A Magical Medieval City Guide (DnD Other)/Generating
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 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 overall 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.
 Physical City
 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.
 Table IV.1-Urban Statistics
|Community Size||Small Town||Large Town||Small City||Large City||Metropolis|
|Population Density (adults/acre)||30-40||40-60||80-120||125-145||150-200|
|Average Number of Structures (per acre)||15-20||20-30||40-60||50-70||60-80|
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 Size||Small Town||Large Town||Small City||Large City||Metropolis|
|Percentage of Wealth||1%||1%||0.50%||0.25%||0.05%|
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.
 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. cities or larger. They tend to be some of the structurally densest wards in the city, second to shanty-towns and slums. Table IV.3-Wards Wards (from most dense to least dense)
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
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.
Example City Wards from City Worksheet Ward 1 merchant ward 2 craftsmen ward 3 craftsmen ward 4 craftsmen ward 5 gate ward 6 gate ward 7 river/bridge ward 8 odoriferous business ward 9 market ward 10 slum Size 8 acres 10 acres 10 acres 10 acres 8 acres 8 acres 14 acres 10 acres 14 acres 8 acres Number of Structures 336 500 500 500 448 448 728 480 756 464 For a more precise method of generating a city's structures, use Table IV.3-Wards. This table lists the wards from most to least 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.
 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.
 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 Size||Thorp||Hamlet||Village||Small Town||Large Town||Small City||Large City||Metropolis|
|Number of Power Centers||1||1||1||d2||d2||d2+1||d3+1||2d2+1|
|Average Number of Influence Points||42||69||113||180||642||4,016||30,600||68,627|
|% of Unabsorbed Influence Points||5%||5%||10%||15%||20%||25%||30%||30%|
 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.
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.
 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.
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 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
|Patricate||Admin||Market||Merchant||Craftsmen||Military||Gates||Docks||Odo Business||Slum||Shanty Town|
 Table IV.6-Workshops
|711-723||Saddlers & Spurriers|
 Table IV.7-Shops
|Clothiers, Used||Grocers||Dairy Sellers||Launderers||Prostitutes||Furriers||Tailors|
|Haberdashers||Wine Merchants||Tinkers||Butchers||Fishmongers||Wool Merchants||Beer Merchants|
|Herbalists||Spice Merchants||Wood sellers||Brothel Keepers||Hay Merchants||Booksellers||Religious Souvenir Sellers|
|Dentists||Naval Outfitters||Grain Merchants||Tobacco Merchants||Magic Merchants|
 Table IV.8-Offices
|Livestock Merchants||Carpenters||Masons||Pawnbroker||Wine Merchants||Doctors, Unlicensed|
|Wool Merchants||Beer Merchants||Spice Merchants||Doctors, Licensed||Copyists||Moneychangers|
|Grain Merchants||Tobacco merchants||Bankers||Slavers||Cartographers||Magic Merchants|
 Table IV.9-Random Structure Generation
|D 100||Administration||Craftsmen||Gates||Market||Merchant||Odor. Business||Patriciate||River/Bridge/ Sea/Ocean||Shantytown||Slums|
|1-10||Religious BC||Inn ABC||Admin. C||Granary C||Warehouse BC||Tavern D||House AB||Workshop D||House C||Tavern BC|
|11-12||Admin. C||Warehouse C||Well CD||Plaza ABC||Warehouse BC||Workshop D||House AB||Workshop D||House CD||Tavern BCD|
