< A Magical Medieval City Guide (3.5e Other)

A Magical Medieval City Guide (3.5e Other)/Generating

Population and Density

Population is the crux of many generation factors in the city. Besides the information in core rulebook II, population also determines the range of population density, and the average number of structures and wards in a magical medieval city. After establishing population see Table IV.1-Urban Statistics and core rulebook II's demographic section to determine the other vital statistics of the city.

Size

Most magical medieval cities are small, generally less than 1 sq. mile, or 640 acres. To determine the physical size of the city in acres, take the adult population and divide it by the population density. For example, a small city with 10,000 adults and a density of 100 adults/acre is 100 acres. All 100 acres may be enclosed in a city wall, or part of the city may spill outside of the walls into shantytowns. The size of the city does not include fields for growing food, although small and large towns may include space for gardens and are less structurally dense than cities.

Table IV.1-Urban Statistics

Community SizePopulation Density (adults/acre)Average Number of Structures (per acre)
Small Town30-4015-20
Large Town40-6020-30
Small City80-12040-60
Large City125-14550-70
Metropolis150-20060-80

Average Number of Structures

The average number of structures in a town or city is the size of the city (in acres) multiplied by a chosen average within range on Table IV.1-Urban Statistics. For example, a small city of 100 acres with an average of 50 structures per acre has roughly 5,000 structures in the city. This gives an overal picture of the city. For more specific information about the number and placement of structures, see wards. For more information about individual structures and building structures, see Appendix IV-Building System.

Gold Piece Limit

Listed by community size in core rulebook II under generating towns, the gold piece limit determines the maximum priced items that may be found in a community.


Wealth

Determined by the population and the gold piece limit of the community, the available wealth of a city is in core rulebook II in the section on generating towns.

Income for Lord/King

A lord's income generated from towns and cities are percentages of the wealth, found on Table IV.2-Payments. The recipient of a city's payments is not necessarily a single aristocrat. For example, a small town resides on the demesne of two lords, who are rich members of the gentry. These two lords grant the small town a joint charter and receive their feudal obligation in the form of year-round payments. The lords over those two members of the gentry discover that the two members of the gentry are now receiving income from a town and raise the taxation. The total payment is 800 gp, 400 gp going to each member of the gentry. One lord taxes his vassal 100 gp, while the other lord taxes 150 gp. So the original 800 gp is divided among 4 aristocrats: 300 gp to one town lord, 250 gp to the other town lord, 100 gp to the first town lord's lord, and 150 gp to the second town lord's lord. Were the town more valuable, the town lords' suzerains may also get in on the act.

Table IV.2-Payments

Community SizePercentage of Wealth
Small Town1%
Large Town1%
Small City0.50%
Large City0.25%
Metropolis0.05%

Magic Resources

Small to large towns possess approximately 5% of their town's wealth in magic. Small cities to metropolises possess approximately 10% of their wealth in magic. Wealth for communities is determined in core rulebook II.

Wards

Every town and city has wards, or self-contained urban communities. These wards are the basic living blocks, akin to neighborhoods in the dense city. There are twelve different types of wards in a magical medieval city. Wards come in different sizes, structural densities, and styles of buildings. Most ward information is based on the acre, which is 43,560 sq. feet or a roughly 210 ft. by 210 ft. square. Some wards reside within the wall, others outside of the wall. For example, a group of craftsmen are living outside the walls due to a town's rapid population growth. Such a ward should be considered a craftsmen ward rather than a shantytown, even though it lies outside of the city walls. See Table IV.3-Wards for a list of wards from most structurally dense to least structurally dense and their respective building styles.

Administration: Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the various functions of the city government. In smaller urban communities, administration structures are spread throughout the various wards of the city. But in small cities or larger, cities may have their own administration ward, housing these buildings and some the civic employees. In general the administration ward has larger but fewer buildings.

Craftsmen: Craftsmen wards house the workshops, homes, and warehouses of craftsmen. Often a craftsmen's home, workshop and shop are one in the same. Craftsmen live, create, and sell their goods in the same space. Most of the buildings in craftsmen wards are these workshop/homes, while the size of their homes varies with the wealth of the craftsmen. Craftsmen wards are also the most common wards within the city walls. Multiple craftsmen wards may occur in large towns or larger.

