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2024-03-28T17:59:53Z
User contributions
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https://www.dandwiki.com/w/index.php?title=User_talk:Jkat718&diff=655088
User talk:Jkat718
2014-02-19T17:42:29Z
<p>Jkat718: Deleted /* Welcome */</p>
<hr />
<div>== Thank you for the grammar clean up on Objectum Summoner ==<br />
<br />
Thank you for the grammar clean up on Objectum Summoner. I can read my own work a hundred times and the mind automatically sees what was intended, not always what was written. ([[User:Honorlord|Honorlord]] ([[User talk:Honorlord|talk]]) 02:58, 7 February 2014 (MST))<br />
:You're welcome, Honor! If you ever want someone to proof your writing, just drop me a message. I'm happy to help! [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 08:11, 7 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Jkat718&diff=655045
User talk:Jkat718
2014-02-19T12:29:17Z
<p>Jkat718: </p>
<hr />
<div>== Thank you for the grammar clean up on Objectum Summoner ==<br />
<br />
Thank you for the grammar clean up on Objectum Summoner. I can read my own work a hundred times and the mind automatically sees what was intended, not always what was written. ([[User:Honorlord|Honorlord]] ([[User talk:Honorlord|talk]]) 02:58, 7 February 2014 (MST))<br />
:You're welcome, Honor! If you ever want someone to proof your writing, just drop me a message. I'm happy to help! [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 08:11, 7 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User:Jkat718&diff=655039
User:Jkat718
2014-02-19T09:57:45Z
<p>Jkat718: Created page with "Hello! My name is Jason K. You can call me Jason, kat, jkat, or whatever you like. Please drop me a message if you want some help proofreading or formatting, I'm happy to help!"</p>
<hr />
<div>Hello! My name is Jason K. You can call me Jason, kat, jkat, or whatever you like. Please drop me a message if you want some help proofreading or formatting, I'm happy to help!</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=Talk:Yondalla&diff=655038
Talk:Yondalla
2014-02-19T09:56:13Z
<p>Jkat718: Created page with "Why is Yondalla's alignment listed as Chaotic Neutral? In the 3e Player's Handbook, it lists her alignment as Lawful Good. ~~~~"</p>
<hr />
<div>Why is Yondalla's alignment listed as Chaotic Neutral? In the 3e Player's Handbook, it lists her alignment as Lawful Good. [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 02:56, 19 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=Saint_Cuthbert&diff=655036
Saint Cuthbert
2014-02-19T09:51:22Z
<p>Jkat718: Extremely minor formatting issue</p>
<hr />
<div>'''Title(s)''' St Cuthbert of the Cudgel<br />
<br />
'''Home plane''' Peaceable Kingdoms of Arcadia<br />
<br />
'''Power level''' Intermediate<br />
<br />
'''Alignment''' Lawful Neutral (Lawful Good)<br />
<br />
'''Portfolio''' Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline<br />
<br />
'''Domains''' Destruction, Domination, Law, Protection, Strength<br />
<br />
'''Fictional history'''<br />
<br />
Rumored to have once been a mortal man, Saint Cuthbert is an intermediate deity. His alignment has been variously interpreted as lawful neutral (lawful good tendencies) and lawful good (lawful neutral tendencies). Saint Cuthbert hates evil, but is more concerned with law and order, with converting the uninformed, and preventing backsliding among the faithful.<br />
<br />
'''Realm'''<br />
<br />
When they shed their mortal coils, those who worshiped the saint in life go to Saint Cuthbert's divine realm, called the Basilica of Saint Cuthbert or the Bastion of Law. This realm is in Arcadia. Souls there act as silent observers while the saint gives out judgments from his Seat of Truth. Saint Cuthbert seldom leaves his plane unless some great duty calls him forth.<br />
<br />
'''Scriptures'''<br />
<br />
''Saint Cuthbert and Common Sense.'' This short book, normally no more than thirty pages long, uses simple language to explain the tenets of Saint Cuthbert's faith. Some personal interpretation is permitted, but the essentials (obey the law, be good, and use common sense) remain the same. Those who fail at living up to the Saint's virtues are advised to turn to their communities for advice and support, and to pray to Saint Cuthbert to clear up their confusion. Copies of Saint Cuthbert and Common Sense are normally written by hand in easy-to-read letters, sometimes with simple drawings. Gilded illuminations and elaborate calligraphy are not in harmony with the Cuthbertine aesthetic.<br />
<br />
''Tales of the Vulgar Fool. ''This book is considered foul heresy in the eyes of Cuthbertines, particularly the Order of the Stars, who try to suppress it whenever it is encountered. It takes the traditional Cuthbertine parables of the Wise Fool and twists them so that instead of overcoming his problems with common sense, he indulges in thievery and lechery. Non-Cuthbertines see these stories as humorous parodies of uptight Cuthbertine homilies, but the church does not approve. A small minority of the faithful take the Tales of the Vulgar Fool to heart and incorporate their "advice" into their lives, and this is the sort of thing the Order of the Stars tries to stamp out.<br />
<br />
''Worshipers''<br />
<br />
Cuthbertines (that is, worshipers of Saint Cuthbert) are most prevalent in the central Flanaess. The saint has churches in Dyvers, Furyondy, the Gran March, the Free City of Greyhawk, Keoland, Perrenland, the Shield Lands, Tenh, the Principality of Ulek, the County of Urnst, the Duchy of Urnst, Veluna, and Verbobonc. These churches can be large cathedrals, but most commonly are wayside shrines and small, rude chapels.<br />
On other planes, Saint Cuthbert is the most favored god of the Harmonium faction, who appreciate the god's uncompromising nature. The current leader of the faction, Faith, is a cleric of Saint Cuthbert.<br />
<br />
'''Clergy'''<br />
<br />
Saint Cuthbert's priesthood is divided into three major orders.<br />
<br />
The Chapeaux, whose symbol is a crumpled hat, seek to convert people into their faith. They are equally divided between lawful good and lawful neutral characters. Paladins of Saint Cuthbert, known as Votaries or Communicants, have an honorary position in the Order of the Chapeaux. Their role is not just to convert others, but to actually fight enemies of the faith.<br />
<br />
The Stars, whose symbol is a starburst, seek to enforce doctrinal purity among those already dedicated to the saint. Most are lawful neutral, and they do not shy from using mind-reading magic in order to ensure that even the private thoughts of their flock are pure.<br />
<br />
The Billets are the most numerous of Saint Cuthbert's clergy. Most are lawful good, and they seek to minister to and protect the faithful. These are well-beloved by the common folk. Their symbol is a wooden club. The Chapeaux often come into conflict with the Billets, because the former order wants to seek new converts while the latter wants to care for the worshipers they already have.<br />
<br />
'''Minor orders'''<br />
There are a few lesser-known orders of St. Cuthbert.<br />
'L'Ordre de la Croix-Rose Veritas, or the Order of the Rosy Cross of Truth, was founded in 587 (CY), after the Greyhawk Wars. It was founded by Ormus, a former priest of Rao only just converted to Saint Cuthbert's faith himself. When Ormus discovered an evil warlord had been corrupted by a devil in disguise, he founded the new order in order to track down other devils living among mortals in disguise. The order has three branches: La Croix-Vert, La Croix-Blanc, and La Croix-Bleu.<br />
<br />
The Society of the Sanctified Mind focuses on ridding the world of evil psionicists. It was founded c. 561 CY by a cleric of Saint Cuthbert named Sir Jeremy Costineux, after his home village was enslaved by illithids. This society is a knightly order rather than a strictly religious one, and people of a wide variety of character classes belong to it.<br />
<br />
'''Temples'''<br />
<br />
Saint Cuthbert's churches can be large cathedrals, but most commonly are wayside shrines and small, crude chapels.<br />
The monastery-fortress of St. Cuthbert in the canton of Clatspurgen, Perrenland was the center of resistance to Iggwilv's tyranny between 481-491 CY, protecting the valley through which the Velverdyva river left the realm.<br />
<br />
'''Holy days'''<br />
<br />
''Saint Cuthbert's Day. ''Celebrated on the 4th day of Growfest, Saint Cuthbert's Day is the largest festival celebrated by Saint Cuthbert's church. It involves locals and pilgrims gathering at a city's gate at dawn and parading and singing along a major road until they reach the local shrine or temple. Children swipe at everyone within reach with switches in a custom known as "the cleansing." At their destination, a cleric brings out a replica of the Mace of Cuthbert and there is a great feast from noon until dusk, and then a bonfire from sundown until midnight that the faithful believe can remove curses and misfortune.<br />
<br />
''Breadgiving Day.'' This is a new event that began only after the Greyhawk Wars, originally as a charitable event for refugees. Subsequently it has become a day dedicated to feeding the hungry in general. Cuthbertines take the opportunity to preach and gain converts, and provide security for the event. The faiths of Pelor and Rao also participate.<br />
<br />
<br />
***Copied from Wikipedia ...http://en.wikipedia.org/wiki/Saint_Cuthbert_(Dungeons_%26_Dragons)<br />
<br />
[[Category:CC-BY-SA]]<br />
[[Category:DnD]]<br />
[[Category:Deity]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=Vecna_(3.5e_Deity)&diff=655035
Vecna (3.5e Deity)
2014-02-19T09:51:14Z
<p>Jkat718: </p>
<hr />
<div>'''Title(s)''' The Arch-Lich, the Chained God, the Maimed God, Master of the Spider Throne, the Whispered One, the Dying King, the Lord of the Rotted Tower, the Undying King<br />
<br />
'''Home plane''' Prime Material (Oerth)<br />
<br />
'''Power level''' Lesser<br />
<br />
'''Alignment''' Neutral Evil<br />
<br />
'''Portfolio''' Destructive and Evil Secrets, Magic, Hidden Knowledge, Intrigue<br />
<br />
'''Domains''' Evil, Knowledge, Magic<br />
<br />
'''Symbol''' eye in the palm of a left hand<br />
<br />
'''Description'''<br />
<br />
Vecna is usually depicted as a powerful magician resembling a desiccated corpse missing his left hand and eye. A constant theme in the adventures in which the character appears is Vecna's never-ending quest for power, ending, should he succeed, with Vecna as the only deity in existence.<br />
<br />
'''Dogma'''<br />
<br />
Scriptures<br />
Being a secretive cult, there are no real collections of Vecnan teachings. However, copies of the Book of Vile Darkness are highly prized by the cult for Vecna's role in that work's development. The Open Grave book offers the "Scroll of Mauthereign", which offers a twisted version of Vecna's history and tells his followers that committing evil acts is a holy and righteous act.<br />
<br />
'''Worshippers'''<br />
<br />
Vecna's cult is very secretive, and cells have been uncovered, at various points in history, in Diamond Lake, Greyhawk, and Verbobonc. Temples to Vecna have also been reported in the Pomarj town of Highport and Erelhei-Cinlu, the debased city at the heart of the Vault of the Drow.<br />
<br />
'''Hierarchy'''<br />
<br />
Each position in Vecna's cult is named for a certain body part. At the top is Vecna himself, followed by the Voice of Vecna, which can only be filled by Vecna's manifestation.<br />
<br />
Next is the Heart of Vecna, the high priest of the cult. The last known Heart of Vecna was Diraq Malcinex of Ket, who was slain by adventurers in 581 CY.<br />
Immediately below the Heart of Vecna are two bizarre monsters known as the Hand and the Eye. The Eye of Vecna creature appears as a slender humanoid with an eyeball for a head, whereas the Hand of Vecna appears as a stocky humanoid with a huge left hand where its head should be.<br />
Individual congregations are known as organs. Each organ is led by a Thought of Vecna. Lesser priests are known as Memories of Vecna.<br />
<br />
Lay members of the cult consist of the Teeth, Fingers, Blood, and Spawn of Vecna. The Teeth of Vecna are made up of wizards, and specialize in arcane spellcasting and crafting magical items for the cult. The Fingers of Vecna consist mainly of thieves, who engage in various forms of subterfuge. The Blood of Vecna are mainly warriors charged with protection and enforcement of the cult and its goals. The Spawn of Vecna are the lowest in the cult hierarchy, and consist of the common people who honor the Lich Lord.<br />
<br />
In 4th edition, the Open Grave book shows the leader of the cult of Vecna is a Lich named Mauthereign. Even when Osterneth, the Bronze Lich, is Vecna's mightiest servant, her position is not revealed among his files.<br />
<br />
'''Other Vecnan organizations'''<br />
<br />
Other Vecnan organizations are known to exist outside of the mainstream cult, and some may have similar or identical names. Relations between these groups and the mainstream cult may vary. Known examples are the Eyes of Vecna (a cult of undeath consisting mainly of rogues), the Fingers of Vecna (Vecna's personal guard), and the Ebon Triad (a heretical cult seeking to merge Vecna, Hextor, and Erythnul into a single entity).<br />
In 4th edition, a secret group known as the Keepers of the Forbidden Lore is devoted to Vecna. Unlike most Vecna worshippers, the Keepers reject most of the nasty and evil rituals and beliefs associated with the God; they worship Him as the God of Secrets, and believe that there is some knowledge too evil for the world to know. They instead hunt down secrets and information they deem to be too dangerous for the world at large and keep it secret in the name of Vecna. This puts them in opposition to mainstream followers of Vecna who regard the Keepers as heretics, and makes them enemies of Ioun and her followers, who believe all knowledge should be available for everybody and the moral obligations on how to use it rest on the shoulders of the individuals involved.<br />
<br />
<br />
<br />
<br />
Copied from Wikipedia http://en.wikipedia.org/wiki/Vecna<br />
<br />
[[Category:CC-BY-SA]]<br />
[[Category:DnD]]<br />
[[Category:Deity]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=Vecna_(3.5e_Deity)&diff=655034
Vecna (3.5e Deity)
2014-02-19T09:48:51Z
<p>Jkat718: </p>
<hr />
<div>'''Title(s)''' The Arch-Lich, the Chained God, the Maimed God, Master of the Spider Throne, the Whispered One, the Dying King, the Lord of the Rotted Tower, the Undying King<br />
'''Home plane '''Prime Material (Oerth)<br />
'''Power level''' Lesser<br />
'''Alignment''' Neutral Evil<br />
'''Portfolio''' Destructive and Evil Secrets, Magic, Hidden Knowledge, Intrigue<br />
'''Domains''' Evil, Knowledge, Magic<br />
'''Symbol''' eye in the palm of a left hand<br />
<br />
<br />
'''Description'''<br />
<br />
Vecna is usually depicted as a powerful magician resembling a desiccated corpse missing his left hand and eye. A constant theme in the adventures in which the character appears is Vecna's never-ending quest for power, ending, should he succeed, with Vecna as the only deity in existence.<br />
<br />
<br />
'''Dogma'''<br />
<br />
Scriptures<br />
Being a secretive cult, there are no real collections of Vecnan teachings. However, copies of the Book of Vile Darkness are highly prized by the cult for Vecna's role in that work's development. The Open Grave book offers the "Scroll of Mauthereign", which offers a twisted version of Vecna's history and tells his followers that committing evil acts is a holy and righteous act.<br />
<br />
<br />
'''Worshippers'''<br />
<br />
Vecna's cult is very secretive, and cells have been uncovered, at various points in history, in Diamond Lake, Greyhawk, and Verbobonc. Temples to Vecna have also been reported in the Pomarj town of Highport and Erelhei-Cinlu, the debased city at the heart of the Vault of the Drow.<br />
<br />
<br />
'''Hierarchy'''<br />
<br />
Each position in Vecna's cult is named for a certain body part. At the top is Vecna himself, followed by the Voice of Vecna, which can only be filled by Vecna's manifestation.<br />
<br />
Next is the Heart of Vecna, the high priest of the cult. The last known Heart of Vecna was Diraq Malcinex of Ket, who was slain by adventurers in 581 CY.<br />
Immediately below the Heart of Vecna are two bizarre monsters known as the Hand and the Eye. The Eye of Vecna creature appears as a slender humanoid with an eyeball for a head, whereas the Hand of Vecna appears as a stocky humanoid with a huge left hand where its head should be.<br />
Individual congregations are known as organs. Each organ is led by a Thought of Vecna. Lesser priests are known as Memories of Vecna.<br />
<br />
Lay members of the cult consist of the Teeth, Fingers, Blood, and Spawn of Vecna. The Teeth of Vecna are made up of wizards, and specialize in arcane spellcasting and crafting magical items for the cult. The Fingers of Vecna consist mainly of thieves, who engage in various forms of subterfuge. The Blood of Vecna are mainly warriors charged with protection and enforcement of the cult and its goals. The Spawn of Vecna are the lowest in the cult hierarchy, and consist of the common people who honor the Lich Lord.<br />
<br />
In 4th edition, the Open Grave book shows the leader of the cult of Vecna is a Lich named Mauthereign. Even when Osterneth, the Bronze Lich, is Vecna's mightiest servant, her position is not revealed among his files.<br />
<br />
'''Other Vecnan organizations'''<br />
<br />
<br />
Other Vecnan organizations are known to exist outside of the mainstream cult, and some may have similar or identical names. Relations between these groups and the mainstream cult may vary. Known examples are the Eyes of Vecna (a cult of undeath consisting mainly of rogues), the Fingers of Vecna (Vecna's personal guard), and the Ebon Triad (a heretical cult seeking to merge Vecna, Hextor, and Erythnul into a single entity).<br />
In 4th edition, a secret group known as the Keepers of the Forbidden Lore is devoted to Vecna. Unlike most Vecna worshippers, the Keepers reject most of the nasty and evil rituals and beliefs associated with the God; they worship Him as the God of Secrets, and believe that there is some knowledge too evil for the world to know. They instead hunt down secrets and information they deem to be too dangerous for the world at large and keep it secret in the name of Vecna. This puts them in opposition to mainstream followers of Vecna who regard the Keepers as heretics, and makes them enemies of Ioun and her followers, who believe all knowledge should be available for everybody and the moral obligations on how to use it rest on the shoulders of the individuals involved.<br />
<br />
<br />
<br />
<br />
Copied from Wikipedia http://en.wikipedia.org/wiki/Vecna<br />
<br />
[[Category:CC-BY-SA]]<br />
[[Category:DnD]]<br />
[[Category:Deity]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=654519
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-15T17:31:18Z
<p>Jkat718: </p>
<hr />
<div>{{wikify|Formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Wards {from most dense to least dense} !! Building Style<br />
|-<br />
| Align="left" | Shanty Towns || D<br />
|- class="even"<br />
| Align="left" | Slums || D <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Craftsmen || BCD <br />
|- class="even"<br />
| Align="left" | Odoriferous Businesses || CD <br />
|-<br />
| Align="left" | Administration || BC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Merchant || BCD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
<br />
{| border="0"<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.6-Workshops ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
| style="width:100px;" |<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.7-Shops ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
| style="width:100px;" |<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.8-Offices ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || 275 <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11-Guilds ===<br />
<br />
{| border="0"<br />
| style="text-align:center; vertical-align:top"| <br />
{|class="d20" | border="1"<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 3000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 3000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 3000 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Bakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 350 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Bookbinders & Papermakers <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Brothel Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | Brothel Keepers || 1500 <br />
|-<br />
|}<br />
|-<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 350 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
|}<br />
|-<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Cobblers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|-<br />
|}<br />
{|class="d20" | border="1"<br />
! colspan="2" | Coopers<br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Coopers || 520 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Cordwainers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|-<br />
| Align="left" | Rug Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Weavers || 200 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Furriers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Glass Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
|}<br />
|-<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Hostelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1300 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 3500 <br />
|-<br />
| Align="left" | Tavern Keepers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Jewelers || 300 <br />
|-<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 4500 <br />
|- class="even"<br />
| Align="left" | Astrologers || 4000 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Potionmakers ||3000 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 5000 <br />
|-<br />
|}<br />
{|class="d20" | border="1"<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Navigators/Pathfinders || 3000 <br />
|- class="even"<br />
| Align="left" | Naval Outfitters || 1100 <br />
|-<br />
| Align="left" | Rope Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 250 <br />
|- class="even"<br />
| Align="left" | Dentists || 3000 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 800 <br />
|- class="even"<br />
| Align="left" | Herbalists || 1000 <br />
|-<br />
| Align="left" | Midwives || 600 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top"; rowspan="3" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Clothiers, Used || 125 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 160 <br />
|-<br />
| Align="left" | Flower Sellers || 250 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 4000 <br />
|-<br />
| Align="left" | Grocers || 125 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 620 <br />
|-<br />
| Align="left" | Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 200 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Millers || 1500 <br />
|-<br />
| Align="left" | Perfumer || 2500 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2000 <br />
|-<br />
| Align="left" | Slavers || 4500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 1000 <br />
|-<br />
| Align="left" | Tobacco Merchants || 4000 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 620 <br />
|-<br />
| Align="left" | Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 900 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 16000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 15000 <br />
|-<br />
| Align="left" | Jesters || 1600 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 1600 <br />
|-<br />
| Align="left" | Minstrels || 1600 <br />
|- class="even"<br />
| Align="left" | Storytellers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 2200 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 1360 <br />
|-<br />
| Align="left" | Judges || 2500 <br />
|- class="even"<br />
| Align="left" | Librarians || 2500 <br />
|-<br />
| Align="left" | Professors || 3500 <br />
|- class="even"<br />
| Align="left" | Teachers || 1650 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 2500 <br />
|- class="even"<br />
| Align="left" | Professors || 3500 <br />
|-<br />
| Align="left" | Sage/Scholar || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Shipwrights <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1700 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1000 <br />
|- class="even"<br />
| Align="left" | Skinners || 2000 <br />
|-<br />
| Align="left" | Tanners || 1100 <br />
|- class="even"<br />
| Align="left" | Taxidermists || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Stable Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Grooms || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 4000 <br />
|- class="even"<br />
| Align="left" | Inventors || 6000 <br />
|-<br />
| Align="left" | Toymakers || 900 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Watermen<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 500 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Wheel Wrights<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Wheelwrights || 275 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Wicker Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | Furniture Makers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Wood Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 1250<br />
|}<br />
|}<br />
<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=653938
User talk:Marasmusine
2014-02-10T16:59:32Z
<p>Jkat718: /* City Guide/Generating */</p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
<br />
If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] P.S. In the future, I would like to fix the other sections of the Magical Medieval City Guide. If you are willing to give it, any help would be greatly appreciated. ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)<br />
:So...I just found the actual book ''A Magical Medieval City Guide'', and made it look g as close to the book as I could without it losing the "wiki" feel.<br />
::That's good work, it looks fine. A further refinement could be arranging some of the smaller tables into two or three columns (so there's less scrolling). I'll give that a try later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:01, 7 February 2014 (MST)<br />
:::After much hard work (aka. looking through Wikipedia tutorials) I got three of the Tables to be in the same line. It's less to scroll through, but it doesn't look very good... Maybe if the space in between the tables was reduced? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 23:45, 9 February 2014 (MST)<br />
::::Hmm, on my screen there's six columns. I'll have a go. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:03, 10 February 2014 (MST)<br />
:::::I was talking about tables IV.6, IV.7, and IV.8. The tables in IV.11 are in six columns, yes. [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 06:51, 10 February 2014 (MST)<br />
::::::Three columns looks fine. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:58, 10 February 2014 (MST)<br />
:::::::Thanks. Should I remove the template for Formatting Issues? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 09:59, 10 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=653885
User talk:Marasmusine
2014-02-10T13:51:07Z
<p>Jkat718: </p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
<br />
If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] P.S. In the future, I would like to fix the other sections of the Magical Medieval City Guide. If you are willing to give it, any help would be greatly appreciated. ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)<br />
:So...I just found the actual book ''A Magical Medieval City Guide'', and made it look g as close to the book as I could without it losing the "wiki" feel.<br />
::That's good work, it looks fine. A further refinement could be arranging some of the smaller tables into two or three columns (so there's less scrolling). I'll give that a try later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:01, 7 February 2014 (MST)<br />
:::After much hard work (aka. looking through Wikipedia tutorials) I got three of the Tables to be in the same line. It's less to scroll through, but it doesn't look very good... Maybe if the space in between the tables was reduced? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 23:45, 9 February 2014 (MST)<br />
::::Hmm, on my screen there's six columns. I'll have a go. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:03, 10 February 2014 (MST)<br />