|13-14||Religious BC||Shop BCD||Fountain CD||University AB||Warehouse BC||Workshop D||Warehouse AB||Hospital D||House CD||Warehouse C|
|15||Corral C||Shop BC||Cemetery CD||Cistern CD||Warehouse BC||Workshop D||Warehouse AB||Hospital D||House D||Shop CD|
|16||Fountain ABC||Mill CD||Stable ABC||Cemetery ABC||Warehouse BC||Workshop D||Warehouse AB||Religious CD||Workshop BC||Tavern ABC|
|17-21||Religious BC||Mill CD||Shop BC||Garden BC||Warehouse BC||Workshop D||House AB||Religious CD||Workshop C||Tavern BC|
|22-26||Prison D||Workshop CD||Stable BC||Guildhouse CD||Tavern ABC||Well D||House AB||Bath D||Barracks D||Tavern BCD|
|27-36||Guildhouse ABC||Workshop CD||Stable BC||Fountain BC||Tavern ABC||Fountain D||Tavern AB||Bath D||Inn BC||Warehouse C|
|37-46||Hospital BC||Office CD||Inn CD||Fountain BC||Shop ABC||House ABC||Shop AB||Bath D||Workshop CD||Tenement CD|
|47-51||Workshop C||Religious BC||Tavern CD||Well BC||Stable AB||Workshop C||Stable AB||Bath D||Workshop CD||Office ABC|
|52-56||Hospital C||House CD||Warehouse BC||Cistern CD||Office AB||Barracks D||Office AB||Bath D||Workshop D||Shop BC|
|57-61||Religious C||Corral C||House BC||Theater C||Admin. ABC||Inn BC||Inn AB||Admin. C||Workshop D||Stable BC|
|62-66||Religious C||Bath CD||Workshop C||Library AB||Shop ABC||Workshop CD||Religious AB||Well D||House D||Stable BC|
|67-70||Office BC||Bath CD||Inn BC||Guildhouse CD||House AB||Workshop CD||Warehouse AB||Fountain D||House D||Inn CD|
|71-74||Corral C||Bath CD||Warehouse CD||Well ABC||Religious AB||Workshop D||Warehouse AB||Cemetery CD||House D||Tavern CD|
|75-76||Admin. C||Bath CD||Workshop CD||Bath BC||Inn ABC||Workshop D||Garden AB||Shop ABC||House D||Warehouse CD|
|77-79||Admin. C||Bath CD||Shop ABC||Bath ABC||Inn ABC||Workshop BC||Bath AB||Workshop C||House D||Shop CD|
|80-81||Admin. C||Admin. C||Workshop C||Bath BC||Shop ABC||Workshop C||Bath AB||Workshop CD||House D||Tenement CD|
|82-83||House C||Granary C||House BCD||Bath ABC||Shop ABC||Barracks D||Restaurant AB||Workshop BC||House D||Tenement CD|
|84-85||House C||Well CD||House C||Admin. C||Shop ABC||Inn BC||Restaurant AB||Tavern CD||House D||Inn CD|
|86-87||House C||Fountain CD||Tavern CD||Admin. C||House AB||Workshop CD||Library AB||Workshop CD||House D||Inn CD|
|88-89||Bath C||Religious ABC||House CD||Admin. C||Religious AB||Workshop CD||Hospital AB||House D||House D||Workshop CD|
|90-91||Well C||House BC||House D||Admin. C||Bath AB||Workshop D||Admin. BC||Workshop BC||House D||Hospital CD|
|92||Fountain C||Workshop B||Tenement D||Admin. C||Bath AB||Workshop D||Fountain AB||Workshop C||House D||Hospital CD|
|93||Restaurant ABC||Workshop BC||Tavern D||Bath BC||Bath AB||House ABC||Fountain AB||Barracks D||House D||Religious BC|
|94||Hospital BC||Workshop CD||Tavern D||Well BCD||Fountain ABC||Workshop C||Well AB||Tavern BC||House D||Religious BC|
|95||Workshop C||Hospital ABC||Warehouse D||Fountain BCD||Fountain ABC||Warehouse CD||House AB||House CD||House D||Corral C|
|96||Hospital C||Workshop C||Shop D||Granary C||Well ABC||Tavern BC||Cemetery AB||House CD||Tavern D||Bath CD|
|97||Inn ABC||Barracks D||Workshop D||Infirmary C||Cistern C||House CD||Cistern B||House D||Tavern D||Bath CD|
|98||Warehouse C||Workshop BC||Workshop D||Coliseum BC||Granary C||House CD||Granary C||Workshop BC||Tavern D||Bath CD|
|99||Shop BCD||Workshop CD||Inn D||House ABC||Guildhouse ABC||House D||Plaza AB||Workshop C||Tavern D||Bath CD|
|100||Shop BC||Tavern ABC||Inn D||Tenement C||Plaza ABC||House D||University AB||Barracks D||Tavern D||Bath CD|
 Table IV.10-Professions