Gate: Gate wards are a bustling part of town, where traders line up to enter the city, sellers hawk their goods, and vendors sell various foods on a stick. Gate wards are second only to market wards in activity. In order to have a gate ward, communities must have gates, or designated areas where people must enter the city. At these areas of entry, some level of inspection, inquiry, or taxation of merchants usually takes place. These sorts of conditions create the bustling and enterprising environment of a gate ward, usually found in small cities or larger. They tend to be some of the structurally densest wards in the city, second to shanty-towns and slums.

Market: Market wards do not house many people. They are home to wealthier shops, guild houses, great churches, pavilions, merchant offices, and trading spaces. Market wards vary in size, from the large market ward of a city's main market to the smaller market wards of commodity markets. Market wards are teeming with warehouses, shops, offices, fountains, and grand displays of architecture appropriate for the city. They are more structurally dense than craftsmen wards, but less so than the gate wards.

Merchant: Merchant wards house the city's merchants, their shops, warehouses, and offices. With shops and storefronts underneath their homes, they are more dense than patriciate wards, but less dense than craftsmen wards. There is usually only one merchant ward in town, though multiples may occur in wealthy large cities or metropolises.

Military: Not typical in most towns and cities, military wards house soldiers and generals, conduct military training, and manage concerns of civic defense. Military wards are built in cities that employ mercenaries or keep a professional standing army paid for by the city treasury. They are less structurally dense, housing soldiers in barracks and requiring open space for training.

Odoriferous Business: Odoriferous business s are often outside of the walls, need a steady supply of water, and maintain occupational segregation in a magical medieval city when other professions and crafts intermingle. They tend to be less structurally dense than craftsmen wards, because of the limited people who occupy the ward and kinds of trade that qualify as odoriferous businesses, namely tanners, dyers, blacksmiths, and butchers. Many poor craftsmen live in odoriferous business wards as their status prevents them from progressing to a craftsmen ward.

Patriciate: Patriciate wards house the crème de la crème of a magical medieval city. They have larger buildings and less structural density than merchant and craftsmen wards. A magical medieval city must be wealthy enough to support a patriciate before the city has a patriciate ward. For this reason, patriciate wards usually only occur in small cities or larger. In general, there is only one patriciate ward in a city, which expands to accommodate growth in the upper crust of city society.

River/Bridge: River/bridge wards vary in form and function. With rivers come trade, water mills, and means to cross the river. River/bridge wards can resemble docks, with lots of warehouses, offices, and shops to accommodate for trade, deliveries, and industry from the water mills. Other river/bridge wards may act like market wards, buying and selling at the source of the goods, rather than moving them to market. The notion that river/bridge wards are scenic places to stroll and shop is a very modern notion and should not root itself into a magical medieval city. Rivers are dirty from people dumping their waste products, both personal and industrial, into the river. Active rivers are lined with mills and boats unloading and loading goods. They are more akin to docks than tourist stops.

Sea/Ocean: Sea/Ocean wards resemble river/bridge wards in their dock-like nature, though the structures involved with supporting a sea/ocean port are more numerous and complex. Sea/ocean wards may have shipwrights and naval outfitters that seem excessive in river/bridge wards. In general sea/ ocean wards accommodate more ship traffic than river/bridge wards. They may have harbors, lighthouses, ports, and other structures that are not necessary in river/bridge wards. Sea/ ocean wards usually see more business and activity than river/ bridge wards, simply because of more exposure to bigger masses of water.

Shanty Town: Shantytowns are homes and shacks thrown up outside the city walls. The infrastructure for roads and water are scarce while the people and shacks are not. Only small cities or larger communities have shantytowns outside their walls.

Slum: Slums are structurally dense and teem with the city's poor. Slums are full of low-grade buildings, houses, and tenements quickly and cheaply built to raise coin for landlords. Slums are usually within the city walls, giving its residences a little more protection than shantytowns. Slums are found only small cities or larger.

