TEXT: 33
  The primary generative force of magical medieval 
  cities is security. Most settlements begin in the shadow 
  of strongholds, towers, castles, or great churches. As 
  these settlements grow in size and number, coupled 
  with an increase in population and trade from 
  newfound stability, a network of towns, cities, and their 
  surrounding villages appear on the map. But security 
  is not the only generative force for cities. Commerce 
  is another generative force that can take a village and 
  progress it to an urban environment and there is also 
  town creation by decree, where a section of land is given 
  certain rights, declared urban, and formed from the 
  ground up, typically in less than a decade’s time.
   
  Most urban communities do not grow past a few 
  thousand souls, the majority remaining towns for their 
  entire existence. Only towns in strategic locations, active 
  in trade, and with plenty of surplus food and people 
  develop into small cities, large cities, and metropolises. 
  In the magical medieval period, small and large towns 
  are usually five miles apart while small and large 
  cities are 20 miles apart. All of these communities feed 
  on the surplus food and people of the surrounding 
  countryside. Towns serve the immediate surrounding 
  countryside by selling goods, buying surplus, and 
  Chapter Three:
  On the Magical Medieval City
  offering the services of craftsmen and professionals. The 
  city is a larger extension of the town, but has its own 
  benefits and problems that do not grace the magical 
  medieval town. Though titled On the Magical Medieval 
  City, this chapter discusses trends found in all urban 
  environments, from small towns to metropolises. Towns 
  are usually the conservative side of the trend, while 
  metropolises demonstrate the extreme of the trend.
  Lord’s Interest
  The development of the magical medieval city is 
  largely due to the lord of the manor. Without the lord’s 
  protection, backing and surplus, towns and cities, 
  which are filled with people who do not work the land 
  for a living, could not exist. A lord’s main advantage 
  in possessing urban communities within his demesne 
  is receiving wealth without dealing in the particulars. 
  Magical medieval towns and cities are organized to run 
  themselves. A lord does not have to hire administrative 
  and managerial staff for a city. A lord does not have to 
  maintain a city’s infrastructure, because he allows his 
  city enough rights to maintain their own. In return, he 
  simply collects his money.
   
  Lords also benefit from towns and cities because 
  they create a free (non-servile) labor pool. As the magical 
  medieval economy goes from bartering to a coin-
  economy, feudal obligations are transferred into money 
  payments. This means lords can transfer manorial rents 
  and labor obligations into coin. This allows lords to hire 
  day labor from the urban labor pool. These laborers are 
  considered more efficient than the labor from manorial 
  obligation. A lord also has fewer social obligations to 
  a laborer than he as to one of his peasants. Although 
  heavily weighted on the lord’s side, the feudal system 
  does provide peasantry with some protections usually 
  withheld from laborers.
  Movable Wealth
  In the manorial system, the land and its fruits are the 
  lord’s wealth. With cities, lords have access to movable 
  wealth that is not directly tied to the land, namely coin. 
  Lords get coin from cities in various manners. The most 
  obvious is bribes and payments. Attaining new charters, 
  renewing old charters, gaining certain rights as a citizen 
  of the city, and holding positions in the city government 
  are usually negotiable with enough coin. Lords get 
  
  34
  regular payments from cities, as well as money rents, 
  opposed to the four capons and the bushels of wheat he 
  gets on the manor. Trade is another source of income for 
  the lord with a city in his demesne. Cities are consumers 
  for the surplus off a lord’s manor, ensuring his surplus 
  grain always has a buyer.
   
  Some lords use cities to increase their wealth at the 
  detriment of other lords. Lords may found or charter a 
  city and offer benefits to peasants who settle the new 
  city. Of course, these benefits do not apply to peasants 
  from his demesne, but they certainly apply to another 
  lord’s serfs. Lords attract people to towns and cities, 
  because more people generate more local trading. As 
  towns and cities have more money flow (or more goods 
  and money are changing hands), a lord reaps higher 
  taxes and payments from his urban communities, and 
  usually in coin. A lord’s magical taxation also increases 
  from the concentration of higher-powered spellcasters 
  found in urban environments.
  Fortification
   Towns and cities also 
  have a military benefit 
  for the lord. Almost 
  every city has a wall 
  and behind every wall 
  are people who have 
  self-interest in building 
  and manning the wall. 
  Lords 
  typically 
  give 
  the city dwellers, unlike 
  manorial peasants, the 
  right to bear arms and 
  protect themselves. The 
  lord gets a defensive 
  structure 
  built 
  by 
  unpaid labor, manned 
  with 
  a 
  defensive 
  force that he does not 
  have to support, and 
  who have a stake in 
  protecting the city that 
  makes 
  him 
  money. 
  Some lords found cities 
  along borders, creating 
  a fortified line around 
  their interests.
  Peasant’s Interest
  City development is a balance of concessions by the lord 
  and money from the peasants. As the magical medieval 
  markets move from barter economy to coin economy, 
  cities become more desirable for the manorial lord. 
  When a lord wants to develop his cities quickly, he offers 
  more concessions to entice surplus peasants. When a 
  community seeks a charter, and therefore a measure 
  of self-determination, they pay the lord for every 
  concession in coin. As cities grow larger and wealthier, 
  they begin to wield a power of their own, meeting the 
  town lord as an equal at the negotiation table. Revolt 
  and armed conflict also lead to these concessions. When 
  developing a city for a campaign, there are endless 
  combinations of lord’s and city dwellers’ rights spelled 
  out in the city charter. It is important to remember that 
  any right the city holds is only by concession of the town 
  lord. The idea of inherent rights of individuals, cities as 
  natural self-determining entities, and inherent rights 
  of citizenship are modern ideas that do not occur in a 
  magical medieval society.
  Freedom
  As the saying goes “town air makes free.” If a serf lives 
  in a city for a year and a day, he becomes a freeman by 
  virtue of his urban dwelling. Freedom of this magnitude 
  has many implications for the serf. Gone are the feudal 
  obligations, both in labor and coin. A lord cannot prohibit 
  a freeman’s movement; a freeman can move where he 
  pleases and leave the city. Along with a free status, a 
  lord may also offer protection of property, which means 
  if a peasant lives in a dwelling for a year and a day, he 
  has a recognized claim on that dwelling. Medieval cities 
  also give peasants another kind of freedom, the freedom 
  of profession. Artisans, craftsmen, and other professions 
  flourish when peasants are provided an alternative 
  to agriculture. Remember that these common rights 
  are won from the lord via charter negotiations and do 
  not exist in every city. Freedom is not a guarantee of 
  citizenship, but it is a prerequisite.
  Self-Administration
  Lords give their cities enough rights to run themselves 
  without siphoning too much power out of the lords’ 
  direct control. At the same time, communities and 
  communes are pushing for autonomy from the town 
  lord. This conflict creates vibrant, dynamic situations 
  leading to interesting developments.
  Guilds
  Guilds provide structure and self-regulation in a city. 
  Lords give cities the right to form guilds as listed in their 
  charter. In the early days of the city, the guild replaces 
  manorial obligation and organization in peasant society. 
  Members of guilds pay dues and are subject to the guilds’ 
  rules and regulations. Guild membership, in conjunction 
  with oath taking, brings free peasants citizenship and 
  all its benefits. Guilds also act as insurance policies. If 
  Chester Walls
  York Walls
  
  35
  a merchant or craftsman dies, the guild takes care of 
  his family and gives him a proper burial. The guild 
  also provides assistance to guild members when their 
  business is struggling. Guild members eat together, 
  drink together, celebrate together, live near each other, 
  and perform together, creating private theater troops in 
  the magical medieval city. Guilds commonly sponsor 
  public activities and plays, using such occasions to 
  demonstrate their wealth and influence. Guilds and 
  their members, called burghers, also man the city walls 
  in early cities. In magical medieval cities, guilds are 
  very powerful, especially merchant guilds. It is not 
  uncommon for guild influence to rival town lord’s 
  influence. For guilds as power centers, read further 
  in this chapter under Power Centers-Craft Guilds and 
  Merchant Guilds.
  City Council
  Lords usually grant their cities the right to form a city 
  council, although a lord can continue to assign officials 
  in key positions if he wishes. The actual rights of the 
  city council vary. A municipal governing body provides 
  the city a foundation for taxation, a city justice system, 
  regulating trade, and other matters of civic concern.
  Justice
  Lords may grant freedom from manorial court to urban 
  dwellers, meaning they cannot be taken from the town 
  or city to answer for their transgressions in manorial 
  court. Granting this freedom leads to the creation of 
  civic justice, though there are other ways of gaining 
  the right to justice. Cities that win this right have a 
  source of income and possess power over their own 
  inhabitants. Lords are hesitant to give cities the right 
  to have their own court, judges, and subsequently, 
  their own jurisdiction, but usually do for larger urban 
  communities. For more about justice, see Chapter 
  Seven: On Those Who Rule.
  Taxes
  A lord usually grants his city rights to taxation on a 
  limited scale. The most common taxation is trade taxes. 
  Gates, fords, ports, and harbors become tax checkpoints 
  for incoming goods. As merchants and tradesmen bring 
  in goods, the city taxes them according to their wares. 
  Wine tax, beer tax, grain tax; if the city can monitor the 
  movement of a commodity, it can tax it. City councils 
  may also tax guilds, much like what the lord does to 
  the city. Cities often levy taxes in times of emergency, 
  such as war taxes, and neglect to revoke them once the 
  emergency has passed, such as an indefinite war tax. 
  The bulk of magical medieval taxes come from the use 
  of public infrastructure (bridge tolls, entrance fees) and 
  financial transactions.
  Citizenship
  The city is the birthplace of magical medieval citizenship. 
  Although people previously held associations and social 
  ties to their home, the citizen as a member of a civic 
  society only develops with the rise of the city. Only free 
  persons can become citizens by belonging to a guild and 
  taking an oath to the city. Numerous privileges come 
  Guildsmen Discuss Matters over Dinner
  
  36
  with citizenship. The most common privileges are tax 
  exemptions on certain goods sold in the city, some toll 
  exemptions, and advantages on wholesale goods.
   
