Professions & enterprise
Make your living.
Build their world.
A harvest becomes a meal. Ore becomes a tool. A delivery keeps a workshop working. Find the work that makes you part of Marshlands.
Discover the livelihoods
One world. Many hands.
A blade has a life
before it reaches yours.
- MineExtract the ore
- SmelterRefine the material
- WeaponsmithShape the blade
- MerchantConnect it to a buyer
Four livelihoods in one story, supported by fuel, tools, transport and the people who provide them.
Chapter 01 / Resource extraction
From the land,
everything.
Before the workshop, the market or the campaign, there is the person who brings something out of the world.
Work the soil, tend animals, harvest the forest or follow a seam beneath the earth. Thirteen extraction businesses supply the beginnings of every production chain.
Agriculture
- Farm
- Grain
- Vegetables
- Flax
- Hemp
- Ranch
- Livestock
- Wool
- Hides
- Orchard
- Fruit
- Vineyard
- Grapes
Forestry
- Logging Camp
- Timber
- Firewood
- Bark
Wildlife
- Hunting Camp
- Game Meat
- Hides
- Fur
- Bone
- Antler
- Foraging Camp
- Berries
- Mushrooms
- Herbs
- Nuts
Mining
- Mine
- Iron Ore
- Copper Ore
- Tin Ore
- Lead Ore
- Silver Ore
- Gold Ore
- Coal
Quarrying
- Quarry
- Building Stone
- Limestone
- Sandstone
- Granite
- Marble
- Slate
- Flint
- Chalk
Pits
- Pit
- Clay
- Sand
- Gravel
- Peat
Water
- Fishing Camp
- Fish
- Shellfish Gathering
- Shellfish
Beekeeping
- Apiary
- Honey
- Beeswax
Chapter 02 / Processing
The next pair
of skilled hands.
Grain passes through a mill. Timber is prepared for a carpenter. Hides become leather for the maker waiting down the street.
Build a business at the meeting point between the people who gather and the people who make. Your skill turns a raw resource into the beginning of something else.
- Mill
- Malt House
- Brewery
- Winery
- Meadery
- Dairy
- Butcher
- Smokehouse
- Salting House
- Tanner
- Spinner
- Weaver
- Fuller
- Dyer
- Sawmill / Wood Yard
- Charcoal Burner
- Smelter
- Lime Kiln
- Oil Press

Chapter 03 / Crafting & manufacturing
Put your name
to the finished work.
The tools in a workshop. The clothes in a market. The cart on a road and the armour beneath a banner. Someone has to make them.
Become that person. Take commissions, develop a speciality and build the reputation that brings the next customer to your door.
- Blacksmith
- Weaponsmith
- Armourer
- Coppersmith
- Goldsmith
- Silversmith
- Carpenter
- Joiner
- Cooper
- Wheelwright
- Cartwright
- Shipwright
- Bowyer
- Fletcher
- Potter
- Glassmaker
- Stonemason
- Sculptor
- Brickmaker
- Roofer
- Tailor
- Cobbler
- Saddler
- Harness Maker
- Leatherworker
- Furrier
- Chandler
- Ropemaker
- Bone/Antler Worker
Chapter 04 / Services
Keep a
settlement alive.
A place to stay. A way across the river. Someone who can carry a load, draw up an agreement or bring a buyer and seller together.
Your business can be the reason a journey continues, a workshop stays supplied or a stranger finds a place in the community.
- Inn
- Tavern
- Alehouse
- Bathhouse
- Stable
- Livery Stable
- Warehouse
- Merchant
- Market Stall
- Moneychanger
- Moneylender
- Barber
- Physician
- Apothecary
- Scribe
- Notary
- Builder
- Mason Contractor
- Carter / Haulier
- Ferryman
- Ship Transport
A livelihood becomes a life
You don't need
a crown to matter.
Start with an apprenticeship or a paid order. Learn who needs your work, find suppliers you can trust and grow into a workshop, a partnership or a company of your own.
The smith everyone recommends. The carrier who always delivers. The innkeeper who knows the whole town. There is more than one way to leave your mark.