Table IV.3-Wards

Wards (from least to most dense)Structural Style
PatriciateAB
MerchantABC
MilitaryBCD
AdministrationBC
Oderiforous BusinessCD
CraftsmenBCD
Sea/Ocean WardsCD
River Wards/BridgesBCD
MarketABC
GateBCD
SlumD
Shanty TownD

Assigning Structures

For quick structure generation, multiply the city's acreage by the average number of structures in the city. For example, a small city with 10,000 adults over 100 acres has on average 5,000 structures. For a more precise method of generating a city's structures, use Table IV.3-Wards. This table lists the wards from least to most structurally dense. The average number of structures in small cities is 40-60 structures per acre. By distributing the 20-point spread over the twelve different wards according to density, shantytowns have 60 structures, slums 58, gates 56, docks 52, craftsmen 50, and so forth. Then multiply the number of number of structures found in each ward by the acreage of the ward. For example, a small city with 10,000 adults over 100 acres may have a merchant ward, three craftsmen wards, two gate wards, a river/bridge ward, an odoriferous business ward, a market, and a slum. By using the more precise method, this small city has 5,160 structures broken down by number of buildings per ward.

Example City Wards

WardSizeNumber of Structures
Merchant8 acres336
Craftsmen10 acres500
Craftsmen10 acres500
Craftsmen10 acres500
Gate8 acres448
Gate14 acres448
River/Bridge10 acres728
Odoriferous14 acres480
Market125-145756
Slum150-200464

Mapping Wards and Cities

For GMs interested in mapping wards, Tables IV.5 through Table IV.9 identify structures by ward, use, and profession. Table IV.5-Structural Incidence lists the percentages of different structures found in each ward. For individual workshops, shops, and offices, Table IV.6-Workshops, Table IV.7-Shops, and Table IV.8-Offices to determine the specific businesses housed in each on a d1,000. Table IV.9-Random Structure Generation randomly determines individual structures by ward on a d100. For more description of the structures, see Appendix IV-Building System.

Structural Style

Every ward has a range of style associated with its structures. These styles correlate with the styles listed in Appendix IV-Building System. Besides determining the level of luxury and cost in building, styles provide GMs and PCs a general idea of wealth in the town or city and the individual wards compared to each other. From least to most style: D is derelict, rough, or functional; C is utilitarian, basic, or normal; B is tasteful, ornate, or artistic; and A is luxurious, royal, or imperial.

Power Centers

As communities grow larger, power centers become more frequent and complicated. Core rulebook II has a generation system for the type and alignment of a community's power structure. Table IV.4-Power Centers gives guidelines for generating the number of power centers in communities depending on the community size. The Power Center Worksheet helps GMs design hierarchies of group-based power centers, such as guilds or religions. These are merely guidelines, and power centers and influence points are at the GM's discretion.

Table IV.4-Power Centers

Community SizeNumber of Power CentersAverage Number of Influence Points% of Unabsorbed Influence Points
Thorp1425%
Hamlet1695%
Village111310%
Small Townd218015%
Large Townd264220%
Small Cityd2+14,10625%
Large Cityd3+130,60030%
Metropolis2d2+168,62730%

Influence Points

Every level of adept, aristocrat, barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard is one influence point. Levels of commoner, expert, and warrior are ½ influence points. The average number of influence points is based on the information in Appendix I-Demographics.

Begin by assuming a community has 100% influence, which a GM can generate by hand in Appendix I-Demographics or take the average listed by community size in Appendix Table I.3-Number of Influence Points. The power center worksheet assigns people and influence points into power centers. After removing the unabsorbed influence points, a GM distributes the remaining influence points and corresponding leveled people into power centers. If the community has multiple power centers, determine the percentage of influence points that flow to each power center. For example, in a large city 30% of the influence points is unabsorbed, 15% goes to the king, 20% to the patron church, 20% to the thieves' guild, and 15% to the wizards' guild.

Unabsorbed Influence Points

Every community has people that slip through the grasp of power centers, especially in large communities. Before generating the pool of influence points at a power center's disposal, subtract the unabsorbed influence points from the community's total influence points.