  Citizenship also creates social distinctions that fuel 
  the class tensions common in later magical medieval 
  cities. As guilds fill up and more peasant immigrants 
  enter the city, guilds close their doors to new members 
  by only allowing new membership through heredity; by 
  reducing the number of apprentices, journeymen, and 
  masters in the city; or through high guild entry fees. 
  This affectively closes citizenship off for many peasants 
  in the city, creating social stratification re-enforced by 
  economic discrepancies.
  Types of Cities
  There are five general types of cities, though each city 
  has its own unique and sordid past.
  Commune
  The commune is a community in which the members 
  pledge allegiance to the other members of the 
  community. Much like cooperative living, the commune 
  treats itself as one entity, sharing the work, woes, and 
  rewards among people who are bound together by oath 
  and mutual affiliation. Communes spring up across the 
  countryside without an official lord or protector. Lords 
  do not favor such communities, because they receive no 
  financial benefits from them. Some lords disperse and 
  destroy communes as they are commonly seen as seeds 
  of dissent in their demesnes. Other lords give charters 
  to substantiate the commune’s existence. Bringing a 
  commune under a charter provides payments and taxes 
  to the lord, but not all lords are willing to chance the 
  fidelity of communes.
  Founded City
  When a lord wants a city in his demesne, he can found a 
  city. A lord founding a city does not require permission 
  from his lord or from the king, but he may be pressed for 
  more men in military situations and more taxes. Most of 
  the time, founded cities have little to no city development, 
  but through the lord’s concessions, peasants, buildings, 
  and walls soon take root. Founding cities is particularly 
  useful for creating fortified lines, for generating income 
  off unused land, and for populating borderlands.
  Chartered City
  Lords and kings grant charters to towns and cities. 
  Charters assign land and rights to a group of settlers 
  forming an urban community. Charters officially 
  recognize pre-existing cities, like communes, or charters 
  create new cities as colonies in recently claimed land. 
  Charters define the city’s specifics: the rights of the city 
  and its inhabitants, money owed to the town lord, and 
  when the charter begins and ends. A lord can revoke a 
  charter, refuse to extend a pre-existing charter, or refuse 
  to draft a new charter for an old city. If any of these cases 
  occur, the city reverts to the town lord, and he controls 
  the city and all its holdings and inhabitants. A lord can 
  then re-instate all the feudal obligations, restrictions, 
  and justice on the city. Although strong, larger cities 
  may fight to remain free, smaller towns have problems 
  sustaining revolt against a strong town lord.
  Free City
  Free cites have no lord to which they answer. Either 
  their lord or the king granted them status as a free city 
  with independent justice, administration, and municipal 
  government. In practice, free cities still have monetary 
  ties to certain lords and kings, but are not under legal 
  obligation to them. There is a subtle but important 
  distinction between a lord or king’s yearly 30,000 gp 
  gift from a free city and a lord or king’s yearly right of 
  30,000 gp from the city. Free cities can wage war against 
  neighboring cities, own land surrounding the city, and 
  in cases of a weak king, eventually become oligarchic 
  city-states, as with Italian cities.
   
  Sometimes kings or strong barons declare cities 
  or communes within the demesne of other lords or 
  kings as free cities. They also provide charters to cities 
  A Successful Founded City
  
  37
  within other’s demesne. This hampers the lesser lord’s 
  ambitions by lowering his income and by forcing him to 
  deal with potentially rebellious communities.
  City-State
  City-states are the most independent type of city in a 
  magical medieval society. They are free from feudal ties 
  to town lords. They have social recognition as a free city, 
  either from a lord, king, or by their own merit. A greater 
  level of autonomy distinguishes city-states from free 
  cities. City-states usually have organized well-equipped 
  armies or professional standing armies to protect their 
  civic interests. City-states have developed infrastructure 
  for taxes, justice, municipal governing, and military 
  operations. Although free cities may own nearby land, 
  city-states hold extensive land with farms, industry, 
  and villages constituting their own separate demesne. 
  City-states are power centers rivaling lords and kings. 
  City-states usually occur when weak kings, rich land, 
  and extensive commerce coexist. Strong kings and lords 
  may take control of free cities and city-states, but these 
  cities have the best defenses and organized forces to 
  counter such a coup.
  Layout
  The magical medieval city grows in different patterns 
  depending on its history. In general, the city is an 
  organic growth, bulging here and spilling out there, 
  with extensions to the city walls where they are needed. 
  Villages that grow into towns, usually under a castle or 
  religious center, change slowly over many generations. 
  The end result is narrow winding streets following 
  the natural terrain of land with a radio-centric system 
  of walls extending to encompass yet another suburb. 
  The heart of the city is fairly isolated from the bustle 
  of visitors and sellers coming in at the gates and docks 
  because of this organic growth and continual extension.
   
  Planned cities tend to have a different layout. 
  Designed in advance for colonization, they may look 
  like checkerboards with a central open space for market, 
  public buildings and assembly. Old and large planned 
  cities often maintain their grid patterns in the city center 
  only, as new growth outside of the original plan tends to 
  follow the organic, radio-centric pattern. Grid cities are 
  less common than their organic counterparts.
   
  Cities are often on high ground for strategic 
  positioning, while farms and fields are on the fertile 
  low ground. Cities are usually by rivers, not only for 
  personal use, but also for water mills. Navigable rivers 
  are a predominant mode of transportation for goods 
  and people, as they are more efficient than magical 
  medieval roads. Land inside town walls is obviously 
  more valuable than land outside.
  Streets
   
  Following the natural terrain of the land, most 
  streets are far from straight roads laid in grid patterns. 
  Even planned checkerboard cities eventually spill out of 
  their checkerboard, creating a spider web of small curved 
  streets. Streets form from the paths people and animals 
  naturally walk, opposed to the modern city where streets 
  regulate what paths people take from place to place. In 
  the magical medieval city, streets are predominantly for 
  foot travel, not vehicle traffic. Subsequently, streets are 
  winding narrow affairs, most only 5-10 feet across. In 
  some larger cities or in planned cities, there may be one 
  or two wider streets leading from the gate into town, 
  usually no wider than 20-30 feet across.
   
  Most large cities pave or cobble streets, beginning 
  with the ones leading into the main market. Smaller 
  streets may remain dirt paths, while unused streets 
  become dead ends leading nowhere. Streets usually 
  bear the name of the original craftsmen who founded 
  the suburb. As time passes and people move around the 
  city, the street names have little to do with the people 
  who currently live there. It is not uncommon to have no 
  baker living on Baker Street.
  Buildings
  Buildings vary from towns to cities. Towns are not as 
  structurally dense as cities, allowing green space and 
  more independent buildings. In cities people build 
  homes in blocks, with open space for gardens within 
  the block of homes. The wall of one house backs into the 
  wall of another house, making the homes within a block 
  safer from crime, warmer in the winter, and providing 
  a communal feeling to city life. In early cities, craftsmen 
  of the same vocation live together in the same block, 
  rendering the naming of streets and buildings after the 
  craftsmen who originally settled there. As more people 
  enter the city and space becomes limited, occupational 
  segregation lessens, and the open spaces within the 
  block become sheds, extra storage, workshops, or even 
  extra housing. Although these grouped homes sharing 
  external walls are called blocks, that is no reflection on 
  their shape, size, or orientation. A block of cobblers may 
  squeeze in ten families into irregularly shaped houses on 
  a triangular piece of land wedged between the weavers, 
  fullers and cloth cutters. Stone foundations, stone walls 
  
  38
  and slate roofs are preferable building materials, but the 
  cost of stone and its carriage is often too much for the 
  simple craftsmen. Most urban buildings are wattle and 
  daub or wood with thatch roofs.
   
  Work and domestic life intermingle in the magical 
  medieval city. Shopkeepers live above their shops, and 
  workshops often occupy the same space as the home. 
  Apprentices and journeymen live with the master 
  craftsmen’s family. The master craftsmen’s wife also 
  knows and facilitates the family enterprise. Zoning is 
  unheard of except in professions involving unpleasant 
  odor, namely tanning, leatherworking, dyers, and 
  butchers. Professions that rely on a steady source of 
  water, like blacksmithing and water mills, are also 
  zone specific. These professions are generally practiced 
  on the outskirts of town, though some cities prefer to 
  regulate the place where butchers work to ensure proper 
  sanitation. In the medieval period this usually means 
  cutting and selling in reserved pavilions in the market.
  Wards
  The ward is the basic living unit in a magical medieval 
  city. Also called districts or quarters, the ward provides 
  the physical and spiritual necessities for living. In places 
  of strong patron gods or monotheism, wards also act 
  as religious divisions for organizational purposes. The 
  ward is a social unit where people meet, congregate, 
  celebrate, and gossip. It is a true neighborhood, where 
  everyone knows each other, where people vouch for 
  each other, and where people perform their everyday 
  routine. Particular wards vary in size, shape, and 
  composition. Walling in suburbs during early city 
  development typically creates wards and their specific 
  characteristics. Different types of wards in magical 
  medieval cities include patriciate, merchant, craftsmen, 
  administration, gates, docks (rivers/bridges and 
  sea/ocean), odiferous business, military, and market 
  wards. Slums and shantytowns are usually dilapidated 
  wards within the city or communities outside of the city 
  walls. For more on generating wards, see Chapter Four: 
  Generating Towns and Cities.
  Street Markets
  The street market is a small market and it provides the 
  ward its food and basic goods. The name is indicative 
  of its layout. Strung along a narrow street, shopkeepers 
  display their wares from grain to local crafts. The smell 
  of food vendors tempting shoppers and passersby 
  amidst the sound of livestock, haggling, laughing, 
  and playing children is a common scene on the street 
  market. Daily shopping is a time for city dwellers to 
  visit each other and talk about the weather and the 
  ridiculous price of grain.
  Water Fountains 
  and Wells
  Every ward has a water 
  supply, 
  either 
  a 
  well 
  or a gravity fountain 
  fed by a cistern. Pipes 
  and 
  aqueducts 
  are 
  other options for water 
  supply, 
  but 
  both 
  are 
  advanced and expensive 
  engineering 
  for 
  most 
  magical medieval cities. 
  Like the street market, the water fountain is a place 
  for work and socializing. In the morning, women and 
  children congregate at the fountain to draw the water 
  for daily family use. This leads to much gossip and 
  playing as well.
  Baths
  Most cities have public bathhouses for cleaning. Baths 
  are small stone buildings, serving 20-30 people at a 
  time. Some are public pools, like the Roman baths, while 
  other baths use private tubs with attendants. They are 
  usually sex-segregated, although some baths become 
  seedy, brothel-like hangouts.
  
