The Fantasy Writer's Guide to Filling a Medieval City (Because Your Characters Need More Than a Tavern and a Castle)

Let's be honest. Most of us default to the same five buildings when we're writing a medieval-inspired fantasy city. There's a tavern. There's a castle. There's a marketplace. Maybe a blacksmith. Maybe a temple if we're feeling ambitious. And then our characters just sort of wander between those five locations for 400 pages like they're living in the most depressing theme park ever built.

A real medieval city was a chaotic, layered, often disgusting, occasionally beautiful ecosystem of commerce, faith, governance, survival, and entertainment. And the more specific you get with the buildings your characters pass, enter, avoid, or burn down, the more alive your world feels on the page.

This is not an exhaustive list. It's a starting point. Steal what you need.

Commerce and Trade

  1. Tavern (yes, fine, you can keep it)

  2. Inn or coaching house (not the same as a tavern; this is where travelers actually sleep)

  3. Brewery or alehouse

  4. Winery or wine merchant

  5. Distillery

  6. Bakery

  7. Butcher shop

  8. Fishmonger

  9. Cheesemonger

  10. Spice merchant

  11. Salt merchant (salt was a massive deal; wars were fought over it)

  12. Grain merchant or granary

  13. General market hall or covered market

  14. Open-air market square with semi-permanent stalls

  15. Textile merchant or draper

  16. Tailor or seamstress shop

  17. Cobbler or shoemaker

  18. Tanner or leatherworker (these were almost always on the outskirts because the smell was unholy)

  19. Furrier

  20. Chandler (candle maker, and yes, this was its own trade)

  21. Soap maker

  22. Apothecary

  23. Herbalist

  24. Perfumer (more common than you'd think in cities where everything smelled like death)

  25. Jeweler or goldsmith

  26. Silversmith

  27. Gemcutter

  28. Glassblower or glazier

  29. Potter

  30. Cooper (barrel maker, and barrels were essential for literally everything)

  31. Wheelwright

  32. Cartwright

  33. Rope maker

  34. Basket weaver

  35. Paper maker or parchment seller

  36. Bookbinder

  37. Ink maker

  38. Scribe or copyist shop

  39. Mapmaker or cartographer

  40. Blacksmith or farrier

  41. Armorer

  42. Weaponsmith

  43. Fletcher (arrow maker)

  44. Bowyer (bow maker, often a separate trade from the fletcher)

  45. Woodcarver

  46. Carpenter's workshop

  47. Stonemason's yard

  48. Painter or sign maker

  49. Dyer (another one banished to the outskirts because of the chemicals and smell)

  50. Weaver's workshop or loom house

  51. Silk merchant (if your world trades in luxury goods)

  52. Pawnbroker or moneylender

  53. Money changer

  54. Trading post or factor's office (for long-distance trade)

  55. Warehouse or bonded storehouse

  56. Auction house

Food and Gathering

  1. Cookshop or pie shop (fast food for people who didn't have kitchens, which was most people)

  2. Street food stalls or vendors

  3. Tea house or coffee house (depending on your world's available crops)

  4. Feast hall or banquet hall

  5. Wine cellar or tasting room

  6. Public oven (many people didn't have their own and paid to use a communal one)

Governance and Law

  1. Castle or keep

  2. Lord's manor house

  3. Town hall or guildhall

  4. Courthouse or magistrate's hall

  5. Tax collector's office

  6. Customs house (at city gates or ports)

  7. Treasury or mint

  8. City watch barracks or guard house

  9. Gatehouse (every walled city had them and they were often small buildings in themselves)

  10. Toll house (at bridges or city entrances)

  11. Prison or dungeon (not always in the castle; many cities had standalone jails)

  12. Stocks or pillory square (public punishment was entertainment)

  13. Execution grounds or gallows hill

  14. Embassy or foreign dignitary's residence

  15. Herald's office or crier's post

Faith and Spirituality

  1. Cathedral or grand temple

  2. Parish church or neighborhood chapel

  3. Monastery or abbey

  4. Convent or nunnery

  5. Shrine or roadside chapel

  6. Pilgrimage hostel

  7. Cemetery or churchyard

  8. Ossuary or charnel house (when the cemetery got too full)

  9. Bell tower (sometimes freestanding)

  10. Oracle's chamber or divination house (for your fantasy-specific religions)

  11. Sacred grove or holy garden (if your faith system is nature-based)

Healing and Death

  1. Healer's shop or surgeon's office

  2. Midwife's house

  3. Hospital or infirmary (often attached to a monastery)

  4. Leper colony or quarantine house (outside city walls)

  5. Plague house (boarded up and marked)

  6. Undertaker or gravedigger's shed

  7. Embalmer

  8. Crematorium (depending on your world's death customs)

Education and Knowledge

  1. University or academy

  2. Library (often private or attached to a religious institution)

  3. Scholar's study or philosopher's salon