Dividing Influence Points

Generating power centers and their human resources through influence points can be a time consuming and laborious task for the larger cities. However, it is one of the more through and precise methods for fleshing out city settings. Dividing influence points establishes the pool of people under the influence of power centers, whether they are groups or individuals. In the case of group oriented power centers, assigning influence points allows GMs to create hierarchies and NPCs. All people who receive the majority of their income from a power center are under the influence of that power center. Their numbers and influence points count against the power center's resources. Conversely, any person who has 25% or more of their income taken by a power center is under the influence of the power center. For example, a beer merchant who sells most of his beer to a member of the merchant guild is under the influence of the merchant guild. That beer maker and his staff all count in the merchant guild's influence points. In the countryside, any peasant is considered under the influence of his lord if the lord takes 25% or more of his income. Most lords take approximately 50% or more. There are many considerations in distributing influence points to power centers. First, the highest-leveled person in a power center or hierarchy is not necessarily the person in charge. Second, a higher-leveled person is not necessarily more important than a lower-leveled person within the hierarchy. A combination of social, financial, and strategic considerations determine who is in charge and who is important in a power center, guild, or hierarchy. Someone with more money, more social connections, more important familial relations, or better skills and strategy will rise to the top of a hierarchy, even if they are not high level. For example, a young scion who becomes head of the family after his father dies is in a position of great importance, though he may only be a 3rd level aristocrat/2nd level fighter.

Wealth

Power centers receive a portion of a city's wealth equal to the same percentage it receives of a city's influence points. If a power center has 20% of a city's influence, it controls 20% of a city's wealth.

Professions

Table IV.10-Professions lists possible professionals, craftsmen, and merchants found in a magical medieval society and their incidence rate in society. For example, 1 out of every 120 people is a cobbler, so in a small town of 1,000 adults, there are 8 cobblers. This table also randomly generates professions on a d10,000. For example, if the PCs intervene in a robbery and they want to know whom it is they helped, roll d10,000 to generate that person's profession.

Guilds

Guilds form around commonality, usually in profession. In a large metropolis where there are 50 bookbinders, there are enough bookbinders to constitute their own guild. There may even be 3 bookbinders guilds, one for arcane books, one for scholastic books, and one for penny books, or cheap readers for the masses in the more literate magical medieval society. But in smaller communities, like-minded professions group together to form guilds in place of single craft guilds. For example, in a small town, the single bookbinder and bookseller in town may join the paper-makers guild. Refer to Table IV.11Guilds to see a sample grouping of guilds for smaller urban communities.

Table IV.5-Structural Incidence

PatricateAdminMarketMerchantCraftsmenMilitaryGatesDocksOdo BusinessSlumShanty Town
Admin2%10%5%2%2%5%3%1%1%1%-
Asylum-1%---------
Barrack----15%------
Bath5%4%4%3%2%1%1%5%5%5-
Boarding House1%2%-2%4%-3%2%---
Cemetery1%1%-1%----1%1%-
Religious5%4%6%4%4%4%2%4%2%4%4%
Cistern1%1%1%1%1%1%-----
Coliseum----1%------
Corral----15%2%2%2%2%2%-
Fountain2%2%2%2%2%1%1%1%1%1%1%
Garden2%--1%-------
Granary1%1%1%1%-1%-1%---
Guild House-1%1%2%2%------
Hospital2%4%-4%4%-4%-44%-
House22%16%6%12%10%10%11%16%36%31%78%
Infirmary----1%------
Inn5%5%5%5%--15%10%5%5%-
Library2%1%-1%-------
Mill------5%----
Office5%5%5%5%--2%2%---
Plaza1%-1%1%-------
Prison-1%---2%-----
Restaurant4%--2%-------
Shop10%5%21%15%10%5%5%5%5%5%-
Stable5%5%5%5%-10%10%----
Tavern10%10%15%10%10%10%15%15%10%10%10%
Tenement----2%--5%8%10%-
Theater----1%------
University1%1%-1%-------
Warehouse12%7%21%10%5%15%10%10%5%5%-
Well1%1%1%1%1%1%1%1%1%1%1%
Workshop-12%-9%40%18%13%17%22%17%10%