  39
  Hospitals
  Hospitals are quite common in magical medieval society 
  and are found in most wards. They are usually run by 
  religious orders, though some cities found municipal 
  hospitals. Hospitals are small, usually stone, buildings 
  that serve few people. Most have less than 20 beds, 
  while the largest have as many as 75. Magical medieval 
  hospitals have a different function than their modern 
  counterpart. Hospitals take care of sick people, but they 
  are not a place people go to get treated for illnesses. 
  Hospitals take in people that would otherwise die alone 
  on the streets and give them a bed and solace. Hospitals 
  are a form of charity in the city. Medieval cities had two 
  types of hospitals, those that served lepers and those 
  that served everyone else. Cure disease should remove 
  the need for leprosy hospitals in magical medieval cities, 
  but nothing magical relieves the need for personal care 
  of the elderly and poor.
  Churches
  Religion plays a prominent role in magical medieval 
  societies. Though every city has a large church near the 
  main market, individual wards have smaller churches. 
  Churches are stone buildings that house the priests and 
  lay brothers as well as serve 
  the public. For more about 
  religion in a magical medieval 
  society, see Chapter Six: On 
  Those Who Pray. For more 
  information about religious 
  institutions as power centers in 
  the city, see “Patron God of the 
  City” in Chapter Six: On Those 
  Who Pray.
  Prominent Structures
  City dwellers take pride in their city’s appearance and 
  architecture. Though these buildings serve a physical 
  purpose, they also symbolize something greater to 
  the average city dweller. A symbol of definition and 
  boundaries, a show of wealth, proof of blessing, and 
  a source of civic pride, these prominent structures are 
  part of the medieval mindset as well as part of the city.
  City Walls
  The city walls separate the city from its surrounding, 
  offering protection and regulating people and goods 
  going in and out of the city. They are often thick 
  stone walls, some as thick as 20 feet and as high as 
  30 feet. Towers may abut the wall for fortification. 
  Some walls are wooden with ditches and pikes to 
  prevent invaders from breaching the walls. City walls 
  expand to encompass new suburbs as the city grows in 
  population. The determining factor in extending the city 
  wall is the importance of the people living in the suburb. 
  Merchants and craftsmen usually have little problems 
  convincing the city to protect them, but peasants and 
  laborers are not so fortunate. From an aerial view, the 
  walls are a system of circular growths with streets 
  cutting across a former part of the wall, connecting the 
  new suburb to the rest of the city. Besides protection, the 
  wall offers a mental definition for its citizens: inside the 
  wall is “us”, outside is “them.” The wall compliments 
  the need for definition and classification in the magical 
  medieval mindset. In cities where invasion is not a large 
  concern, a certain laxity behind the martial use of the 
  wall turns the wall into a place of socializing. Guards, 
  who are simply local guild members in most towns and 
  some small cities, patrol the walls and streets, stopping 
  to talk and chat with people they know. On hot summer 
  days, people climb on top of the walls to catch a cool 
  breeze and talk about local affairs.
  City Gates
  Gates are where the city and 
  the outside world collide. 
  There is usually more than 
  one gate into a city, and each 
  gate is manned to regulate 
  and tax people and goods 
  coming into the city. Certain 
  gates see more traffic, usually 
  on roads linking the city to 
  other urban centers. These 
  gates become the city’s main 
  gates. City gates also regulate 
  who enters the city, and some cities keep records of the 
  comings and goings at the gate. Rows of stalls and 
  shops line the streets leading from the city gates. Since 
  city gates have a constant influx of people and goods, it 
  is a prime location, second only to the main market, for 
  traders and sellers.
  Main Markets
  The main market is one of the few open spaces inside 
  the city. Though not strictly geometrically shaped, the 
  main market has the benefit of cleared space in a city 
  teeming with buildings and people. Usually paved or 
  cobbled, the main market sometimes has pavilions, 
  covered walkways with shops on either side. It is where 
  wholesale merchants, local craftsmen, and traveling 
  merchants come to trade. The main market is also where 
  public assemblies take place. Public trials, executions, 
  and other events usually occur in the main market, 
  because it is one of the few open spaces in the city.
  
  40
  Commodity Markets
  Commodity markets are specialized markets. Spread 
  throughout the city, numerous commodity markets 
  provide wholesale merchants and local citizens with 
  goods. Vegetable markets, cloth markets, spice markets, 
  grain markets, horse markets, wood markets, and wool 
  markets are a few of the various commodity markets. 
  In some cities, commodity markets replace the presence 
  of a main market, while others have both commodity 
  markets and a main market.
  Great Churches
  A great church is the most common type of impressive 
  architecture in a city. Larger and grander than the 
  ward church, a great church varies from an upscale 
  church to magnificent structures that rival cathedrals. 
  The grandeur of a great church depends on the size 
  and wealth of the community. Standing taller than 
  most structures in town and with fine craftsmanship 
  throughout, great churches are architectural wonders 
  compared to other structures in the city. Such buildings 
  take many years, sometimes decades, and lots of money. 
  It is not unusual for construction to cease for a few years, 
  because the church ran out of money. But once erected, a 
  great church often becomes a symbol of the city.
  Town Halls
  Town halls are seats of civic government. Early cities 
  use taverns, homes, and other places for city council 
  meetings, but as cities become more prosperous, stone 
  buildings on the main market become the seats of civic 
  governing. Town councils sometimes share town halls 
  with guilds to reduce building and maintenance costs.
  Guildhalls
  Guildhalls are similar to town halls in construction, 
  but they house particular guilds. The merchant guild, 
  usually the most lucrative guild in the city, has its own 
  hall. Other guilds usually do not have the finances 
  to build independent guildhalls. Sometimes guilds 
  pool their resources and build communal guildhalls, 
  sharing the building between all the contributing 
  guilds. Guildhalls are places for meetings, posting 
  news and notices, and for recreation, such as theater 
  performances, music shows, and other entertainment 
  the guild members put on through the year. However, 
  most guild performances occur in public spaces.
  Libraries
  Magical medieval libraries are private libraries where 
  people can enter for a price. Most libraries are not 
  owned by a single person, but by groups. Books cannot 
  be taken from the library, and librarians can always 
  refuse service. Libraries often require people to use a 
  guide or a librarian to expedite searches, as well as to 
  prevent theft and damage to the books. These assistants 
  are, of course, also compensated in coin. Because of 
  magic, other restrictions are in place in some libraries. 
  Libraries may require complete disrobing of their 
  patrons. These patrons receive official library robes and 
  must purchase their pen and papers from the libraries’ 
  personal stores. Even stranger measures may ensure the 
  security of the collection.
   
  There are many different types of libraries in 
  magical medieval societies. Medical, legal, magical, 
  civic, scholastic, and religious libraries all offer different 
  benefits for its users. Stored knowledge is the main 
  benefit provided by libraries. This is especially useful for 
  knowledge checks because having access to a relevant 
  library adds a circumstance bonus. Libraries also house 
  
  41
  small scholarly social groups, allowing them interaction 
  with other like-minded groups. Libraries are another 
  form of public display through architecture. Built of 
  stone and elaborately decorated and carved, a magical 
  medieval library can be as grand as any cathedral.
  Universities
  Magical medieval universities are centers of learning, 
  and attending university is usually a step towards 
  a profession. Medicine, science, history and law are 
  common professions that spring from university 
  attendance. Wizards, with their dedication to research 
  and learning, have a natural propensity to found 
  universities to further learning. Students pay professors 
  at the end of class, and their pay is a measure of the 
  professor’s performance in the classroom. The university 
  is a community between teachers and their students. Not 
  unlike craftsmen of the same guild, they drink together, 
  talk together, socialize together, and celebrate together. 
  Generally, magical medieval universities are private 
  endeavors of affluent organizations and citizens.
  Urban Concerns
  Medieval towns and cities are small, usually less than 
  a mile in diameter, and rarely grow larger than a few 
  thousand souls. Most urban environments average a 
  population density of 20-60 people per acre. Larger 
  cities, royal cities, or cities on major trade routes have 
  higher growth potential because of the amount of 
  money flowing through the city. Population density in 
  these cities is as high as 200 people per acre. City walls 
  may keep size and population under control in the early 
  stages of city development, but as people settle outside 
  the walls for lack of space inside the city, merchants, 
  craftsmen, and peasants create suburbs. As these 
  groups become important to the city, town lords, city 
  officials and other high-ranking people extend the walls 
  to protect the suburb. With rapid growth and limited 
  resources, some cities’ walls do not extend fast enough, 
  leaving whole wards outside of the walls. Cities that 
  build upward can accommodate more people in the 
  same footprint, but at the cost of construction concerns, 
  higher fire risks, and greater sanitation problems.
  Fire
  Cities contend with fire on a regular basis. Fires are 
  common because of the medieval lifestyle. Cooking fires 
  are in open pits and hearths, people pile on top of each 
  other, and lots of wooden buildings with thatch roofs 
  are built in close proximity. Fires are everyone’s concern 
  since cities are small and fires spread fast. Municipal 
  groups and city councils take measures to reduce fire 
  risk. Magic can reduce some of the threat, but more 
  effective than magic are stone buildings with slate 
  roofs and fire brigades that form at the very end of the 
  magical medieval period. Unfortunately, the expense of 
  stone buildings makes them possible only for the well-
  to-do, and many poor wards regularly break municipal 
  fire codes out of necessity. Some cities encourage 
  whitewashed thatch roofs in the poorer wards, as they 
  are slightly more fireproof than plain thatch roofs. A 
  few cities even whitewash thatch roofs for the poor at no 
  expense. However, fire is not completely detrimental to 
  a city: one unforeseen benefit from fire is its disinfecting 
  power. It kills vermin along with bacteria and viruses. 
  Fires allow more city planning, as destroyed buildings 
  provide opportunities for better, newer construction.
  Sanitation
  When people live close together, sanitation is a 
  problem. The practices of the country become sanitation 
  nightmares in close quarters. Disposing waste, burying 
  the dead, finding clean water, and insuring food 
  sanitation are some of the problems faced by cities. 
  Though magic alleviates some of these concerns, it 
  is important to keep a medieval perspective when 
  applying magic to the city. People do not eat rancid 
  meat and do not drink unclean water, because they 
  smell and taste bad. Cities know that dumping waste 
  in the same river from which they draw drinking water 
  is a bad health practice, but they do not know about 
  germs, bacteria, and giardia. Buried dead may pollute 
  the ground water, but the medieval person usually 
  buries their dead instead of burning them, unless there 
  is an epidemic or plague. Certain magic practices like 
  create water and purify food and drink make magical 
  medieval cities cleaner than their historic counterparts. 
  Active city councils may require street cleaning with 
  prestidigitation, and proselytizing churches may 
  offer clean water to the public via fountains filled by 
  decanters of endless water.
  Plague
  Plague still affects the magical medieval society. Only 
  the greatest magics can reverse effects that decimate a 
  third to a half of a kingdom’s population, wiping out 
  entire cities and villages across the countryside. Such 
  magic is only accessible to experienced spellcasters, 
  who usually reside in urban communities. Religious 
  institutions bolster themselves for such an event with 
  scrolls, potions, and even wands of remove disease, but 
  the sheer number of people and the rapid spread of 
  plague make preventing or ending plagues almost 
  impossible. Paladins live up to heroic expectations in 
  plagues with their divine health and class ability to 
  remove disease.
   
