can put on those areas:
- Caves
- Ruins
- Abandoned farms and towns
- Tinkers
- Wolf packs
- Wild horse herds
- Trollic camps
- Dangerous animal life
- Occasional camps or houses of hermits, the unwanted or criminal,
travelers, etc.
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Description
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Most people involved in the building of this mod will have
read many fantasy novels and be familiar with these trades. It is not intended to be a complete and inclusive list of all the
structures found in the inhabited areas. It is just a guideline to help
the modder quickly build up any town that doesn't have exact book descriptions
and maps. |
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Any of the trades that support the construction of new buildings.
Large towns will have many of these.
Small towns may only have access to new lumber or roofers. |
Architect (designs
buildings and other constructions)
Bricklayer
Cabinet maker
Carpenter
Glazier
Lumber mill
Mason
Millwright
(designs and builds mills and mill equipment)
Roofer
Shingler (wooden
roof tile)
Stonecarver
Stonecutter
Thatcher
Woodcarver |
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Any of the trades that support clothing, household goods such as table
cloths, curtains, tapestry, and other items such as tents, anything to do
with cloth.
Large towns will have many of these.
Small towns may only have several or someone may do the work out of their
home. |
Buckle/button
maker
Clothier
Dyer
Embroiderer
Furrier (makes and
repairs goods made of furs (esp.clothes)
Glover (a glove
maker)
Harberdasher
(seller of men's clothing)
Lacemaker
Linenspinner
Milliner (hatmaker)
Rug maker
Seamstress
Shoemaker
Skinner
Spinster
Tailor
Tanner (prepares
leather goods)
Tapestrymaker
Weaver
Trade notes:
Many of these trades might be found in the same shop, especially in smaller
cities.
Housing notes:
As in most of the trades, owners usually live upstairs from the business or
next door. In larger cities, the more elite of each trade might live
in a completely different area. Journeyman and apprentices may also
live with the owner. |
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Any of the trades that produce raw food goods or processed food goods.
Large towns will have many of these.
Small towns may only have several or combinations.
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Baker
Beer seller
Brewer
Butcher
Cheesemaker
Confectioner
(includes candy makers and pastry)
Dairy
Farms
Fishery
Fishmonger
Fruitier (fruitseller)
Grocer
Miller (grain)
Pie Seller
Pulter (seller of
poultry)
Ranches
Spice Merchant
Vintner
Water Seller
Wine Seller
Trade notes:
Some of the food trades are the street peddlers. In larger cities
there will be specialty shops as well.
Housing notes:
As in most of the trades, owners usually live upstairs from the business or
next door. In larger cities, the more elite of each trade might live
in a completely different area. Journeyman and apprentices may also
live with the owner. |
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Any kind of trader who sells a variety of goods.
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Grocer
Importer
Pawnbroker
Peddler
Tavern keeper
Housing notes: As in most of the trades, owners usually
live upstairs from the business or next door. In larger cities, the
more elite of each trade might live in a completely different area.
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Charcoalburner
Feed/gardening
supply
Hay merchant
Paper mill
Papermaker/parchment
Maker
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Alchemist
Apothecary
Healers
Wisdoms
Housing:
Most apothecaries, herbalists, wisdoms, etc will have their home at the same
place as their business. They may have separate rooms for business or
their home above the business. |
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Arkwright (makes
"arks" -- wooden chests or coffers)
Basketmaker
Cutler (makes and
repairs cutlery)
Chandler (one who
makes candles)
Glassblower
Lanternmaker
Locksmith (makes
and repairs locks)
Mirrorer (makes
mirrors)
Oilmaker
Netmaker
Pot Mender
Potter
Rope maker
Saltboiler (makes
salt by boiling water)
Soap maker
Trade notes: Many villages will have to wait for
peddlers to get these supplies.
Housing notes: As in most of the trades, owners usually
live upstairs from the business or next door. In larger cities, the
more elite of each trade might live in a completely different area.