:::::I was talking about tables IV.6, IV.7, and IV.8. The tables in IV.11 are in six columns, yes. [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 06:51, 10 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653865
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-10T07:29:49Z
<p>Jkat718: Rearranged tables in Table IV.11-Guilds.</p>
<hr />
<div>{{wikify|Tables need wikifying, formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Wards {from most dense to least dense} !! Building Style<br />
|-<br />
| Align="left" | Shanty Towns || D<br />
|- class="even"<br />
| Align="left" | Slums || D <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Craftsmen || BCD <br />
|- class="even"<br />
| Align="left" | Odoriferous Businesses || CD <br />
|-<br />
| Align="left" | Administration || BC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Merchant || BCD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
<br />
{| border="0"<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.6-Workshops ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
| style="width:100px;" |<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.7-Shops ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
| style="width:100px;" |<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.8-Offices ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || 275 <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11-Guilds ===<br />
<br />
{| border="0"<br />
| style="text-align:center; vertical-align:top"| <br />
{|class="d20" | border="1"<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 3000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 3000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 3000 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Bakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 350 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Bookbinders & Papermakers <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Brothel Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | Brothel Keepers || 1500 <br />
|-<br />
|}<br />
|-<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 350 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
|}<br />
|-<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Cobblers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|-<br />
|}<br />
{|class="d20" | border="1"<br />
! colspan="2" | Coopers<br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Coopers || 520 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Cordwainers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|-<br />
| Align="left" | Rug Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Weavers || 200 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Furriers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Glass Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
|}<br />
|-<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Hostelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1300 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 3500 <br />
|-<br />
| Align="left" | Tavern Keepers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Jewelers || 300 <br />
|-<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 4500 <br />
|- class="even"<br />
| Align="left" | Astrologers || 4000 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Potionmakers ||3000 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 5000 <br />
|-<br />
|}<br />
{|class="d20" | border="1"<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Navigators/Pathfinders || 3000 <br />
|- class="even"<br />
| Align="left" | Naval Outfitters || 1100 <br />
|-<br />
| Align="left" | Rope Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 250 <br />
|- class="even"<br />
| Align="left" | Dentists || 3000 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 800 <br />
|- class="even"<br />
| Align="left" | Herbalists || 1000 <br />
|-<br />
| Align="left" | Midwives || 600 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top"; rowspan="3" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Clothiers, Used || 125 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 160 <br />
|-<br />
| Align="left" | Flower Sellers || 250 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 4000 <br />
|-<br />
| Align="left" | Grocers || 125 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 620 <br />
|-<br />
| Align="left" | Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 200 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Millers || 1500 <br />
|-<br />
| Align="left" | Perfumer || 2500 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2000 <br />
|-<br />
| Align="left" | Slavers || 4500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 1000 <br />
|-<br />
| Align="left" | Tobacco Merchants || 4000 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 620 <br />
|-<br />
| Align="left" | Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 900 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 16000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 15000 <br />
|-<br />
| Align="left" | Jesters || 1600 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 1600 <br />
|-<br />
| Align="left" | Minstrels || 1600 <br />
|- class="even"<br />
| Align="left" | Storytellers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 2200 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 1360 <br />
|-<br />
| Align="left" | Judges || 2500 <br />
|- class="even"<br />
| Align="left" | Librarians || 2500 <br />
|-<br />
| Align="left" | Professors || 3500 <br />
|- class="even"<br />
| Align="left" | Teachers || 1650 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 2500 <br />
|- class="even"<br />
| Align="left" | Professors || 3500 <br />
|-<br />
| Align="left" | Sage/Scholar || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Shipwrights <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1700 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1000 <br />
|- class="even"<br />
| Align="left" | Skinners || 2000 <br />
|-<br />
| Align="left" | Tanners || 1100 <br />
|- class="even"<br />
| Align="left" | Taxidermists || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Stable Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Grooms || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 4000 <br />
|- class="even"<br />
| Align="left" | Inventors || 6000 <br />
|-<br />
| Align="left" | Toymakers || 900 <br />
|-<br />
|}<br />
| style="width:10px; text-align:center; vertical-align:top" |<br />
{|class="d20" | border="1"<br />
! colspan="2" | Watermen<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 500 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Wheel Wrights<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Wheelwrights || 275 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Wicker Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | Furniture Makers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20" | border="1"<br />
! colspan="2" | Wood Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 1250<br />
|}<br />
|}<br />
<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=653860
User talk:Marasmusine
2014-02-10T06:45:37Z
<p>Jkat718: /* City Guide/Generating */</p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
<br />
If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] P.S. In the future, I would like to fix the other sections of the Magical Medieval City Guide. If you are willing to give it, any help would be greatly appreciated. ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)<br />
:So...I just found the actual book ''A Magical Medieval City Guide'', and made it look g as close to the book as I could without it losing the "wiki" feel.<br />
::That's good work, it looks fine. A further refinement could be arranging some of the smaller tables into two or three columns (so there's less scrolling). I'll give that a try later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:01, 7 February 2014 (MST)<br />
:::After much hard work (aka. looking through Wikipedia tutorials) I got three of the Tables to be in the same line. It's less to scroll through, but it doesn't look very good... Maybe if the space in between the tables was reduced? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 23:45, 9 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=653859
User talk:Marasmusine
2014-02-10T06:45:10Z
<p>Jkat718: /* City Guide/Generating */</p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
<br />
If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] P.S. In the future, I would like to fix the other sections of the Magical Medieval City Guide. If you are willing to give it, any help would be greatly appreciated. ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)<br />
:So...I just found the actual book ''A Magical Medieval City Guide'', and made it look g as close to the book as I could without it losing the "wiki" feel.<br />
::That's good work, it looks fine. A further refinement could be arranging some of the smaller tables into two or three columns (so there's less scrolling). I'll give that a try later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:01, 7 February 2014 (MST)<br />
::After much hard work (aka. looking through Wikipedia tutorials) I got three of the Tables to be in the same line. It's less to scroll through, but it doesn't look very good... Maybe if the space in between the tables was reduced? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 23:45, 9 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653858
D&D Wiki:Sandbox
2014-02-10T06:42:28Z
<p>Jkat718: Replaced content with "This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line! ''Last cleaned by ..."</p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --></div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653857
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-10T06:40:07Z
<p>Jkat718: Placed tables IV.6, IV.7, and IV.8 in one line.</p>
<hr />
<div>{{wikify|Tables need wikifying, formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Wards {from most dense to least dense} !! Building Style<br />
|-<br />
| Align="left" | Shanty Towns || D<br />
|- class="even"<br />
| Align="left" | Slums || D <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Craftsmen || BCD <br />
|- class="even"<br />
| Align="left" | Odoriferous Businesses || CD <br />
|-<br />
| Align="left" | Administration || BC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Merchant || BCD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
<br />
{| border="0"<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.6-Workshops ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
| style="width:100px;" |<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.7-Shops ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
| style="width:100px;" |<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.8-Offices ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || 275 <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11-Guilds ===<br />
<br />
{|class="d20"<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 3000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 350 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bookbinders & Papermakers <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brothel Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | Brothel Keepers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 350 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cobblers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Coopers<br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Coopers || 520 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cordwainers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|-<br />
| Align="left" | Rug Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Weavers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Furriers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Glass Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Hostelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1300 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 3500 <br />
|-<br />
| Align="left" | Tavern Keepers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Jewelers || 300 <br />
|-<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 4500 <br />
|- class="even"<br />
| Align="left" | Astrologers || 4000 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Potionmakers ||3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 5000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Navigators/Pathfinders || 3000 <br />
|- class="even"<br />
| Align="left" | Naval Outfitters || 1100 <br />
|-<br />
| Align="left" | Rope Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 250 <br />
|- class="even"<br />
| Align="left" | Dentists || 3000 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 800 <br />
|- class="even"<br />
| Align="left" | Herbalists || 1000 <br />
|-<br />
| Align="left" | Midwives || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Clothiers, Used || 125 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 160 <br />
|-<br />
| Align="left" | Flower Sellers || 250 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 4000 <br />
|-<br />
| Align="left" | Grocers || 125 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 620 <br />
|-<br />
| Align="left" | Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 200 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Millers || 1500 <br />
|-<br />
| Align="left" | Perfumer || 2500 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2000 <br />
|-<br />
| Align="left" | Slavers || 4500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 1000 <br />
|-<br />
| Align="left" | Tobacco Merchants || 4000 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 620 <br />
|-<br />
| Align="left" | Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 16000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 15000 <br />
|-<br />
| Align="left" | Jesters || 1600 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 1600 <br />
|-<br />
| Align="left" | Minstrels || 1600 <br />
|- class="even"<br />
| Align="left" | Storytellers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 2200 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 1360 <br />
|-<br />
| Align="left" | Judges || 2500 <br />
|- class="even"<br />
| Align="left" | Librarians || 2500 <br />
|-<br />
| Align="left" | Professors || 3500 <br />
|- class="even"<br />
| Align="left" | Teachers || 1650 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 2500 <br />
|- class="even"<br />
| Align="left" | Professors || 3500 <br />
|-<br />
| Align="left" | Sage/Scholar || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Shipwrights <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1000 <br />
|- class="even"<br />
| Align="left" | Skinners || 2000 <br />
|-<br />
| Align="left" | Tanners || 1100 <br />
|- class="even"<br />
| Align="left" | Taxidermists || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Stable Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Grooms || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 4000 <br />
|- class="even"<br />
| Align="left" | Inventors || 6000 <br />
|-<br />
| Align="left" | Toymakers || 900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Watermen<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Wheel Wrights<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Wheelwrights || 275 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Wicker Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | Furniture Makers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20" <br />
! colspan="2" | Wood Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 1250<br />
|}<br />
<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653856
D&D Wiki:Sandbox
2014-02-10T06:39:04Z
<p>Jkat718: </p>
<hr />
<div>{| border="0"<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.6-Workshops ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
| style="width:100px;" |<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.7-Shops ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
| style="width:100px;" |<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.8-Offices ==<br />
<br />
{| class="d20" | border="1"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
|}</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653854
D&D Wiki:Sandbox
2014-02-10T06:35:58Z
<p>Jkat718: </p>
<hr />
<div>{| border="0"<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.6-Workshops ==<br />
<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
| style="text-align:center; vertical-align:top"| <br />
== Table IV.7-Shops ==<br />
<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
| style="text-align:center; vertical-align:top"| == Table IV.8-Offices ==<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
|}</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653853
D&D Wiki:Sandbox
2014-02-10T06:16:38Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
<br />
=== Table IV.6-Workshops ===<br />
{| class="d20 floatleft"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
<br />
=== Table IV.7-Shops ===<br />
{| class="d20 floatright"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.8-Offices ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653852
D&D Wiki:Sandbox
2014-02-10T06:13:27Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
<br />
=== Table IV.6-Workshops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
<br />
=== Table IV.7-Shops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.8-Offices ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Jkat718&diff=653642
User talk:Jkat718
2014-02-07T15:13:57Z
<p>Jkat718: /* Welcome to D&D Wiki! */</p>
<hr />
<div>== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello Jkat718 and welcome to D&D Wiki. I hope you have been enjoying D&D Wiki and I hope you have been finding the information here useful. Before you start contributing it is recommended that you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
;Questions:<br />
If you have any questions about a specific page please ask it on that page's talk page. If you have a D&D-related question please ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be found [[Meta Pages#Administration|here]]. If your question does not fit into one of the above possibilities or you need to contact another user please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Meta Pages#Help Pages|Help pages]] also provide help in areas that have been decided as requiring additional explanation.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I am sure you will find it rather nice. To enable the community to function [[Meta Pages#Policies|policies]] are in effect. Most importantly follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything and do not delete content. Also, to ensure people know who posted what, please sign your name after a post with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community and welcome again, you are now a D&D Wikian. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 02:54, 2 October 2013 (MDT)<br />
:I know we're not supposed to delete content, but can I remove this? It's just the standard welcome message. [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 08:13, 7 February 2014 (MST)<br />
<br />
== Thank you for the grammar clean up on Objectum Summoner ==<br />
<br />
Thank you for the grammar clean up on Objectum Summoner. I can read my own work a hundred times and the mind automatically sees what was intended, not always what was written. ([[User:Honorlord|Honorlord]] ([[User talk:Honorlord|talk]]) 02:58, 7 February 2014 (MST))<br />
:You're welcome, Honor! If you ever want someone to proof your writing, just drop me a message. I'm happy to help! [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 08:11, 7 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Jkat718&diff=653640
User talk:Jkat718
2014-02-07T15:11:47Z
<p>Jkat718: /* Thank you for the grammar clean up on Objectum Summoner */</p>
<hr />
<div>== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello Jkat718 and welcome to D&D Wiki. I hope you have been enjoying D&D Wiki and I hope you have been finding the information here useful. Before you start contributing it is recommended that you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
;Questions:<br />
If you have any questions about a specific page please ask it on that page's talk page. If you have a D&D-related question please ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be found [[Meta Pages#Administration|here]]. If your question does not fit into one of the above possibilities or you need to contact another user please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Meta Pages#Help Pages|Help pages]] also provide help in areas that have been decided as requiring additional explanation.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I am sure you will find it rather nice. To enable the community to function [[Meta Pages#Policies|policies]] are in effect. Most importantly follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything and do not delete content. Also, to ensure people know who posted what, please sign your name after a post with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community and welcome again, you are now a D&D Wikian. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 02:54, 2 October 2013 (MDT)<br />
<br />
== Thank you for the grammar clean up on Objectum Summoner ==<br />
<br />
Thank you for the grammar clean up on Objectum Summoner. I can read my own work a hundred times and the mind automatically sees what was intended, not always what was written. ([[User:Honorlord|Honorlord]] ([[User talk:Honorlord|talk]]) 02:58, 7 February 2014 (MST))<br />
:You're welcome, Honor! If you ever want someone to proof your writing, just drop me a message. I'm happy to help! [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 08:11, 7 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=653609
User talk:Marasmusine
2014-02-07T07:36:05Z
<p>Jkat718: /* City Guide/Generating */</p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
<br />
If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] P.S. In the future, I would like to fix the other sections of the Magical Medieval City Guide. If you are willing to give it, any help would be greatly appreciated. ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)<br />
:So...I just found the actual book ''A Magical Medieval City Guide'', and made it look g as close to the book as I could without it losing the "wiki" feel.</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653608
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-07T07:30:22Z
<p>Jkat718: Fixed minor formatting errors in Table IV.11</p>
<hr />
<div>{{wikify|Tables need wikifying, formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Wards {from most dense to least dense} !! Building Style<br />
|-<br />
| Align="left" | Shanty Towns || D<br />
|- class="even"<br />
| Align="left" | Slums || D <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Craftsmen || BCD <br />
|- class="even"<br />
| Align="left" | Odoriferous Businesses || CD <br />
|-<br />
| Align="left" | Administration || BC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Merchant || BCD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
=== Table IV.6-Workshops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
<br />
=== Table IV.7-Shops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.8-Offices ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || 275 <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11-Guilds ===<br />
<br />
{|class="d20"<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 3000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 350 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bookbinders & Papermakers <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brothel Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | Brothel Keepers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 350 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cobblers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Coopers<br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Coopers || 520 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cordwainers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|-<br />
| Align="left" | Rug Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Weavers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Furriers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Glass Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Hostelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1300 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 3500 <br />
|-<br />
| Align="left" | Tavern Keepers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Jewelers || 300 <br />
|-<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 4500 <br />
|- class="even"<br />
| Align="left" | Astrologers || 4000 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Potionmakers ||3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 5000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Navigators/Pathfinders || 3000 <br />
|- class="even"<br />
| Align="left" | Naval Outfitters || 1100 <br />
|-<br />
| Align="left" | Rope Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 250 <br />
|- class="even"<br />
| Align="left" | Dentists || 3000 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 800 <br />
|- class="even"<br />
| Align="left" | Herbalists || 1000 <br />
|-<br />
| Align="left" | Midwives || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Clothiers, Used || 125 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 160 <br />
|-<br />
| Align="left" | Flower Sellers || 250 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 4000 <br />
|-<br />
| Align="left" | Grocers || 125 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 620 <br />
|-<br />
| Align="left" | Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 200 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Millers || 1500 <br />
|-<br />
| Align="left" | Perfumer || 2500 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2000 <br />
|-<br />
| Align="left" | Slavers || 4500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 1000 <br />
|-<br />
| Align="left" | Tobacco Merchants || 4000 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 620 <br />
|-<br />
| Align="left" | Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 16000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 15000 <br />
|-<br />
| Align="left" | Jesters || 1600 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 1600 <br />
|-<br />
| Align="left" | Minstrels || 1600 <br />
|- class="even"<br />
| Align="left" | Storytellers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 2200 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 1360 <br />
|-<br />
| Align="left" | Judges || 2500 <br />
|- class="even"<br />
| Align="left" | Librarians || 2500 <br />
|-<br />
| Align="left" | Professors || 3500 <br />
|- class="even"<br />
| Align="left" | Teachers || 1650 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 2500 <br />
|- class="even"<br />
| Align="left" | Professors || 3500 <br />
|-<br />
| Align="left" | Sage/Scholar || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Shipwrights <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1000 <br />
|- class="even"<br />
| Align="left" | Skinners || 2000 <br />
|-<br />
| Align="left" | Tanners || 1100 <br />
|- class="even"<br />
| Align="left" | Taxidermists || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Stable Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Grooms || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 4000 <br />
|- class="even"<br />
| Align="left" | Inventors || 6000 <br />
|-<br />
| Align="left" | Toymakers || 900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Watermen<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Wheel Wrights<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Wheelwrights || 275 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Wicker Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | Furniture Makers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20" <br />
! colspan="2" | Wood Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 1250<br />
|}<br />
<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653607
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-07T07:28:06Z
<p>Jkat718: Altered Table IV.11 to match the book.</p>
<hr />
<div>{{wikify|Tables need wikifying, formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Wards {from most dense to least dense} !! Building Style<br />
|-<br />
| Align="left" | Shanty Towns || D<br />
|- class="even"<br />
| Align="left" | Slums || D <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Craftsmen || BCD <br />
|- class="even"<br />
| Align="left" | Odoriferous Businesses || CD <br />