  Any spellcaster who can cast or make an item with 
  remove disease has an instant insurance policy, as well 
  
  42
  as a cash cow. Two groups within magical medieval 
  societies are protected from plague: those who can cast 
  remove disease and those that can buy it. Plague no longer 
  “levels of playing field,” blind to wealth and social 
  standing as it historically was. Even wealthy people 
  who die from the plague can come back with a remove 
  disease followed by a raise dead. Such magic changes the 
  social effects plagues traditionally have upon feudal 
  societies, because there is little social turmoil for the 
  aristocracy.
  Stockpiling
  Towns and cities stockpile food and supplies for 
  emergency events, like war, siege, or famine. Sealed jars 
  of grain, weapons, magic, and equipment are a few of 
  the things cities stockpile. The stockpile is usually under 
  the control of the city council, which leads to disputes 
  and revolt if the peasants and citizens do not agree with 
  the city council’s distribution system.
  Crime
  Crime is a constant companion of the city; the larger 
  the city, the higher the incidence of crime. Most crime 
  in cities is theft, not violent crime. City courts hear 
  civil cases between citizens and try individuals on 
  infringement of the municipal codes. Early cities rely 
  heavily on guilds to enforce their own regulations and 
  social pressure to enforce civic codes.
   
  Magic greatly facilitates crime. It improves stealth, 
  allows easy access to private locations, and provides 
  excellent information regarding security. However, it 
  also deters crime through many of the same measures. 
  The powerful and wealthy will be adequately protected 
  from crime mostly through the threat of retaliation. It 
  may be fairly easy to steal the guild master’s chest, but 
  keeping it is another matter.
  Country-Grown
  Regardless what type of town or city, all urban 
  environments in a magical medieval society are of the 
  country, not dichotomously opposed to the country. 
  Medieval cities are the products of surplus food and 
  surplus people from rural communities, and they have a 
  stake in the success of rural pursuits. Farms and villages 
  surround most cities, producing enough surplus food 
  for city dwellers. Some urban dwellers still have to help 
  with harvest at the bequest of the town lord. Wards, 
  guilds, and housing blocks create smaller communities 
  within an urban space, making “little villages” within 
  city walls. Though vastly different in certain ways, 
  urban living in the medieval period is not far from the 
  village society.
  Power Centers
  Power centers assert their will over others’; that is their 
  defining trait. This occurs in differing degrees and 
  varies according to social groups. In larger communities, 
  determining power centers is not always clear-cut. 
  Generating the type and alignment of power structures is 
  in core rulebook II. This section addresses possible power 
  centers in an urban community, and the special manners 
  in which they assert their power in towns and cities.
   
  In a magical medieval society, power centers are 
  usually groupdefined. In a world where definition 
  and classification are vital in social interaction and 
  understanding, a person is defined by his relationships: 
  what he does, where he lives, who he is related to, 
  where he moved from, what guild he is a member of, 
  and what pub he drinks at. Power comes to groups, 
  not to individuals. Individuals use their status within 
  the group to attain personal power. This is the magical 
  medieval way. Lords have power because people 
  have an implicit understanding of landed aristocracy. 
  Leaders of strong religions are more powerful because 
  of the religious symbol on their robes. It is extremely 
  rare that an individual wields power independent 
  of a social organization. Laws, rights, and customs 
  are all results of social interaction. Individuals have 
  great difficulty wielding social power outside of the 
  social system. Although cooperation within groups is 
  normal, cooperation does not exclude the possibility for 
  internecine conflict.
   
  In general, earlier magical medieval towns and cities 
  have one power center, the town lord. All other groups 
  are relatively equal in power, meaning no others posses 
  the ability to assert their will over other groups. They do 
  
  43
  not have the resources and connections to have that kind 
  of power. Older and larger cities develop more potential 
  for multiple power centers and usually have a handful 
  that contend for control of events, social issues, and 
  money. Toward the end of the magical medieval period, 
  the aristocracy, namely strong lords or a king/emperor 
  figure, regains control of the cities that do not have 
  enough power to maintain their independence.
   
  Tracking power centers within a specific city is a 
  juggling act. GMs should constantly weigh the wealth, 
  might, and influence of different groups and their 
  agendas. Many small rebellions occur everyday in 
  the city when religions contend for favor, members of 
  the patriciate fight the town lord for more control and 
  less extortion, and craftsmen guilds argue over who 
  gets the guildhall for their Michaelmas performance 
  and feast. Though physical might simplifies matters, 
  social interaction is another battlefield that adds extra 
  complexity to any campaign. For generating statistics 
  on urban power centers, see Chapter Four: Generating 
  Towns and Cities.
   
  Guild memberships, official appointments, tax 
  exemptions, personal favors for friends and family, 
  blatant extortion and bribery, and bending rules for 
  personal benefit are all old, well-established means 
  through which power centers manipulate their 
  surroundings. This following describes how power 
  centers exert power unique to their station.
  Craft Guilds
  Craft guilds usually wield the least amount of power 
  among power centers. They control the production 
  of their craft, the progression of their craftsmen, 
  and the selling price of their products. In the early 
  magical medieval period, craft guilds may require the 
  permission of the town lord or the city council to exist, 
  but as the period progresses, craft guilds become very 
  common. Every imaginable kind of craft can embody a 
  craft guild: butchers, fletchers, cobblers, candle makers, 
  masons, and tanners, to clothiers, cloth cutters, weavers, 
  fine cloth sellers, smiths, and toy makers.
   
  Most early magical medieval city dwellers are guild 
  members. As more people immigrate to the cities, guilds 
  become increasingly selective with their membership 
  and with their members’ progressions within the guild. 
  Some guilds charge exorbitant entry fees, while others 
  only allow entry through heredity or marriage to a 
  guild member’s daughter. These limitations make guild 
  membership socially exclusive and financially beneficial 
  for those with influential guild positions. Every craft 
  guild has varying amounts of control over their 
  members and influence in their city. This determines 
  the level of restriction enforced by the guild.
   
  Apprentice: 
  Craft 
  guilds 
  are 
  stratified 
  into 
  three types of craftsmen: the master craftsmen, the 
  journeymen, and the apprentice. All three are members 
  of the guild and pay dues according to their station. All 
  are subject to the guild’s rules on methods of production, 
  materials used in production, who can make certain 
  items, and the items’ selling price. The apprentice is the 
  lowest of craftsmen. Taken in by a master craftsman, 
  he usually lives and works in the master craftsman’s 
  home. The apprentice is not allowed to make or sell 
  any item without the permission and approval of his 
  master craftsman. Often the master craftsman has 
  his apprentices do the laborious tasks of the craft or 
  produce the smallest and simplest items. When the 
  apprentice makes items and the master craftsman sells 
  them, he must pay the apprentice a small cut from the 
  sale price. The apprentice earns a paltry amount of 
  money and pays the least amount of dues to the guild. 
  The guild promotes apprentices to journeymen on the 
  recommendation of their master craftsmen.
   
  Journeymen: Journeymen are the intermediary 
  strata in the craft guild. They can independently 
  make and sell items, though some craft guilds require 
  journeymen to have a master craftsman’s supervision 
  and implicit permission. The craft guild limits the 
  products journeymen make and the selling price of those 
  products. Complicated tasks, which master craftsmen 
  exclusively perform, are not within the journeymen’s 
  repertoire. Of the products that journeymen and master 
  craftsmen both make, journeymen must sell their 
  product for a lesser price. Since the man who made the 
  item is not a master craftsman, magical medieval society 
  assumes an implicit inferiority of quality. This is similar 
  to the modern concept of buying name brand products. 
  If a journeyman wants to progress to a master, he must 
  produce an exceptional item and deliver it to the guild 
  masters. If it is of worthy quality, the journeyman may 
  become a master. However, becoming a master is not 
  only dependent on the quality of the journeyman’s craft, 
  but also on several social and fiscal factors. How well 
  liked is the prospective journeyman? Who does he know? 
  Is he married to the daughter of another master? Can he 
  pay the entry fee to become a master? The answers to all 
  of these questions are usually more important that the 
  ability of the candidate, as long as he is competent.
   
  Master Craftsmen: Masters are the ruling class in 
  the craft guild. Socially and financially, they receive the 
  greatest return from the guild and its regulations. They 
  decide who become journeymen and master craftsmen. 
  They determine the selling price for products of their 
  The Guildmaster is Aways Critical
  
  44
  craft based on the item and the level of the craftsmen 
  who makes the item. They are ambassadors of the craft 
  in civic matters and in dealing with the merchant guild.
   
  Besides controlling their craft and those who 
  practice it, craft guilds also affect the city at large. 
  Rebellions, revolts, and hostile takeovers have all found 
  a start in the craft guild at one time or another. Weavers 
  banding together in opposition to the merchant guild’s 
  regulations on their craft, cobblers not agreeing with the 
  large tax on fine foreign leather coming into the city, and 
  masons striking because the master mason in charge of 
  building the new church is not a local master mason are 
  all common examples of craft conflict.
  Merchant Guilds
  All cities have a merchant guild, even the earliest 
  of magical medieval cities. Merchant guilds usually 
  develop before any other guilds. Socially, they rank 
  above craft guilds, though craftsmen may belong to 
  the merchant guild. In absence of a city council, the 
  merchant guild acts as the city council. They negotiate 
  rights, taxes, and rents with the town lord, make 
  municipal bylaws, and pick city officials. If there is a city 
  council, prominent merchant guild members are almost 
  always members of the council.
   
  Most merchant guild members are wholesale 
  merchants. They are not concerned with the production 
  of crafts and goods, but rather the transporting, buying, 
  and selling of goods. Some wholesale merchants are 
  concerned with buying local goods and transporting 
  and selling them to neighboring cities, fairs, regions, 
  or possibly kingdoms. Others concentrate on importing 
  sought-after goods into the city. Selling staple products 
  like grain and coarse cloth are quite profitable; other 
  wholesale merchants specialize in luxury goods like 
  wine, furs, silks, and fine linen. In smaller cities, all 
  merchants may belong to one merchant guild. In larger 
  cities, merchants may form multiple guilds according to 
  their specific commodity.
   
  Unlike the craft guild, merchant guilds are 
  concerned with city commerce on a larger level, due 
  to their concern with wholesale goods. They determine 
  how much tax should be imposed on various foreign 
  items, i.e. any item that was not made in the city by 
  a craftsman of the city. They have monopoly powers, 
  determining who can sell what, where, and when. 
  They establish trading partners for certain commodities 
  along river and land routes. Merchant guilds designate 
  particular areas as the “territory” of a particular 
  merchant for specific goods. They can limit which cities’ 
  merchants can come into the city and sell their goods. 
  They can also determine to which cities a merchant can 
  export a particular commodity. Merchant guilds usually 
  wield exclusive power on trade in the city, although 
  strong town lords and independent city councils try to 
  curb the merchant guild’s power.
  Wizards’ Guilds
  No magical medieval city is complete without a wizards’ 
  guild. Like other members of society, wizards need a 
  community and group insurance. To determine a viable 
  wizards’ guild, one needs to remember why people 
  form them: what benefits they offer, what financial 
  and social payments its members pay for the privilege 
  of membership, and the guild’s role as regulator in the 
  city. These ideas are integral to maintaining medieval 
  thought among magical times. The unique magical 
  ability of wizards also adds complication in creating a 
  guild structure.
   