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Guard Houses
Armory
Barracks
Jail
Courthouse/Magistrate
Guard Towers
Guard/City Gates
Training grounds
Dock master
Tax collector |
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Artisans (Limner,
painters, sculptors)
Clockmaker
Bookbinder
Book sellers
Engraver (for
printing, not to decorate items)
Gemcutter/Lapidary
Glazier (glassmaker)
Horner (works in
horn -- spoons, combs, musical instruments)
Jeweler
Printers
Toy maker
Housing notes:
As in most of the trades, owners usually live upstairs from the business or
next door. In larger cities, the more elite of each trade might live
in a completely different area.
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Bellfounder (casts
and creates city and church Bells)
Bell maker (makes little bells that go on sleighs and clothing)
Blacksmith
Brazier (makes
brassware)
Bronzefounder
Chainmaker
Coppersmith
Founder/Foundryman
Goldbeater (makes
gold leaf)
Goldsmith
Leadworker
Mintmaster (coin
stamper)
Nailmaker
Needler (maker of needles)
Pewterer
Pinmaker
Silversmith
Smelting house/Ironworks
Tinsmith |
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Bank/Lender
Gravedigger
Healer
Rat Catcher
Housing: Most service merchants will have the owner's home
either above the business or next door. In small towns they are more
likely next door. In cities, above the business. Apprentices may
live there as well. |
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Cooper (one who
makes and repairs barrels and tubs)
Cartwright
Farrier
Ferry
Harness maker
Horse trainer
Lorimer (maker of
horse gear)
Mapmaker (also
known as cartographer)
Ostler (cares for
horses)
Saddler (maker of
saddles)
Sailmaker
Shipwright
Stableyard
Wheelwright |
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Armorer
Blacksmith
Bowyer (makes bows
& crossbows)
Fletcher
Scabbard maker |
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Mines
Farms
Ranches
Trapper
Manor houses and estates
Mills
Quarry
Beekeeper (also known as apiarist)
Dairy Farm (milks cows or goats)
Falconer (breeds, trains, hunts with falcons)
Fisherman
Forester (game warden or forest ranger)
Fowler (one who hunts for wildfowl)
Goatherd
Hawker (breeds, trains, hunts with hawks)
Hunter
Molecatcher
Shepherd/Shepherdess
Swineherd
Trapper/Wolf Hunter
Woodcutter
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The palace will house many, many servants. There are a
wide variety of rooms.
Room Options:
Throne room
Private quarters
Guest quarters
Servant's quarters
Sitting rooms
Baths
Kitchens
Storage/cellar
Laundry
Linen closets
Supply closets
Dungeon
Courtyards
Gardens
Library
Counting room/Treasury
Armory
Stableyard
Training grounds
Barracks
Various servant offices:
Accountant
Gamekeeper
Housekeeper
Huntsman (in a noble's service)
Master of hounds
Messengers
Tutor |
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The difference between and inn and tavern is that an inn has
rooms for rent. Both will serve food and drink.
Options:
Common room Baths
Stableyard
Cellar/storerooms
Kitchen
Rooms for servants and proprietor
Private dining rooms
Guest rooms
Library/smoking room
Entertainment
area - gleeman and singers may have a stage area or may perform atop tables. |
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Much of the population will live in dwellings that are attached to their
place of business or very close. More successful businesses may have
homes in areas away from the business itself. This is more common in
the cities.
Apprentices and workers may live on the trade property along with the
owner. Sometimes in a small room attached to the shop.
Businesses with many workers will employ those from the area. Those
workers will live in their own houses. |
Manors
Houses
Apartments
Hovels
Place of business |
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Only within the private houses, inns, palaces, and schools,
and steddings.
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Town Hall
Festival Grounds
Squares, courts, circles, etc are normally public places where festivals
occur. Even the small villages will have some semblance of these.
Large cities may have many.
Docks
City gates and walls (palisades)
Department of Roads
Department of Taxes |
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There do not seem to be any school houses or universities
except those set up by Rand, Tar Valon and the Black Tower and in the
steddings. No
one talks about going to school nor where they learned to read. Please
send me information on this if you find any quotes.