D10,000 1-1660 1661-2821 2822-3982 3983-4949 4950-5280 5281-5512 5513-5744 5745-5937 5938-6130 6131-6295 6296-6423 6424-6538 6539-6653 6654-6768 6769-6883 6884-6998 6999-7113 7114-7210 7211-7307 7308-7400 7401-7493 7494-7586 7587-7664 7665-7737 7738-7810 7811-7883 7884-7956 7957-8023 8024-8081 8082-8139 8140-8197 8198-8255 8256-8307 8308-8354 8355-8401 8402-8448 8449-8495 8496-8542 8543-8589 8590-8636 8637-8683 8684-8730 Profession Beggers Housewives, Househusbands Laborers Elderly/Infirm Servers (taverns, inns, restaurants) Guards (private) Clergy members Peddlers Porters Apprentices Domestic Servants Guards (city, governmental) Journeymen Mercenaries Sailors Students Thieves Cobblers Furniture Makers Clothiers, Used Grocers Warehousers Officials Dairy sellers Furriers Launderers Prostitutes Bricklayers Livestock merchants Slaves Tailors Weavers Pages Barbers Basket Makers Carpenters Drapers Flowersellers Guides/touts Paper/Parchmentmakers Potters T avern Keepers Incidence Rate (1 in X) 7 10 10 12 35 50 50 60 60 70 90 100 100 100 100 100 100 120 120 125 125 125 150 160 160 160 160 175 200 200 200 200 225 250 250 250 250 250 250 250 250 250
D10,000 8731-8772 8773-8811 8812-8844 8845-8877 8878-8910 8911-8939 8940-8965 8966-8988 8989-9011 9012-9034 9035-9057 9058-9079 9080-9101 9102-9122 9123-9143 9144-9164 9165-9183 9184-9202 9203-9221 9222-9240 9241-9257 9258-9274 9275-9290 9291-9305 9306-9320 9321-9335 9336-9350 9351-9364 9365-9377 9378-9390 9391-9403 9404-9416 9417-9428 9429-9440 9441-9452 9453-9464 9465-9476 9477-9488 9489-9500 9501-9512 9513-9523 9524-9534
Profession Wheelwrights Jewelers Caravaner Masons Bakers Soapmakers Cooks Chandlers Rat Catchers Traveler Watercarriers Coopers Mercers Pastry Makers Engravers Pawnbroker Grooms Midwives Haberdashers Wine Merchants Scabbard Makers Silversmiths Tinkers Butchers Doctors, Unlicensed Fishmongers Saddlers and Spurriers Purse Makers Blacksmiths Goldsmiths Toymakers Wool Merchants Artists Beer Merchants Fishers Herbalists Leatherworkers Nannies, Governesses Plasterers Spice Merchants Rope Makers Tanners
Incidence Rate (1 in X) 275 300 350 350 350 400 450 500 500 500 500 520 520 560 560 560 600 600 620 620 700 700 750 800 800 800 800 850 900 900 900 900 1000 1000 1000 1000 1000 1000 1000 1000 1100 1100
D10,000 9535-9544 9545-9554 9555-9564 9565-9574 9575-9584 9585-9594 9595-9604 9605-9613 9614-9622 9623-9631 9632-9640 9641-9648 9649-9656 9657-9664 9665-9672 9673-9680 9681-9688 9689-9696 9697-9704 9705-9712 9713-9720 9721-9728 9729-9736 9737-9743 9744-9750 9751-9757 9758-9764 9765-9771 9772-9778 9779-9785 9786-9791 9792-9797 9798-9803 9804-9809 9810-9815 9816-9821 9822-9827 9828-9833 9834-9839 9840-9845 9846-9851 Profession Buckle Makers Cutlers Fullers Glaziers Harness Makers Painters Roofers Woodcarvers Woodsellers Inn Keepers Doctors, Licensed Mendicants Bathers Brothel Keepers Copyists Glass Makers Hay Merchants Instrument Makers Locksmiths Millers Rug Makers Sculptors Storytellers Acrobats, Tumblers Jesters Jongleurs Minstrels Teachers Bleachers Shipmakers Bookbinders Moneychangers Bowyer/Fletchers Brewers Glove Makers Vintner Booksellers Gardeners Girdlers Religious souvenir sellers Sage/scholar Incidence Rate (1 in X) 1120 1200 1200 1200 1200 1200 1200 1250 1250 1300 1360 1400 1500 1500 1500 1500 1500 1500 1500
D10,000 9852-9857 9858-9863 9864-9869 9870-9875 9876-9880 9881-9885 9886-9890 9891-9895 9896-9900 9901-9905 9906-9910 9911-9915 9916-9919 9920-9923 9924-9927 9928-9931 9932-9935 9936-9939 9940-9943
Profession Skinners Wetnurses Armorers Weaponsmiths Advocates (lawyers) Distillers Historians Illuminators Judges Librarians Perfumer Tilers Dentists Engineers Navel Outfitters Potionmakers Satirists Undertakers Writers Professors Restaurantiers Architects Astrologers Clock Makers Grain Merchants Navigators/Pathfinder T Collectors ax Taxidermists Tobacco merchants Vestment Makers Alchemists Bankers Diplomats Slavers T own Criers Bellmakers Cartographers Dye Makers Inventors Magic Merchants