|-<br />
| Align="left" | Administration || BC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Merchant || BCD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
=== Table IV.6-Workshops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
<br />
=== Table IV.7-Shops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.8-Offices ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || 275 <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11 ===<br />
<br />
'''Guilds'''<br />
{|class="d20"<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 3000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 350 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bookbinders & Papermakers <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brothel Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | Brothel Keepers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 350 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cobblers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Coopers<br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Coopers || 520 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cordwainers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|-<br />
| Align="left" | Rug Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Weavers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Furriers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Glass Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Hostelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1300 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 3500 <br />
|-<br />
| Align="left" | Tavern Keepers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Jewelers || 300 <br />
|-<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 4500 <br />
|- class="even"<br />
| Align="left" | Astrologers || 4000 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Potionmakers ||3000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 5000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Navigators/Pathfinders || 3000 <br />
|- class="even"<br />
| Align="left" | Naval Outfitters || 1100 <br />
|-<br />
| Align="left" | Rope Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 250 <br />
|- class="even"<br />
| Align="left" | Dentists || 3000 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 800 <br />
|- class="even"<br />
| Align="left" | Herbalists || 1000 <br />
|-<br />
| Align="left" | Midwives || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Clothiers, Used || 125 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 160 <br />
|-<br />
| Align="left" | Flower Sellers || 250 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 4000 <br />
|-<br />
| Align="left" | Grocers || 125 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 620 <br />
|-<br />
| Align="left" | Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 200 <br />
|-<br />
| Align="left" | Magic Merchants || 12000 <br />
|- class="even"<br />
| Align="left" | Millers || 1500 <br />
|-<br />
| Align="left" | Perfumer || 2500 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2000 <br />
|-<br />
| Align="left" | Slavers || 4500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 1000 <br />
|-<br />
| Align="left" | Tobacco Merchants || 4000 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 620 <br />
|-<br />
| Align="left" | Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 16000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 15000 <br />
|-<br />
| Align="left" | Jesters || 1600 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 1600 <br />
|-<br />
| Align="left" | Minstrels || 1600 <br />
|- class="even"<br />
| Align="left" | Storytellers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 2200 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 1360 <br />
|-<br />
| Align="left" | Judges || 2500 <br />
|- class="even"<br />
| Align="left" | Librarians || 2500 <br />
|-<br />
| Align="left" | Professors || 3500 <br />
|- class="even"<br />
| Align="left" | Teachers || 1650 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 2500 <br />
|- class="even"<br />
| Align="left" | Professors || 3500 <br />
|-<br />
| Align="left" | Sage/Scholar || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Shipwrights <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1000 <br />
|- class="even"<br />
| Align="left" | Skinners || 2000 <br />
|-<br />
| Align="left" | Tanners || 1100 <br />
|- class="even"<br />
| Align="left" | Taxidermists || 4000 <br />
|-<br />
|}<br />
<br />
<br />
! colspan="2" | Stable Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Grooms || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 4000 <br />
|- class="even"<br />
| Align="left" | Inventors || 6000 <br />
|-<br />
| Align="left" | Toymakers || 900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Watermen<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Wheel Wrights<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Wheelwrights || 275 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Wicker Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | Furniture Makers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20" <br />
! colspan="2" | Wood Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 1250<br />
|}<br />
<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653605
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-07T07:18:46Z
<p>Jkat718: Rearranged Table IV.11 to match the book.</p>
<hr />
<div>{{wikify|Tables need wikifying, formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Wards {from most dense to least dense} !! Building Style<br />
|-<br />
| Align="left" | Shanty Towns || D<br />
|- class="even"<br />
| Align="left" | Slums || D <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Craftsmen || BCD <br />
|- class="even"<br />
| Align="left" | Odoriferous Businesses || CD <br />
|-<br />
| Align="left" | Administration || BC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Merchant || BCD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
=== Table IV.6-Workshops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
<br />
=== Table IV.7-Shops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.8-Offices ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || 275 <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11 ===<br />
<br />
'''Guilds'''<br />
{|class="d20"<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 2000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 250 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bookbinders & Papermakers <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brothel Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | Brothel Keepers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 250 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cobblers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Coopers<br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Coopers || 520 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cordwainers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|-<br />
| Align="left" | Rug Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Weavers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Furriers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Glass Makers || 1500 <br />
|- class="even"<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Hostelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1700 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 1000 <br />
|-<br />
| Align="left" | Tavern Keepers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 1100 <br />
|- class="even"<br />
| Align="left" | Jewelers || 4000 <br />
|-<br />
| Align="left" | Silversmiths || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 120 <br />
|- class="even"<br />
| Align="left" | Astrologers || 1250 <br />
|-<br />
| Align="left" | Magic Merchants || 1200 <br />
|- class="even"<br />
| Align="left" | Potionmakers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Navigators/Pathfinders || 900 <br />
|- class="even"<br />
| Align="left" | Naval Outfitters || 200 <br />
|-<br />
| Align="left" | Rope Makers || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 2000 <br />
|- class="even"<br />
| Align="left" | Dentists || 1100 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 4000 <br />
|- class="even"<br />
| Align="left" | Herbalists || 250 <br />
|-<br />
| Align="left" | Midwives || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 4000 <br />
|-<br />
| Align="left" | Clothiers, Used || 620 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 1250 <br />
|-<br />
| Align="left" | Flower Sellers || 900 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 1600 <br />
|-<br />
| Align="left" | Grocers || 1500 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 1600 <br />
|-<br />
| Align="left" | Hay Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 1600 <br />
|-<br />
| Align="left" | Magic Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Millers || 2200 <br />
|-<br />
| Align="left" | Perfumer || 1260 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2500 <br />
|-<br />
| Align="left" | Slavers || 2500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 2500 <br />
|-<br />
| Align="left" | Tobacco Merchants || 1650 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 2500 <br />
|-<br />
| Align="left" | Woodsellers || 2500 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 4000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 6000 <br />
|-<br />
| Align="left" | Jesters || 900 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 500 <br />
|-<br />
| Align="left" | Minstrels || 275 <br />
|- class="even"<br />
| Align="left" | Storytellers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 160 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 4500 <br />
|-<br />
| Align="left" | Judges || 4000 <br />
|- class="even"<br />
| Align="left" | Librarians || 12000 <br />
|-<br />
| Align="left" | Professors || 2000 <br />
|- class="even"<br />
| Align="left" | Teachers || 5000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 800 <br />
|- class="even"<br />
| Align="left" | Professors || 1000 <br />
|-<br />
| Align="left" | Sage/Scholar || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Shipwrights <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Leatherworkers || 2000 <br />
|- class="even"<br />
| Align="left" | Skinners || 125 <br />
|-<br />
| Align="left" | Tanners || 160 <br />
|- class="even"<br />
| Align="left" | Taxidermists || 250 <br />
|-<br />
|}<br />
<br />
<br />
! colspan="2" | Stable Keepers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Grooms || 125 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 620 <br />
|- class="even"<br />
| Align="left" | Inventors || 1500 <br />
|-<br />
| Align="left" | Toymakers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Watermen<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 12000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Wheel Wrights<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Wheelwrights || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Wicker Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 2000 <br />
|-<br />
| Align="left" | Basket Makers || 2500 <br />
|}<br />
<br />
{|class="d20" <br />
! colspan="2" | Wood Workers<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 2000 <br />
|-<br />
| Align="left" | Woodcarvers || 4500<br />
|}<br />
<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=653601
User talk:Marasmusine
2014-02-07T06:53:33Z
<p>Jkat718: </p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
<br />
If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] P.S. In the future, I would like to fix the other sections of the Magical Medieval City Guide. If you are willing to give it, any help would be greatly appreciated. ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=653593
User talk:Marasmusine
2014-02-07T04:10:13Z
<p>Jkat718: /* City Guide/Generating */</p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
<br />
If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)<br />
:P.S. In the future, I would like to fix the other sections of the Magical Medieval City Guide. If you are willing to give it, any help would be greatly appreciated.</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=653592
User talk:Marasmusine
2014-02-07T04:07:47Z
<p>Jkat718: </p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
<br />
If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=Talk:A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653591
Talk:A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-07T03:22:20Z
<p>Jkat718: </p>
<hr />
<div>I "Wikifyed" the Tables on this page, and did some minor formatting to the other sections. I think that the "Formatting Issues" template can be removed, but would like a second opinion before I go ahead and do so. --[[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 15:19, 6 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=Objectum_Apello_(3.5e_Class)&diff=653585
Objectum Apello (3.5e Class)
2014-02-07T01:52:05Z
<p>Jkat718: Fixed some awkward phrasing, minor grammar corrections.</p>
<hr />
<div><br />
:Objectum: Something thrown down or presented (to the mind).<br />
:Apello: To call, name, summon.<br />
<br />
''All we can want or need can be delivered by the power of our mind.''<br />
-philosophy of the under-gods<br />
~ anonymous <br />
<br />
== Objectum Apello ==<br />
The Objectum Apello is not a great melee class or a great caster class in battle, but is a balanced character with a reasonable support role in battle. This summoner has a greater role between fights supporting a team by providing resources for use both in and out of combat. Any scroll, potion, wand, or magical or psionic enhancement that an Objectum Apello brings forth, they can also use. For other characters, class, race, or other restrictions will apply. <br />
Objectum Apellos are born with their ability and while they train and work to improve and refine their skills, it is said they are the result of being born of an untraceable lineage of the Apello power. As a child, the summoner discovered that, when they really wanted some things, they would just appear, perhaps something as simple as an apple when they were hungry. Over time they focused and worked this talent until they chose to make it their profession. The bloodlines of the Apello never go away, however they may skip generations, but they will eventually rise to the surface again.<br />
<br />
=== Making an Objectum Apello ===<br />
<br />
'''Abilities:''' An Objectum Apello should have scores of 14 in Intelligence, Wisdom, and Charisma, but it would be best if all ability stats are balanced. Intelligence is needed to have the knowledge of things and how they work, Wisdom allows the Apello to understand the workings of what they experience, and Charisma helps with the innate ability to draw upon the pools of power that surround everything.<br />
<br />
'''Race:''' Any.<br />
<br />
'''Alignment:''' Any. <br />
<br />
'''Starting Gold:''' 4d6 x 10 gp<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: Objectum Apello}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="1" | Potions, Scrolls, <br/> Enhancements<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! Available Spell <br/> Equivalent (see text)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Quick Weapons +1, Spell Resistance, <br/>Summon Scrolls and Potions<br />
|0 and 1<sup>st</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Summon Mundane, Summon Allies<br />
|0 and 1<sup>st</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Summon Weapons, Identification<br />
|2<sup>nd</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Summon Mundane, Summon Armor, <br/> Summon Cohort<br />
|2<sup>nd</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Quick Weapons +2, Quick Armor AC5<br />
|3<sup>rd</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Summon Mounts, Summon Mundane<br />
|3<sup>rd</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Summon Weapons<br />
|4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | Summon Enhanced, Summon Armor<br />
|4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Summon Feast<br />
|5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Quick Weapons +3, Quick Armor AC6, <br/> Summon Enhanced, summon Weapons<br />
|5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | Summon Structure<br />
|6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Summon Mounts, Summon Armor<br />
|6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Summon Feast<br />
|7<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Summon Mounts, Make True<br />
|7<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Quick Weapons +4, Quick Armor AC7, <br/> Summon Weapons<br />
|8<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Summon Armor, Summon Wonderous<br />
|8<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Summon Feast<br />
|9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Summon Mounts, Make True<br />
|9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | Enhance Cohort<br />
|9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Quick Weapons +5, Quick Armor AC8, <br/> Summon Weapons, Summon Armor<br />
|9<sup>th</sup><br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]])[[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]]([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Psionic Device Skill|Use Psionic Device]] ([[SRD:Charisma|Cha]]), .<br />
|}<br />
<br />
== Class Features ==<br />
<br />
'''Weapon and Armor Proficiency:''' An Objectum Apello is proficient with all simple weapons, longswords, rapiers, short swords, scimitars and shortbows. Objectum Apellos cannot wield shields. If the Objectum Apello wears metal armor, they can not summon. An Objectum Apello is subject to summoning failure as spell failure if wearing metal armor. <br />
<br />
'''Summoning Abilities(Su):''' The powers of an Objectum Apello cross the boundaries of magic and psionics. They draw from the plasma of power in the summoners ability to bring forth the objects they bring into reality, and are powered by Wisdom and Charisma. There is no daily preparation, as spells with any material components are all part of the summoning. Every summoning has a 10% chance of resulting in something not quite what was intended. These results are random based on potential distractions or recent events that may have slipped through the summoner's mind. These alterations are at the discretion of the DM. For example: While the Objectum Apello is summoning a rope, someone sets off a display of rainbow lights, resulting in a momentary distraction. The resulting rope sparkles with rainbow colors. This could be bad, if the use was intended for stealth, or it could be good, if you need to see the rope in the dark. A random effect like this can be reproduced in the future.<br />
<br />
The level of the spell and power equivalencies that the Objectum Apello can manifest in his summoning is dependent upon his Wis or Cha score. For divine-based spells, as with a Cleric, his Wisdom must be 10 + the spell level. For Arcane and Psionic spells or powers, as with a Sorcerer, his Cha must be 10 + the spell level. This applies to all potions, scrolls, spell based enhancements, and items with spell based powers, including wondrous items.<br />
<br />
Summonings per day at each level is equal to Wis bonus plus Cha bonus for that Objectum Apello level. Level 0 equivalents are not counted against these totals. The summoning count from a lower level can not apply to a higher level summon, higher level summons can be used for lower level summonings. Example: Jakkum is a level 6 Objectum Apello he has a +2 WIS and a +2 CHA bonus so he can Summon 4 times at each level. He summons a potion type at level 6 for effectiveness, he does summon for mechanical traps for his rogue friend, he does a summon for another potion at level 6 and he does a summon for mounts for his team. He can now only summon at level 5 and below, he has used up his level 6 summonings for the day.<br />
<br />
The summoner will have learned over time that nothing significant is free. What he pulls out of the nether he exchanges for gold. The gold he exchanges is equal to 25gp X level of summoned X Apello level at wich it is summoned. The summoned level can not be below the minimum level required to do the summoning. If the summoner is short on gold, the summoning is proportionately at a higher risk of failure up to 95% failure risk. What is summoned is not permanent, the gold spent is. Excluded from this cost are Cohort, Quick Weapons and Quick Armor.<br />
<br />
Summoned objects with the exception of those listed as special last 4 hours + Objectum Apello level. At level 1 items will last 5 hours unless otherwise specified, and at level 20 they will last 24 hours.<br />
<br />
Summoned items and creatures are subject to dispel and anti magic/psionic effects.<br />
<br />
That which is summoned has a physical presents and is treated as the object it emulates unless otherwise noted.<br />
<br />
Summoning is done based on the summoners experience, the Objectum Apello can summon based on things he has experienced or studied sufficiently to emulate clearly in his mind. He can modify something he wants to summon based on other things he has examined or studied, but if he has never seen or studied a pulley for example he can not summon one. Appropriate Knowledge check may be required if exposure has not occurred during prior campaigning with DM. Common items DC10, Uncommon, DC20, Rare DC 30, Very Rare, DC40 roll requirements determine by DM.<br />
<br />
'''Spell Resistance(Su):''' 10 +WIS or +CHA whichever is higher. Stacks with any added SR<br />
<br />
'''Quick Weapons(Su):''' The Objectum Apello can summon 3 weapons each day that he can use. Equipping and reequipping these weapons is an at will requiring no action time or sequencing. The weapon is a magical/psionic weapon that grows in strength with every 5th level of the Objectum Apello:<br />
::Level 1 +1 (Att/Dmg)<br />
::Level 5 +2<br />
::Level 10 +3<br />
::Level 15 +4<br />
::Level 20 +5<br />
'''Special''' – Does not count against available summonings for the day.<br />
'''NOTE:''' The summoner may want to carry at least a back-up weapon in case of weapons getting dispelled or anti-magic/anti-psionic conditions preventing the use of summoned weapons. <br/>5 min summon <br />
<br />
'''Summon Scrolls and Potions(Su):''' Summon scrolls or potions appropriate to current Objectum Apello level. In order to summon a scroll or potion the summoner must be the level or higher of a caster that could craft the scroll or potion being summoned. The scroll or potion has to be one the summoner has previously handled as an Objectum Apello. The number of scrolls or potions summoned will be 4 plus the number of levels he is above the minimum level required to craft the scroll or potion being summoned up to 20 of the specific scroll or potion. <br />
Example: Mage armor is level a caster level 3 potion, if a level 6 Objectum Apello were to summon these he could summon 7 potions at level 3 counting as 1 summon against the level 3 summonings for the day or 4 potions at level 6 for the added duration of the armor counting as one summon against the level 6 summonings for the day.<br />
As noted above the potion itself will last 4 hr + the Objectum Apello level. The effect if the scroll or potion will start and last accordingly even if it passes the expiration of the potion.<br />
Summoner can not summon less than the quantity of scrolls or potions he is able to summon. <br/>1 min per caster level of the summoning <br />
<br />
'''Summon Mundane Item(Su):''' Summon mundane objects up to 5 lbs per level. Must be items that the summoner has previously encountered, worked with, or gained sufficient knowledge to attempt crafting. Magical/psionic enhancements must be powers that the summoner has had dealings directly with and taken the time to make note in their journals with roll of a 1d20 for success, 1 being a complete failure and 2,3 being a random wrong effect determined by a DM roll for each enhancement.<br />
::Level 2 : 5 min summon - simple objects such as rope, simple tools, simple utensils, torches, food, Water<br />
::Level 4 : 10 min summon - Basic complex objects such as backpacks, saddles, tents, lit torches<br />
::Level 6 : 15 min summon - complex objects with working parts or activating mechanisms.<br />
<br />
'''Summon Allies:''' Objectum Apello can summon 1 willing subject to his location per two levels in Objectum Apello class. Communication with the individual or group should be made to be sure individuals are ready and willing the summoned allies must be in the same plane. <br/>3 min Summon<br />
<br />
'''Summon weapons(Su):''' Summon weapons that others can use, 6 of the same item with each summon, range weapons will come with 50 of appropriate projectiles. 10 min Summoning time<br />
::Level 3 : Simple and Martial weapons +1 magical/psionic<br />
::Level 7 : Simple, Martial and exotic + 2 magical/psionic<br />
::Level 10 : +3<br />
::Level 15 : +4<br />
::Level 20 : +5 <br/>5 min summon <br />
<br />
'''Identification(Sp):''' The Objectum Apello is able to identify items and their magical/psionic properties as a spell-like ability 3 +Wis bonus times per day.<br />
<br />
'''Summon Armor(Su):''' Summon 6 sets of armor for allies or friends Starting at level 4. 15 min Summoning time. <br />
::Level 4 : Mundane AC based on type of armor<br />
::Level 8 : Magical/Psionic AC +1<br />
::Level 12 : Magical/Psionic AC +2<br />
::Level 16 : Magical/Psionic AC +3<br />
::Level 20 : Magical/Psionic AC +4 <br/>5 min summon <br />
<br />
'''Summon Cohort(Su):''' The Objectum Apello Can Summon a bonded companion each morning at 2 levels below his own level from any summon monster or summon natures ally list as long as it is something he has seen or encountered previously. The summoner is mentally linked to this creature and can control it or give it control of its actions. This creature is a manifestation of the summoners mind and only lasts an hour after the Objectum Apellos enters a sleep or rest period. If the Objectum Apello is knocked unconscious this companion will vanish and a new one will have to be summoned. If the Summon Cohort is kill or dies the Objectum Apello takes 25% of his unaltered total hit points in damage.<br />
As a bonded companion the summoner can dismiss and recall this companion at will through the day. This companion must remain within 100 feet of the summoner, moving outside of that range acts as dismissing. <br/>'''Special''' – The first summon each day does not count against available summonings for the day. If there is a need to summon a new cohort it will count against the total for the level at which the summoning is done. <br/>1 min summon <br />
<br />
'''Quick Armor(Su):''' Summon armor as part of morning routine that works like Quick Weapons. The appearance can be changed at will. At level 5 this armor has a magical/psionic AC of 5 and add one for each 5 levels gained. Also provides +1 SR per iteration. Can not be worn with other armor, but does stack with magic or psionic AC effects. <br />
::Level 5 AC5 +1 SR<br />
::Level 10 AC6 +2 SR<br />
::Level 15 AC7 +3 SR<br />
::Level 20 AC8 +4 SR <br/>'''Special''' – Does not count against available summonings for the day. <br/>'''NOTE:''' The summoner may want to carry at least back-up armor in case of armor getting dispelled or anti-magic/anti-psionic conditions preventing the use of summoned armor. <br/>5 min summon <br />
<br />
'''Summon Mounts(Su):''' Summon mounts up to 1 mount per Apello level. <br />
::Level 6 : 10 min summon : fast horses double normal mount speed<br />
::Level 12 : 15 min Summon : 1 mount per 2 Apello levels winged mounts, fly speed 70(average)<br />
::Level 18 : 20 min Summon : Armored mounts +2 AC to mounts<br />
<br />
'''Summon Enhanced Item(Su):''' As Summon Mundane Item - The Objectum Apello gains the ability to enhance summoned items with effects, psionic or magical abilities as an extension and following the rules of Summon Mundane. As an example, a backpack that gives the wearer +2 strength, enabling them to carry more.<br />
::Level 8 : 20 min summon - Enhanced Item: objects enhanced with a magical or psionic quality or 10 charges of magic or psionic power available at half the Objectum Apellos level<br />
::Level 10 : 30 min summon – Improved Enhanced Item: objects enhanced a magical or psionic quality or 20 charges of magic or psionic power available up to 2 levels below Objectum Apello level<br />
::Level 14 : 45 min summon – Greater Enhancement : up to 3 enhancements on one item. This allows 3 Enhance Item effects or 1 Improved Enhance Item and 1 Enhanced Item on the same item.<br />
<br />