Table IV.6-Workshops

d1000Workshops
1-87Cobblers
88-174Furniture Makers
175-240Furriers
241-293Weavers
294-335Basketmakers
336-377Carpenters
378-419Paper/Parchmentmakers
420-461Potters
462-499Wheelwrights
500-534Jewelers
535-564Masons
565-594Bakers
595-620Soapmakers
621-641Chandlers
642-661Coopers
662-680Pastry Makers
681-695Scabbard Makers
696-710Silversmiths
711-723Saddlers & Spurriers
724-735Purse Makers
736-747Blacksmiths
748-759Goldsmiths
760-771Toymakers
772-782Artists
783-793Leatherworkers
794-803Rope Makers
804-813Tanners
814-822Buckle Makers
823-831Cutlers
832-840Fullers
841-849Harness Makers
850-858Painters
859-866Woodcarvers
867-873Glass Makers
874-880Instrument Makers
881-887Locksmiths
888-894Rug Makers
895-901Sculptors
902-907Bleachers
908-913Shipmakers
914-919Bookbinders
920-925Bowyer/Fletchers
926-931Brewers
932-937Glove Makers
938-943Vintner
944-948Girdlers
949-953Skinners
954-958Armorers
959-963Weaponsmiths
964-967Distillers
968-971Illuminators
972-975Perfumers
976-979Tilers
980-983Potionmakers
984-986Clock Makers
987-989Taxidermists
990-992Vestment Makers
993-994Alchemists
995-996Bellmakers
997-998Dye Makers
999-1000Inventors

Table IV.7-Shops

d1000Shops
1-97Clothiers, Used
98-194Grocers
195-270Dairy Sellers
271-346Launderers
347-422Prostitutes
423-498Furriers
499-558Tailors
559-607Barbers
608-656Drapers
657-705Flower sellers
706-745Jewelers
746-768Mercers
769-790Engravers
791-812Pawnbroker
813-832Haberdashers
833-852Wine Merchants
853-868Tinkers
869-883Butchers
884-898Fishmongers
899-911Wool Merchants
912-923Beer Merchants
924-935Herbalists
936-947Spice Merchants
948-957Wood sellers
958-965Brothel Keepers
966-973Hay Merchants
974-979Booksellers
980-985Religious Souvenir Seller
986-989Dentists
990-993Naval Outfitters
994-996Grain Merchants
997-999Tobacco Merchants
1000Magic Merchants

Table IV.8-Offices

d1000Shops
1-200Livestock Merchants
201-360Carpenters
361-474Masons
475-546Pawnbroker
547-611Wine Merchants
612-661Doctors, Unlicensed
662-706Wool Merchants
707-746Beer Merchants
747-786Spice Merchants
787-815Doctors, Licensed
816-842Copyists
843-864Moneychangers
865-884Sage/scholar
885-902Advocates (lawyers)
903-918Historians
919-931Engineers
932-941Architects
942-951Astrologers
952-961Grain Merchants
962-971Tobacco merchants
972-980Bankers
981-989Slavers
990-997Cartographers
998-1000Magic Merchants