  The guild is for camaraderie, insurance, and social 
  distinction according to one’s profession or craft. A 
  wizards’ guild offers many benefits for its members, both 
  social and arcaneoriented. If a wizard dies an untimely 
  death, then the guild insures proper burial and a stipend 
  for the widow and children left behind. For members 
  wealthy enough to afford coming back, the guild can 
  ensure the member’s return. In larger cities with wealthy 
  guilds, the guild can grant access to research facilities, 
  laboratories, special materials, and spell components. 
  Where else can a wizard safely find the snake off a 
  medusa’s head, even if he has to pay the outrageous guild 
  price? Other possibilities are shared magical learning, 
  spell trading, and lend/lease magic items. Holiday feasts 
  and theater productions must be a riot at the guildhall, 
  and the types of songs wizards sing after pitchers of 
  ale are legendary. Wizards also enjoy the settled ease 
  of knowing someone understands them when they say 
  over cards, “Yes, I tried to reverse the metamagic field by 
  polarizing the phlogiston; unfortunately, upon opening 
  the box, I found the cat dead.”
  A Merchant Breathes Easier with the Ship’s Return
  
  45
   
  The guild acts as a police force for its craft, both 
  on guild members and on outsiders within the guild’s 
  territory. If there is a wizards’ guild in a city, being a 
  member of the guild is not a luxury; it is a prerequisite. 
  As with other professional and craft guilds, membership 
  is compulsory to practice wizardry in the city, which 
  includes casting spells for others, selling wizardly 
  services, and making magic items for sale. Unauthorized 
  practitioners risk retribution by the guild if word leaks 
  out. This does not mean that it does not happen; it just 
  means that guilds have a socially and legally supported 
  right to pursue such transgressors.
   
  The guild also creates its regulations and bylaws. Any 
  number of restrictions may be a part of a wizards’ guild. 
  Though the particular laws of any given wizards’ guilds 
  are campaign specific, here are a few ideas. Wizards’ 
  guilds limit who can make what magical items. They 
  restrict what level of spells a wizard can cast for hire, 
  depending on level or status in the guild. They regulate 
  the prices at which wizards sell magic items, potions, 
  scrolls, or spells they cast from memory. They determine 
  who can create new spells and what new spells are 
  created. They determine who becomes a wizard, through 
  controlling membership and taking on apprentices. 
  They even create codes of conduct for foreign wizards 
  who enter the city. They create specializations within 
  the guild, like battle wizards, caravan wizards, research 
  wizards, and production wizards.
   
  However, with guild membership comes guild 
  obligation. Service, magic items, scrolls, potions, 
  research, spells, unique components, or plain coin cover 
  membership fees and other payments. The combination 
  of payments depends on the particular guild. The 
  guild itself has feudal obligations it must fulfill. The 
  amount of comparative power the guild holds, the 
  lord or city council that gives the guild a charter, and 
  the arrangements made with other groups determine 
  the feudal obligations a wizards’ guild owes to other 
  groups and power centers in the city.
   
  It is important to remember that despite the 
  camaraderie and rules for self-policing, wizards’ guilds 
  have just as much internecine fighting, backstabbing, 
  individual power grabs, systematic rule-breaking, 
  and dirty play as any other magical medieval guild. 
  Although lords may grant a city the right to form a 
  wizard’s guild, they will never relinquish control over 
  their rights of magical taxation and service, unless 
  physically forced otherwise.
   
  Wizards’ guilds are potentially one of the most 
  powerful groups in a city. Such organizations have the 
  magical power, and most likely the wealth, to compete 
  against other guilds and power centers for attention 
  and influence. Wizards provide magic that improves 
  crime solving, intelligence gathering, and diplomacy. 
  Wizards’ guilds are full of learned men and their 
  comprehensive libraries, facilities held in high esteem as 
  places of learning and prominent architecture. A city’s 
  wizards’ guild is immensely useful in places where 
  military concerns are strong, or in times of war.
   
  In smaller communities, it is possible to have an 
  arcane guild, opening the guild concept to sorcerers 
  and bards, but such an organization is unlikely where 
  enough learned wizards gather and look down upon 
  their unlearned and undisciplined arcane counterparts.
  Thieves’ Guilds
  Thieves’ guilds are associations between people who 
  thieve for a living. Members of the thieves’ guild do 
  not have to be rogues, nor do rogues have to delve in 
  the shadier use of their skills. Being a part of a thieves’ 
  guild provides the same basic benefits of all guilds: 
  insurance, training, and tricks of the trade. Members 
  get training and specialized class tools, which may not 
  be available at typical stores. If a member of the guild 
  gets into some legal trouble, the guild may pull some 
  strings, especially if there is coin or favor in return. 
  Thieves’ guilds gather like-minded individuals who 
  make alliances, plan jobs, and get information on 
  buildings, people, and security measures.
   
  Another benefit to guild membership, besides 
  two unbroken legs, is more sophisticated thievery. 
  Sophistication allows such things as protection rackets, 
  where people pay the thieves’ guild to insure they, 
  their homes, and their buildings are not burgled. 
  This only works with implicit cooperation from guild 
  members. If the guild leader says, “do not rob this 
  place,” he really means, “do not rob this place.” Guilds 
  
  46
  also build up a repertoire of snitches, informants, 
  bribed officials, and magic connections that other guild 
  members may use. Smuggling goods, either for direct 
  profit or through fencing, is also easier when thieves 
  work together. The officials may catch one or two 
  thieves, but the operation continues.
   
  Maintaining a slim margin of honor among thieves 
  is very tricky, which is why the most successful thieves’ 
  guilds are lawful. In order to keep a thieves’ guild 
  together, the guild must be strong and powerful enough 
  to police their members and independent thieves that 
  trespass on the guild’s territory. Once a merchant pays 
  the guild protection money, the guild’s reputation is 
  now on the line. Who wants a thieves’ guild you can’t 
  trust? Guilds with enough authority allot territory 
  to various factions within the guild to help keep 
  the peace and reward favored members. The guild 
  decides whether the Red Footpads or the Black Tigers 
  get gambling and girl rights in the docks ward, while 
  pick pocketing and begging on Baker Street goes to the 
  Unseen. Such territory distribution also leads to internal 
  contention that guild rulers use for their benefit.
   
  Law in magical medieval times is not like modern 
  law. Laws are codifications of social custom. In larger 
  cities where people come from many different places, 
  laws become guidelines for easier coexistence. Sometimes 
  laws are enforced with fiscal or physical punishment; 
  other times laws are a formality thrown to the wayside 
  due social necessity. Only those with power can force 
  others to abide by the laws, whether they are guild laws, 
  civic laws, manorial laws, or royal laws. Laws do not 
  necessarily work as a deterrent from certain behaviors, 
  nor are their transgressors always prosecuted. 
   
  Thieves thrive off illegal activities. The activities 
  that are not illegal per se are probably immoral. This 
  includes pick pocketing, robbery, theft, smuggling, 
  burglary, gambling, and other illicit entertainment. 
  Despite the differences in goals, thieves and their guild 
  coexist in a magical medieval city that has laws. Unless 
  the entire society and the leaders of the city are all of 
  the goodly persuasion, thieves’ guilds probably exist 
  in cities, provided there is enough movable wealth for 
  thieves to make a decent living.
   
  The first explanation for the easy existence of thieves’ 
  guilds in urban society is the implicit social agreement 
  between thieves and their victims. People expect crime, 
  (crime in a magical medieval city is usually not violent 
  crime but some form of theft) and they tolerate a certain 
  level of crime. The level of tolerable crime changes with 
  the alignment of the population, the ruling and civic 
  power centers, and the wealth of the city. As long as the 
  thieves operate at or near the level of tolerable crime, 
  little attention is usually brought to their organization. 
  Now if the thieves’ guild pulls a job on the church of the 
  patron god, stealing one of their treasured relics or pulls 
  a huge heist on an influential merchant, there may be 
  trouble and lots of it.
   
  The connections and alliances forged with other 
  guilds and city factions are another reason for the 
  continued existence of thieves’ guilds. Thieves’ guilds 
  may bribe enough civic officials to keep the guild in 
  business, and most wealthy members of society have 
  enough coin to pay protection money. Even with the aid 
  of magic, it is certainly easier to co-exist than to uproot 
  an entire illegal organization especially considering the 
  majority of those making rules within the city can protect 
  themselves from theft more readily by accepting the 
  guild than fighting it. Perhaps the leader of the thieves’ 
  guild also happens to be the leader of the merchant guild. 
  Thieves’ guilds also serve a civic function for those who 
  need discrete yet slightly illegal resolutions. In more 
  hostile environments, thieves’ guilds usually have close 
  connections with the wizards’ guild, gaining the wizards’ 
  concealing magic in exchange for roguish favors.
   
  Most indicative of the unique magical medieval 
  culture, the final reason for a thieves’ guild in a city is 
  the multiplicity of law. Given the five common sources 
  of law, (See Chapter Seven: On Those Who Rule) actions 
  may be illegal in one court, but legal in another. Crafty 
  thieves quickly discover these points of contention and 
  exploit them. Maritime law, charter law and royal law in 
  particular often come in profitable conflict.
   
  Like other secret societies, magic jeopardizes the 
  thieves’ guild’s secrecy. If someone wishes to rid the 
  city of a thieves’ guild or simply find out who is in 
  charge of the guild, they can employing a spellcaster 
  with charm person, dominate, zone of truth, discern 
  lies, scrying, commune, prying eyes, or greater scrying. 
  Anyone who knows anything about the guild is a 
  potential information leak, either through enchantment, 
  force, coin, or divination. Several of these enchantment 
  or divination spells are high level, but using simple 
  magics to accentuate force threatens the guild’s prized 
  secrecy. Thieves’ guilds may employ counter magics, 
  especially from crossclassed rogue/clerics or rogue/
  wizards. Employing a cell structure is the typical non-
  magical method of averting magical prying. A typical 
  cell structure is where a thief only reports to one person 
  above him, and the person who receives the reports 
  of several thieves reports to only one person above 
  him. By reducing the number of connections, the guild 
  minimizes exposure and mimics the feudal environment 
  with roguish secrecy. The easier alternative for the guild 
  is try not to anger anyone too important, and if they have 
  to, make some powerful and influential friends first.
  Servants Pepare Food for their Betters
  
  47
  Religion
  See “Patron God of the City” in Chapter Six: On Those 
  Who Pray.
  Patriciate
  The patriciate forms the upper crust of urban society. 
  Socially, financially, and politically, the patriciate 
  distinguishes itself from the common burgher, creating 
  the immense class tension found in the later magical 
  medieval city. Although members of the patriciate 
  may own land, they are usually not large landholders. 
  Instead, they gain status from movable wealth and lots 
  of it. The patriciate often has social tensions with the 
  landed aristocracy because their wealth does not come 
  from landownership. Much like the English viewed 
  late 19th century America’s wealth, magical medieval 
  aristocrats see the patriciate as upstarts who have little 
  refinement and distinction in their methods of attaining 
  wealth. Comprised of wealthy merchants and other city 
  dwellers, the patriciate rarely contains members of the 
  peerage. However, as in all things magical medieval, the 
  complete opposite is also true. Such distinctions are a 
  measure of individual magical medieval societies.
   