'''Summon Feast(Su):''' Summon a banquet tables, chairs, dishes and utensils with a full feast laid out on it. Heals lost HP equal to the Apello's level, repairs 1d4 ability damage. 30 min summoning time, 1 hour to consume meal.<br />
::Level 9 serves 10<br />
::Level 13 serves 25<br />
::Level 17 serves 100<br />
<br />
'''Summon Structure(Su):''' The Objectum Apello can summon a building up to 50ft cube plus 10ft cube per level. <br/>1 hour summoning time.<br />
<br />
'''Summon Wondrous Item(Su):''' Objectum Apello gains the ability to summon any wondrous item that he has experienced(sufficiently to have taken the time to be able to identify the item and effects) or has sufficient knowledge to get a clear mental image. This includes one of a kind items, the summoned item will not be the original, but it can be an replica with crafted abilities.<br />
<br />
'''Make True(Su):''' The Objective Apello gains the ability to make up to 5 summonings permanent in a single day, but each use of this ability takes 3 days to recover one usage spent. Once whatever has been summoned is made true it can no longer be dispelled, negated or eliminated by anti-magic or anti-psionic effects. Magical, psionic or special effects are subject to the same parameters as if the true object were the original object it is emulating.<br />
So for clarity: Jakkum is an Objectum Apello. He decides to make the sword summoning he did for his team true and spends one usage of Make True. As long as he does not spend any more usages in three days he will be back up to 5 available usages of this ability. Jakkum realizes that his team may get split up on their quest and they could each be operating solo possibly for days so he also makes the stack of bandages he summoned true and divides them among the group. Now it will take 6 days before he is back up to 5 available usages. If he actually spends all 5 usages available, it will recover at a rate of 1 usage every 3 days or 15 days before he has all 5 available again.<br />
<br />
'''Enhance Cohort(Su):''' You are able to enhance your summoned cohort with up to 4 spell like abilities up to a caster level 5 levels below your Objectum Apello level that have been experienced by the Apello.<br />
<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653566
D&D Wiki:Sandbox
2014-02-06T22:19:18Z
<p>Jkat718: Replaced content with "This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line! ''Last cleaned by ..."</p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --></div>
Jkat718
https://www.dandwiki.com/w/index.php?title=Talk:A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653565
Talk:A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-06T22:19:13Z
<p>Jkat718: Remove "Formatting Issues" Template? Y/N.</p>
<hr />
<div>I "Wikifyed" the Tables on this page, and did some minor formatting to the other sections. I think that the "Formatting Issues" template can be removed, but would like a second opinion before I go ahead and do so.<br />
<br />
--[[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 15:19, 6 February 2014 (MST)</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=Talk:A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653563
Talk:A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-06T22:18:48Z
<p>Jkat718: Remove "Formatting Issues" Template? Y/N.</p>
<hr />
<div>I "Wikifyed" the Tables on this page, and did some minor formatting to the other sections. I think that the "Formatting Issues" template can be removed, but would like a second opinion before I go ahead and do so.</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653562
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-06T22:16:00Z
<p>Jkat718: Made Table IV.11 into a Table.</p>
<hr />
<div>{{wikify|Tables need wikifying, formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Ward !! Building Styles<br />
|-<br />
| Align="left" | Admin || BC<br />
|- class="even"<br />
| Align="left" | Craftsmen || BCD <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | Merchant || ABC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Odor. Business || CD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Shantytown || D <br />
|- class="even"<br />
| Align="left" | Slums || D<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
|- scope="row" colspan="4" | Community Size<br />
! Align="left" | !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
=== Table IV.6-Workshops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
<br />
=== Table IV.7-Shops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.8-Offices ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || ? <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11 ===<br />
<br />
'''Guilds'''<br />
{|class="d20"<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 2000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bakers, Bookbinders & Papermakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 250 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brothel Keepers & Bathers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brothel Keepers || 1500 <br />
|- class="even"<br />
| Align="left" | Bathers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 250 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|- class="even"<br />
| Align="left" | Coopers || 520 <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | Rug Makers || 1500 <br />
|-<br />
| Align="left" | Weavers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Furriers & Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|- class="even"<br />
| Align="left" | Glass Makers || 1500 <br />
|-<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 4000 <br />
|-<br />
| Align="left" | Clothiers, Used || 620 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 1250 <br />
|-<br />
| Align="left" | Flower Sellers || 900 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 1600 <br />
|-<br />
| Align="left" | Grocers || 1500 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 1600 <br />
|-<br />
| Align="left" | Hay Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 1600 <br />
|-<br />
| Align="left" | Magic Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Millers || 2200 <br />
|-<br />
| Align="left" | Perfumer || 1260 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2500 <br />
|-<br />
| Align="left" | Slavers || 2500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 2500 <br />
|-<br />
| Align="left" | Tobacco Merchants || 1650 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 2500 <br />
|-<br />
| Align="left" | Woodsellers || 2500 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Hostellers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1700 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 1000 <br />
|-<br />
| Align="left" | Tavern Keepers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 1100 <br />
|- class="even"<br />
| Align="left" | Jewelers || 4000 <br />
|-<br />
| Align="left" | Silversmiths || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 4000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 6000 <br />
|-<br />
| Align="left" | Jesters || 900 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 500 <br />
|-<br />
| Align="left" | Minstrels || 275 <br />
|- class="even"<br />
| Align="left" | Storytellers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 120 <br />
|- class="even"<br />
| Align="left" | Astrologers || 1250 <br />
|-<br />
| Align="left" | Magic Merchants || 1200 <br />
|- class="even"<br />
| Align="left" | Potion Makers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 250 <br />
|- class="even"<br />
| Align="left" | Navigators/Pathfinders || 900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Naval Outfitters || 200 <br />
|- class="even"<br />
| Align="left" | Rope Makers || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 160 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 4500 <br />
|-<br />
| Align="left" | Judges || 4000 <br />
|- class="even"<br />
| Align="left" | Librarians || 12000 <br />
|-<br />
| Align="left" | Professors || 2000 <br />
|- class="even"<br />
| Align="left" | Teachers || 5000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 2000 <br />
|- class="even"<br />
| Align="left" | Dentists || 1100 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 4000 <br />
|- class="even"<br />
| Align="left" | Herbalists || 250 <br />
|-<br />
| Align="left" | Midwives || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 800 <br />
|- class="even"<br />
| Align="left" | Professors || 1000 <br />
|-<br />
| Align="left" | Sage/Scholar || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Shipwrights, Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1000 <br />
|- class="even"<br />
| Align="left" | Leatherworkers || 2000 <br />
|-<br />
| Align="left" | Skinners || 125 <br />
|- class="even"<br />
| Align="left" | Tanners || 160 <br />
|-<br />
| Align="left" | Taxidermists || 250 <br />
|- class="even"<br />
| Align="left" | Stable Keepers || 4000 <br />
|-<br />
| Align="left" | Grooms || 125 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 620 <br />
|- class="even"<br />
| Align="left" | Inventors || 1500 <br />
|-<br />
| Align="left" | Toymakers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 12000 <br />
|- class="even"<br />
| Align="left" | Wheelwrights || 1500 <br />
|-<br />
| Align="left" | Basket Makers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 2000 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 4500<br />
|}<br />
<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653561
D&D Wiki:Sandbox
2014-02-06T22:14:27Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
{|class="d20"<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 2000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bakers, Bookbinders & Papermakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 250 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Brothel Keepers & Bathers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brothel Keepers || 1500 <br />
|- class="even"<br />
| Align="left" | Bathers || 1500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 250 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|- class="even"<br />
| Align="left" | Coopers || 520 <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | Rug Makers || 1500 <br />
|-<br />
| Align="left" | Weavers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Furriers & Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|- class="even"<br />
| Align="left" | Glass Makers || 1500 <br />
|-<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 4000 <br />
|-<br />
| Align="left" | Clothiers, Used || 620 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 1250 <br />
|-<br />
| Align="left" | Flower Sellers || 900 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 1600 <br />
|-<br />
| Align="left" | Grocers || 1500 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 1600 <br />
|-<br />
| Align="left" | Hay Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 1600 <br />
|-<br />
| Align="left" | Magic Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Millers || 2200 <br />
|-<br />
| Align="left" | Perfumer || 1260 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2500 <br />
|-<br />
| Align="left" | Slavers || 2500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 2500 <br />
|-<br />
| Align="left" | Tobacco Merchants || 1650 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 2500 <br />
|-<br />
| Align="left" | Woodsellers || 2500 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Hostellers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1700 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 1000 <br />
|-<br />
| Align="left" | Tavern Keepers || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 1100 <br />
|- class="even"<br />
| Align="left" | Jewelers || 4000 <br />
|-<br />
| Align="left" | Silversmiths || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 4000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 6000 <br />
|-<br />
| Align="left" | Jesters || 900 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 500 <br />
|-<br />
| Align="left" | Minstrels || 275 <br />
|- class="even"<br />
| Align="left" | Storytellers || 250 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 120 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 120 <br />
|- class="even"<br />
| Align="left" | Astrologers || 1250 <br />
|-<br />
| Align="left" | Magic Merchants || 1200 <br />
|- class="even"<br />
| Align="left" | Potion Makers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 250 <br />
|- class="even"<br />
| Align="left" | Navigators/Pathfinders || 900 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Naval Outfitters || 200 <br />
|- class="even"<br />
| Align="left" | Rope Makers || 700 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 160 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 4500 <br />
|-<br />
| Align="left" | Judges || 4000 <br />
|- class="even"<br />
| Align="left" | Librarians || 12000 <br />
|-<br />
| Align="left" | Professors || 2000 <br />
|- class="even"<br />
| Align="left" | Teachers || 5000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 2000 <br />
|- class="even"<br />
| Align="left" | Dentists || 1100 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 4000 <br />
|- class="even"<br />
| Align="left" | Herbalists || 250 <br />
|-<br />
| Align="left" | Midwives || 2000 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 800 <br />
|- class="even"<br />
| Align="left" | Professors || 1000 <br />
|-<br />
| Align="left" | Sage/Scholar || 600 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Shipwrights, Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1000 <br />
|- class="even"<br />
| Align="left" | Leatherworkers || 2000 <br />
|-<br />
| Align="left" | Skinners || 125 <br />
|- class="even"<br />
| Align="left" | Tanners || 160 <br />
|-<br />
| Align="left" | Taxidermists || 250 <br />
|- class="even"<br />
| Align="left" | Stable Keepers || 4000 <br />
|-<br />
| Align="left" | Grooms || 125 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 620 <br />
|- class="even"<br />
| Align="left" | Inventors || 1500 <br />
|-<br />
| Align="left" | Toymakers || 200 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 12000 <br />
|- class="even"<br />
| Align="left" | Wheelwrights || 1500 <br />
|-<br />
| Align="left" | Basket Makers || 2500 <br />
|-<br />
|}<br />
<br />
{|class="d20"<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 2000 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 4500<br />
|}</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653560
D&D Wiki:Sandbox
2014-02-06T22:11:33Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
{|class="d20"<br />
|-<br />
! Align="center" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 2000 <br />
|-<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 2000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 2000 <br />
|-<br />
! colspan="2" | Bakers, Bookbinders & Papermakers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 250 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
! colspan="2" | Brothel Keepers & Bathers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Brothel Keepers || 1500 <br />
|- class="even"<br />
| Align="left" | Bathers || 1500 <br />
|-<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 250 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|- class="even"<br />
| Align="left" | Coopers || 520 <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | Rug Makers || 1500 <br />
|-<br />
| Align="left" | Weavers || 200 <br />
|-<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !!| Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
! colspan="2" | Furriers & Glass Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|- class="even"<br />
| Align="left" | Glass Makers || 1500 <br />
|-<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 4000 <br />
|-<br />
| Align="left" | Clothiers, Used || 620 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 1250 <br />
|-<br />
| Align="left" | Flower Sellers || 900 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 1600 <br />
|-<br />
| Align="left" | Grocers || 1500 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 1600 <br />
|-<br />
| Align="left" | Hay Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 1600 <br />
|-<br />
| Align="left" | Magic Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Millers || 2200 <br />
|-<br />
| Align="left" | Perfumer || 1260 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2500 <br />
|-<br />
| Align="left" | Slavers || 2500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 2500 <br />
|-<br />
| Align="left" | Tobacco Merchants || 1650 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 2500 <br />
|-<br />
| Align="left" | Woodsellers || 2500 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 2000 <br />
|-<br />
! colspan="2" | Hostellers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1700 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 1000 <br />
|-<br />
| Align="left" | Tavern Keepers || 2000 <br />
|-<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 1100 <br />
|- class="even"<br />
| Align="left" | Jewelers || 4000 <br />
|-<br />
| Align="left" | Silversmiths || 600 <br />
|-<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 4000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 6000 <br />
|-<br />
| Align="left" | Jesters || 900 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 500 <br />
|-<br />
| Align="left" | Minstrels || 275 <br />
|- class="even"<br />
| Align="left" | Storytellers || 250 <br />
|-<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 120 <br />
|-<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 120 <br />
|- class="even"<br />
| Align="left" | Astrologers || 1250 <br />
|-<br />
| Align="left" | Magic Merchants || 1200 <br />
|- class="even"<br />
| Align="left" | Potion Makers || 2500 <br />
|-<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 250 <br />
|- class="even"<br />
| Align="left" | Navigators/Pathfinders || 900 <br />
|-<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Naval Outfitters || 200 <br />
|- class="even"<br />
| Align="left" | Rope Makers || 700 <br />
|-<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 160 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 4500 <br />
|-<br />
| Align="left" | Judges || 4000 <br />
|- class="even"<br />
| Align="left" | Librarians || 12000 <br />
|-<br />
| Align="left" | Professors || 2000 <br />
|- class="even"<br />
| Align="left" | Teachers || 5000 <br />
|-<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 2000 <br />
|- class="even"<br />
| Align="left" | Dentists || 1100 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 4000 <br />
|- class="even"<br />
| Align="left" | Herbalists || 250 <br />
|-<br />
| Align="left" | Midwives || 2000 <br />
|-<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Historians || 800 <br />
|- class="even"<br />
| Align="left" | Professors || 1000 <br />
|-<br />
| Align="left" | Sage/Scholar || 600 <br />
|-<br />
! colspan="2" | Shipwrights, Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1000 <br />
|- class="even"<br />
| Align="left" | Leatherworkers || 2000 <br />
|-<br />
| Align="left" | Skinners || 125 <br />
|- class="even"<br />
| Align="left" | Tanners || 160 <br />
|-<br />
| Align="left" | Taxidermists || 250 <br />
|- class="even"<br />
| Align="left" | Stable Keepers || 4000 <br />
|-<br />
| Align="left" | Grooms || 125 <br />
|-<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 620 <br />
|- class="even"<br />
| Align="left" | Inventors || 1500 <br />
|-<br />
| Align="left" | Toymakers || 200 <br />
|-<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 12000 <br />
|- class="even"<br />
| Align="left" | Wheelwrights || 1500 <br />
|-<br />
| Align="left" | Basket Makers || 2500 <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 2000 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 4500<br />
|}</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653559
D&D Wiki:Sandbox
2014-02-06T22:08:54Z
<p>Jkat718: /* Table IV.11 */</p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
{|class="d20"<br />
|-<br />
! Align="center" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 2000 <br />
|-<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 2000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 2000 <br />
|-<br />
! colspan="2" | Bakers, Bookbinders & Papermakers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 250 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
! colspan="2" | Brothel Keepers & Bathers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Brothel Keepers || 1500 <br />
|- class="even"<br />
| Align="left" | Bathers || 1500 <br />
|-<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 250 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|- class="even"<br />
| Align="left" | Coopers || 520 <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | Rug Makers || 1500 <br />
|-<br />
| Align="left" | Weavers || 200 <br />
|-<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
! colspan="2" | Furriers & Glass Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|- class="even"<br />
| Align="left" | Glass Makers || 1500 <br />
|-<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 4000 <br />
|-<br />
| Align="left" | Clothiers, Used || 620 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 1250 <br />
|-<br />
| Align="left" | Flower Sellers || 900 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 1600 <br />
|-<br />
| Align="left" | Grocers || 1500 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 1600 <br />
|-<br />
| Align="left" | Hay Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 1600 <br />
|-<br />
| Align="left" | Magic Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Millers || 2200 <br />
|-<br />
| Align="left" | Perfumer || 1260 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2500 <br />
|-<br />
| Align="left" | Slavers || 2500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 2500 <br />
|-<br />
| Align="left" | Tobacco Merchants || 1650 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 2500 <br />
|-<br />
| Align="left" | Woodsellers || 2500 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 2000 <br />
|-<br />
! colspan="2" | Hostellers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1700 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 1000 <br />
|-<br />
| Align="left" | Tavern Keepers || 2000 <br />
|-<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 1100 <br />
|- class="even"<br />
| Align="left" | Jewelers || 4000 <br />
|-<br />
| Align="left" | Silversmiths || 600 <br />
|-<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 4000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 6000 <br />
|-<br />
| Align="left" | Jesters || 900 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 500 <br />
|-<br />
| Align="left" | Minstrels || 275 <br />
|- class="even"<br />
| Align="left" | Storytellers || 250 <br />
|-<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 120 <br />
|-<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 120 <br />
|- class="even"<br />
| Align="left" | Astrologers || 1250 <br />
|-<br />
| Align="left" | Magic Merchants || 1200 <br />
|- class="even"<br />
| Align="left" | Potion Makers || 2500 <br />
|-<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 250 <br />
|- class="even"<br />
| Align="left" | Navigators/Pathfinders || 900 <br />
|-<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Naval Outfitters || 200 <br />
|- class="even"<br />
| Align="left" | Rope Makers || 700 <br />
|-<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 160 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 4500 <br />
|-<br />
| Align="left" | Judges || 4000 <br />
|- class="even"<br />
| Align="left" | Librarians || 12000 <br />
|-<br />
| Align="left" | Professors || 2000 <br />
|- class="even"<br />
| Align="left" | Teachers || 5000 <br />
|-<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 2000 <br />
|- class="even"<br />
| Align="left" | Dentists || 1100 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 4000 <br />
|- class="even"<br />
| Align="left" | Herbalists || 250 <br />
|-<br />
| Align="left" | Midwives || 2000 <br />
|-<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Historians || 800 <br />
|- class="even"<br />
| Align="left" | Professors || 1000 <br />
|-<br />
| Align="left" | Sage/Scholar || 600 <br />
|-<br />
! colspan="2" | Shipwrights, Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1000 <br />
|- class="even"<br />
| Align="left" | Leatherworkers || 2000 <br />
|-<br />
| Align="left" | Skinners || 125 <br />
|- class="even"<br />
| Align="left" | Tanners || 160 <br />
|-<br />
| Align="left" | Taxidermists || 250 <br />
|- class="even"<br />
| Align="left" | Stable Keepers || 4000 <br />
|-<br />
| Align="left" | Grooms || 125 <br />
|-<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 620 <br />
|- class="even"<br />
| Align="left" | Inventors || 1500 <br />
|-<br />
| Align="left" | Toymakers || 200 <br />
|-<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 12000 <br />
|- class="even"<br />
| Align="left" | Wheelwrights || 1500 <br />
|-<br />
| Align="left" | Basket Makers || 2500 <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 2000 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 4500<br />
|}</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653558
D&D Wiki:Sandbox
2014-02-06T22:08:01Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="center" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|- <br />
| Align="left" | Architects || 4000 <br />
|- class="even"<br />
| Align="left" | Engineers || 2000 <br />
|-<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Armorers || 2100 <br />
|- class="even"<br />
| Align="left" | Locksmiths || 1500 <br />
|-<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Artists || 1000 <br />
|- class="even"<br />
| Align="left" | Painters || 1200 <br />
|-<br />
| Align="left" | Satirists || 2000 <br />
|- class="even"<br />
| Align="left" | Sculptors || 1500 <br />
|-<br />
| Align="left" | Writers || 2000 <br />
|-<br />
! colspan="2" | Bakers, Bookbinders & Papermakers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bakers || 250 <br />
|- class="even"<br />
| Align="left" | Pastry Makers || 560 <br />
|-<br />
| Align="left" | Bookbinders || 1800 <br />
|- class="even"<br />
| Align="left" | Booksellers || 2000 <br />
|-<br />
| Align="left" | Paper/Parchment Makers || 250 <br />
|-<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || 1900 <br />
|-<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Brewers || 1900 <br />
|- class="even"<br />
| Align="left" | Distillers || 2500 <br />
|-<br />
| Align="left" | Vintner || 1900 <br />
|-<br />
! colspan="2" | Brothel Keepers & Bathers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Brothel Keepers || 1500 <br />
|- class="even"<br />
| Align="left" | Bathers || 1500 <br />
|-<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || 250 <br />
|- class="even"<br />
| Align="left" | Plasterers || 1000 <br />
|-<br />
| Align="left" | Roofers || 1200 <br />
|-<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Butchers || 800 <br />
|-<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || 5000 <br />
|- class="even"<br />
| Align="left" | Engravers || 560 <br />
|-<br />
| Align="left" | Goldsmiths || 900 <br />
|- class="even"<br />
| Align="left" | Silversmiths || 700 <br />
|-<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | Soap makers || 400 <br />
|-<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || 175 <br />
|- class="even"<br />
| Align="left" | Masons || 250 <br />
|-<br />
| Align="left" | Potters || 250 <br />
|- class="even"<br />
| Align="left" | Tilers || 2500 <br />
|-<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | Illuminators || 2500 <br />
|-<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || 2000 <br />
|- class="even"<br />
| Align="left" | Glove Makers || 1900 <br />
|-<br />
| Align="left" | Mercers || 520 <br />
|- class="even"<br />
| Align="left" | Perfumers || 2500 <br />
|-<br />
| Align="left" | Purse Makers || 850 <br />
|- class="even"<br />
| Align="left" | Tailors || 200 <br />
|-<br />
| Align="left" | Vestment Makers || 4000 <br />
|-<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || 120 <br />
|- class="even"<br />
| Align="left" | Coopers || 520 <br />
|-<br />
| Align="left" | Leatherworkers || 1100 <br />
|- class="even"<br />
| Align="left" | Bleachers || 1680 <br />
|-<br />
| Align="left" | Drapers || 250 <br />
|- class="even"<br />
| Align="left" | Dye Makers || 5000 <br />
|-<br />
| Align="left" | Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | Rug Makers || 1500 <br />
|-<br />