Table IV.9-Random Structure Generation

d100AdministrationCraftsmenGatesMarketMerchantOdor. BusinessPatriciateRiver/Bridge/Sea/OceanShantytownSlums
1-10Religious BCInn ABCAdmin. CGranary CWarehouse BCTavern DHouse ABWorkshop DHouse CTavern BC
11-12Admin. CWarehouse CWell CDPlaza ABCWarehouse BCWorkshop DHouse ABWorkshop DHouse CDTavern BCD
13-14Religious BCShop BCDFountain CDUniversity ABWarehouse BCWorkshop DWarehouse ABHospital DHouse CDWarehouse C
15Corral CShop BCCemetery CDCistern CDWarehouse BCWorkshop DWarehouse ABHospital DHouse DShop CD
16Fountain ABCMill CDStable ABCCemetery ABCWarehouse BCWorkshop DWarehouse ABReligious CDWorkshop BCTavern ABC
17-21Religious BCMill CDShop BCGarden BCWarehouse BCWorkshop DHouse ABReligious CDWorkshop CTavern BC
22-26Prison DWorkshop CDStable BCGuildhouse CDTavern ABCWell DHouse ABBath DBarracks DTavern BCD
27-36Guildhouse ABCWorkshop CDStable BCFountain BCTavern ABCFountain DTavern ABBath DInn BCWarehouse C
37-46Hospital BCOffice CDInn CDFountain BCShop ABCHouse ABCShop ABBath DWorkshop CDTenement CD
47-51Workshop CReligious BCTavern CDWell BCStable ABWorkshop CStable ABBath DWorkshop CDOffice ABC
52-56Hospital CHouse CDWarehouse BCCistern CDOffice ABBarracks DOffice ABBath DWorkshop DShop BC
57-61Religious CCorral CHouse BCTheater CAdmin. ABCInn BCInn ABAdmin. CWorkshop DStable BC
62-66Religious CBath CDWorkshop CLibrary ABShop ABCWorkshop CDReligious ABWell DHouse DStable BC
67-70Office BCBath CDInn BCGuildhouse CDHouse ABWorkshop CDWarehouse ABFountain DHouse DInn CD
71-74Corral CBath CDWarehouse CDWell ABCReligious ABWorkshop DWarehouse ABCemetery CDHouse DTavern CD
75-76Admin. CBath CDWorkshop CDBath BCInn ABCWorkshop DGarden ABShop ABCHouse DWarehouse CD
77-79Admin. CBath CDShop ABCBath ABCInn ABCWorkshop BCBath ABWorkshop CHouse DShop CD
80-81Admin. CAdmin. CWorkshop CBath BCShop ABCWorkshop CBath ABWorkshop CDHouse DTenement CD
82-83House CGranary CHouse BCDBath ABCShop ABCBarracks DRestaurant ABWorkshop BCHouse DTenement CD
84-85House CWell CDHouse CAdmin. CShop ABCInn BCRestaurant ABTavern CDHouse DInn CD
86-87House CFountain CDTavern CDAdmin. CHouse ABWorkshop CDLibrary ABWorkshop CDHouse DInn CD
88-89Bath CReligious ABCHouse CDAdmin. CReligious ABWorkshop CDHospital ABHouse DHouse DWorkshop CD
90-91Well CHouse BCHouse DAdmin. CBath ABWorkshop DAdmin. BCWorkshop BCHouse DHospital CD
92Fountain CWorkshop BTenement DAdmin. CBath ABWorkshop DFountain ABWorkshop CHouse DHospital CD
93Restaurant ABCWorkshop BCTavern DBath BCBath ABHouse ABCFountain ABBarracks DHouse DReligious BC
94Hospital BCWorkshop CDTavern DWell BCDFountain ABCWorkshop CWell ABTavern BCHouse DReligious BC
95Workshop CHospital ABCWarehouse DFountain BCDFountain ABCWarehouse CDHouse ABHouse CDHouse DCorral C
96Hospital CWorkshop CShop DGranary CWell ABCTavern BCCemetery ABHouse CDTavern DBath CD
97Inn ABCBarracks DWorkshop DInfirmary CCistern CHouse CDCistern BHouse DTavern DBath CD
98Warehouse CWorkshop BCWorkshop DColiseum BCGranary CHouse CDGranary CWorkshop BCTavern DBath CD
99Shop BCDWorkshop CDInn DHouse ABCGuildhouse ABCHouse DPlaza ABWorkshop CTavern DBath CD
100Shop BCTavern ABCInn DTenement CPlaza ABCHouse DUniversity ABBarracks DTavern DBath CD

