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Old 06-24-2021, 12:24 AM   #83
StevenH
 
Join Date: Feb 2008
Location: Portland, Oregon
Default Re: Mageborn are like Coins - Worldbuilding TL 3

I can't believe I left out manufacturing!

Clothing (fibers)

A) Growing flax, raising wool (cotton likely would not grow in the area where we have the villages, if it's basically southern England in climate; cotton requires a warm climate with a long frost free period). Silkworms also require a warm climate, and likely wouldn't do well.
B) Harvesting fibers
C) Spinning fibers into threads
D) Weaving threads into cloth
E) Sewing cloth into clothes and other items
F) Transporting the finished goods to markets

Clothing (leather, fur)
A) Raising animals, trapping animals
B) Skinning animals
C) Preparing hides/fur
D) Sewing leather/fur into clothing and other items
E) Transporting finished goods to markets

Ceramics
A) Mining clays
B) Transporting clays to workshops
C) Forming clays into pottery
D) Firing the pottery
E) Glazing the pottery
F) Transporting the pottery to markets

Glass
A) Mining quality sand
B) Melting the sand and other ingredients
C) Forming the glass
D) Cooling the glass properly
E) Transporting finished goods to market

Iron Smithing
A) Mining the ore
B) Transporting ore to smelter
C) Smelting the ore
D) Forming iron stock (rods, sheets, ingots, whatever)
E) Transporting stock to blacksmiths
F) Making finished goods

Brownsmithing (copper, bronze, brass), Whitesmithing (tin, lead, pewter), and Brightsmithing (silver, gold)

As for Iron smithing

Similar steps can be enumerated for dyes/colorants, charcoal, logging, wagon/boat building, barrel making, milling, cheesemaking, ropemaking*.

*Hair Growth is great for this. It's also good for wool production. Human hair makes pretty damn fine rope that is strong and light weight. Prereq is 5 Body Control Spells.

Cadence would be a useful spell for manufacturing items, doubling productivity using a combination of speeding up actions and making them more sure. Prereqs are Itch, Spasm, Clumsiness, Grace, and Haste.

Mature would be a good spell for cheesemaking.
Purify Food and Preserve Food would reduce food losses.
Prepare Game is useful for both food and hide preparation.

Create Food and Essential Food would reduce famine.

Water to Wine's utility is obvious (although I change "coolers" to "ciders"). Distill would also be useful, not only for fortifying wines and such, but creating pure alcohol, which could be used as an antiseptic (if being able to create pure alcohol is fairly easy, it's antiseptic functions would likely be discovered fairly quickly).

Essential Food, by the way, is the military logistics clerk's favorite spell. It basically makes Lembas.

Find Weakness could be used on buildings to prevent catastrophes. Find a problem, then repair it before the building falls down.

Clean is not only good for, well, cleaning, but also for preparing surfaces for adhesives. Could also work to improve smithing by cleaning the surfaces of impurities, enabling better welding.

Soilproof could be interesting; sure, it can keep clothes clean, but it can also be cast on a bucket or ladle, which will now not become dirty...so everything you put into it will fall out of it easily. Not quite frictionless, but close enough. Measuring honey? It slides right out into your mixing bowl. Working with pitch? The pitch won't stick to the bucket.

Dye lasts for 2d days, so there are likely some uses for this that aren't just selling "royal purple cloth to an easy mark".

Mapmaker would be useful for the assessor's/surveyor's office. Don't know how useful it is in our context, however.

Repair is really useful, but it has Magery 2 as a prereq.
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Warmest regards,

StevenH

My current worldbuilding project.
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