| Align="left" | Weavers || 200 <br />
|-<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bankers || 4500 <br />
|- class="even"<br />
| Align="left" | Moneychangers || 1800 <br />
|-<br />
| Align="left" | Pawnbrokers || 560 <br />
|- class="even"<br />
| Align="left" | Tax Collectors || 4000 <br />
|-<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Fishers || 1000 <br />
|- class="even"<br />
| Align="left" | Fishmongers || 800 <br />
|-<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || 900 <br />
|- class="even"<br />
| Align="left" | Buckle Makers || 1120 <br />
|-<br />
| Align="left" | Cutlers || 1200 <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || 700 <br />
|-<br />
| Align="left" | Weaponsmiths || 2100 <br />
|-<br />
! colspan="2" | Furriers & Glass Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Furriers || 160 <br />
|- class="even"<br />
| Align="left" | Glass Makers || 1500 <br />
|-<br />
| Align="left" | Glaziers || 1200 <br />
|-<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || 800 <br />
|-<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || 1000 <br />
|- class="even"<br />
| Align="left" | Booksellers || 4000 <br />
|-<br />
| Align="left" | Clothiers, Used || 620 <br />
|- class="even"<br />
| Align="left" | Dairy sellers || 1250 <br />
|-<br />
| Align="left" | Flower Sellers || 900 <br />
|- class="even"<br />
| Align="left" | Grain Merchants || 1600 <br />
|-<br />
| Align="left" | Grocers || 1500 <br />
|- class="even"<br />
| Align="left" | Haberdashers || 1600 <br />
|-<br />
| Align="left" | Hay Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || 1600 <br />
|-<br />
| Align="left" | Magic Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | Millers || 2200 <br />
|-<br />
| Align="left" | Perfumer || 1260 <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || 2500 <br />
|-<br />
| Align="left" | Slavers || 2500 <br />
|- class="even"<br />
| Align="left" | Spice Merchants || 2500 <br />
|-<br />
| Align="left" | Tobacco Merchants || 1650 <br />
|- class="even"<br />
| Align="left" | Wine Merchants || 2500 <br />
|-<br />
| Align="left" | Woodsellers || 2500 <br />
|- class="even"<br />
| Align="left" | Wool Merchants || 2000 <br />
|-<br />
! colspan="2" | Hostellers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || 1700 <br />
|- class="even"<br />
| Align="left" | Restaurateurs || 1000 <br />
|-<br />
| Align="left" | Tavern Keepers || 2000 <br />
|-<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || 1100 <br />
|- class="even"<br />
| Align="left" | Jewelers || 4000 <br />
|-<br />
| Align="left" | Silversmiths || 600 <br />
|-<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || 4000 <br />
|- class="even"<br />
| Align="left" | Instrument Makers || 6000 <br />
|-<br />
| Align="left" | Jesters || 900 <br />
|- class="even"<br />
| Align="left" | Jongleurs || 500 <br />
|-<br />
| Align="left" | Minstrels || 275 <br />
|- class="even"<br />
| Align="left" | Storytellers || 250 <br />
|-<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Launderers || 120 <br />
|-<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || 120 <br />
|- class="even"<br />
| Align="left" | Astrologers || 1250 <br />
|-<br />
| Align="left" | Magic Merchants || 1200 <br />
|- class="even"<br />
| Align="left" | Potion Makers || 2500 <br />
|-<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || 250 <br />
|- class="even"<br />
| Align="left" | Navigators/Pathfinders || 900 <br />
|-<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Naval Outfitters || 200 <br />
|- class="even"<br />
| Align="left" | Rope Makers || 700 <br />
|-<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || 160 <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || 4500 <br />
|-<br />
| Align="left" | Judges || 4000 <br />
|- class="even"<br />
| Align="left" | Librarians || 12000 <br />
|-<br />
| Align="left" | Professors || 2000 <br />
|- class="even"<br />
| Align="left" | Teachers || 5000 <br />
|-<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Barbers || 2000 <br />
|- class="even"<br />
| Align="left" | Dentists || 1100 <br />
|-<br />
| Align="left" | Doctors, Unlicensed || 4000 <br />
|- class="even"<br />
| Align="left" | Herbalists || 250 <br />
|-<br />
| Align="left" | Midwives || 2000 <br />
|-<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Historians || 800 <br />
|- class="even"<br />
| Align="left" | Professors || 1000 <br />
|-<br />
| Align="left" | Sage/Scholar || 600 <br />
|-<br />
! colspan="2" | Shipwrights, Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || 1000 <br />
|- class="even"<br />
| Align="left" | Leatherworkers || 2000 <br />
|-<br />
| Align="left" | Skinners || 125 <br />
|- class="even"<br />
| Align="left" | Tanners || 160 <br />
|-<br />
| Align="left" | Taxidermists || 250 <br />
|- class="even"<br />
| Align="left" | Stable Keepers || 4000 <br />
|-<br />
| Align="left" | Grooms || 125 <br />
|-<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || 620 <br />
|- class="even"<br />
| Align="left" | Inventors || 1500 <br />
|-<br />
| Align="left" | Toymakers || 200 <br />
|-<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || 12000 <br />
|- class="even"<br />
| Align="left" | Wheelwrights || 1500 <br />
|-<br />
| Align="left" | Basket Makers || 2500 <br />
|- class="even"<br />
| Align="left" | Furniture Makers || <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || 2000 <br />
|- class="even"<br />
| Align="left" | Woodcarvers || 4500<br />
|}<br />
d<br />
4000 2000 2100 1500 1000 1200 2000 1500 2000 250 560 1800 2000 250 1900 1900 2500 1900 1500 1500 250 1000 1200 800 5000 560 900 700 500 400 175 250 250 2500 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 1000 4000 620 1250 900 1600 1500 1600 1600 1600 1500 2200 1260 2500 2500 2500 1650 2500 2500 2000 1700 1000 2000 1100 4000 600 4000 6000 900 500 275 250 120 120 1250 1200 2500 250 900 200 700 160 4500 4000 12000 2000 5000 2000 1100 4000 250 2000 800 1000 600 1000 2000 125 160 250 4000 125 620 1500 200 12000 1500 2500 2000 4500</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653557
D&D Wiki:Sandbox
2014-02-06T21:56:29Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="center" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|- <br />
| Align="left" | Architects || <br />
|- class="even"<br />
| Align="left" | Engineers || <br />
|-<br />
! colspan="2" | Armorers & Locksmiths <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Armorers || <br />
|- class="even"<br />
| Align="left" | Locksmiths || <br />
|-<br />
! colspan="2" | Artists <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Artists || <br />
|- class="even"<br />
| Align="left" | Painters || <br />
|-<br />
| Align="left" | Satirists || <br />
|- class="even"<br />
| Align="left" | Sculptors || <br />
|-<br />
| Align="left" | Writers || <br />
|-<br />
! colspan="2" | Bakers, Bookbinders & Papermakers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bakers || <br />
|- class="even"<br />
| Align="left" | Pastry Makers || <br />
|-<br />
| Align="left" | Bookbinders || <br />
|- class="even"<br />
| Align="left" | Booksellers || <br />
|-<br />
| Align="left" | Paper/Parchment Makers || <br />
|-<br />
! colspan="2" | Bowyers & Fletchers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bowyer/Fletchers || <br />
|-<br />
! colspan="2" | Brewers, Distillers, & Vintners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Brewers || <br />
|- class="even"<br />
| Align="left" | Distillers || <br />
|-<br />
| Align="left" | Vintner || <br />
|-<br />
! colspan="2" | Brothel Keepers & Bathers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Brothel Keepers || <br />
|- class="even"<br />
| Align="left" | Bathers || <br />
|-<br />
! colspan="2" | Builders <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Carpenters || <br />
|- class="even"<br />
| Align="left" | Plasterers || <br />
|-<br />
| Align="left" | Roofers || <br />
|-<br />
! colspan="2" | Butchers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Butchers || <br />
|-<br />
! colspan="2" | Casters <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bell makers || <br />
|- class="even"<br />
| Align="left" | Engravers || <br />
|-<br />
| Align="left" | Goldsmiths || <br />
|- class="even"<br />
| Align="left" | Silversmiths || <br />
|-<br />
! colspan="2" | Chandlers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Chandlers || <br />
|- class="even"<br />
| Align="left" | Soap makers || <br />
|-<br />
! colspan="2" | Clay & Stone Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bricklayers || <br />
|- class="even"<br />
| Align="left" | Masons || <br />
|-<br />
| Align="left" | Potters || <br />
|- class="even"<br />
| Align="left" | Tilers || <br />
|-<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Copyists || <br />
|- class="even"<br />
| Align="left" | Illuminators || <br />
|-<br />
! colspan="2" | Clothing & Accessories <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Girdlers || <br />
|- class="even"<br />
| Align="left" | Glove Makers || <br />
|-<br />
| Align="left" | Mercers || <br />
|- class="even"<br />
| Align="left" | Perfumers || <br />
|-<br />
| Align="left" | Purse Makers || <br />
|- class="even"<br />
| Align="left" | Tailors || <br />
|-<br />
| Align="left" | Vestment Makers || <br />
|-<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Cobblers || <br />
|- class="even"<br />
| Align="left" | Coopers || <br />
|-<br />
| Align="left" | Leatherworkers || <br />
|- class="even"<br />
| Align="left" | Bleachers || <br />
|-<br />
| Align="left" | Drapers || <br />
|- class="even"<br />
| Align="left" | Dye Makers || <br />
|-<br />
| Align="left" | Fullers || <br />
|- class="even"<br />
| Align="left" | Rug Makers || <br />
|-<br />
| Align="left" | Weavers || <br />
|-<br />
! colspan="2" | Financial Transactions <br />
|-<br />
! Align="left" |Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Bankers || <br />
|- class="even"<br />
| Align="left" | Moneychangers || <br />
|-<br />
| Align="left" | Pawnbrokers || <br />
|- class="even"<br />
| Align="left" | Tax Collectors || <br />
|-<br />
! colspan="2" | Fishmongers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Fishers || <br />
|- class="even"<br />
| Align="left" | Fishmongers || <br />
|-<br />
! colspan="2" | Forgers & Smiths <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Blacksmiths || <br />
|- class="even"<br />
| Align="left" | Buckle Makers || <br />
|-<br />
| Align="left" | Cutlers || <br />
|- class="even"<br />
| Align="left" | Scabbard Makers || <br />
|-<br />
| Align="left" | Weaponsmiths || <br />
|-<br />
! colspan="2" | Furriers & Glass Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Furriers || <br />
|- class="even"<br />
| Align="left" | Glass Makers || <br />
|-<br />
| Align="left" | Glaziers || <br />
|-<br />
! colspan="2" | Harness Makers & Saddlers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Harness Makers || <br />
|- class="even"<br />
| Align="left" | Saddlers and Spurriers || <br />
|-<br />
! colspan="2" | Merchants <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Beer Merchants || <br />
|- class="even"<br />
| Align="left" | Booksellers || <br />
|-<br />
| Align="left" | Clothiers, Used || <br />
|- class="even"<br />
| Align="left" | Dairy sellers || <br />
|-<br />
| Align="left" | Flower Sellers || <br />
|- class="even"<br />
| Align="left" | Grain Merchants || <br />
|-<br />
| Align="left" | Grocers || <br />
|- class="even"<br />
| Align="left" | Haberdashers || <br />
|-<br />
| Align="left" | Hay Merchants || <br />
|- class="even"<br />
| Align="left" | Livestock Merchants || <br />
|-<br />
| Align="left" | Magic Merchants || <br />
|- class="even"<br />
| Align="left" | Millers || <br />
|-<br />
| Align="left" | Perfumer || <br />
|- class="even"<br />
| Align="left" | Religious Souvenir Sellers || <br />
|-<br />
| Align="left" | Slavers || <br />
|- class="even"<br />
| Align="left" | Spice Merchants || <br />
|-<br />
| Align="left" | Tobacco Merchants || <br />
|- class="even"<br />
| Align="left" | Wine Merchants || <br />
|-<br />
| Align="left" | Woodsellers || <br />
|- class="even"<br />
| Align="left" | Wool Merchants || <br />
|-<br />
! colspan="2" | Hostellers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Innkeepers || <br />
|- class="even"<br />
| Align="left" | Restaurateurs || <br />
|-<br />
| Align="left" | Tavern Keepers || <br />
|-<br />
! colspan="2" | Jewelers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Goldsmiths || <br />
|- class="even"<br />
| Align="left" | Jewelers || <br />
|-<br />
| Align="left" | Silversmiths || <br />
|-<br />
! colspan="2" | Music & Performers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Acrobats, Tumblers || <br />
|- class="even"<br />
| Align="left" | Instrument Makers || <br />
|-<br />
| Align="left" | Jesters || <br />
|- class="even"<br />
| Align="left" | Jongleurs || <br />
|-<br />
| Align="left" | Minstrels || <br />
|- class="even"<br />
| Align="left" | Storytellers || <br />
|-<br />
! colspan="2" | Launderers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Launderers || <br />
|-<br />
! colspan="2" | Magic <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Alchemists || <br />
|- class="even"<br />
| Align="left" | Astrologers || <br />
|-<br />
| Align="left" | Magic Merchants || <br />
|- class="even"<br />
| Align="left" | Potion Makers || <br />
|-<br />
! colspan="2" | Map Makers & Surveyors <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate<br />
|-<br />
| Align="left" | Cartographers || <br />
|- class="even"<br />
| Align="left" | Navigators/Pathfinders || <br />
|-<br />
! colspan="2" | Mariners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Naval Outfitters || <br />
|- class="even"<br />
| Align="left" | Rope Makers || <br />
|-<br />
! colspan="2" | Professional Guilds <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Advocates (lawyers) || <br />
|- class="even"<br />
| Align="left" | Doctors, Licensed || <br />
|-<br />
| Align="left" | Judges || <br />
|- class="even"<br />
| Align="left" | Librarians || <br />
|-<br />
| Align="left" | Professors || <br />
|- class="even"<br />
| Align="left" | Teachers || <br />
|-<br />
! colspan="2" | Medical <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Barbers || <br />
|- class="even"<br />
| Align="left" | Dentists || <br />
|-<br />
| Align="left" | Doctors, Unlicensed || <br />
|- class="even"<br />
| Align="left" | Herbalists || <br />
|-<br />
| Align="left" | Midwives || <br />
|-<br />
! colspan="2" | Scholastic <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Historians || <br />
|- class="even"<br />
| Align="left" | Professors || <br />
|-<br />
| Align="left" | Sage/Scholar || <br />
|-<br />
! colspan="2" | Shipwrights, Skinners & Tanners <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Shipmakers || <br />
|- class="even"<br />
| Align="left" | Leatherworkers || <br />
|-<br />
| Align="left" | Skinners || <br />
|- class="even"<br />
| Align="left" | Tanners || <br />
|-<br />
| Align="left" | Taxidermists || <br />
|- class="even"<br />
| Align="left" | Stable Keepers || <br />
|-<br />
| Align="left" | Grooms || <br />
|-<br />
! colspan="2" | Tinkerers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Clockmakers || <br />
|- class="even"<br />
| Align="left" | Inventors || <br />
|-<br />
| Align="left" | Toymakers || <br />
|-<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Watercarriers || <br />
|- class="even"<br />
| Align="left" | Wheelwrights || <br />
|-<br />
| Align="left" | Basket Makers || <br />
|- class="even"<br />
| Align="left" | Furniture Makers || <br />
|-<br />
! colspan="2" | Woodworkers <br />
|-<br />
! Align="left" | Profession !! Align="left" | Incidence Rate <br />
|-<br />
| Align="left" | Furniture Makers || <br />
|- class="even"<br />
| Align="left" | Woodcarvers || <br />
|}<br />
d<br />
4000 2000 2100 1500 1000 1200 2000 1500 2000 250 560 1800 2000 250 1900 1900 2500 1900 1500 1500 250 1000 1200 800 5000 560 900 700 500 400 175 250 250 2500 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 1000 4000 620 1250 900 1600 1500 1600 1600 1600 1500 2200 1260 2500 2500 2500 1650 2500 2500 2000 1700 1000 2000 1100 4000 600 4000 6000 900 500 275 250 120 120 1250 1200 2500 250 900 200 700 160 4500 4000 12000 2000 5000 2000 1100 4000 250 2000 800 1000 600 1000 2000 125 160 250 4000 125 620 1500 200 12000 1500 2500 2000 4500</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653551
D&D Wiki:Sandbox
2014-02-06T20:47:15Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="left" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers:<br />
|-<br />
| Align="left" | Architects & Engineers || <br />
|-<br />
! Align="left" | Profession !! Incidence Rate <br />
|-<br />
| Align="left" | Architects || <br />
|- class="even"<br />
| Align="left" | Engineers || <br />
|-<br />
! colspan="2" | Armorers & Locksmiths:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Armorers<br />
|-<br />
| Align="left" | Locksmiths<br />
|-<br />
! colspan="2" | Artists:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Artists<br />
|-<br />
| Align="left" | Painters<br />
|-<br />
| Align="left" | Satirists<br />
|-<br />
| Align="left" | Sculptors<br />
|-<br />
| Align="left" | Writers<br />
|-<br />
! colspan="2" | Bakers, Bookbinders & Papermakers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Bakers<br />
|-<br />
| Align="left" | Pastry Makers<br />
|-<br />
| Align="left" | Bookbinders<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Paper/Parchment Makers<br />
|-<br />
! colspan="2" | Bowyers & Fletchers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Bowyer/Fletchers<br />
|-<br />
! colspan="2" | Brewers, Distillers, & Vintners:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Brewers<br />
|-<br />
| Align="left" | Distillers<br />
|-<br />
| Align="left" | Vintner<br />
|-<br />
! colspan="2" | Brothel Keepers & Bathers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Brothel Keepers<br />
|-<br />
| Align="left" | Bathers<br />
|-<br />
! colspan="2" | Builders:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Carpenters<br />
|-<br />
| Align="left" | Plasterers<br />
|-<br />
| Align="left" | Roofers<br />
|-<br />
! colspan="2" | Butchers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Butchers<br />
|-<br />
! colspan="2" | Casters:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Bell makers<br />
|-<br />
| Align="left" | Engravers<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Silversmiths<br />
|-<br />
! colspan="2" | Chandlers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Chandlers<br />
|-<br />
| Align="left" | Soap makers<br />
|-<br />
! colspan="2" | Clay & Stone Workers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Bricklayers<br />
|-<br />
| Align="left" | Masons<br />
|-<br />
| Align="left" | Potters<br />
|-<br />
| Align="left" | Tilers<br />
|-<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Profession !! Incidence Rate!<br />
|-<br />
| Align="left" | Copyists<br />
|-<br />
| Align="left" | Illuminators<br />
|-<br />
! colspan="2" | Clothing & Accessories:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Girdlers<br />
|-<br />
| Align="left" | Glove Makers<br />
|-<br />
| Align="left" | Mercers<br />
|-<br />
| Align="left" | Perfumers<br />
|-<br />
| Align="left" | Purse Makers<br />
|-<br />
| Align="left" | Tailors<br />
|-<br />
| Align="left" | Vestment Makers<br />
|-<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cobblers<br />
|-<br />
| Align="left" | Coopers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Bleachers<br />
|-<br />
| Align="left" | Drapers<br />
|-<br />
| Align="left" | Dye Makers<br />
|-<br />
| Align="left" | Fullers<br />
|-<br />
| Align="left" | Rug Makers<br />
|-<br />
| Align="left" | Weavers<br />
|-<br />
! colspan="2" | Financial Transactions:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Bankers<br />
|-<br />
| Align="left" | Moneychangers<br />
|-<br />
| Align="left" | Pawnbrokers<br />
|-<br />
| Align="left" | Tax Collectors<br />
|-<br />
! colspan="2" | Fishmongers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Fishers<br />
|-<br />
| Align="left" | Fishmongers<br />
|-<br />
! colspan="2" | Forgers & Smiths:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Blacksmiths<br />
|-<br />
| Align="left" | Buckle Makers<br />
|-<br />
| Align="left" | Cutlers<br />
|-<br />
| Align="left" | Scabbard Makers<br />
|-<br />
| Align="left" | Weaponsmiths<br />
|-<br />
! colspan="2" | Furriers & Glass Workers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Furriers<br />
|-<br />
| Align="left" | Glass Makers<br />
|-<br />
| Align="left" | Glaziers<br />
|-<br />
! colspan="2" | Harness Makers & Saddlers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Harness Makers<br />
|-<br />
| Align="left" | Saddlers and Spurriers<br />
|-<br />
! colspan="2" | Merchants:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Beer Merchants<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Clothiers, Used<br />
|-<br />
| Align="left" | Dairy sellers<br />
|-<br />
| Align="left" | Flower Sellers<br />
|-<br />
| Align="left" | Grain Merchants<br />
|-<br />
| Align="left" | Grocers<br />
|-<br />
| Align="left" | Haberdashers<br />
|-<br />
| Align="left" | Hay Merchants<br />
|-<br />
| Align="left" | Livestock Merchants<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Millers<br />
|-<br />
| Align="left" | Perfumer<br />
|-<br />
| Align="left" | Religious Souvenir Sellers<br />
|-<br />
| Align="left" | Slavers<br />
|-<br />
| Align="left" | Spice Merchants<br />
|-<br />
| Align="left" | Tobacco Merchants<br />
|-<br />
| Align="left" | Wine Merchants<br />
|-<br />
| Align="left" | Woodsellers<br />
|-<br />
| Align="left" | Wool Merchants<br />
|-<br />
! colspan="2" | Hostelers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Innkeepers<br />
|-<br />
| Align="left" | Restaurateurs<br />
|-<br />
| Align="left" | Tavern Keepers<br />
|-<br />
! colspan="2" | Jewelers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Jewelers<br />
|-<br />
| Align="left" | Silversmiths<br />
|-<br />
! colspan="2" | Music & Performers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Acrobats, Tumblers<br />
|-<br />
| Align="left" | Instrument Makers<br />
|-<br />
| Align="left" | Jesters<br />
|-<br />
| Align="left" | Jongleurs<br />
|-<br />
| Align="left" | Minstrels<br />
|-<br />
| Align="left" | Storytellers<br />
|-<br />
! colspan="2" | Launderers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Launderers<br />
|-<br />
! colspan="2" | Magic:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Alchemists<br />
|-<br />
| Align="left" | Astrologers<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Potion Makers<br />
|-<br />
! colspan="2" | Map Makers & Surveyors:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Cartographers<br />
|-<br />
| Align="left" | Navigators/Pathfinders<br />
|-<br />
! colspan="2" | Mariners:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Naval Outfitters<br />
|-<br />
| Align="left" | Rope Makers<br />
|-<br />
! colspan="2" | Professional Guilds:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Advocates (lawyers)<br />
|-<br />
| Align="left" | Doctors, Licensed<br />
|-<br />
| Align="left" | Judges<br />
|-<br />
| Align="left" | Librarians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Teachers<br />
|-<br />
! colspan="2" | Medical:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Barbers<br />
|-<br />
| Align="left" | Dentists<br />
|-<br />
| Align="left" | Doctors, Unlicensed<br />
|-<br />
| Align="left" | Herbalists<br />
|-<br />
| Align="left" | Midwives<br />
|-<br />
! colspan="2" | Scholastic:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Historians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Sage/Scholar<br />
|-<br />
! colspan="2" | Shipwrights, Skinners & Tanners<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Shipmakers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Skinners<br />
|-<br />
| Align="left" | Tanners<br />
|-<br />
| Align="left" | Taxidermists<br />
|-<br />
| Align="left" | Stable Keepers<br />
|-<br />
| Align="left" | Grooms<br />
|-<br />
! colspan="2" | Tinkerers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Clockmakers<br />
|-<br />
| Align="left" | Inventors<br />
|-<br />
| Align="left" | Toymakers<br />
|-<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Watercarriers<br />
|-<br />
| Align="left" | Wheelwrights<br />
|-<br />
| Align="left" | Basket Makers<br />
|-<br />
| Align="left" | Furniture Makers<br />
|-<br />
! colspan="2" | Woodworkers:<br />
|-<br />
! Align="left" | Profession !! Incidence Rate<br />
|-<br />
| Align="left" | Furniture Makers<br />
|-<br />
| Align="left" | Woodcarvers<br />
|}<br />
<br />
4000 2000 2100 1500 1000 1200 2000 1500 2000 250 560 1800 2000 250 1900 1900 2500 1900 1500 1500 250 1000 1200 800 5000 560 900 700 500 400 175 250 250 2500 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 1000 4000 620 1250 900 1600 1500 1600 1600 1600 1500 2200 1260 2500 2500 2500 1650 2500 2500 2000 1700 1000 2000 1100 4000 600 4000 6000 900 500 275 250 120 120 1250 1200 2500 250 900 200 700 160 4500 4000 12000 2000 5000 2000 1100 4000 250 2000 800 1000 600 1000 2000 125 160 250 4000 125 620 1500 200 12000 1500 2500 2000 4500</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653548
D&D Wiki:Sandbox
2014-02-06T18:14:13Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="left" colspan="2" | Guilds <br />
|-<br />
! colspan="3" | Architects & Engineers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Architects & Engineers || <br />
| Align="left" | Architects || <br />
|- class="even"<br />
| Align="left" | Engineers || <br />
! colspan="3" | Armorers & Locksmiths:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Armorers<br />
|-<br />
| Align="left" | Locksmiths<br />
|-<br />
! colspan="3" | Artists:<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Artists<br />
|-<br />
| Align="left" | Painters<br />
|-<br />
| Align="left" | Satirists<br />
|-<br />
| Align="left" | Sculptors<br />
|-<br />
| Align="left" | Writers<br />
|-<br />
! colspan="3" | Bakers, Bookbinders & Papermakers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
| Align="left" | Bakers<br />
|-<br />
| Align="left" | Pastry Makers<br />
|-<br />
| Align="left" | Bookbinders<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Paper/Parchment Makers<br />
|-<br />
! colspan="3" | Bowyers & Fletchers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Bowyer/Fletchers<br />
|-<br />
! colspan="3" | Brewers, Distillers, & Vintners:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | <br />
|-<br />
| Align="left" | Brewers<br />
|-<br />
| Align="left" | Distillers<br />
|-<br />
| Align="left" | Vintner<br />
|-<br />
! colspan="3" | Brothel Keepers & Bathers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Brothel Keepers<br />
|-<br />
| Align="left" | Bathers<br />
|-<br />
! colspan="3" | Builders:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Carpenters<br />
|-<br />
| Align="left" | Plasterers<br />
|-<br />
| Align="left" | Roofers<br />
|-<br />
! colspan="3" | Butchers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Butchers<br />
|-<br />
! colspan="3" | Casters:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bellmakers<br />
|-<br />
| Align="left" | Engravers<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Silversmiths<br />
|-<br />
! colspan="3" | Chandlers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Chandlers<br />
|-<br />
| Align="left" | Soapmakers<br />
|-<br />
! colspan="3" | Clay & Stone Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bricklayers<br />
|-<br />
| Align="left" | Masons<br />
|-<br />
| Align="left" | Potters<br />
|-<br />
| Align="left" | Tilers<br />
|-<br />
! colspan="3" | Clerks & Scribes<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Copyists<br />
|-<br />
| Align="left" | Illuminators<br />
|-<br />
! colspan="3" | Clothing & Accessories:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Girdlers<br />
|-<br />
| Align="left" | Glove Makers<br />
|-<br />
| Align="left" | Mercers<br />
|-<br />
| Align="left" | Perfumers<br />
|-<br />
| Align="left" | Purse Makers<br />
|-<br />
| Align="left" | Tailors<br />
|-<br />
| Align="left" | Vestment Makers<br />
|-<br />
! colspan="3" | Cobblers, Coopers, Cordwainers, Dyers & Weavers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Cobblers<br />
|-<br />
| Align="left" | Coopers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Bleachers<br />
|-<br />
| Align="left" | Drapers<br />
|-<br />
| Align="left" | Dye Makers<br />
|-<br />
| Align="left" | Fullers<br />