  The patriciate are the best families in the city. They 
  create fashion and wear it, they speak with a distinct 
  accent and vocabulary, they live and associate with 
  the well-to-do portion of town, and they have immense 
  power in many regards. Members of the patriciate are 
  usually in the city council and have greater ability to 
  benefit from civic manipulations. Patriciates are usually 
  leading members of the merchant guild. However, 
  some families separate from their mercantile roots 
  through land purchases and minor aristocratic titles. 
  Positions in the merchant guild open doorways to 
  financial and commercial benefits. Obtaining prime 
  mercantile territory or applying pressure on craft guilds 
  via the merchant guild are two common examples 
  of fiscal gerrymandering. The social benefits of the 
  patriciate include getting children into prestigious 
  guilds, universities, or religious hierarchies; arranging 
  advantageous marriages; and the potential of joining 
  the aristocracy. Being a member of the patriciate does 
  not require civil office holding or a prominent position 
  in the merchant guild to wield power. Easily movable 
  wealth, a rarity in the magical medieval period, carries a 
  power of its own. However, even very wealthy families 
  are subject to the guild. Even within the patriciate, 
  power comes from the social group, not the individual.
   
  Patriciates are the deep pockets of the city. 
  Although they regularly obtain tax exemptions and 
  more favorable trade agreements because of their 
  social class, the patriciate are the favored target when 
  town lords, city councils, or simple raiders desire 
  coin. If the city needs a new dock, more than likely a 
  member of the patriciate loans the money to the city, 
  either voluntarily or by force.
   
  Patriciates are also community supporters and 
  patrons of art, religion, guilds, and city projects. In a 
  city of multiple religions, having the social and financial 
  support of a member of the patriciate is very important 
  for a religious hierarchy. If the patriciate favors arcane 
  guilds over religion, that favor lends more power to a 
  wizards’ guild over religious institutions. Patriciates 
  give alms to the poor, like lords of the manor, though 
  the sheer amount of poor people flocking to the cities 
  often makes their alms inadequate.
  City Council
  The city council is the municipal head of the city. The 
  right to have a city council and the rights of the city, 
  which the city council oversees, are spelled out in the 
  city charter. Almost all cities have the right to tax and 
  form a militia for civic defense. The right of taxation 
  includes levying various taxes, such as poll taxes, gate 
  taxes, taxes on luxury goods, tax on magical items, 
  mercantile taxes, war taxes, and emergency taxes. The 
  right to levy taxes creates an entire financial system 
  for collecting taxes and accounting, as well as other 
  financial practices like forced loans. Forced loans 
  are loans to the city from a merchant or patriciate by 
  physical force, revoking special privileges, or threat 
  of confiscation or exile. Although the name implies 
  unpleasantries, most of the time wealthy merchants and 
  patriciates pay forced loans without too much duress. 
  They even earn interest on the loan from the city. City 
  councils have been known to over-tax their citizens, pay 
  
  48
  their town lord, and pocket the difference. However, the 
  city treasury is usually in debt from military expense, 
  poor financial practices (toll/tax exemptions granted in 
  recompense for personal gain), and inflation.
   
  The right to form a militia includes stockpiling 
  weapons, magic, food, other logistic materials, and men 
  for military use. Most city militias are just burghers who 
  bring their own simple weaponry. Cities with more 
  to protect often develop their military forces into a 
  professional standing army. Cities also hire mercenaries 
  to man the walls, especially in the later magical medieval 
  period, when burghers opt out of guard duty.
   
  Cities usually have their own judicial system 
  separate from their lord’s court. Although a city’s 
  jurisdiction is only within city limits, city courts generate 
  income and give the city leaders more power over the 
  city and its inhabitants. They also make city ordinances 
  on sanitation, curfews, guilds, and nightly patrol of the 
  streets. They oversee city projects and city planning, and 
  in free cities, the city council can even charter guilds.
  Town Lords
  The lord who originally gives the charter to the city is 
  the town lord. Due to feudalism, it is possible to have 
  multiple town lords through one city existing within 
  multiple fiefs. Both the town and the rights of its 
  inhabitants exist by the grace of the town lord. Though 
  the town lord may relinquish some of his privileges 
  (see on “Peasants’ Interest”), he may remain an active 
  force in the city if he wishes. Choosing key officials, 
  packing the city council with favored burghers and 
  merchants, and taxing more money out of the city 
  (ground rents, fees, and payments) are a few of the 
  traditional methods town lords exert their influence 
  in the city. Cities are also crucial to the town lord 
  because of the density of spellcasters in the city. On top 
  of coin, the town lord demands magic services, items, 
  scrolls, and potions from the city. In some situations, 
  town lords never revoke feudal obligations or they re-
  instate them on their cities and its inhabitants. This is 
  especially true of cities in the beginning and end of the 
  magical medieval period.
  Kings
  Kings wield power as town lords, but they have the force 
  of the crown behind them, which gives them significantly 
  more power. Even weak kings are as strong as the most 
  powerful of his lords; otherwise he would not be king 
  for long. Kings give and revoke royal charters, and even 
  overrule another lord’s charters for a city. Only kings 
  give cities free status, removing the feudal yoke off the 
  town. This means the city no longer has a town lord, 
  and subsequently, no longer makes payments to a town 
  lord. Kings declare cities free as a method of controlling 
  unruly barons and strong lords who oppose them. 
  Kings can also take away free status, or at least threaten 
  to, for additional coin, magic, particular local specialties, 
  or to curb strong power centers in the city. Cities who 
  feel unjustly burdened by their town lord can petition 
  the king for relief. Conversely, cities can also seek strong 
  barons and lords if the king is the town lord tyrant.
  The Social City
  The cornerstone of a magical medieval society is 
  definition and classification. Although a truism on the 
  manor, this is especially true in the city, where many 
  people live in close quarters and where new people are 
  moving in all the time.
   
  Everyone belongs to a family, a manor, a lord, a 
  guild, a religious order, or some other form of group 
  identity. In the time of uncertainty that precedes the 
  magical medieval period, safety and survival comes in 
  numbers. One’s craft, familial relations, and interests 
  are not merely a means of understanding through 
  classification; they are protection for the individual from 
  a society that tends to persecute others who are different 
  from them. It is not far from modern times, except that 
  the modern mindset allows for a greater diversity within 
  definition. Groups police themselves, vouch for their 
  members, and create smaller communities within the 
  bustling city. Similar to the early 20th century American 
  cities, living on Baker’s Street, being a member of the 
  
  49
  butcher’s guild, or attending certain churches define 
  someone’s personality.
   
  Within every group, there is further stratification. 
  It is not enough to know that a person is a member of 
  the clothier guild. Are they a master, journeyman, or an 
  apprentice? Who did they work under as an apprentice? 
  When did the guild make them a master? Who does 
  that person associate with from the guild? Do they 
  work with linen, silk, or course cloth? Stratification does 
  not stop at craft specifics, but continues on to include 
  economics, social factors, and community involvement.
   
  Citizenship has its own importance. People in the 
  magical medieval period are not nearly as mobile as 
  modern people. Generations of the same family farming 
  the same land, being a master of the same guild, or 
  living in the same city is typical in the magical medieval 
  period. Rooting a family in a social network dependent 
  on geography means that the family is subsequently 
  rooted to that specific geography. This is why exile 
  from one’s city is one of the most heinous kinds of civic 
  punishment. It is the immediate removal of identity, 
  definition, and social understanding, both personally 
  and externally. A person may travel because of business 
  and spend long periods of time away from home, but 
  most magical medieval people only feel truly at home in 
  the place where they were born. This sentiment is not to 
  be confused with nationalism per se. Nationalism does 
  not develop until after the magical medieval period.
  Adventurers
  This begs the question of what to do about adventurers, 
  both NPCs and PCs. Adventurers make a profession of 
  taking jobs that others do not want or are unable to do. 
  They do not have a social definition, yet the core rules 
  state that adventurers do not stir any extraordinary 
  attention by virtue of being adventurers. There are a 
  few ways to resolve the magical medieval mindset and 
  the social reaction to adventurers listed in the core rules. 
  The best way of understanding adventurers from a 
  magical medieval mindset is calling them mercenaries. 
  They travel and act as sell swords and solve problems 
  for wealthy people. Some also do some pro bono work, 
  saving the occasional village from orcs or rescuing the 
  farmer’s daughter from the goblins’ lair. Some wreak 
  terrible damage for personal gain, slaying and pillaging 
  as they go. Like mercenaries, PCs are heroes in armed 
  conflict, but worrisome when the conflict ends. They 
  are a dangerous lot by virtue of their mobility, their 
  paucity of social sponsorship, and de facto, the lack of 
  social restraint.
   
  More than likely, PC adventurers draw at least some 
  attention. First, most PCs usually wear armor and are 
  fully equipped for combat and adventuring. This is not 
  very common in a city, unless it is a time of war or a fort 
  city where most people do soldiering. Even then, having 
  a person in full armor with multiple weapons who is not 
  an aristocrat or a knight is rather rare. Anyone showing 
  up at a city’s gates in full armor and fully armed, and 
  who wishes to enter the city in such a state, has a lot 
  of explaining to do. Unless they have a writ or badge 
  identifying their social sponsor, most PCs probably have 
  to surrender martial weaponry and all but light armor 
  into the custody of the city until they depart, at which 
  time, they can collect their things. Second, PCs have 
  backpacks stuffed with interesting things that jingle. As 
  they try to enter the gates, such loot attracts attention of 
  sellers, pickpockets, and the guards collecting taxes at 
  the gate. On top of paying an entry tax (see Mundane 
  and Magical Taxes in Appendix V- Magical Medieval 
  Miscellany), PCs pay for the goods they bring into the 
  city, even if PCs claim they are not selling anything in 
  town. Bribery, intimidation, bluff, diplomacy, and magic 
  are always options for 
  bypassing the gates and 
  taxes, 
  but 
  PCs 
  must 
  remember that they are 
  subject to the city laws 
  and the force behind 
  them. 
  Third, 
  should 
  someone 
  have 
  the 
  power to look (in larger 
  cities gate guards are 
  always equipped with 
  detect magic) PCs have 
  lots of magic. Cities tax 
  PCs for the magic items 
  they 
  have, 
  and 
  PCs 
  should obey the civic 
  rules on holding and 
  using magic in the city. 
  Some cities have strong 
  groups that regulate the 
  use and abundance of 
  magic in the city. Some 
  cities require people to 
  surrender certain types of 
  magic items and restrain 
  the use of certain schools 
  of magic in the city. PCs 
  would do well to always 
  get the specifics when 
  entering a new city.
   