  4. Mage's tower or magical academy (your fantasy addition)

  5. Alchemist's laboratory

  6. Astronomer's observatory

  7. School or tutor's house

  8. Music school or conservatory

  9. Language school (in trade cities, these were common)

Crafts and Industry

  1. Mill (water, wind, or animal-powered)

  2. Sawmill or lumber yard

  3. Kiln (for bricks, pottery, or lime)

  4. Forge or smelter

  5. Quarry office (if near stone sources)

  6. Shipyard or dry dock (coastal or river cities)

  7. Sail maker or rigger's loft

  8. Net maker (fishing towns)

  9. Fulling mill (for processing wool; loud, wet, and miserable)

  10. Mint (for coin production)

  11. Glue maker (rendered animal parts; another one shoved to the edge of town)

Entertainment and Leisure

  1. Amphitheater or open-air stage

  2. Playhouse or theater

  3. Fighting pit or arena

  4. Jousting grounds or tournament field

  5. Gambling den

  6. Brothel or pleasure house

  7. Bathhouse (public bathing was far more common in medieval settings than most fantasy acknowledges)

  8. Menagerie or exotic animal display

  9. Garden or pleasure park (for the wealthy)

  10. Music hall or minstrel's gallery

  11. Fairground (seasonal but often with permanent structures)

  12. Bear-baiting or animal fighting ring (grim but historically accurate)

  13. Archery range or training yard

Infrastructure and Services

  1. Well house or public fountain

  2. Cistern or water tower

  3. Aqueduct terminus

  4. Public latrine (yes, these existed, and they matter for worldbuilding)

  5. Sewer access or drain system (more common in larger cities than you'd think)

  6. Lamplighter's station (if your city has street lighting)

  7. Bridge (often with buildings on top of it; London Bridge had over 200)

  8. Ferry landing

  9. Stable or livery

  10. Kennel (for hunting dogs)

  11. Mews (for falcons and hawks)

  12. Dovecote or pigeon house (communication and food)

  13. Icehouse (underground storage for preserved food)

  14. Communal washing area or laundry

  15. Rubbish heap or midden (cities had designated dumping areas)

  16. Night soil collector's yard (somebody had to deal with the sewage)

Housing

  1. Noble's townhouse

  2. Merchant's house (often with shop on the ground floor, living quarters above)

  3. Craftsman's house and workshop combined

  4. Tenement or row housing for laborers

  5. Boarding house or lodging house

  6. Almshouse (charity housing for the elderly or destitute)

  7. Orphanage

  8. Servants' quarters (sometimes a separate building from the main house)

Military and Defense

  1. City walls and towers

  2. Armory or arsenal

  3. Barracks

  4. Training grounds or drill yard

  5. Siege works or defensive earthworks

  6. Signal tower or beacon

  7. War room or strategic planning hall

  8. Veteran's home or retired soldiers' quarters

The Outskirts and Edges

These are the buildings and areas that existed just outside the city walls or on the margins. They ended up there because they were too smelly, too dangerous, too polluting, or too socially unacceptable for the city center. Don't skip these. The edges of a city are some of the best locations for scenes.

  1. Tannery

  2. Dye works

  3. Slaughterhouse

  4. Rendering yard

  5. Leper house

  6. Executioner's residence (they were social outcasts and usually lived outside the walls)

  7. Knacker's yard (disposal of dead animals)

  8. Charcoal burner's camp

  9. Potter's field (burial ground for the poor and unknown)

  10. Traveler's camp or caravan grounds

  11. Hermit's hut or anchorite's cell

  12. Smuggler's den or hidden storehouse (every trade city had them)

  13. Refugee camp or shantytown (during wars or famines)

  14. Witch's cottage or hedge wizard's hut (your fantasy-specific addition)

A Few Things to Keep in Mind

Smell was everywhere. A real medieval city was an assault on the senses. Tanneries used animal urine and feces. Dyers used chemicals that burned your eyes. Butchers dumped waste in the streets. The river was often an open sewer. If your fantasy city smells like nothing, you're missing an opportunity to make it feel real.

Zoning was a thing, even without the word for it. Trades that produced noise, stench, or pollution were pushed to specific neighborhoods or outside the walls entirely. Wealthy merchants lived near the center or on higher ground. The poor lived near the walls or downriver from the nice neighborhoods. Where your characters live in the city tells the reader something about who they are.

Not every building needs a scene. But knowing these buildings exist in your world means your characters can walk past a chandler's shop, mention the smell from the tannery district, hear the hammering from the cooper's yard, or meet a contact at the fuller's mill. That texture is what separates a world that feels invented from one that feels inhabited.

Now go fill your cities.

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