|-<br />
| Align="left" | Rug Makers<br />
|-<br />
| Align="left" | Weavers<br />
|-<br />
! colspan="3" | Financial Transactions:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bankers<br />
|-<br />
| Align="left" | Moneychangers<br />
|-<br />
| Align="left" | Pawnbrokers<br />
|-<br />
| Align="left" | Tax Collectors<br />
|-<br />
! colspan="3" | Fishmongers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Fishers<br />
|-<br />
| Align="left" | Fishmongers<br />
|-<br />
! colspan="3" | Forgers & Smiths:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Blacksmiths<br />
|-<br />
| Align="left" | Buckle Makers<br />
|-<br />
| Align="left" | Cutlers<br />
|-<br />
| Align="left" | Scabbard Makers<br />
|-<br />
| Align="left" | Weaponsmiths<br />
|-<br />
! colspan="3" | Furriers & Glass Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Furriers<br />
|-<br />
| Align="left" | Glass Makers<br />
|-<br />
| Align="left" | Glaziers<br />
|-<br />
! colspan="3" | Harness Makers & Saddlers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Harness Makers<br />
|-<br />
| Align="left" | Saddlers and Spurriers<br />
|-<br />
! colspan="3" | Merchants:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Beer Merchants<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Clothiers, Used<br />
|-<br />
| Align="left" | Dairy sellers<br />
|-<br />
| Align="left" | Flower Sellers<br />
|-<br />
| Align="left" | Grain Merchants<br />
|-<br />
| Align="left" | Grocers<br />
|-<br />
| Align="left" | Haberdashers<br />
|-<br />
| Align="left" | Hay Merchants<br />
|-<br />
| Align="left" | Livestock Merchants<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Millers<br />
|-<br />
| Align="left" | Perfumer<br />
|-<br />
| Align="left" | Religious Souvenir Sellers<br />
|-<br />
| Align="left" | Slavers<br />
|-<br />
| Align="left" | Spice Merchants<br />
|-<br />
| Align="left" | Tobacco Merchants<br />
|-<br />
| Align="left" | Wine Merchants<br />
|-<br />
| Align="left" | Woodsellers<br />
|-<br />
| Align="left" | Wool Merchants<br />
|-<br />
! colspan="3" | Hostelers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Innkeepers<br />
|-<br />
| Align="left" | Restaurateurs<br />
|-<br />
| Align="left" | Tavern Keepers<br />
|-<br />
! colspan="2" | Jewelers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Jewelers<br />
|-<br />
| Align="left" | Silversmiths<br />
|-<br />
! colspan="2" | Music & Performers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Acrobats, Tumblers<br />
|-<br />
| Align="left" | Instrument Makers<br />
|-<br />
| Align="left" | Jesters<br />
|-<br />
| Align="left" | Jongleurs<br />
|-<br />
| Align="left" | Minstrels<br />
|-<br />
| Align="left" | Storytellers<br />
|-<br />
! colspan="2" | Launderers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Launderers<br />
|-<br />
! colspan="2" | Magic:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Alchemists<br />
|-<br />
| Align="left" | Astrologers<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Potion Makers<br />
|-<br />
! colspan="2" | Map Makers & Surveyors:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Cartographers<br />
|-<br />
| Align="left" | Navigators/Pathfinders<br />
|-<br />
! colspan="2" | Mariners:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Naval Outfitters<br />
|-<br />
| Align="left" | Rope Makers<br />
|-<br />
! colspan="2" | Professional Guilds:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Advocates (lawyers)<br />
|-<br />
| Align="left" | Doctors, Licensed<br />
|-<br />
| Align="left" | Judges<br />
|-<br />
| Align="left" | Librarians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Teachers<br />
|-<br />
! colspan="2" | Medical:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Barbers<br />
|-<br />
| Align="left" | Dentists<br />
|-<br />
| Align="left" | Doctors, Unlicensed<br />
|-<br />
| Align="left" | Herbalists<br />
|-<br />
| Align="left" | Midwives<br />
|-<br />
! colspan="2" | Scholastic:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Historians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Sage/Scholar<br />
|-<br />
! colspan="2" | Shipwrights, Skinners & Tanners<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Shipmakers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Skinners<br />
|-<br />
| Align="left" | Tanners<br />
|-<br />
| Align="left" | Taxidermists<br />
|-<br />
| Align="left" | Stable Keepers<br />
|-<br />
| Align="left" | Grooms<br />
|-<br />
! colspan="2" | Tinkerers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Clockmakers<br />
|-<br />
| Align="left" | Inventors<br />
|-<br />
| Align="left" | Toymakers<br />
|-<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Watercarriers<br />
|-<br />
| Align="left" | Wheelwrights<br />
|-<br />
| Align="left" | Basket Makers<br />
|-<br />
| Align="left" | Furniture Makers<br />
|-<br />
! colspan="2" | Woodworkers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Furniture Makers<br />
|-<br />
| Align="left" | Woodcarvers<br />
|}<br />
<br />
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 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 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 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</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653547
D&D Wiki:Sandbox
2014-02-06T18:10:13Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="left" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Architects & Engineers || <br />
| Align="left" | Architects || <br />
|- class="even"<br />
| Align="left" | Engineers || <br />
! colspan="2" | Armorers & Locksmiths:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Armorers<br />
|-<br />
| Align="left" | Locksmiths<br />
|-<br />
! colspan="2" | Artists:<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Artists<br />
|-<br />
| Align="left" | Painters<br />
|-<br />
| Align="left" | Satirists<br />
|-<br />
| Align="left" | Sculptors<br />
|-<br />
| Align="left" | Writers<br />
|-<br />
! colspan="2" | Bakers, Bookbinders & Papermakers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
| Align="left" | Bakers<br />
|-<br />
| Align="left" | Pastry Makers<br />
|-<br />
| Align="left" | Bookbinders<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Paper/Parchment Makers<br />
|-<br />
! colspan="2" | Bowyers & Fletchers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Bowyer/Fletchers<br />
|-<br />
! colspan="2" | Brewers, Distillers, & Vintners:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | <br />
|-<br />
| Align="left" | Brewers<br />
|-<br />
| Align="left" | Distillers<br />
|-<br />
| Align="left" | Vintner<br />
|-<br />
! colspan="2" | Brothel Keepers & Bathers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Brothel Keepers<br />
|-<br />
| Align="left" | Bathers<br />
|-<br />
! colspan="2" | Builders:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Carpenters<br />
|-<br />
| Align="left" | Plasterers<br />
|-<br />
| Align="left" | Roofers<br />
|-<br />
! colspan="2" | Butchers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Butchers<br />
|-<br />
! colspan="2" | Casters:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bellmakers<br />
|-<br />
| Align="left" | Engravers<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Silversmiths<br />
|-<br />
! colspan="2" | Chandlers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Chandlers<br />
|-<br />
| Align="left" | Soapmakers<br />
|-<br />
! colspan="2" | Clay & Stone Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bricklayers<br />
|-<br />
| Align="left" | Masons<br />
|-<br />
| Align="left" | Potters<br />
|-<br />
| Align="left" | Tilers<br />
|-<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Copyists<br />
|-<br />
| Align="left" | Illuminators<br />
|-<br />
! colspan="2" | Clothing & Accessories:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Girdlers<br />
|-<br />
| Align="left" | Glove Makers<br />
|-<br />
| Align="left" | Mercers<br />
|-<br />
| Align="left" | Perfumers<br />
|-<br />
| Align="left" | Purse Makers<br />
|-<br />
| Align="left" | Tailors<br />
|-<br />
| Align="left" | Vestment Makers<br />
|-<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Cobblers<br />
|-<br />
| Align="left" | Coopers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Bleachers<br />
|-<br />
| Align="left" | Drapers<br />
|-<br />
| Align="left" | Dye Makers<br />
|-<br />
| Align="left" | Fullers<br />
|-<br />
| Align="left" | Rug Makers<br />
|-<br />
| Align="left" | Weavers<br />
|-<br />
! colspan="2" | Financial Transactions:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bankers<br />
|-<br />
| Align="left" | Moneychangers<br />
|-<br />
| Align="left" | Pawnbrokers<br />
|-<br />
| Align="left" | Tax Collectors<br />
|-<br />
! colspan="2" | Fishmongers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Fishers<br />
|-<br />
| Align="left" | Fishmongers<br />
|-<br />
! colspan="2" | Forgers & Smiths:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Blacksmiths<br />
|-<br />
| Align="left" | Buckle Makers<br />
|-<br />
| Align="left" | Cutlers<br />
|-<br />
| Align="left" | Scabbard Makers<br />
|-<br />
| Align="left" | Weaponsmiths<br />
|-<br />
! colspan="2" | Furriers & Glass Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Furriers<br />
|-<br />
| Align="left" | Glass Makers<br />
|-<br />
| Align="left" | Glaziers<br />
|-<br />
! colspan="2" | Harness Makers & Saddlers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Harness Makers<br />
|-<br />
| Align="left" | Saddlers and Spurriers<br />
|-<br />
! colspan="2" | Merchants:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Beer Merchants<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Clothiers, Used<br />
|-<br />
| Align="left" | Dairy sellers<br />
|-<br />
| Align="left" | Flower Sellers<br />
|-<br />
| Align="left" | Grain Merchants<br />
|-<br />
| Align="left" | Grocers<br />
|-<br />
| Align="left" | Haberdashers<br />
|-<br />
| Align="left" | Hay Merchants<br />
|-<br />
| Align="left" | Livestock Merchants<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Millers<br />
|-<br />
| Align="left" | Perfumer<br />
|-<br />
| Align="left" | Religious Souvenir Sellers<br />
|-<br />
| Align="left" | Slavers<br />
|-<br />
| Align="left" | Spice Merchants<br />
|-<br />
| Align="left" | Tobacco Merchants<br />
|-<br />
| Align="left" | Wine Merchants<br />
|-<br />
| Align="left" | Woodsellers<br />
|-<br />
| Align="left" | Wool Merchants<br />
|-<br />
! colspan="2" | Hostelers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Innkeepers<br />
|-<br />
| Align="left" | Restaurateurs<br />
|-<br />
| Align="left" | Tavern Keepers<br />
|-<br />
! colspan="2" | Jewelers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Jewelers<br />
|-<br />
| Align="left" | Silversmiths<br />
|-<br />
! colspan="2" | Music & Performers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Acrobats, Tumblers<br />
|-<br />
| Align="left" | Instrument Makers<br />
|-<br />
| Align="left" | Jesters<br />
|-<br />
| Align="left" | Jongleurs<br />
|-<br />
| Align="left" | Minstrels<br />
|-<br />
| Align="left" | Storytellers<br />
|-<br />
! colspan="2" | Launderers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Launderers<br />
|-<br />
! colspan="2" | Magic:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Alchemists<br />
|-<br />
| Align="left" | Astrologers<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Potion Makers<br />
|-<br />
! colspan="2" | Map Makers & Surveyors:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Cartographers<br />
|-<br />
| Align="left" | Navigators/Pathfinders<br />
|-<br />
! colspan="2" | Mariners:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Naval Outfitters<br />
|-<br />
| Align="left" | Rope Makers<br />
|-<br />
! colspan="2" | Professional Guilds:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Advocates (lawyers)<br />
|-<br />
| Align="left" | Doctors, Licensed<br />
|-<br />
| Align="left" | Judges<br />
|-<br />
| Align="left" | Librarians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Teachers<br />
|-<br />
! colspan="2" | Medical:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Barbers<br />
|-<br />
| Align="left" | Dentists<br />
|-<br />
| Align="left" | Doctors, Unlicensed<br />
|-<br />
| Align="left" | Herbalists<br />
|-<br />
| Align="left" | Midwives<br />
|-<br />
! colspan="2" | Scholastic:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Historians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Sage/Scholar<br />
|-<br />
! colspan="2" | Shipwrights, Skinners & Tanners<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Shipmakers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Skinners<br />
|-<br />
| Align="left" | Tanners<br />
|-<br />
| Align="left" | Taxidermists<br />
|-<br />
| Align="left" | Stable Keepers<br />
|-<br />
| Align="left" | Grooms<br />
|-<br />
! colspan="2" | Tinkerers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Clockmakers<br />
|-<br />
| Align="left" | Inventors<br />
|-<br />
| Align="left" | Toymakers<br />
|-<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Watercarriers<br />
|-<br />
| Align="left" | Wheelwrights<br />
|-<br />
| Align="left" | Basket Makers<br />
|-<br />
| Align="left" | Furniture Makers<br />
|-<br />
! colspan="2" | Woodworkers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Furniture Makers<br />
|-<br />
| Align="left" | Woodcarvers<br />
|}<br />
<br />
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 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 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 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</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653545
D&D Wiki:Sandbox
2014-02-06T18:06:38Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="left" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Architects & Engineers || <br />
| Align="left" | Architects || <br />
|- class="even"<br />
| Align="left" | Engineers || <br />
! colspan="2" | Armorers & Locksmiths:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Armorers<br />
|-<br />
| Align="left" | Locksmiths<br />
<br />
! colspan="2" | Artists:<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Artists<br />
|-<br />
| Align="left" | Painters<br />
|-<br />
| Align="left" | Satirists<br />
|-<br />
| Align="left" | Sculptors<br />
|-<br />
| Align="left" | Writers<br />
<br />
! colspan="2" | Bakers, Bookbinders & Papermakers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
| Align="left" | Bakers<br />
|-<br />
| Align="left" | Pastry Makers<br />
|-<br />
| Align="left" | Bookbinders<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Paper/Parchment Makers<br />
<br />
! colspan="2" | Bowyers & Fletchers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Bowyer/Fletchers<br />
<br />
! colspan="2" | Brewers, Distillers, & Vintners:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | <br />
|-<br />
| Align="left" | Brewers<br />
|-<br />
| Align="left" | Distillers<br />
|-<br />
| Align="left" | Vintner<br />
<br />
! colspan="2" | Brothel Keepers & Bathers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Brothel Keepers<br />
|-<br />
| Align="left" | Bathers<br />
<br />
! colspan="2" | Builders:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Carpenters<br />
|-<br />
| Align="left" | Plasterers<br />
|-<br />
| Align="left" | Roofers<br />
<br />
! colspan="2" | Butchers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Butchers<br />
<br />
! colspan="2" | Casters:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bellmakers<br />
|-<br />
| Align="left" | Engravers<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Silversmiths<br />
<br />
! colspan="2" | Chandlers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Chandlers<br />
|-<br />
| Align="left" | Soapmakers<br />
<br />
! colspan="2" | Clay & Stone Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bricklayers<br />
|-<br />
| Align="left" | Masons<br />
|-<br />
| Align="left" | Potters<br />
|-<br />
| Align="left" | Tilers<br />
<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Copyists<br />
|-<br />
| Align="left" | Illuminators<br />
<br />
! colspan="2" | Clothing & Accessories:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Girdlers<br />
|-<br />
| Align="left" | Glove Makers<br />
|-<br />
| Align="left" | Mercers<br />
|-<br />
| Align="left" | Perfumers<br />
|-<br />
| Align="left" | Purse Makers<br />
|-<br />
| Align="left" | Tailors<br />
|-<br />
| Align="left" | Vestment Makers<br />
<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Cobblers<br />
|-<br />
| Align="left" | Coopers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Bleachers<br />
|-<br />
| Align="left" | Drapers<br />
|-<br />
| Align="left" | Dye Makers<br />
|-<br />
| Align="left" | Fullers<br />
|-<br />
| Align="left" | Rug Makers<br />
|-<br />
| Align="left" | Weavers<br />
<br />
! colspan="2" | Financial Transactions:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Bankers<br />
|-<br />
| Align="left" | Moneychangers<br />
|-<br />
| Align="left" | Pawnbrokers<br />
|-<br />
| Align="left" | Tax Collectors<br />
<br />
! colspan="2" | Fishmongers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Fishers<br />
|-<br />
| Align="left" | Fishmongers<br />
<br />
! colspan="2" | Forgers & Smiths:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Blacksmiths<br />
|-<br />
| Align="left" | Buckle Makers<br />
|-<br />
| Align="left" | Cutlers<br />
|-<br />
| Align="left" | Scabbard Makers<br />
|-<br />
| Align="left" | Weaponsmiths<br />
<br />
! colspan="2" | Furriers & Glass Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Furriers<br />
|-<br />
| Align="left" | Glass Makers<br />
|-<br />
| Align="left" | Glaziers<br />
<br />
! colspan="2" | Harness Makers & Saddlers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Harness Makers<br />
|-<br />
| Align="left" | Saddlers and Spurriers<br />
<br />
! colspan="2" | Merchants:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Beer Merchants<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Clothiers, Used<br />
|-<br />
| Align="left" | Dairy sellers<br />
|-<br />
| Align="left" | Flower Sellers<br />
|-<br />
| Align="left" | Grain Merchants<br />
|-<br />
| Align="left" | Grocers<br />
|-<br />
| Align="left" | Haberdashers<br />
|-<br />
| Align="left" | Hay Merchants<br />
|-<br />
| Align="left" | Livestock Merchants<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Millers<br />
|-<br />
| Align="left" | Perfumer<br />
|-<br />
| Align="left" | Religious Souvenir Sellers<br />
|-<br />
| Align="left" | Slavers<br />
|-<br />
| Align="left" | Spice Merchants<br />
|-<br />
| Align="left" | Tobacco Merchants<br />
|-<br />
| Align="left" | Wine Merchants<br />
|-<br />
| Align="left" | Woodsellers<br />
|-<br />
| Align="left" | Wool Merchants<br />
<br />
! colspan="2" | Hostelers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Innkeepers<br />
|-<br />
| Align="left" | Restaurateurs<br />
|-<br />
| Align="left" | Tavern Keepers<br />
<br />
! colspan="2" | Jewelers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Jewelers<br />
|-<br />
| Align="left" | Silversmiths<br />
<br />
! colspan="2" | Music & Performers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Acrobats, Tumblers<br />
|-<br />
| Align="left" | Instrument Makers<br />
|-<br />
| Align="left" | Jesters<br />
|-<br />
| Align="left" | Jongleurs<br />
|-<br />
| Align="left" | Minstrels<br />
|-<br />
| Align="left" | Storytellers<br />
<br />
! colspan="2" | Launderers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Launderers<br />
<br />
! colspan="2" | Magic:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Alchemists<br />
|-<br />
| Align="left" | Astrologers<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Potion Makers<br />
<br />
! colspan="2" | Map Makers & Surveyors:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Cartographers<br />
|-<br />
| Align="left" | Navigators/Pathfinders<br />
<br />
! colspan="2" | Mariners:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Naval Outfitters<br />
|-<br />
| Align="left" | Rope Makers<br />
<br />
! colspan="2" | Professional Guilds:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Advocates (lawyers)<br />
|-<br />
| Align="left" | Doctors, Licensed<br />
|-<br />
| Align="left" | Judges<br />
|-<br />
| Align="left" | Librarians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Teachers<br />
<br />
! colspan="2" | Medical:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Barbers<br />
|-<br />
| Align="left" | Dentists<br />
|-<br />
| Align="left" | Doctors, Unlicensed<br />
|-<br />
| Align="left" | Herbalists<br />
|-<br />
| Align="left" | Midwives<br />
<br />
! colspan="2" | Scholastic:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Historians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Sage/Scholar<br />
<br />
! colspan="2" | Shipwrights, Skinners & Tanners<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Shipmakers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Skinners<br />
|-<br />
| Align="left" | Tanners<br />
|-<br />
| Align="left" | Taxidermists<br />
|-<br />
| Align="left" | Stable Keepers<br />
|-<br />
| Align="left" | Grooms<br />
<br />
! colspan="2" | Tinkerers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Clockmakers<br />
|-<br />
| Align="left" | Inventors<br />
|-<br />
| Align="left" | Toymakers<br />
<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Watercarriers<br />
|-<br />
| Align="left" | Wheelwrights<br />
|-<br />
| Align="left" | Basket Makers<br />
|-<br />
| Align="left" | Furniture Makers<br />
<br />
! colspan="2" | Woodworkers:<br />
|-<br />
! Align="left" | Guild !! Profession || Incidence Rate<br />
|-<br />
| Align="left" | Furniture Makers<br />
|-<br />
| Align="left" | Woodcarvers<br />
<br />
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 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 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 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</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653543
D&D Wiki:Sandbox
2014-02-06T17:56:39Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="left" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Architects & Engineers || <br />
| Align="left" | Architects || <br />
|- class="even"<br />
| Align="left" | Engineers || <br />
|}<br />
<br />
! colspan="2" | Armorers & Locksmiths:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Armorers<br />
|-<br />
| Align="left" | Locksmiths<br />
<br />
! colspan="2" | Artists:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Artists<br />
|-<br />
| Align="left" | Painters<br />
|-<br />
| Align="left" | Satirists<br />
|-<br />
| Align="left" | Sculptors<br />
|-<br />
| Align="left" | Writers<br />
<br />
! colspan="2" | Bakers, Bookbinders & Papermakers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Bakers<br />
|-<br />
| Align="left" | Pastry Makers<br />
|-<br />
| Align="left" | Bookbinders<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Paper/Parchment Makers<br />
<br />
! colspan="2" | Bowyers & Fletchers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Bowyer/Fletchers<br />
<br />
! colspan="2" | Brewers, Distillers, & Vintners:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | <br />
|-<br />
| Align="left" | Brewers<br />
|-<br />
| Align="left" | Distillers<br />
|-<br />
| Align="left" | Vintner<br />
<br />
! colspan="2" | Brothel Keepers & Bathers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Brothel Keepers<br />
|-<br />
| Align="left" | Bathers<br />
<br />
! colspan="2" | Builders:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | <br />
|-<br />
| Align="left" | Carpenters<br />
|-<br />
| Align="left" | Plasterers<br />
|-<br />
| Align="left" | Roofers<br />
<br />
! colspan="2" | Butchers:<br />
|-<br />
| Align="left" | Butchers<br />
<br />
! colspan="2" | Casters:<br />
|-<br />
| Align="left" | Bellmakers<br />
|-<br />
| Align="left" | Engravers<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Silversmiths<br />
<br />
! colspan="2" | Chandlers:<br />
|-<br />
| Align="left" | Chandlers<br />
|-<br />
| Align="left" | Soapmakers<br />
<br />
! colspan="2" | Clay & Stone Workers:<br />
|-<br />
| Align="left" | Bricklayers<br />
|-<br />
| Align="left" | Masons<br />
|-<br />
| Align="left" | Potters<br />
|-<br />
| Align="left" | Tilers<br />
<br />
! colspan="2" | Clerks & Scribes<br />
|-<br />
| Align="left" | Copyists<br />
|-<br />
| Align="left" | Illuminators<br />
<br />
! colspan="2" | Clothing & Accessories:<br />
|-<br />
| Align="left" | Girdlers<br />
|-<br />
| Align="left" | Glove Makers<br />
|-<br />
| Align="left" | Mercers<br />
|-<br />
| Align="left" | Perfumers<br />
|-<br />
| Align="left" | Purse Makers<br />
|-<br />
| Align="left" | Tailors<br />
|-<br />
| Align="left" | Vestment Makers<br />
<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers:<br />
|-<br />
| Align="left" | Cobblers<br />
|-<br />
| Align="left" | Coopers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Bleachers<br />
|-<br />
| Align="left" | Drapers<br />
|-<br />
| Align="left" | Dye Makers<br />
|-<br />
| Align="left" | Fullers<br />
|-<br />
| Align="left" | Rug Makers<br />
|-<br />
| Align="left" | Weavers<br />
<br />
! colspan="2" | Financial Transactions:<br />
|-<br />
| Align="left" | Bankers<br />
|-<br />
| Align="left" | Moneychangers<br />
|-<br />
| Align="left" | Pawnbrokers<br />
|-<br />
| Align="left" | Tax Collectors<br />
<br />
! colspan="2" | Fishmongers:<br />
|-<br />
| Align="left" | Fishers<br />
|-<br />
| Align="left" | Fishmongers<br />
<br />
! colspan="2" | Forgers & Smiths:<br />
|-<br />
| Align="left" | Blacksmiths<br />
|-<br />
| Align="left" | Buckle Makers<br />
|-<br />
| Align="left" | Cutlers<br />
|-<br />
| Align="left" | Scabbard Makers<br />
|-<br />
| Align="left" | Weaponsmiths<br />
<br />
! colspan="2" | Furriers & Glass Workers:<br />
|-<br />
| Align="left" | Furriers<br />
|-<br />
| Align="left" | Glass Makers<br />
|-<br />
| Align="left" | Glaziers<br />
<br />
! colspan="2" | Harness Makers & Saddlers:<br />
|-<br />
| Align="left" | Harness Makers<br />
|-<br />
| Align="left" | Saddlers and Spurriers<br />
<br />
! colspan="2" | Merchants:<br />
|-<br />
| Align="left" | Beer Merchants<br />
|-<br />
| Align="left" | Booksellers<br />
|-<br />
| Align="left" | Clothiers, Used<br />
|-<br />
| Align="left" | Dairy sellers<br />
|-<br />
| Align="left" | Flower Sellers<br />
|-<br />
| Align="left" | Grain Merchants<br />
|-<br />
| Align="left" | Grocers<br />
|-<br />
| Align="left" | Haberdashers<br />
|-<br />
| Align="left" | Hay Merchants<br />
|-<br />
| Align="left" | Livestock Merchants<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Millers<br />
|-<br />
| Align="left" | Perfumer<br />
|-<br />
| Align="left" | Religious Souvenir Sellers<br />
|-<br />
| Align="left" | Slavers<br />
|-<br />
| Align="left" | Spice Merchants<br />
|-<br />
| Align="left" | Tobacco Merchants<br />
|-<br />
| Align="left" | Wine Merchants<br />
|-<br />
| Align="left" | Woodsellers<br />
|-<br />
| Align="left" | Wool Merchants<br />
<br />
! colspan="2" | Hostelers:<br />
|-<br />
| Align="left" | Innkeepers<br />
|-<br />
| Align="left" | Restaurateurs<br />
|-<br />
| Align="left" | Tavern Keepers<br />
<br />
! colspan="2" | Jewelers:<br />
|-<br />
| Align="left" | Goldsmiths<br />
|-<br />
| Align="left" | Jewelers<br />
|-<br />
| Align="left" | Silversmiths<br />
<br />
! colspan="2" | Music & Performers:<br />
|-<br />
| Align="left" | Acrobats, Tumblers<br />
|-<br />
| Align="left" | Instrument Makers<br />
|-<br />
| Align="left" | Jesters<br />
|-<br />
| Align="left" | Jongleurs<br />
|-<br />
| Align="left" | Minstrels<br />
|-<br />
| Align="left" | Storytellers<br />
<br />
! colspan="2" | Launderers:<br />
|-<br />
| Align="left" | Launderers<br />
<br />
! colspan="2" | Magic:<br />
|-<br />
| Align="left" | Alchemists<br />
|-<br />
| Align="left" | Astrologers<br />
|-<br />
| Align="left" | Magic Merchants<br />
|-<br />
| Align="left" | Potion Makers<br />
<br />
! colspan="2" | Map Makers & Surveyors:<br />
|-<br />
| Align="left" | Cartographers<br />
|-<br />
| Align="left" | Navigators/Pathfinders<br />
<br />
! colspan="2" | Mariners:<br />
|-<br />
| Align="left" | Naval Outfitters<br />
|-<br />
| Align="left" | Rope Makers<br />
<br />
! colspan="2" | Professional Guilds:<br />
|-<br />
| Align="left" | Advocates (lawyers)<br />
|-<br />
| Align="left" | Doctors, Licensed<br />
|-<br />
| Align="left" | Judges<br />
|-<br />
| Align="left" | Librarians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Teachers<br />