Incidence Rate (1 in X) 2000 2000 2100 2100 2200 2500 2500 2500 2500 2500 2500 2500 3000 3000 3000 3000 3000 3000 3000 3500 3500 4000 4000 4000 4000 4000 4000 4000 4000 4000 4500 4500 4500 4500 4500 5000 5000 5000 6000 12000
9944-9946 1500 1500 1500 1600 1600 1600 1600 1650 1680 1700 1800 1800 1900 1900 1900 1900 2000 2000 2000 2000 2000
9947-9949 9950-9952 9953-9955 9956-9958 9959-9961 9962-9964 9965-9967 9968-9970 9971-9973 9974-9976 9977-9979 9980-9982 9983-9985 9986-9988 9989-9991 9992-9993 9994-9995 9996-9997 9998-9999 10000
 Table IV.11
Guilds Guild Architects & Engineers Profession Architects Engineers Armorers & Locksmiths Armorers Locksmiths Artists Artists Painters Satirists Sculptors Writers Bakers Bookbinders & Papermakers Bakers Pastry Makers Bookbinders Booksellers Paper/ Parchmentmakers Bowyers & Fletchers Brewers, Distillers, & Vintners Bowyer/Fletchers Brewers Distillers Vintner Brothel Keepers Bathers Brothel Keepers Builders Carpenters Plasterers Roofers Butchers Casters Butchers Bellmakers Engravers Goldsmiths Silversmiths Chandlers Chandlers Soapmakers Clay & Stone Workers Bricklayers Masons Potters Tilers Incidence Rate 4000 3000 2100 1500 1000 1200 3000 1500 3000 350 560 1800 2000 250 1900 1900 2500 1900 1500 1500 250 1000 1200 800 5000 560 900 700 500 400 175 350 250 2500
Guild Clerks & Scribes
Profession Copyists Illuminators
Incidence Rate 1500 2500 2000 1900 520 2500 850 200 4000 120 520 1100 1680 250 5000 1200 1500 200 4500 1800 560 4000 1000 800 900 1120 1200 700 2100 160 1500 1200 1200 800 ===
Clothing & Accessories
Girdlers Glove Makers Mercers Perfumer Purse Makers Tailors Vestment Makers
Cobblers Coopers Cordwainers Dyers & Weavers
Cobblers Coopers Leatherworkers Bleachers Drapers Dye Makers Fullers Rug Makers Weavers
Bankers Moneychangers Pawnbroker Tax Collectors
Forgers & Smiths
Blacksmiths Buckle Makers Cutlers Scabbard Makers Weaponsmiths
Furriers Glass Workers
Furriers Glass Makers Glaziers
Harness Makers & Saddlers
Harness Makers Saddlers and Spurriers
Guild Profession Incidence Rate
Guild Merchants Continued
Profession Spice Merchants Tobacco merchants Wine Merchants Woodsellers Wool Merchants
Incidence Rate 1000 4000 620 1250 900 1600 1500 1600 1600 1600 1500 2200 1360 2500 2500 3500 1650 2500 3500 2000 1700 1000 2000 1100 4000 600 4000 6000 900 500 275 250 120 120 1250
Inn Keepers Restauranteurs Tavern Keepers
1300 3500 250 900 300 700 160 4500 4000 12000 3000 5000 3000 1100 4000 250 3000 800 1000 600 1000 2000 125 160 250 4000 125 620 1500 200 12000 1500 2500 2000 4500
Goldsmiths Jewelers Silversmiths
Music & Performers
Acrobats, Tumblers Instrument Makers Jesters Jongleurs Minstrels Storytellers
Launderers Alchemists Astrologers Magic Merchants Potionmakers
Map Makers & Surveyors Mariners
Cartographers Navigators/Pathfinders Naval Outfitters Rope Makers
Advocates (lawyers) Doctors, Licensed Judges Librarians Professors Teachers
Barbers Dentists Doctors, Unlicensed Herbalists Midwives
Historians Professors Sage/scholar
Beer Merchants Booksellers Clothiers, Used Dairy sellers Flowersellers Grain Merchants Grocers Haberdashers Hay Merchants Livestock merchants Magic Merchants Millers Perfumer Religious Souvenir Sellers Slavers
Shipwrights Skinners & Tanners
Shipmakers Leatherworkers Skinners Tanners Taxidermists
Stable Keepers Tinkerers
Grooms Clock Makers Inventors Toymakers
Watermen Wheel Wrights Wicker Workers
Watercarriers Wheelwrights Basket Makers Furniture Makers
Furniture Makers Woodcarvers