Every stedding should have at least one school. |
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Illuminator Chapter Houses
Only certain cities have these chapter houses.
See WOT Encyclopedia website for a list.
Children of the Light
Headquarters
In regions that have CotL influence, the cites will have
someplace they are using for headquarters.
Waygates
See
The Ways for location of the waygates.
Ogier Groves
See
Ogier Groves for location of the
groves and their conditions. |
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Almost any kind of goods can be stored in warehouses.
Or it can store many different type of goods such as those near docks. |
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WoT world does not seem to have any organized religion,
except for the Prophet and Children of the Light. Therefore, no temples, shrines,
or artifacts should be
found anywhere. Even the histories do not seem to talk of anything
like a religion. |
All the towns in Wheel of Time are classified by the types below. The
actual named cities with the specific type and number of exterior cells used for
each are found on the regions sheet:
Regions, Towns, Landmarks, Geography - html sheet
(Spreadsheet version)
Large cities would have multiple of each type of building. For space
sake, there may only be one or two in the mod per city.
Cities should have paved streets, street lighting, landscaping, fountains,
statues, and generally look more put together than other types of towns.
At least in the richer areas. The poorer areas will probably be more run
down than any village and contain trash and broken items.
Many nobles will have a house in the large cities, as well as their
country houses.
A large town and city will be about the same size. The town
will have all of the essentials and some specialty or luxury items.
For a towns prime economic trade, there will be several competing
businesses. There will also be several shopkeepers selling the
essentials.
In reality, there would be about 100 or more residences. In the
mod, there will be a lot less, maybe a 1/5 of this.
A city or large town may support several nobles in the surrounding
areas.
Towns will have all the essentials and a few specialty shops.
The specialty shops may combine items so there are only two or three.
There may be a minor noble living nearby.
Small towns and large villages will have an inn and some shops and
houses. In reality, they may have up to 30 houses. In the
mod, it will probably be a lot less. The village will have a
number of services, usually out of people's houses. There may be a
blacksmith, a mill or mine nearby, an herbalist or wisdom, a mayor, town
hall
A village will have a few shops and some houses. All should be
common structures. Shops may be combined. They will not have
full service. For all luxury items the villagers wait for the
peddlers.
Small Villages have the barest of essentials. Shops are
combined. There may be only one shop or none. Villages many
times must wait for peddlers or travel to the next town to purchase most
items.
A large site is a known location that contains a ruin or something of
interest. A large site will take a cell or more.
A site is any known location that contains an artifact, ruin,
something of interest, usually man-made.
Only the borderlands have city-fortresses. These are cities
that are built inside of heavily fortified walls with towers. No
one is allowed in after dark.
Some towns in the 10 nations also have walled fortifications.
These are not considered city-fortresses though.
A hold is a settlement for the Aiel. They are usually in cavern
areas and built into the rocks of the hills and the cliffs. At
least those that we have heard of from the books. There is a
possibility that some are more tent-like, such as the Ashlanders in
Morrowind - yet much bigger. We are using 4 cells for a hold.
There should be a water source near. No rivers, just water
holes.
Gardens are common on the top of houses.
Not sure of the trades of these towns. We will have to
brainstorm on this.
There should be some way of defending the hold. Either by
closed in cavern walls or rock structures.
Steddings are currently 4 cells. They should be similar to the
landscape of the surrounding areas and have housing for the Ogiers who
live there. In mountain areas, the dwellings are probably stone
and wood. In forested areas they may be wood. In grassland,
not sure...maybe grass huts.
Steddings allow no magic. The global scripting for magic usage
will need a list of all cell names that contain steddings....or there
will be some static in the area that runs a script to change the global
variable for magic allowance. Once this is known, it will be
recorded so all modder's know if they need to add an item with a
particular script.
Not sure of the trades of these towns. We will have to
brainstorm on this.
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