<br />
! colspan="2" | Medical:<br />
|-<br />
| Align="left" | Barbers<br />
|-<br />
| Align="left" | Dentists<br />
|-<br />
| Align="left" | Doctors, Unlicensed<br />
|-<br />
| Align="left" | Herbalists<br />
|-<br />
| Align="left" | Midwives<br />
<br />
! colspan="2" | Scholastic:<br />
|-<br />
| Align="left" | Historians<br />
|-<br />
| Align="left" | Professors<br />
|-<br />
| Align="left" | Sage/Scholar<br />
<br />
! colspan="2" | Shipwrights, Skinners & Tanners<br />
|-<br />
| Align="left" | Shipmakers<br />
|-<br />
| Align="left" | Leatherworkers<br />
|-<br />
| Align="left" | Skinners<br />
|-<br />
| Align="left" | Tanners<br />
|-<br />
| Align="left" | Taxidermists<br />
|-<br />
| Align="left" | Stable Keepers<br />
|-<br />
| Align="left" | Grooms<br />
<br />
! colspan="2" | Tinkerers:<br />
|-<br />
| Align="left" | Clockmakers<br />
|-<br />
| Align="left" | Inventors<br />
|-<br />
| Align="left" | Toymakers<br />
<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers:<br />
|-<br />
| Align="left" | Watercarriers<br />
|-<br />
| Align="left" | Wheelwrights<br />
|-<br />
| Align="left" | Basket Makers<br />
|-<br />
| Align="left" | Furniture Makers<br />
<br />
! colspan="2" | Woodworkers:<br />
|-<br />
| Align="left" | Furniture Makers<br />
|-<br />
| Align="left" | Woodcarvers<br />
<br />
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 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 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 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</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653537
D&D Wiki:Sandbox
2014-02-06T17:34:42Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="left" colspan="2" | Guilds <br />
|-<br />
! colspan="2" | Architects & Engineers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Architects || <br />
| Align="left" | Architects || <br />
|- class="even"<br />
| Align="left" | Engineers || <br />
|}<br />
<br />
! colspan="2" | Armorers & Locksmiths:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Armorers<br />
Locksmiths<br />
<br />
! colspan="2" | Artists:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Artists<br />
Painters<br />
Satirists<br />
Sculptors<br />
Writers<br />
<br />
! colspan="2" | Bakers, Bookbinders & Papermakers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Bakers<br />
Pastry Makers<br />
Bookbinders<br />
Booksellers<br />
Paper/Parchment Makers<br />
<br />
! colspan="2" | Bowyers & Fletchers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Bowyer/Fletchers<br />
<br />
! colspan="2" | Brewers, Distillers, & Vintners:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | <br />
Brewers<br />
Distillers<br />
Vintner<br />
<br />
! colspan="2" | Brothel Keepers & Bathers:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | Brothel Keepers<br />
Bathers<br />
<br />
! colspan="2" | Builders:<br />
|-<br />
! Align="left" | Guild !! Profession<br />
|-<br />
| Align="left" | <br />
Carpenters<br />
Plasterers<br />
Roofers<br />
<br />
! colspan="2" | Butchers:<br />
Butchers<br />
<br />
! colspan="2" | Casters:<br />
Bellmakers<br />
Engravers<br />
Goldsmiths<br />
Silversmiths<br />
<br />
! colspan="2" | Chandlers:<br />
Chandlers<br />
Soapmakers<br />
<br />
! colspan="2" | Clay & Stone Workers:<br />
Bricklayers<br />
Masons<br />
Potters<br />
Tilers<br />
<br />
! colspan="2" | Clerks & Scribes<br />
Copyists<br />
Illuminators<br />
<br />
! colspan="2" | Clothing & Accessories:<br />
Girdlers<br />
Glove Makers<br />
Mercers<br />
Perfumers<br />
Purse Makers<br />
Tailors<br />
Vestment Makers<br />
<br />
! colspan="2" | Cobblers, Coopers, Cordwainers, Dyers & Weavers:<br />
Cobblers<br />
Coopers<br />
Leatherworkers<br />
Bleachers<br />
Drapers<br />
Dye Makers<br />
Fullers<br />
Rug Makers<br />
Weavers<br />
<br />
! colspan="2" | Financial Transactions:<br />
Bankers<br />
Moneychangers<br />
Pawnbrokers<br />
Tax Collectors<br />
<br />
! colspan="2" | Fishmongers:<br />
Fishers<br />
Fishmongers<br />
<br />
! colspan="2" | Forgers & Smiths:<br />
Blacksmiths<br />
Buckle Makers<br />
Cutlers<br />
Scabbard Makers<br />
Weaponsmiths<br />
<br />
! colspan="2" | Furriers & Glass Workers:<br />
Furriers<br />
Glass Makers<br />
Glaziers<br />
<br />
! colspan="2" | Harness Makers & Saddlers:<br />
Harness Makers<br />
Saddlers and Spurriers<br />
<br />
! colspan="2" | Merchants:<br />
Beer Merchants<br />
Booksellers<br />
Clothiers, Used<br />
Dairy sellers<br />
Flower Sellers<br />
Grain Merchants<br />
Grocers<br />
Haberdashers<br />
Hay Merchants<br />
Livestock Merchants<br />
Magic Merchants<br />
Millers<br />
Perfumer<br />
Religious Souvenir Sellers<br />
Slavers<br />
Spice Merchants<br />
Tobacco Merchants<br />
Wine Merchants<br />
Woodsellers<br />
Wool Merchants<br />
<br />
! colspan="2" | Hostelers:<br />
Inn Keepers<br />
Restauranteurs<br />
Tavern Keepers<br />
<br />
! colspan="2" | Jewelers:<br />
Goldsmiths<br />
Jewelers<br />
Silversmiths<br />
<br />
! colspan="2" | Music & Performers:<br />
Acrobats, Tumblers<br />
Instrument Makers<br />
Jesters<br />
Jongleurs<br />
Minstrels<br />
Storytellers<br />
<br />
! colspan="2" | Launderers:<br />
Launderers<br />
<br />
! colspan="2" | Magic:<br />
Alchemists<br />
Astrologers<br />
Magic Merchants<br />
Potion Makers<br />
<br />
! colspan="2" | Map Makers & Surveyors:<br />
Cartographers<br />
Navigators/Pathfinders<br />
<br />
! colspan="2" | Mariners:<br />
Naval Outfitters<br />
Rope Makers<br />
<br />
! colspan="2" | Professional Guilds:<br />
Advocates (lawyers)<br />
Doctors, Licensed<br />
Judges<br />
Librarians<br />
Professors<br />
Teachers<br />
<br />
! colspan="2" | Medical:<br />
Barbers<br />
Dentists<br />
Doctors, Unlicensed<br />
Herbalists<br />
Midwives<br />
<br />
! colspan="2" | Scholastic:<br />
Historians<br />
Professors<br />
Sage/Scholar<br />
<br />
! colspan="2" | Shipwrights, Skinners & Tanners<br />
Shipmakers<br />
Leatherworkers<br />
Skinners<br />
Tanners<br />
Taxidermists<br />
Stable Keepers<br />
Grooms<br />
<br />
! colspan="2" | Tinkerers:<br />
Clockmakers<br />
Inventors<br />
Toymakers<br />
<br />
! colspan="2" | Watermen, Wheel Wrights, & Wicker Workers:<br />
Watercarriers<br />
Wheelwrights<br />
Basket Makers<br />
Furniture Makers<br />
<br />
! colspan="2" | Woodworkers:<br />
Furniture Makers<br />
Woodcarvers<br />
<br />
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 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 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 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</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653533
D&D Wiki:Sandbox
2014-02-06T17:00:23Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
=== Table IV.11 ===<br />
<br />
{|class="d20"<br />
|-<br />
! Align="left" | Guilds <br />
|-<br />
!Architects & Engineers:<br />
|-<br />
| Align="left" | Architects || <br />
|- class="even"<br />
| Align="left" | Engineers || <br />
|}<br />
<br />
Armorers & Locksmiths:<br />
Armorers<br />
Locksmiths<br />
<br />
Artists:<br />
Artists<br />
Painters<br />
Satirists<br />
Sculptors<br />
Writers<br />
<br />
Bakers, Bookbinders & Papermakers:<br />
Bakers<br />
Pastry Makers<br />
Bookbinders<br />
Booksellers<br />
Paper/Parchment Makers<br />
<br />
Bowyers & Fletchers:<br />
Bowyer/Fletchers<br />
<br />
Brewers, Distillers, & Vintners:<br />
Brewers<br />
Distillers<br />
Vintner<br />
<br />
Brothel Keepers & Bathers:<br />
Brothel Keepers<br />
<br />
Builders:<br />
Carpenters<br />
Plasterers<br />
Roofers<br />
<br />
Butchers:<br />
Butchers<br />
<br />
Casters:<br />
Bellmakers<br />
Engravers<br />
Goldsmiths<br />
Silversmiths<br />
<br />
Chandlers:<br />
Chandlers<br />
Soapmakers<br />
<br />
Clay & Stone Workers:<br />
Bricklayers<br />
Masons<br />
Potters<br />
Tilers<br />
<br />
Clerks & Scribes<br />
Copyists<br />
Illuminators<br />
<br />
Clothing & Accessories:<br />
Girdlers<br />
Glove Makers<br />
Mercers<br />
Perfumers<br />
Purse Makers<br />
Tailors<br />
Vestment Makers<br />
<br />
Cobblers, Coopers, Cordwainers, Dyers & Weavers:<br />
Cobblers<br />
Coopers<br />
Leatherworkers<br />
Bleachers<br />
Drapers<br />
Dye Makers<br />
Fullers<br />
Rug Makers<br />
Weavers<br />
<br />
Financial Transactions:<br />
Bankers<br />
Moneychangers<br />
Pawnbrokers<br />
Tax Collectors<br />
<br />
Fishmongers:<br />
Fishers<br />
Fishmongers<br />
<br />
Forgers & Smiths:<br />
Blacksmiths<br />
Buckle Makers<br />
Cutlers<br />
Scabbard Makers<br />
Weaponsmiths<br />
<br />
Furriers & Glass Workers:<br />
Furriers<br />
Glass Makers<br />
Glaziers<br />
<br />
Harness Makers & Saddlers:<br />
Harness Makers<br />
Saddlers and Spurriers<br />
<br />
Merchants:<br />
Beer Merchants<br />
Booksellers<br />
Clothiers, Used<br />
Dairy sellers<br />
Flower Sellers<br />
Grain Merchants<br />
Grocers<br />
Haberdashers<br />
Hay Merchants<br />
Livestock Merchants<br />
Magic Merchants<br />
Millers<br />
Perfumer<br />
Religious Souvenir Sellers<br />
Slavers<br />
Spice Merchants<br />
Tobacco Merchants<br />
Wine Merchants<br />
Woodsellers<br />
Wool Merchants<br />
<br />
Hostelers:<br />
Inn Keepers<br />
Restauranteurs<br />
Tavern Keepers<br />
<br />
Jewelers:<br />
Goldsmiths<br />
Jewelers<br />
Silversmiths<br />
<br />
Music & Performers:<br />
Acrobats, Tumblers<br />
Instrument Makers<br />
Jesters<br />
Jongleurs<br />
Minstrels<br />
Storytellers<br />
<br />
Launderers:<br />
Launderers<br />
<br />
Magic:<br />
Alchemists<br />
Astrologers<br />
Magic Merchants<br />
Potion Makers<br />
<br />
Map Makers & Surveyors:<br />
Cartographers<br />
Navigators/Pathfinders<br />
<br />
Mariners:<br />
Naval Outfitters<br />
Rope Makers<br />
<br />
Professional Guilds:<br />
Advocates (lawyers)<br />
Doctors, Licensed<br />
Judges<br />
Librarians<br />
Professors<br />
Teachers<br />
<br />
Medical:<br />
Barbers<br />
Dentists<br />
Doctors, Unlicensed<br />
Herbalists<br />
Midwives<br />
<br />
Scholastic:<br />
Historians<br />
Professors<br />
Sage/Scholar<br />
<br />
Shipwrights, Skinners & Tanners<br />
Shipmakers<br />
Leatherworkers<br />
Skinners<br />
Tanners<br />
Taxidermists<br />
Stable Keepers<br />
Grooms<br />
<br />
Tinkerers:<br />
Clockmakers<br />
Inventors<br />
Toymakers<br />
<br />
Watermen, Wheel Wrights, & Wicker Workers:<br />
Watercarriers<br />
Wheelwrights<br />
Basket Makers<br />
Furniture Makers<br />
<br />
Woodworkers:<br />
Furniture Makers<br />
Woodcarvers<br />
<br />
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 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 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 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</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653532
D&D Wiki:Sandbox
2014-02-06T16:58:17Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
=== Table IV.11 ===<br />
<br />
{|type="d20"<br />
|-<br />
! Align="left" | !! Guilds <br />
|-<br />
!Architects & Engineers:<br />
|-<br />
| Align="left" | Architects<br />
|-<br />
| Align="left" | Engineers<br />
|}<br />
<br />
Armorers & Locksmiths:<br />
Armorers<br />
Locksmiths<br />
<br />
Artists:<br />
Artists<br />
Painters<br />
Satirists<br />
Sculptors<br />
Writers<br />
<br />
Bakers, Bookbinders & Papermakers:<br />
Bakers<br />
Pastry Makers<br />
Bookbinders<br />
Booksellers<br />
Paper/Parchment Makers<br />
<br />
Bowyers & Fletchers:<br />
Bowyer/Fletchers<br />
<br />
Brewers, Distillers, & Vintners:<br />
Brewers<br />
Distillers<br />
Vintner<br />
<br />
Brothel Keepers & Bathers:<br />
Brothel Keepers<br />
<br />
Builders:<br />
Carpenters<br />
Plasterers<br />
Roofers<br />
<br />
Butchers:<br />
Butchers<br />
<br />
Casters:<br />
Bellmakers<br />
Engravers<br />
Goldsmiths<br />
Silversmiths<br />
<br />
Chandlers:<br />
Chandlers<br />
Soapmakers<br />
<br />
Clay & Stone Workers:<br />
Bricklayers<br />
Masons<br />
Potters<br />
Tilers<br />
<br />
Clerks & Scribes<br />
Copyists<br />
Illuminators<br />
<br />
Clothing & Accessories:<br />
Girdlers<br />
Glove Makers<br />
Mercers<br />
Perfumers<br />
Purse Makers<br />
Tailors<br />
Vestment Makers<br />
<br />
Cobblers, Coopers, Cordwainers, Dyers & Weavers:<br />
Cobblers<br />
Coopers<br />
Leatherworkers<br />
Bleachers<br />
Drapers<br />
Dye Makers<br />
Fullers<br />
Rug Makers<br />
Weavers<br />
<br />
Financial Transactions:<br />
Bankers<br />
Moneychangers<br />
Pawnbrokers<br />
Tax Collectors<br />
<br />
Fishmongers:<br />
Fishers<br />
Fishmongers<br />
<br />
Forgers & Smiths:<br />
Blacksmiths<br />
Buckle Makers<br />
Cutlers<br />
Scabbard Makers<br />
Weaponsmiths<br />
<br />
Furriers & Glass Workers:<br />
Furriers<br />
Glass Makers<br />
Glaziers<br />
<br />
Harness Makers & Saddlers:<br />
Harness Makers<br />
Saddlers and Spurriers<br />
<br />
Merchants:<br />
Beer Merchants<br />
Booksellers<br />
Clothiers, Used<br />
Dairy sellers<br />
Flower Sellers<br />
Grain Merchants<br />
Grocers<br />
Haberdashers<br />
Hay Merchants<br />
Livestock Merchants<br />
Magic Merchants<br />
Millers<br />
Perfumer<br />
Religious Souvenir Sellers<br />
Slavers<br />
Spice Merchants<br />
Tobacco Merchants<br />
Wine Merchants<br />
Woodsellers<br />
Wool Merchants<br />
<br />
Hostelers:<br />
Inn Keepers<br />
Restauranteurs<br />
Tavern Keepers<br />
<br />
Jewelers:<br />
Goldsmiths<br />
Jewelers<br />
Silversmiths<br />
<br />
Music & Performers:<br />
Acrobats, Tumblers<br />
Instrument Makers<br />
Jesters<br />
Jongleurs<br />
Minstrels<br />
Storytellers<br />
<br />
Launderers:<br />
Launderers<br />
<br />
Magic:<br />
Alchemists<br />
Astrologers<br />
Magic Merchants<br />
Potion Makers<br />
<br />
Map Makers & Surveyors:<br />
Cartographers<br />
Navigators/Pathfinders<br />
<br />
Mariners:<br />
Naval Outfitters<br />
Rope Makers<br />
<br />
Professional Guilds:<br />
Advocates (lawyers)<br />
Doctors, Licensed<br />
Judges<br />
Librarians<br />
Professors<br />
Teachers<br />
<br />
Medical:<br />
Barbers<br />
Dentists<br />
Doctors, Unlicensed<br />
Herbalists<br />
Midwives<br />
<br />
Scholastic:<br />
Historians<br />
Professors<br />
Sage/Scholar<br />
<br />
Shipwrights, Skinners & Tanners<br />
Shipmakers<br />
Leatherworkers<br />
Skinners<br />
Tanners<br />
Taxidermists<br />
Stable Keepers<br />
Grooms<br />
<br />
Tinkerers:<br />
Clockmakers<br />
Inventors<br />
Toymakers<br />
<br />
Watermen, Wheel Wrights, & Wicker Workers:<br />
Watercarriers<br />
Wheelwrights<br />
Basket Makers<br />
Furniture Makers<br />
<br />
Woodworkers:<br />
Furniture Makers<br />
Woodcarvers<br />
<br />
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 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 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 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</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653499
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-06T11:33:51Z
<p>Jkat718: </p>
<hr />
<div>{{wikify|Tables need wikifying, formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Ward !! Building Styles<br />
|-<br />
| Align="left" | Admin || BC<br />
|- class="even"<br />
| Align="left" | Craftsmen || BCD <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | Merchant || ABC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Odor. Business || CD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Shantytown || D <br />
|- class="even"<br />
| Align="left" | Slums || D<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
|- scope="row" colspan="4" | Community Size<br />
! Align="left" | !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
=== Table IV.6-Workshops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
<br />
=== Table IV.7-Shops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.8-Offices ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || ? <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11 ===<br />
<br />
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<br />
<br />
Guild Clerks & Scribes<br />
<br />
Profession Copyists Illuminators<br />
<br />
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 ===<br />
<br />
Clothing & Accessories<br />
<br />
Girdlers Glove Makers Mercers Perfumer Purse Makers Tailors Vestment Makers<br />
<br />
Cobblers Coopers Cordwainers Dyers & Weavers<br />
<br />
Cobblers Coopers Leatherworkers Bleachers Drapers Dye Makers Fullers Rug Makers Weavers<br />
<br />
Financial Transactions<br />
<br />
Bankers Moneychangers Pawnbroker Tax Collectors<br />
<br />
Fishmongers<br />
<br />
Fishers Fishmongers<br />
<br />
Forgers & Smiths<br />
<br />
Blacksmiths Buckle Makers Cutlers Scabbard Makers Weaponsmiths<br />
<br />
Furriers Glass Workers<br />
<br />
Furriers Glass Makers Glaziers<br />
<br />
Harness Makers & Saddlers<br />
<br />
Harness Makers Saddlers and Spurriers<br />
<br />
Guild Profession Incidence Rate<br />
<br />
Guild Merchants Continued<br />
<br />
Profession Spice Merchants Tobacco merchants Wine Merchants Woodsellers Wool Merchants<br />
<br />
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<br />
<br />
Hostelers<br />
<br />
Inn Keepers Restauranteurs Tavern Keepers<br />
<br />
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<br />
<br />
Jewelers<br />
<br />
Goldsmiths Jewelers Silversmiths<br />
<br />
Music & Performers<br />
<br />
Acrobats, Tumblers Instrument Makers Jesters Jongleurs Minstrels Storytellers<br />
<br />
Launderers Magic<br />
<br />
Launderers Alchemists Astrologers Magic Merchants Potionmakers<br />
<br />
Map Makers & Surveyors Mariners<br />
<br />
Cartographers Navigators/Pathfinders Naval Outfitters Rope Makers<br />
<br />
Professional Guilds<br />
<br />
Advocates (lawyers) Doctors, Licensed Judges Librarians Professors Teachers<br />
<br />
Medical<br />
<br />
Barbers Dentists Doctors, Unlicensed Herbalists Midwives<br />
<br />
Scholastic<br />
<br />
Historians Professors Sage/scholar<br />
<br />
Merchants<br />
<br />
Beer Merchants Booksellers Clothiers, Used Dairy sellers Flowersellers Grain Merchants Grocers Haberdashers Hay Merchants Livestock merchants Magic Merchants Millers Perfumer Religious Souvenir Sellers Slavers<br />
<br />
Shipwrights Skinners & Tanners<br />
<br />
Shipmakers Leatherworkers Skinners Tanners Taxidermists<br />
<br />
Stable Keepers Tinkerers<br />
<br />
Grooms Clock Makers Inventors Toymakers<br />
<br />
Watermen Wheel Wrights Wicker Workers<br />
<br />
Watercarriers Wheelwrights Basket Makers Furniture Makers<br />
<br />
Wood Workers<br />
<br />
Furniture Makers Woodcarvers<br />
<br />
<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=A_Magical_Medieval_City_Guide_(3.5e_Other)/Generating&diff=653498
A Magical Medieval City Guide (3.5e Other)/Generating
2014-02-06T11:32:21Z
<p>Jkat718: /* Table IV.11 */</p>
<hr />
<div>{{wikify|Tables need wikifying, formatting is a mess.}}<br />
=== Average Number of Structures ===<br />
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.<br />
<br />
=== Gold Piece Limit ===<br />
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.<br />
<br />
=== Physical City ===<br />
<br />
=== Population and Density ===<br />
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.<br />
<br />
==== Table IV.1-Urban Statistics ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Population Density (adults/acre) !! Average Number of Structures (per acre)<br />
|-<br />
| Align="left" | Small Town || 30-40 || 15-20<br />
|- class="even"<br />
| Align="left" | Large Town || 40-60 || 20-30<br />
|-<br />
| Align="left" | Small City || 80-120 || 40-60<br />
|- class="even"<br />
| Align="left" | Large City || 125-145 || 50-70<br />
|-<br />
| Align="left" | Metropolis || 150-200 || 60-80<br />
|-<br />
|}<br />
<br />
==== Wealth ====<br />
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.<br />
<br />
==== Income for Lord/King ====<br />
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. <br />
<br />
==== Table IV.2-Payments ====<br />
{| class="d20"<br />
|-<br />
! Align="left" | Community Size !! Percentage of Wealth<br />
|-<br />
| Align="left" | Small Town || 1% <br />
|- class="even"<br />
| Align="left" | Large Town || 1% <br />
|-<br />
| Align="left" | Small City || 0.50% <br />
|- class="even"<br />
| Align="left" | Large City || 0.25% <br />
|-<br />
| Align="left" | Metropolis || 0.05% <br />
|-<br />
|}<br />
<br />
==== Size ====<br />
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.<br />
<br />
=== Magic Resources ===<br />
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)<br />
<br />
=== Wards ===<br />
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.<br />
<br />
'''Administration:''' Administration wards house the structures of civic endeavors. They include courthouses, buildings for record keeping, taxation, and any other of the <br />
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.<br />
<br />
'''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. <br />
<br />
'''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<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
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.<br />
<br />
=== Assigning Structures ===<br />
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.<br />
<br />
=== Mapping Wards and Cities ===<br />
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.<br />
<br />
=== Structural Style ===<br />
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.<br />
<br />
{| class="d20"<br />
|-<br />
! Align="left" | Ward !! Building Styles<br />
|-<br />
| Align="left" | Admin || BC<br />
|- class="even"<br />
| Align="left" | Craftsmen || BCD <br />
|-<br />
| Align="left" | Gates || BCD <br />
|- class="even"<br />
| Align="left" | Market || ABC <br />
|-<br />
| Align="left" | Merchant || ABC <br />
|- class="even"<br />
| Align="left" | Military || BCD <br />
|-<br />
| Align="left" | Odor. Business || CD <br />
|- class="even"<br />
| Align="left" | Patriciate || AB <br />
|-<br />
| Align="left" | River/Bridge || BCD <br />
|- class="even"<br />
| Align="left" | Sea/Ocean || CD <br />
|-<br />
| Align="left" | Shantytown || D <br />
|- class="even"<br />
| Align="left" | Slums || D<br />
|}<br />
<br />
=== Power Centers ===<br />
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.<br />
<br />
==== Table IV.4-Power Centers ====<br />
{| class="d20"<br />
|-<br />
|- scope="row" colspan="4" | Community Size<br />
! Align="left" | !! Number of Power Centers !! Average Number of Influence Points !! % of Unabsorbed Influence Points <br />
|-<br />
| Align="left" | Thorp || 1 || 42 || 5%<br />
|- class="even"<br />
| Align="left" | Hamlet || 1 || 69 || 5%<br />
|-<br />
| Align="left" | Village || 1 || 113 || 10%<br />
|- class="even"<br />
| Align="left" | Small Town || d2 || 180 || 15%<br />
|-<br />
| Align="left" | Large Town || d2 || 642 || 20%<br />
|- class="even"<br />
| Align="left" | Small City || d2+1 || 4,106 || 25%<br />
|-<br />
| Align="left" | Large City || d3+1 || 30,600 || 30%<br />
|- class="even"<br />
| Align="left" | Metropolis || 2d2+1 || 68,627 || 30%<br />
|-<br />
|}<br />
<br />
=== Influence Points ===<br />
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.<br />
<br />
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.<br />
<br />
=== Unabsorbed Influence Points ===<br />
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.<br />
<br />
=== Wealth ===<br />
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.<br />
<br />
=== Dividing Influence Points ===<br />
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.<br />
<br />
=== Professions ===<br />
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.<br />
<br />
=== Guilds ===<br />
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.<br />
<br />
=== Table IV.5-Structural Incidence ===<br />
{| class="d20"<br />
|-<br />
! Align="left" | !! Patricate !! Admin !! Market !! Merchant !! Craftsmen !! Military !! Gates !! Docks !! Odo Business !! Slum !! Shanty Town<br />
|-<br />
| Align="left" | Admin || 2% || 10% || 5% || 2% || 2% || 5% || 3% || 1% || 1% || 1% || - <br />
|- class="even"<br />
| Align="left" | Asylum || - || 1% || - || - || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Barrack || - || - || - || - || 15% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Bath || 5% || 4% || 4% || 3% || 2% || 1% || 1% || 5% || 5% || 5 || - <br />
|-<br />
| Align="left" | Boarding House || 1% || 2% || - || 2% || 4% || - || 3% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Cemetery || 1% || 1% || - || 1% || - || - || - || - || 1% || 1% || - <br />
|-<br />
| Align="left" | Religious || 5% || 4% || 6% || 4% || 4% || 4% || 2% || 4% || 2% || 4% || 4% <br />
|- class="even"<br />
| Align="left" | Cistern || 1% || 1% || 1% || 1% || 1% || 1% || - || - || - || - || - <br />
|-<br />
| Align="left" | Coliseum || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Corral || - || - || - || - || 15% || 2% || 2% || 2% || 2% || 2% || - <br />
|-<br />
| Align="left" | Fountain || 2% || 2% || 2% || 2% || 2% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|- class="even"<br />
| Align="left" | Garden || 2% || - || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Granary || 1% || 1% || 1% || 1% || - || 1% || - || 1% || - || - || - <br />
|- class="even"<br />
| Align="left" | Guild House || - || 1% || 1% || 2% || 2% || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Hospital || 2% || 4% || - || 4% || 4% || - || 4% || - || 4 || 4% || - <br />
|- class="even"<br />
| Align="left" | House || 22% || 16% || 6% || 12% || 10% || 10% || 11% || 16% || 36% || 31% || 78% <br />
|-<br />
| Align="left" | Infirmary || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Inn || 5% || 5% || 5% || 5% || - || - || 15% || 10% || 5% || 5% || - <br />
|-<br />
| Align="left" | Library || 2% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Mill || - || - || - || - || - || - || 5% || - || - || - || - <br />
|-<br />
| Align="left" | Office || 5% || 5% || 5% || 5% || - || - || 2% || 2% || - || - || - <br />
|- class="even"<br />
| Align="left" | Plaza || 1% || - || 1% || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Prison || - || 1% || - || - || - || 2% || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | Restaurant || 4% || - || - || 2% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Shop || 10% || 5% || 21% || 15% || 10% || 5% || 5% || 5% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Stable || 5% || 5% || 5% || 5% || - || 10% || 10% || - || - || - || - <br />
|-<br />
| Align="left" | Tavern || 10% || 10% || 15% || 10% || 10% || 10% || 15% || 15% || 10% || 10% || 10% <br />
|- class="even"<br />
| Align="left" | Tenement || - || - || - || - || 2% || - || - || 5% || 8% || 10% || - <br />
|-<br />
| Align="left" | Theater || - || - || - || - || 1% || - || - || - || - || - || - <br />
|- class="even"<br />
| Align="left" | University || 1% || 1% || - || 1% || - || - || - || - || - || - || - <br />
|-<br />
| Align="left" | Warehouse || 12% || 7% || 21% || 10% || 5% || 15% || 10% || 10% || 5% || 5% || - <br />
|- class="even"<br />
| Align="left" | Well || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% || 1% <br />
|-<br />
| Align="left" | Workshop || - || 12% || - || 9% || 40% || 18% || 13% || 17% || 22% || 17% || 10% <br />
|-<br />
|}<br />
<br />
=== Table IV.6-Workshops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Workshops <br />
|-<br />
| Align="left" | 1-87 || Cobblers <br />
|- class="even"<br />
| Align="left" | 88-174 || Furniture Makers <br />
|-<br />
| Align="left" | 175-240 || Furriers <br />
|- class="even"<br />
| Align="left" | 241-293 || Weavers <br />
|-<br />
| Align="left" | 294-335 || Basketmakers <br />
|- class="even"<br />
| Align="left" | 336-377 || Carpenters <br />
|-<br />
| Align="left" | 378-419 || Paper/Parchmentmakers <br />
|- class="even"<br />
| Align="left" | 420-461 || Potters <br />
|-<br />
| Align="left" | 462-499 || Wheelwrights <br />
|- class="even"<br />
| Align="left" | 500-534 || Jewelers <br />
|-<br />
| Align="left" | 535-564 || Masons <br />
|- class="even"<br />
| Align="left" | 565-594 || Bakers <br />
|-<br />
| Align="left" | 595-620 || Soapmakers <br />
|- class="even"<br />
| Align="left" | 621-641 || Chandlers <br />
|-<br />
| Align="left" | 642-661 || Coopers <br />
|- class="even"<br />
| Align="left" | 662-680 || Pastry Makers <br />
|-<br />
| Align="left" | 681-695 || Scabbard Makers <br />
|- class="even"<br />
| Align="left" | 696-710 || Silversmiths <br />
|-<br />
| Align="left" | 711-723 || Saddlers & Spurriers <br />
|- class="even"<br />
| Align="left" | 724-735 || Purse Makers <br />
|-<br />
| Align="left" | 736-747 || Blacksmiths <br />
|- class="even"<br />
| Align="left" | 748-759 || Goldsmiths <br />
|-<br />
| Align="left" | 760-771 || Toymakers <br />