  Large trade cities through which many people 
  travel through are more acclimated to adventurers, 
  mercenaries, and the shady lot of society. But for the 
  most part, adventurers stick out in society. Retired 
  adventurers are understandable, seen as wanderers 
  who settled down and entered society at that point. 
  Even if they adventure again, the retired adventurer has 
  roots and social connections that tie him to a locale.
   
  There is an undercurrent among the urban 
  powerful to invite wandering PC adventurers into 
  social obligations, and in effect, a social classification. 
  Adventurers that accept such invitations become agents 
  of a certain lord, religion, or ideal. Such relationships are 
  also beneficial for PCs. Social connections are very useful, 
  if only in tax savings alone. PCs who establish such ties 
  
  50
  have home bases, relinquishing rented beds and tourist 
  prices for dinner invitations, choice gossip, and surety 
  should something strange happen in their presence.
   
  Another truism of the magical medieval city is that 
  news travels fast, especially bad news, and it seems like 
  everyone knows everyone else’s business. When PCs 
  roll into town, it does not take long for everyone to hear 
  about them, know what they look like, and learn how 
  many pitchers of ale they had at lunch. This can make 
  subtlety and covert operations difficult for outsiders. 
  People also know that PCs have lots of money, as 
  displayed by the 50 pounds of metal the fighter wears, 
  the goods they carry into the city, and the amount of 
  magic on their person. This affects the prices they pay 
  for goods and services, the number of touts and beggars 
  that follow them around, and thievery attempts. If the 
  PCs look rough and seasoned or if they come with a 
  social connection, it is possible that no one in town 
  wants that much trouble.
  Trade and Economics
  Magical medieval trade and economics are often 
  mistaken for anachronistic modern concepts. Things 
  like supply and demand, purchasing power, and the 
  market do exist, but in a proto-form of its developed 
  descendents. Magical medieval economics are not 
  capitalistic, socialistic, free trade or restrictive. It 
  borrows traits from all four systems and creates an 
  economic system that is neither here nor there to modern 
  economic thinking. The biggest difference between 
  magical medieval economic thought and modern 
  thought is the purpose and conduct of business.
   
  Maximizing profits is not the goal of magical 
  medieval trade. Making a profit is much more 
  important. Magical medieval societies do not have the 
  modern tools, resources, or ideas that allow modern 
  societies to hone maximization of profits to an art form.
   
  Most people make the goods they sell. There 
  are fewer middlemen in commercial transactions in 
  a magical medieval society. Usually, the only cost 
  associated with a good is the cost of materials and 
  the craftsmen’s time. Only wholesale merchants are 
  concerned with base costs and selling goods for more 
  than they bought them, but even wholesale merchants 
  usually buy their goods from the actual craftsmen and 
  producers. Since most people make the goods they 
  sell, a large inventory is not a typical practice in most 
  workshops. A large inventory means things are not 
  being sold or that something has been sitting on the 
  shelf too long. Expensive items are not kept in inventory 
  because they cost too much to make. This is especially 
  true of magic items, expensive in either material cost 
  or the level of skill required in their creation. A ring of 
  protection +1 only costs 4,000 gp, but its forging requires 
  a 12th level caster with the forge ring feat. Expensive or 
  unusual items typically have to be commissioned. If 
  expensive or unusual items are bought on site, they are 
  probably the craftsmen’s personal belongings. Magical 
  medieval economics differ from modern economics 
  because price is not set or static. A merchant may want 
  5 gp for an item but he’ll be willing to sell it as low as 
  3 gp. But he’ll start his negations at 8gp or better so he 
  has room to negotiate down. Depending upon the skills 
  of the purchaser, the merchant may receive 6 gp for his 
  item and be a bit happier.
  Price
  There are no fixed prices in a magical medieval society. 
  The craftsmen who make the items determine their 
  worth, and they have the power to negotiate the price. 
  The prices listed in the core rules are suggested prices 
  for GMs’ and PCs’ ease in buying and selling. But when 
  a PC buys a bedroll, it does not come with a tag labeled 
  “1 sp.” In a magical medieval society, prices change 
  due to local and regional production, supply and 
  demand, and the interaction between buyer and seller. 
  For example, wine is cheaper in winemaking regions 
  than in areas that import their wine. A peasant buying 
  a chicken for dinner pays much less than a PC fighter 
  encased in 50 pounds of metal with three weapons, 
  a nice cloak, and boots, even with a high bluff or 
  
  51
  diplomacy check. In kingdoms at war, everything costs 
  more, from wheat to weapons. A city that specializes 
  in weapon manufacturing is unlikely to pay much 
  for a party’s spare mundane weapons. To incorporate 
  supply, demand, and circumstantial factors into trade 
  and economics, see Chapter Five: Economic Simulator.
  The Market
  Statements like “the market will not bear it” do not 
  apply very well to magical medieval economics, 
  partially because prices are not set. In a bargaining 
  society where price is always negotiable, the only 
  effective market is a party of two, the buyer and the 
  seller. The seller does not sell if the price is too low; the 
  buyer does not buy if the price is too high. Guilds play 
  a large role in regulating prices, but these regulated 
  prices are not concerned with maximizing profits. They 
  are concerned with maintaining social order. Guilds 
  usually set a low limit price to avoid undercutting prices 
  in competitions between merchants and craftsmen of 
  the same guild. Occasionally maximum prices will be 
  set, but such is only typical in famine situations and 
  usually only effects grain.
  Coin and 
  Specie
  Even within 
  cities, 
  lots 
  of 
  business 
  transactions 
  are barter or paid in kind. This is especially prominent 
  among the city’s craftsmen and wholesale merchants, 
  where people may conduct business without ever 
  exchanging coin. Besides being a simpler form of 
  financial interaction, it also removes the difficulty 
  involved with species. For example, a wine merchant 
  sells 100 barrels of wine for 100 ells of cloth. By trading 
  goods, neither merchant has to produce large amounts 
  of coin or worry about its safe transportation and 
  exchange. Any man can spend coin, but not everyone 
  can turn 100 ells of cloth into money.
   
  Merchants who have worked with each other 
  before often rely on IOUs. They are lighter and more 
  secure than payment in either kind or specie. In more 
  developed magical medieval societies, banks may honor 
  notes of credit drawn on their accounts. There may even 
  be networks of banks in the largest cities, but remember 
  that such endeavors are private enterprises of mostly 
  patriciate class individuals. When banks lend to kings 
  or strong landowners, they should be able to accept the 
  consequences of a bad loan if they hope to continue in 
  business. Of course, they had better be willing to lend 
  to a king or a strong landowner if they want to continue 
  business in their demesne as well.
  Banking
  Banking in a magical medieval world is an esoteric 
  affair, controlled by tight-lipped, rich members of the 
  patriciate. Bankers rely mostly upon bills of exchange, 
  and many merchants simply rely upon IOU’s and their 
  reputation. Magical medieval banks are not banks in a 
  modern sense; they are simply rich families or a small 
  group of rich people who lend money in one location 
  and have the borrower deposit money in another. For 
  example, a merchant borrows money to buy goods in 
  city A that he transports to distant city B. After selling 
  his goods at B, he pays his loan to B’s local branch. This 
  branch provides him a notarized copy so he can prove 
  he paid his loan. Borrowers are heavily scrutinized, a 
  process relying on the banker’s personal knowledge 
  (or on the personal knowledge of his friends) of the 
  prospective borrower. People who are not solidly rooted 
  in their community have no hope of receiving loans. 
  Even respectable merchants are charged a substantial 
  surcharge (interest).
   
  Such systems rely heavily upon location of branch 
  offices. Generally there are only a few bankers in any 
  continent-sized grouping of magical medieval societies, 
  and they have branches in only a few important trade 
  cities. Each house usually has a particular area of the 
  continent claimed as theirs, and fiscal competition can 
  be fierce, both to expand and defend territory.
   
  In magical medieval continents with different 
  currencies, currency speculation occurs through bills of 
  exchange. A merchant may receive a bill of exchange in 
  city A and redeem the bill of exchange in city B, when 
  city B is experiencing a specie influx. He then keeps 
  the large amount of specie B until the city experiences 
  a shortage of specie (common around markets and 
  predictable landing of ships carrying expensive cargo, 
  like spices). In this way the merchant has collected specie 
  B when it was plentiful (when he received many B coins 
  for his A coins), and used it when it was rare (when he 
  wouldn’t have received as many B coins for his A coins). 
  This way he makes a profit by exchanging specie at a 
  beneficial time, as well as gaining goods to sell.
  Complex Financial Interactions
  Magical medieval societies do have complex financial 
  interactions. Even though there are fewer middlemen 
  than in later societies, magical medieval societies 
  explore many different types of financing at great fairs, 
  where large transactions occur.
   
  Great fairs are held in rotation through a continent, 
  and they are the magical medieval equivalent of 
  international trade. Fairs are held a few months apart in 
  different locations, due to transportation issues. Great 
  fairs only occur where trade spheres overlap. Merchants 
  from one sphere travel as far as they can to sell goods, 
  which are purchased by another group of merchants, 
  who have traveled as far as they can to buy the goods. 
  
  52
  Great fairs occur where merchants from multiple lands 
  are unwilling to travel further to buy and sell goods. 
  Generally merchants do not travel more than 60 days 
  to transport goods, excepting luxury products that can 
  produce even yearlong treks.
   
  Merchant houses send couriers ahead of their long 
  merchandise trains, and these couriers perform most of 
  the bargaining for the goods. They sell the goods, sight-
  unseen, and instead of exchanging coin, exchange credit 
  instruments. Most goods are purchased in this manner, 
  by paper reckoning, so that by the time the merchandise 
  arrives, a significant portion is already sold. At the end 
  of the fair, there are several days of accounting. All 
  the books are balanced, and all affairs settled. Settling 
  affairs requires a notary who records the transaction 
  and the specifics of the transaction. This well paid third 
  party figures civic taxes on the transaction and can be 
  called upon to testify to any fiscal wrongdoing.
  Magic in the City
  Spellcasters are abundant in magical medieval urban 
  environments, both in number and percentage of the 
  population. Besides creating familiarity with magic 
  and spellcasters, magic in the city affects how the 
  city operates, power centers in the city, the level of 
  magic and wealth distributed in the city, and the 
  role of spellcasters in the city. The larger the city, the 
  more familiar its populace is with magic. The more 
  spellcasters and higher-leveled spellcasters there are 
  within a city, the more magic plays a role in civic power 
  centers and wealth.
  Familiarity
  Peasants and Laborers: Most peasants and laborers 
  in the city have little better knowledge of how magic 
  works than the peasant on the countryside, but they do 
  have more experience with it through living in the city. 
  Peasants in urban environments have more potential 
  to see and know the various ways magic works than 
  their country counterparts. They know the difference 
  between divine and arcane magic, but only through a 
  social environment. Stick a wizard in clerical robes, and 
  the average peasant won’t know the difference. Bardic 
  and druidical casting styles confuse peasants, mostly 
  because they heal but are not a part of a church.
   