Table IV.10-Professions

d10,000ProfessionIncidence Rate (1 in X)
1-1660Beggers7
1661-2821Housewives/Househusbands10
2822-3982Laborers10
3983-4949Elderly/Infirm12
4950-5280Servers (inns, taverns, restaurants)35
5281-5512Guards (private)50
5513-5744Clergy Members50
5745-5937Peddlers60
5938-6130Porters60
6131-6295Apprentices70
6296-6423Domestic Servants90
6424-6538Guards (city/governmental)100
6539-6653Journeymen100
6654-6768Mercenaries100
6769-6883Sailors100
6884-6998Students100
6999-7113Thieves100
7114-7210Cobblers120
7211-7307Furniture Makers120
7308-7400Clothiers, Used125
7401-7493Grocers125
7494-7586Warehousers125
7587-7664Officials150
7665-7737Dairy Sellers160
7738-7810Furriers160
7811-7883Launderers160
7884-7956Prostitutes160
7957-8023Bricklayers175
8024-8081Livestock Merchants200
8082-8139Slaves200
8140-8197Tailors200
8198-8255Weavers200
8256-8307Pages225
8308-8354Barbers250
8355-8401Basket Makers250
8402-8448Carpenters250
8449-8495Drapers250
8496-8542Florists250
8543-8589Guides/Touts250
8590-8636Paper/Parchment Makers250
8637-8683Potters250
8684-8730Tavern Keepers250
8731-8772Wheelwrights275
8773-8811Jewelers275
8812-8844Blacksmiths300
8845-8877Caravanner350
8878-8910Masons350
8911-8939Bakers250
8940-8965Soapmakers400
8966-8988Cooks450
8989-9011Chandlers500
9012-9034Rat Catchers500
9035-9057Traveler500
9058-9079Watercarriers500
9080-9101Coopers520
9102-9122Mercers520
9123-9143Pastry Makers560
9144-9164Engravers560
9165-9183Pawnbroker560
9184-9202Grooms600
9203-9221Midwives600
9222-9240Haberdashers620
9241-9257Wine Merchants620
9258-9274Spice Merchants700
9275-9290Silversmiths700
9291-9305Tinkers750
9306-9320Butchers800
9321-9335Doctors, Unlicensed800
9336-9350Fishmongers800
9351-9364Saddlers and Spurriers800
9365-9377Purse Makers850
9378-9390Blacksmiths900
9391-9403Goldsmiths900
9404-9416Toymakers900
9417-9428Wool Merchants900
9429-9440Artists1000
9441-9452Beer Merchants1000
9453-9464Fishers1000
9465-9476Herbalists1000
9477-9488Leatherworkers1000
9489-9500Nannies1000
9501-9512Plasterers1000
9513-9523Tanners1000
9524-9534Rope Makers1100
9535-9544Buckle Makers1120
9545-9554Cutlers1200
9555-9564Fullers1200
9565-9574Glaziers1200
9575-9584Harness Makers1200
9585-9594Painters1200
9595-9604Roofers1200
9605-9613Woodcarvers1250
9614-9622Woodsellers1250
9623-9631Innkeepers1300
9632-9640Doctors, Licensed1360
9641-9648Mendicants1400
9649-9656Bathers1500
9657-9664Brothel Keepers1500
9665-9672Copyists1500
9673-9680Glass Makers1500
9681-9688Hay Merchants1500
9689-9696Instrument Makers1500
9697-9704Locksmiths1500
9705-9712Millers2000
9713-9720Rug Makers2000
9721-9728Sculptors2100
9729-9736Storytellers2100
9737-9743Acrobats, Tumblers2200
9744-9750Jesters2500
9751-9757Jongleurs2500
9758-9764Minstrels2500
9765-9771Teachers2500
9772-9778Bleachers2500
9779-9785Shipmakers2500
9786-9791Bookbinders2500
9792-9797Moneychangers3000
9798-9803Bowyer/Fletchers3000
9804-9809Brewers3000
9810-9815Glove Makers3000
9816-9821Vintner3000
9822-9827Booksellers3000
9828-9833Gardeners3000
9834-9839Girdlers3500
9840-9845Religious souvenir sellers3500
9846-9851Sage/scholar4000
9852-9857Skinners4000
9858-9863Wetnurses4000
9864-9869Armorers4000
9870-9875Weaponsmiths4000
9876-9880Advocates (lawyers)4000
9881-9885Distillers4000
9886-9890Historians4000
9891-9895Illuminators4000
9896-9900Judges4000
9901-9905Librarians4500
9906-9910Perfumers4500
9911-9915Tilers4500
9916-9919Dentists4500
9920-9923Engineers4500
9924-9927Naval Outfitters5000
9928-9931Potionmakers5000
9932-9935Satirists5000
9936-9939Undertakers6000
9940-9943Writers1200
9944-9946Professors1500
9947-9949Restaurantiers1500
9950-9952Architects1500
9953-9955Astrologers1600
9956-9958Clock Makers1600
9959-9961Grain1600
9962-9964Merchants1600
9965-9967Navigators/Pathfinder1650
9968-9970Tax Collectors1680
9971-9973Taxidermists1700
9974-9976Tobacco Merchants1800
9977-9979Vestment Makers1800
9980-9982Alchemists1900
9983-9985Bankers1900
9986-9988Diplomats1900
9989-9991Slavers1900
9992-9993Town Criers2000
9994-9995Bellmakers2000
9996-9997Cartographers2000
9998-9999Dye Makers2000
10000Inventors and Magic Merchants2000