|- class="even"<br />
| Align="left" | 772-782 || Artists <br />
|-<br />
| Align="left" | 783-793 || Leatherworkers <br />
|- class="even"<br />
| Align="left" | 794-803 || Rope Makers <br />
|-<br />
| Align="left" | 804-813 || Tanners <br />
|- class="even"<br />
| Align="left" | 814-822 || Buckle Makers <br />
|-<br />
| Align="left" | 823-831 || Cutlers <br />
|- class="even"<br />
| Align="left" | 832-840 || Fullers <br />
|-<br />
| Align="left" | 841-849 || Harness Makers <br />
|- class="even"<br />
| Align="left" | 850-858 || Painters <br />
|-<br />
| Align="left" | 859-866 || Woodcarvers <br />
|- class="even"<br />
| Align="left" | 867-873 || Glass Makers <br />
|-<br />
| Align="left" | 874-880 || Instrument Makers <br />
|- class="even"<br />
| Align="left" | 881-887 || Locksmiths <br />
|-<br />
| Align="left" | 888-894 || Rug Makers <br />
|- class="even"<br />
| Align="left" | 895-901 || Sculptors <br />
|-<br />
| Align="left" | 902-907 || Bleachers <br />
|- class="even"<br />
| Align="left" | 908-913 || Shipmakers <br />
|-<br />
| Align="left" | 914-919 || Bookbinders <br />
|- class="even"<br />
| Align="left" | 920-925 || Bowyer/Fletchers <br />
|-<br />
| Align="left" | 926-931 || Brewers <br />
|- class="even"<br />
| Align="left" | 932-937 || Glove Makers <br />
|-<br />
| Align="left" | 938-943 || Vintner <br />
|- class="even"<br />
| Align="left" | 944-948 || Girdlers <br />
|-<br />
| Align="left" | 949-953 || Skinners <br />
|- class="even"<br />
| Align="left" | 954-958 || Armorers <br />
|-<br />
| Align="left" | 959-963 || Weaponsmiths <br />
|- class="even"<br />
| Align="left" | 964-967 || Distillers <br />
|-<br />
| Align="left" | 968-971 || Illuminators <br />
|- class="even"<br />
| Align="left" | 972-975 || Perfumers <br />
|-<br />
| Align="left" | 976-979 || Tilers <br />
|- class="even"<br />
| Align="left" | 980-983 || Potionmakers <br />
|-<br />
| Align="left" | 984-986 || Clock Makers <br />
|- class="even"<br />
| Align="left" | 987-989 || Taxidermists <br />
|-<br />
| Align="left" | 990-992 || Vestment Makers <br />
|- class="even"<br />
| Align="left" | 993-994 || Alchemists <br />
|-<br />
| Align="left" | 995-996 || Bellmakers <br />
|- class="even"<br />
| Align="left" | 997-998 || Dye Makers <br />
|-<br />
| Align="left" | 999-1000 || Inventors <br />
|-<br />
|}<br />
<br />
=== Table IV.7-Shops ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-97 || Clothiers, Used <br />
|- class="even"<br />
| Align="left" | 98-194 || Grocers <br />
|-<br />
| Align="left" | 195-270 || Dairy Sellers <br />
|- class="even"<br />
| Align="left" | 271-346 || Launderers <br />
|-<br />
| Align="left" | 347-422 || Prostitutes <br />
|- class="even"<br />
| Align="left" | 423-498 || Furriers <br />
|-<br />
| Align="left" | 499-558 || Tailors <br />
|- class="even"<br />
| Align="left" | 559-607 || Barbers <br />
|-<br />
| Align="left" | 608-656 || Drapers <br />
|- class="even"<br />
| Align="left" | 657-705 || Flower sellers <br />
|-<br />
| Align="left" | 706-745 || Jewelers <br />
|- class="even"<br />
| Align="left" | 746-768 || Mercers <br />
|-<br />
| Align="left" | 769-790 || Engravers<br />
|- class="even"<br />
| Align="left" | 791-812 || Pawnbroker <br />
|-<br />
| Align="left" | 813-832 || Haberdashers <br />
|- class="even"<br />
| Align="left" | 833-852 || Wine Merchants <br />
|-<br />
| Align="left" | 853-868 || Tinkers <br />
|- class="even"<br />
| Align="left" | 869-883 || Butchers <br />
|-<br />
| Align="left" | 884-898 || Fishmongers <br />
|- class="even"<br />
| Align="left" | 899-911 || Wool Merchants <br />
|-<br />
| Align="left" | 912-923 || Beer Merchants <br />
|- class="even"<br />
| Align="left" | 924-935 || Herbalists <br />
|-<br />
| Align="left" | 936-947 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 948-957 || Wood sellers <br />
|-<br />
| Align="left" | 958-965 || Brothel Keepers <br />
|- class="even"<br />
| Align="left" | 966-973 || Hay Merchants <br />
|-<br />
| Align="left" | 974-979 || Booksellers <br />
|- class="even"<br />
| Align="left" | 980-985 || Religious Souvenir Seller <br />
|-<br />
| Align="left" | 986-989 || Dentists <br />
|- class="even"<br />
| Align="left" | 990-993 || Naval Outfitters <br />
|-<br />
| Align="left" | 994-996 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 997-999 || Tobacco Merchants <br />
|-<br />
| Align="left" | 1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.8-Offices ===<br />
{| class="d20"<br />
!! Align="left" | d1000 !! Shops <br />
|-<br />
| Align="left" | 1-200 || Livestock Merchants <br />
|- class="even"<br />
| Align="left" | 201-360 || Carpenters <br />
|-<br />
| Align="left" | 361-474 || Masons <br />
|- class="even"<br />
| Align="left" | 475-546 || Pawnbroker <br />
|-<br />
| Align="left" | 547-611 || Wine Merchants <br />
|- class="even"<br />
| Align="left" | 612-661 || Doctors, Unlicensed <br />
|-<br />
| Align="left" | 662-706 || Wool Merchants <br />
|- class="even"<br />
| Align="left" | 707-746 || Beer Merchants <br />
|-<br />
| Align="left" | 747-786 || Spice Merchants <br />
|- class="even"<br />
| Align="left" | 787-815 || Doctors, Licensed <br />
|-<br />
| Align="left" | 816-842 || Copyists <br />
|- class="even"<br />
| Align="left" | 843-864 || Moneychangers <br />
|-<br />
| Align="left" | 865-884 || Sage/scholar <br />
|- class="even"<br />
| Align="left" | 885-902 || Advocates (lawyers) <br />
|-<br />
| Align="left" | 903-918 || Historians <br />
|- class="even"<br />
| Align="left" | 919-931 || Engineers <br />
|-<br />
| Align="left" | 932-941 || Architects <br />
|- class="even"<br />
| Align="left" | 942-951 || Astrologers <br />
|-<br />
| Align="left" | 952-961 || Grain Merchants <br />
|- class="even"<br />
| Align="left" | 962-971 || Tobacco merchants <br />
|-<br />
| Align="left" | 972-980 || Bankers <br />
|- class="even"<br />
| Align="left" | 981-989 || Slavers <br />
|-<br />
| Align="left" | 990-997 || Cartographers <br />
|- class="even"<br />
| Align="left" | 998-1000 || Magic Merchants <br />
|-<br />
|}<br />
<br />
=== Table IV.9-Random Structure Generation ===<br />
{| class="d20"<br />
! Align="left" | d100 !! Administration !! Craftsmen !! Gates !! Market !! Merchant !! Odor. Business !! Patriciate !! River/Bridge/Sea/Ocean !! Shantytown !! Slums<br />
|-<br />
| 1-10 || Religious BC || Inn ABC || Admin. C || Granary C || Warehouse BC || Tavern D || House AB || Workshop D || House C || Tavern BC<br />
|- class="even"<br />
| 11-12 || Admin. C || Warehouse C || Well CD || Plaza ABC || Warehouse BC || Workshop D || House AB || Workshop D || House CD || Tavern BCD<br />
|-<br />
| 13-14 || Religious BC || Shop BCD || Fountain CD || University AB || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House CD || Warehouse C<br />
|- class="even"<br />
| 15 || Corral C || Shop BC || Cemetery CD || Cistern CD || Warehouse BC || Workshop D || Warehouse AB || Hospital D || House D || Shop CD<br />
|-<br />
| 16 || Fountain ABC || Mill CD || Stable ABC || Cemetery ABC || Warehouse BC || Workshop D || Warehouse AB || Religious CD || Workshop BC || Tavern ABC<br />
|- class="even"<br />
| 17-21 || Religious BC || Mill CD || Shop BC || Garden BC || Warehouse BC || Workshop D || House AB || Religious CD || Workshop C || Tavern BC<br />
|-<br />
| 22-26 || Prison D || Workshop CD || Stable BC || Guildhouse CD || Tavern ABC || Well D || House AB || Bath D || Barracks D || Tavern BCD <br />
|- class="even"<br />
| 27-36 || Guildhouse ABC || Workshop CD || Stable BC || Fountain BC || Tavern ABC || Fountain D || Tavern AB || Bath D || Inn BC || Warehouse C<br />
|-<br />
| 37-46 || Hospital BC || Office CD || Inn CD || Fountain BC || Shop ABC || House ABC || Shop AB || Bath D || Workshop CD || Tenement CD<br />
|- class="even"<br />
| 47-51 || Workshop C || Religious BC || Tavern CD || Well BC || Stable AB || Workshop C || Stable AB || Bath D || Workshop CD || Office ABC <br />
|-<br />
| 52-56 || Hospital C || House CD || Warehouse BC || Cistern CD || Office AB || Barracks D || Office AB || Bath D || Workshop D || Shop BC<br />
|- class="even"<br />
| 57-61 || Religious C || Corral C || House BC || Theater C || Admin. ABC || Inn BC || Inn AB || Admin. C || Workshop D || Stable BC<br />
|-<br />
| 62-66 || Religious C || Bath CD || Workshop C || Library AB || Shop ABC || Workshop CD || Religious AB || Well D || House D || Stable BC<br />
|- class="even"<br />
| 67-70 || Office BC || Bath CD || Inn BC || Guildhouse CD || House AB || Workshop CD || Warehouse AB || Fountain D || House D || Inn CD<br />
|-<br />
| 71-74 || Corral C || Bath CD || Warehouse CD || Well ABC || Religious AB || Workshop D || Warehouse AB || Cemetery CD || House D || Tavern CD <br />
|- class="even"<br />
| 75-76 || Admin. C || Bath CD || Workshop CD || Bath BC || Inn ABC || Workshop D || Garden AB || Shop ABC || House D || Warehouse CD<br />
|-<br />
| 77-79 || Admin. C || Bath CD || Shop ABC || Bath ABC || Inn ABC || Workshop BC || Bath AB || Workshop C || House D || Shop CD<br />
|- class="even"<br />
| 80-81 || Admin. C || Admin. C || Workshop C || Bath BC || Shop ABC || Workshop C || Bath AB || Workshop CD || House D || Tenement CD<br />
|-<br />
| 82-83 || House C || Granary C || House BCD || Bath ABC || Shop ABC || Barracks D || Restaurant AB || Workshop BC || House D || Tenement CD <br />
|- class="even"<br />
| 84-85 || House C || Well CD || House C || Admin. C || Shop ABC || Inn BC || Restaurant AB || Tavern CD || House D || Inn CD<br />
|-<br />
| 86-87 || House C || Fountain CD || Tavern CD || Admin. C || House AB || Workshop CD || Library AB || Workshop CD || House D || Inn CD<br />
|- class="even"<br />
| 88-89 || Bath C || Religious ABC || House CD || Admin. C || Religious AB || Workshop CD || Hospital AB || House D || House D || Workshop CD<br />
|-<br />
| 90-91 || Well C || House BC || House D || Admin. C || Bath AB || Workshop D || Admin. BC || Workshop BC || House D || Hospital CD<br />
|- class="even"<br />
| 92 || Fountain C || Workshop B || Tenement D || Admin. C || Bath AB || Workshop D || Fountain AB || Workshop C || House D || Hospital CD <br />
|-<br />
| 93 || Restaurant ABC || Workshop BC || Tavern D || Bath BC || Bath AB || House ABC || Fountain AB || Barracks D || House D || Religious BC<br />
|- class="even"<br />
| 94 || Hospital BC || Workshop CD || Tavern D || Well BCD || Fountain ABC || Workshop C || Well AB || Tavern BC || House D || Religious BC<br />
|-<br />
| 95 || Workshop C || Hospital ABC || Warehouse D || Fountain BCD || Fountain ABC || Warehouse CD || House AB || House CD || House D || Corral C<br />
|- class="even"<br />
| 96 || Hospital C || Workshop C || Shop D || Granary C || Well ABC || Tavern BC || Cemetery AB || House CD || Tavern D || Bath CD<br />
|-<br />
| 97 || Inn ABC || Barracks D || Workshop D || Infirmary C || Cistern C || House CD || Cistern B || House D || Tavern D || Bath CD<br />
|- class="even"<br />
| 98 || Warehouse C || Workshop BC || Workshop D || Coliseum BC || Granary C || House CD || Granary C || Workshop BC || Tavern D || Bath CD<br />
|-<br />
| 99 || Shop BCD || Workshop CD || Inn D || House ABC || Guildhouse ABC || House D || Plaza AB || Workshop C || Tavern D || Bath CD<br />
|- class="even"<br />
| 100 || Shop BC || Tavern ABC || Inn D || Tenement C || Plaza ABC || House D || University AB || Barracks D || Tavern D || Bath CD<br />
|}<br />
<br />
=== Table IV.10-Professions ===<br />
{|class="d20"<br />
! Align="left" | d10,000 !! Profession !! Incidence Rate (1 in X)<br />
|-<br />
| Align="left" | 1-1660 || Beggers || 7 <br />
|- class="even"<br />
| Align="left" | 1661-2821 || Housewives/Househusbands || 10 <br />
|- <br />
| Align="left" | 2822-3982 || Laborers || 10 <br />
|- class="even"<br />
| Align="left" | 3983-4949 || Elderly/Infirm || 12 <br />
|-<br />
| Align="left" | 4950-5280 || Servers (inns, taverns, restaurants) || 35 <br />
|- class="even"<br />
| Align="left" | 5281-5512 || Guards (private) || 50 <br />
|-<br />
| Align="left" | 5513-5744 || Clergy Members || 50 <br />
|- class="even"<br />
| Align="left" | 5745-5937 || Peddlers || 60 <br />
|-<br />
| Align="left" | 5938-6130 || Porters || 60 <br />
|- class="even"<br />
| Align="left" | 6131-6295 || Apprentices || 70 <br />
|-<br />
| Align="left" | 6296-6423 || Domestic Servants || 90 <br />
|- class="even"<br />
| Align="left" | 6424-6538 || Guards (city/governmental) || 100 <br />
|-<br />
| Align="left" | 6539-6653 || Journeymen || 100 <br />
|- class="even"<br />
| Align="left" | 6654-6768 || Mercenaries || 100 <br />
|-<br />
| Align="left" | 6769-6883 || Sailors || 100 <br />
|- class="even"<br />
| Align="left" | 6884-6998 || Students || 100 <br />
|-<br />
| Align="left" | 6999-7113 || Thieves || 100 <br />
|- class="even"<br />
| Align="left" | 7114-7210 || Cobblers || 120 <br />
|-<br />
| Align="left" | 7211-7307 || Furniture Makers || 120 <br />
|- class="even"<br />
| Align="left" | 7308-7400 || Clothiers, Used || 125 <br />
|-<br />
| Align="left" | 7401-7493 || Grocers || 125 <br />
|- class="even"<br />
| Align="left" | 7494-7586 || Warehousers || 125 <br />
|-<br />
| Align="left" | 7587-7664 || Officials || 150 <br />
|- class="even"<br />
| Align="left" | 7665-7737 || Dairy Sellers || 160 <br />
|-<br />
| Align="left" | 7738-7810 || Furriers || 160 <br />
|- class="even"<br />
| Align="left" | 7811-7883 || Launderers || 160 <br />
|-<br />
| Align="left" | 7884-7956 || Prostitutes || 160 <br />
|- class="even"<br />
| Align="left" | 7957-8023 || Bricklayers || 175 <br />
|-<br />
| Align="left" | 8024-8081 || Livestock Merchants || 200 <br />
|- class="even"<br />
| Align="left" | 8082-8139 || Slaves || 200 <br />
|-<br />
| Align="left" | 8140-8197 || Tailors || 200 <br />
|- class="even"<br />
| Align="left" | 8198-8255 || Weavers || 200 <br />
|-<br />
| Align="left" | 8256-8307 || Pages || 225 <br />
|- class="even"<br />
| Align="left" | 8308-8354 || Barbers || 250 <br />
|-<br />
| Align="left" | 8355-8401 || Basket Makers || 250 <br />
|- class="even"<br />
| Align="left" | 8402-8448 || Carpenters || 250 <br />
|-<br />
| Align="left" | 8449-8495 || Drapers || 250 <br />
|- class="even"<br />
| Align="left" | 8496-8542 || Florists || 250 <br />
|-<br />
| Align="left" | 8543-8589 || Guides/Touts || 250 <br />
|- class="even"<br />
| Align="left" | 8590-8636 || Paper/Parchment Makers || 250 <br />
|-<br />
| Align="left" | 8637-8683 || Potters || 250 <br />
|- class="even"<br />
| Align="left" | 8684-8730 || Tavern Keepers || 250 <br />
|-<br />
| Align="left" | 8731-8772 || Wheelwrights || ? <br />
|- class="even"<br />
| Align="left" | 8773-8811 || Jewelers || 275 <br />
|-<br />
| Align="left" | 8812-8844 || Blacksmiths || 300 <br />
|- class="even"<br />
| Align="left" | 8845-8877 || Caravanner || 350 <br />
|-<br />
| Align="left" | 8878-8910 || Masons || 350 <br />
|- class="even"<br />
| Align="left" | 8911-8939 || Bakers || 250 <br />
|-<br />
| Align="left" | 8940-8965 || Soapmakers || 400 <br />
|- class="even"<br />
| Align="left" | 8966-8988 || Cooks || 450 <br />
|-<br />
| Align="left" | 8989-9011 || Chandlers || 500 <br />
|- class="even"<br />
| Align="left" | 9012-9034 || Rat Catchers || 500 <br />
|-<br />
| Align="left" | 9035-9057 || Traveler || 500 <br />
|- class="even"<br />
| Align="left" | 9058-9079 || Watercarriers || 500<br />
|-<br />
| Align="left" | 9080-9101 || Coopers || 520<br />
|- class="even"<br />
| Align="left" | 9102-9122 || Mercers || 520<br />
|-<br />
| Align="left" | 9123-9143 || Pastry Makers || 560<br />
|- class="even"<br />
| Align="left" | 9144-9164 || Engravers || 560<br />
|-<br />
| Align="left" | 9165-9183 || Pawnbroker || 560<br />
|- class="even"<br />
| Align="left" | 9184-9202 || Grooms || 600<br />
|-<br />
| Align="left" | 9203-9221 || Midwives || 600<br />
|- class="even"<br />
| Align="left" | 9222-9240 || Haberdashers || 620<br />
|-<br />
| Align="left" | 9241-9257 || Wine Merchants || 620<br />
|- class="even"<br />
| Align="left" | 9258-9274 || Spice Merchants || 700<br />
|-<br />
| Align="left" | 9275-9290 || Silversmiths || 700<br />
|- class="even"<br />
| Align="left" | 9291-9305 || Tinkers || 750<br />
|-<br />
| Align="left" | 9306-9320 || Butchers || 800<br />
|- class="even"<br />
| Align="left" | 9321-9335 || Doctors, Unlicensed || 800<br />
|-<br />
| Align="left" | 9336-9350 || Fishmongers || 800<br />
|- class="even"<br />
| Align="left" | 9351-9364 || Saddlers and Spurriers || 800<br />
|-<br />
| Align="left" | 9365-9377 || Purse Makers || 850<br />
|- class="even"<br />
| Align="left" | 9378-9390 || Blacksmiths || 900<br />
|-<br />
| Align="left" | 9391-9403 || Goldsmiths || 900<br />
|- class="even"<br />
| Align="left" | 9404-9416 || Toymakers || 900<br />
|-<br />
| Align="left" | 9417-9428 || Wool Merchants || 900<br />
|- class="even"<br />
| Align="left" | 9429-9440 || Artists || 1000<br />
|-<br />
| Align="left" | 9441-9452 || Beer Merchants || 1000<br />
|- class="even"<br />
| Align="left" | 9453-9464 || Fishers || 1000<br />
|-<br />
| Align="left" | 9465-9476 || Herbalists || 1000<br />
|- class="even"<br />
| Align="left" | 9477-9488 || Leatherworkers || 1000<br />
|-<br />
| Align="left" | 9489-9500 || Nannies || 1000<br />
|- class="even"<br />
| Align="left" | 9501-9512 || Plasterers || 1000<br />
|-<br />
| Align="left" | 9513-9523 || Tanners || 1000<br />
|- class="even"<br />
| Align="left" | 9524-9534 || Rope Makers || 1100<br />
|-<br />
| Align="left" | 9535-9544 || Buckle Makers || 1120 <br />
|- class="even"<br />
| Align="left" | 9545-9554 || Cutlers || 1200 <br />
|-<br />
| Align="left" | 9555-9564 || Fullers || 1200 <br />
|- class="even"<br />
| Align="left" | 9565-9574 || Glaziers || 1200 <br />
|-<br />
| Align="left" | 9575-9584 || Harness Makers || 1200 <br />
|- class="even"<br />
| Align="left" | 9585-9594 || Painters || 1200 <br />
|-<br />
| Align="left" | 9595-9604 || Roofers || 1200 <br />
|- class="even"<br />
| Align="left" | 9605-9613 || Woodcarvers || 1250 <br />
|-<br />
| Align="left" | 9614-9622 || Woodsellers || 1250 <br />
|- class="even"<br />
| Align="left" | 9623-9631 || Innkeepers || 1300 <br />
|-<br />
| Align="left" | 9632-9640 || Doctors, Licensed || 1360 <br />
|- class="even"<br />
| Align="left" | 9641-9648 || Mendicants || 1400 <br />
|-<br />
| Align="left" | 9649-9656 || Bathers || 1500 <br />
|- class="even"<br />
| Align="left" | 9657-9664 || Brothel Keepers || 1500 <br />
|-<br />
| Align="left" | 9665-9672 || Copyists || 1500 <br />
|- class="even"<br />
| Align="left" | 9673-9680 || Glass Makers || 1500 <br />
|-<br />
| Align="left" | 9681-9688 || Hay Merchants || 1500 <br />
|- class="even"<br />
| Align="left" | 9689-9696 || Instrument Makers || 1500 <br />
|-<br />
| Align="left" | 9697-9704 || Locksmiths || 1500<br />
|- class="even"<br />
| Align="left" | 9705-9712 || Millers || 2000 <br />
|-<br />
| Align="left" | 9713-9720 || Rug Makers || 2000 <br />
|- class="even"<br />
| Align="left" | 9721-9728 || Sculptors || 2100 <br />
|-<br />
| Align="left" | 9729-9736 || Storytellers || 2100 <br />
|- class="even"<br />
| Align="left" | 9737-9743 || Acrobats, Tumblers || 2200 <br />
|-<br />
| Align="left" | 9744-9750 || Jesters || 2500 <br />
|- class="even"<br />
| Align="left" | 9751-9757 || Jongleurs || 2500 <br />
|-<br />
| Align="left" | 9758-9764 || Minstrels || 2500 <br />
|- class="even"<br />
| Align="left" | 9765-9771 || Teachers || 2500 <br />
|-<br />
| Align="left" | 9772-9778 || Bleachers || 2500 <br />
|- class="even"<br />
| Align="left" | 9779-9785 || Shipmakers || 2500 <br />
|-<br />
| Align="left" | 9786-9791 || Bookbinders || 2500 <br />
|- class="even"<br />
| Align="left" | 9792-9797 || Moneychangers || 3000 <br />
|-<br />
| Align="left" | 9798-9803 || Bowyer/Fletchers || 3000 <br />
|- class="even"<br />
| Align="left" | 9804-9809 || Brewers || 3000 <br />
|-<br />
| Align="left" | 9810-9815 || Glove Makers || 3000 <br />
|- class="even"<br />
| Align="left" | 9816-9821 || Vintner || 3000 <br />
|-<br />
| Align="left" | 9822-9827 || Booksellers || 3000 <br />
|- class="even"<br />
| Align="left" | 9828-9833 || Gardeners || 3000 <br />
|-<br />
| Align="left" | 9834-9839 || Girdlers || 3500 <br />
|- class="even"<br />
| Align="left" | 9840-9845 || Religious souvenir sellers || 3500 <br />
|-<br />
| Align="left" | 9846-9851 || Sage/scholar || 4000 <br />
|- class="even"<br />
| Align="left" | 9852-9857 || Skinners || 4000 <br />
|-<br />
| Align="left" | 9858-9863 || Wetnurses || 4000 <br />
|- class="even"<br />
| Align="left" | 9864-9869 || Armorers || 4000 <br />
|-<br />
| Align="left" | 9870-9875 || Weaponsmiths || 4000 <br />
|- class="even"<br />
| Align="left" | 9876-9880 || Advocates (lawyers) || 4000 <br />
|-<br />
| Align="left" | 9881-9885 || Distillers || 4000 <br />
|- class="even"<br />
| Align="left" | 9886-9890 || Historians || 4000 <br />
|-<br />
| Align="left" | 9891-9895 || Illuminators || 4000 <br />
|- class="even"<br />
| Align="left" | 9896-9900 || Judges || 4000 <br />
|-<br />
| Align="left" | 9901-9905 || Librarians || 4500 <br />
|- class="even"<br />
| Align="left" | 9906-9910 || Perfumers || 4500 <br />
|-<br />
| Align="left" | 9911-9915 || Tilers || 4500 <br />
|- class="even"<br />
| Align="left" | 9916-9919 || Dentists || 4500 <br />
|-<br />
| Align="left" | 9920-9923 || Engineers || 4500 <br />
|- class="even"<br />
| Align="left" | 9924-9927 || Naval Outfitters || 5000 <br />
|-<br />
| Align="left" | 9928-9931 || Potionmakers || 5000 <br />
|- class="even"<br />
| Align="left" | 9932-9935 || Satirists || 5000 <br />
|-<br />
| Align="left" | 9936-9939 || Undertakers || 6000 <br />
|- class="even"<br />
| Align="left" | 9940-9943 || Writers || 1200 <br />
|-<br />
| Align="left" | 9944-9946 || Professors || 1500 <br />
|- class="even"<br />
| Align="left" | 9947-9949 || Restaurantiers || 1500 <br />
|-<br />
| Align="left" | 9950-9952 || Architects || 1500 <br />
|- class="even"<br />
| Align="left" | 9953-9955 || Astrologers || 1600 <br />
|-<br />
| Align="left" | 9956-9958 || Clock Makers || 1600 <br />
|- class="even"<br />
| Align="left" | 9959-9961 || Grain || 1600 <br />
|-<br />
| Align="left" | 9962-9964 || Merchants || 1600 <br />
|- class="even"<br />
| Align="left" | 9965-9967 || Navigators/Pathfinder || 1650 <br />
|-<br />
| Align="left" | 9968-9970 || Tax Collectors || 1680 <br />
|- class="even"<br />
| Align="left" | 9971-9973 || Taxidermists || 1700 <br />
|-<br />
| Align="left" | 9974-9976 || Tobacco Merchants || 1800 <br />
|- class="even"<br />
| Align="left" | 9977-9979 || Vestment Makers || 1800 <br />
|-<br />
| Align="left" | 9980-9982 || Alchemists || 1900 <br />
|- class="even"<br />
| Align="left" | 9983-9985 || Bankers || 1900 <br />
|-<br />
| Align="left" | 9986-9988 || Diplomats || 1900 <br />
|- class="even"<br />
| Align="left" | 9989-9991 || Slavers || 1900 <br />
|-<br />
| Align="left" | 9992-9993 || Town Criers || 2000 <br />
|- class="even"<br />
| Align="left" | 9994-9995 || Bellmakers || 2000 <br />
|-<br />
| Align="left" | 9996-9997 || Cartographers || 2000 <br />
|- class="even"<br />
| Align="left" | 9998-9999 || Dye Makers || 2000 <br />
|-<br />
| Align="left" | 10000 || Inventors and Magic Merchants || 2000 <br />
|}<br />
<br />
=== Table IV.11 ===<br />
<br />
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<br />
<br />
Guild Clerks & Scribes<br />
<br />
Profession Copyists Illuminators<br />
<br />
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 ===<br />
<br />
Clothing & Accessories<br />
<br />
Girdlers Glove Makers Mercers Perfumer Purse Makers Tailors Vestment Makers<br />
<br />
Cobblers Coopers Cordwainers Dyers & Weavers<br />
<br />
Cobblers Coopers Leatherworkers Bleachers Drapers Dye Makers Fullers Rug Makers Weavers<br />
<br />
Financial Transactions<br />
<br />
Bankers Moneychangers Pawnbroker Tax Collectors<br />
<br />
Fishmongers<br />
<br />
Fishers Fishmongers<br />
<br />
Forgers & Smiths<br />
<br />
Blacksmiths Buckle Makers Cutlers Scabbard Makers Weaponsmiths<br />
<br />
Furriers Glass Workers<br />
<br />
Furriers Glass Makers Glaziers<br />
<br />
Harness Makers & Saddlers<br />
<br />
Harness Makers Saddlers and Spurriers<br />
<br />
Guild Profession Incidence Rate<br />
<br />
Guild Merchants Continued<br />
<br />
Profession Spice Merchants Tobacco merchants Wine Merchants Woodsellers Wool Merchants<br />
<br />
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<br />
<br />
Hostelers<br />
<br />
Inn Keepers Restauranteurs Tavern Keepers<br />
<br />
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<br />
<br />
Jewelers<br />
<br />
Goldsmiths Jewelers Silversmiths<br />
<br />
Music & Performers<br />
<br />
Acrobats, Tumblers Instrument Makers Jesters Jongleurs Minstrels Storytellers<br />
<br />
Launderers Magic<br />
<br />
Launderers Alchemists Astrologers Magic Merchants Potionmakers<br />
<br />
Map Makers & Surveyors Mariners<br />
<br />
Cartographers Navigators/Pathfinders Naval Outfitters Rope Makers<br />
<br />
Professional Guilds<br />
<br />
Advocates (lawyers) Doctors, Licensed Judges Librarians Professors Teachers<br />
<br />
Medical<br />
<br />
Barbers Dentists Doctors, Unlicensed Herbalists Midwives<br />
<br />
Scholastic<br />
<br />
Historians Professors Sage/scholar<br />
<br />
Merchants<br />
<br />
Beer Merchants Booksellers Clothiers, Used Dairy sellers Flowersellers Grain Merchants Grocers Haberdashers Hay Merchants Livestock merchants Magic Merchants Millers Perfumer Religious Souvenir Sellers Slavers<br />
<br />
Shipwrights Skinners & Tanners<br />
<br />
Shipmakers Leatherworkers Skinners Tanners Taxidermists<br />
<br />
Stable Keepers Tinkerers<br />
<br />
Grooms Clock Makers Inventors Toymakers<br />
<br />
Watermen Wheel Wrights Wicker Workers<br />
<br />
Watercarriers Wheelwrights Basket Makers Furniture Makers<br />
<br />
Wood Workers<br />
<br />
Furniture Makers Woodcarvers</div>
Jkat718
https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=653497
D&D Wiki:Sandbox
2014-02-06T11:32:06Z
<p>Jkat718: </p>
<hr />
<div>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
''Last cleaned by --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:57, 14 September 2013 (MDT)''<br />
---- <!-- This is the line --><br />
<br />
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<br />
<br />
Guild Clerks & Scribes<br />
<br />
Profession Copyists Illuminators<br />
<br />
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 ===<br />
<br />
Clothing & Accessories<br />
<br />
Girdlers Glove Makers Mercers Perfumer Purse Makers Tailors Vestment Makers<br />
<br />
Cobblers Coopers Cordwainers Dyers & Weavers<br />
<br />
Cobblers Coopers Leatherworkers Bleachers Drapers Dye Makers Fullers Rug Makers Weavers<br />
<br />
Financial Transactions<br />
<br />
Bankers Moneychangers Pawnbroker Tax Collectors<br />
<br />
Fishmongers<br />
<br />
Fishers Fishmongers<br />
<br />
Forgers & Smiths<br />
<br />
Blacksmiths Buckle Makers Cutlers Scabbard Makers Weaponsmiths<br />
<br />
Furriers Glass Workers<br />
<br />
Furriers Glass Makers Glaziers<br />
<br />
Harness Makers & Saddlers<br />
<br />
Harness Makers Saddlers and Spurriers<br />
<br />
Guild Profession Incidence Rate<br />
<br />
Guild Merchants Continued<br />
<br />
Profession Spice Merchants Tobacco merchants Wine Merchants Woodsellers Wool Merchants<br />
<br />
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<br />
<br />
Hostelers<br />
<br />
Inn Keepers Restauranteurs Tavern Keepers<br />
<br />
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<br />
<br />
Jewelers<br />
<br />
Goldsmiths Jewelers Silversmiths<br />
<br />
Music & Performers<br />
<br />
Acrobats, Tumblers Instrument Makers Jesters Jongleurs Minstrels Storytellers<br />
<br />
Launderers Magic<br />
<br />
Launderers Alchemists Astrologers Magic Merchants Potionmakers<br />
<br />
Map Makers & Surveyors Mariners<br />
<br />
Cartographers Navigators/Pathfinders Naval Outfitters Rope Makers<br />
<br />
Professional Guilds<br />
<br />
Advocates (lawyers) Doctors, Licensed Judges Librarians Professors Teachers<br />
<br />
Medical<br />
<br />
Barbers Dentists Doctors, Unlicensed Herbalists Midwives<br />
<br />
Scholastic<br />
<br />
Historians Professors Sage/scholar<br />
<br />
Merchants<br />
<br />
Beer Merchants Booksellers Clothiers, Used Dairy sellers Flowersellers Grain Merchants Grocers Haberdashers Hay Merchants Livestock merchants Magic Merchants Millers Perfumer Religious Souvenir Sellers Slavers<br />
<br />
Shipwrights Skinners & Tanners<br />
<br />
Shipmakers Leatherworkers Skinners Tanners Taxidermists<br />
<br />
Stable Keepers Tinkerers<br />
<br />
Grooms Clock Makers Inventors Toymakers<br />
<br />
Watermen Wheel Wrights Wicker Workers<br />
<br />
Watercarriers Wheelwrights Basket Makers Furniture Makers<br />
<br />
Wood Workers<br />
<br />
Furniture Makers Woodcarvers</div>
Jkat718