Table IV.11-Guilds

ProfessionIncidence Rate
Architects & Engineers
Architects4000
Engineers3000
Armorers & Locksmiths
Armorers2100
Locksmiths1500
Artists
Artists1000
Painters1200
Satirists3000
Sculptors1500
Writers3000
Bakers
Bakers350
Pastry Makers560
Bookbinders & Papermakers
Bookbinders1800
Booksellers2000
Paper/Parchment Makers250
Bowyers & Fletchers
Bowyer/Fletchers1900
Brewers, Distillers, & Vintners
Brewers1900
Distillers2500
Vintner1900
Brothel Keepers
Bathers1500
Brothel Keepers1500
Builders
Carpenters250
Plasterers1000
Roofers1200
Butchers
Butchers800
Casters
Bell makers5000
Engravers560
Goldsmiths900
Silversmiths700
Chandlers
Chandlers500
Soap makers400
Clay & Stone Workers
Bricklayers175
Masons350
Potters250
Tilers2500
Clerks & Scribes
Copyists1500
Illuminators2500
Clothing & Accessories
Girdlers2000
Glove Makers1900
Mercers520
Perfumers2500
Purse Makers850
Tailors200
Vestment Makers4000
Cobblers
Cobblers120
Coopers
Coopers520
Cordwainers
Leatherworkers1100
ProfessionIncidence Rate
Dyers & Weavers
Bleachers1680
Drapers250
Dye Makers5000
Fullers1200
Rug Makers1500
Weavers200
Financial Transactions
Bankers4500
Moneychangers1800
Pawnbrokers560
Tax Collectors4000
Fishmongers
Fishers1000
Fishmongers800
Forgers & Smiths
Blacksmiths900
Buckle Makers1120
Cutlers1200
Scabbard Makers700
Weaponsmiths2100
Furriers
Furriers160
Glass Workers
Glass Makers1500
Glaziers1200
Harness Makers & Saddlers
Harness Makers1200
Saddlers and Spurriers800
Hostelers
Innkeepers1300
Restaurateurs3500
Tavern Keepers250
Jewelers
Goldsmiths900
Jewelers300
Silversmiths700
Launderers
Launderers160
Magic
Alchemists4500
Astrologers4000
Magic Merchants12000
Potionmakers3000
Map Makers & Surveyors
Cartographers5000
Mariners
Navigators/Pathfinders3000
Naval Outfitters1100
Rope Makers4000
Medical
Barbers250
Dentists3000
Doctors, Unlicensed800
Herbalists1000
Midwives600
ProfessionIncidence Rate
Merchants
Beer Merchants1000
Booksellers2000
Clothiers, Used125
Dairy sellers160
Flower Sellers250
Grain Merchants4000
Grocers125
Haberdashers620
Hay Merchants1500
Livestock Merchants200
Magic Merchants12000
Millers1500
Perfumer2500
Religious Souvenir Sellers2000
Slavers4500
Spice Merchants1000
Tobacco Merchants4000
Wine Merchants620
Woodsellers1250
Wool Merchants900
Music & Performers
Acrobats, Tumblers16000
Instrument Makers15000
Jesters1600
Jongleurs1600
Minstrels1600
Storytellers1500
Professional Guilds
Advocates (lawyers)2200
Doctors, Licensed1360
Judges2500
Librarians2500
Professors3500
Teachers1650
Scholastic
Historians2500
Professors3500
Sage/Scholar2000
Shipwrights
Shipmakers1700
Skinners & Tanners
Leatherworkers1000
Skinners2000
Tanners1100
Taxidermists4000
Stable Keepers
Grooms600
Tinkerers
Clockmakers4000
Inventors6000
Toymakers900
Watermen
Watercarriers500
Wheel Wrights
Wheelwrights275
Wicker Workers
Basket Makers250
Furniture Makers120
Wood Workers
Furniture Makers120
Woodcarvers1250

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gollark: Okay I apparently instantly forget things.
gollark: Yes. Wait 15 minutes as I'm on mobile.
gollark: Anyone interested in the latest version of my egg-time-finding Firefox extension? It has a hide/show mode and attempts to actually show the time of death (not sure if it works in different time zones, though).
gollark: I'm no longer playing much so this accidentally happened to me.
gollark: Anyway, ARing.
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