  Craftsmen: Craftsmen have a more refined 
  understanding of magic than peasants. Removing some 
  of the superstition and misinformation peasants have, 
  craftsmen know about magic they encounter in their 
  trade or that which helps in their particular craft through 
  associations in the guild. They do not necessarily know 
  the name of a spell, or the fundamental difference 
  between arcane and divine magic. For example, a roofer 
  knows about feather fall, a tavern keeper knows about 
  charm person, and a bailiff serving in the court knows 
  about zone of truth. They may also have some basic 
  magical items (potions or low priced magic items) if 
  they are wealthy craftsmen in larger cities. Craftsmen 
  also know basic things like familiars typically belong 
  to arcane users, not divine, but a friendly animal does 
  not immediately mean a person is an arcane spellcaster. 
  They are not aware of most spellcasting classes’ 
  limitations, but know armor and arcane magic do not 
  mix very well. Craftsmen also know that if someone is 
  casting a spell at them, try giving a swing.
   
  Merchants: Merchants, having more money and 
  possible need for paid magical assistance, are more 
  familiar with the particulars of magic than craftsmen. 
  Merchants are more likely to stockpile magic items than 
  craftsmen, especially well-off merchants and members 
  of the patriciate. Merchants are familiar with different 
  types of spells and can identify common spells by 
  their effects. Merchants understand any spell that has 
  physical effects, though that not necessarily by name. 
  For example, a merchant identifies a cure spell, but 
  not the power of the spell. Merchants, by virtue of 
  their wealth, have the opportunity to learn more about 
  spellcasting and how magic works through proper 
  education from a private tutor, religious training, or 
  studying arcane sources.
   
  Static and Adventuring NPCs: These figures have 
  reliable knowledge about magic and its limitations. 
  They know a command spell does not last very long, 
  that spreading out prevents certain attack spells, and 
  that your best friend may suddenly attack you without 
  warning, but it’s not his fault. Though some NPCs’ 
  magical knowledge revolves around their profession 
  rather than adventuring and combative uses, many of 
  the misconceptions and superstition surrounding magic 
  disappear at this level of society.
  Effects of Magic
  Magic often brings stability to a magical medieval 
  society. It may safeguard against crop failure, disease, 
  invasion, and other factors that disrupt society and 
  prevent its growth. If magic affects a magical medieval 
  
  53
  society in such a positive fashion, magically generated 
  stability has dramatic effects. A magical medieval 
  society has greater population with higher continued 
  growth than a historical medieval society. In the face 
  of such growth and numbers, kingdoms and people 
  expand faster claiming the wilderness for cultivation. 
  Such population growth also leads to more surplus 
  labor, which either moves to urban communities or 
  settles wilderness between population centers or on 
  borders. With more people expanding the kingdom’s 
  cultivated land and moving into urban environments, 
  there are more towns and cities with an increase in 
  population across the board. Towns and small cities 
  shoulder the brunt of increased urban population. Most 
  magical medieval societies reap the benefits magic 
  usually brings, but to other magical medieval societies 
  magic is a burden. Continual, intense magical war can 
  bury a land in fire and ash faster and more enduringly 
  than historical medieval war.
  Wealth of Cities
  Though cities have a determined amount of wealth 
  calculated in core rulebook II, this does not mean all 
  cities are equal. The wealth listed in the core rules 
  determines how much a city can buy and sell at a 
  given time, mostly for the benefit of PC adventurers 
  trying to unload treasure for coin. Assuming the 
  presence of magic grows along side the city, a portion 
  of a city’s wealth may be held in magical resources due 
  to the city’s age. Older cities, as well as older guilds, 
  buildings, and established families within the city, 
  have magical resources of the current generation and 
  previous generations.
  Civic Uses of Magic
  Since the rise of magical medieval cities occurs in the 
  presence of magic, it is not unreasonable to assume an 
  integration of magic in certain civic duties. This does 
  not mean that cities do everything with magic. It means 
  magic is available for a price. The particular way which 
  cities use magic are unique and up to the GM. These are 
  just a few ideas.
  Defense
  Besides using magic in combat, cities can fortify their 
  perimeter with magic. Detect poison and create water 
  make poisoned wells less of a threat. Wall of stone is a 
  quick, but expensive way to repair or replace a curtain 
  wall, especially in siege attacks. Move earth allows 
  cities to shape the geography of their terrain, making 
  favorable defense conditions.
  Taxation
  Tax revenue in the magical medieval period is greater 
  than its historic counterpart because magic makes 
  collecting taxes easier. Hiding the valuables or magic 
  items is more difficult with spells like zone of truth and 
  detect magic. Magic also generates more income from 
  taxation because taxes are assessed by the amount of 
  movable wealth a person holds, as well as the land they 
  hold. Considering magic items, potions, and scrolls as 
  movable wealth, city counsels, town lords, and kings all 
  generate more income from taxation.
   
  Besides using magic in tax collection, civic leaders 
  also levy additional taxes on spellcasters and magic item 
  owners. Cities levy greater taxes on persons entering the 
  gate with magic. Cities may require all magic items to be 
  registered with the city for safety purposes, collecting 
  taxes on those items in times of “dire” need. Cities may 
  work an arrangement out with the wizards’ guild to 
  lighten the taxation of the guild in exchange for magical 
  services at the gates or other areas of civic interest.
  Justice
  If the city has its own jurisdiction and courts, cities may 
  use magic to expedite justice and collect more fines from 
  trespassers of civic law. City courts may direct claimants 
  to spellcasters who, for a fee from which the city receives 
  a slight percentage, lend their services for civil suits. For 
  more information on using magic in justice, see Chapter 
  Seven: On Those Who Rule.
  Building
  Many arcane and divine spells are tremendously useful 
  for building and construction, especially for grand 
  structures like great churches, libraries, universities, 
  and other prominent structures. For more detail on the 
  effects of specific spells and items, see Appendix IV-
  Building System.
  Public Services
  Cities may use magic for lighting, cleaning, fire, waste 
  disposal, clean water, and entertainment. This does 
  not necessitate a servile relationship between the civic 
  leaders and spellcasters. Cleaning toilets by hand may 
  be disgusting, but when someone can clean them 25 
  feet away without using their hands, perhaps waste 
  management is not such a bad profession.
   
  Some organizations and guilds may provide 
  services in a spirit of civic contribution. Proselytizing 
  churches or religions oriented toward charity may fill 
  cisterns and fountains with clean water. Wizards’ guilds 
  may investigate harmful and illegal acts of magic in the 
  
  54
  city. Spontaneous spellcasters, with limited spell lists, 
  may be predisposed to the professions in which cities 
  employ spellcasters.
  Spellcasters in the City
  Spellcasting and crafting magic items are professions 
  loosely comparable to advocates and architects in a 
  historical medieval society. They are people whose 
  commodity is specialized knowledge. Not everyone 
  can afford them, but those who can pay handsomely for 
  their services.
   
  The application of magic in the city depends greatly 
  upon the guilds, associations, and politics of the city. 
  In places with a strong wizards’ guild, other arcane 
  spellcasters have a hard time practicing or selling 
  their magic. Some cities have 
  rival wizards’ guilds with 
  differing alignments. Such 
  an environment might lead 
  to wizard duals, political 
  conflict, 
  and 
  conversely, 
  a tendency toward divine 
  spellcasters. In cities with 
  strong patron gods, clerics not 
  aligned with the leading deity 
  have problems performing 
  social programs that overlap 
  with the church of the patron 
  god. 
  Perhaps 
  the 
  church 
  of the patron god does not 
  allow other religions to heal 
  people, or to break curses and 
  enchantments. The cityscape 
  looks much different with 
  multiple guilds, churches, and 
  associations of spellcasters, no 
  one strong enough to have an 
  effective monopoly on magic 
  in the city.
  Spontaneous Casters
  Besides 
  organizations 
  of 
  wizards 
  and 
  clerics, 
  spontaneous casters can also form guilds or alliances. 
  Bards sometimes form bardic colleges, offering training 
  and sharing lore. These associations do not have to be 
  exclusively for spellcasting bards, but also for non-
  magical performers and entertainers.
   
  Sorcerers may also form groups, though not as 
  organized as their arcane brethren. Neutrally structured 
  sorcerers have an easier time collecting dues, holding 
  meetings, and regulating sorcerers’ activities than their 
  chaotic associates. Generally speaking, spontaneous 
  casters usually work outside the existing magic-based 
  guild system.
  Magic and Craft
  It is more likely for spontaneous casters to have other 
  professions, finding a social niche through membership 
  in professional or craft guilds. This may also be true 
  of wizards and clerics who wish to remain outside of 
  guilds designated for spellcasters. Rather than perform 
  magical services and make magic items, they use their 
  magical abilities toward furthering their craft and 
  trade. Strong arcane guilds or churches may attempt 
  to prohibit independent spellcasting in the city. Most 
  wizards’ guilds and patron god churches do not curb 
  independent or spontaneous spellcasters as long as 
  they do not get too powerful, encroach or hinder on 
  the guild’s/ church’s activities, or devalue the selling 
  price of magic for the guild or church by creating 
  alternate sources of magic. Independent spellcasters 
  and spellcasters with other professions are more likely 
  in places with weak or no 
  wizards’ guilds or churches 
  of patron gods. Spellcasters 
  belonging 
  to 
  craft 
  and 
  merchant guilds may even 
  sell their magic to other guild 
  members for extra money, 
  something that is usually 
  prohibited by the presence of 
  wizards’ guilds or churches of 
  strong patron gods.
  Magic and Law
  Typically, using magic in and 
  of itself is not a crime. Many 
  magical 
  medieval 
  societies 
  have people who perform 
  white magic, blessings, healing 
  magic, or utility magic that 
  society accepts and welcomes. 
  The 
  civic 
  concern 
  comes 
  in using magic to hurt someone or injure property, 
  commonly referred to as maleficium. In cities with strong 
  wizards’ guilds, the guild is a magic watchdog and 
  protector, investigating abuses of magic, policing what 
  magic items are in the city, and registering spellcasters 
  in the city. Other cities may have a separate civic branch 
  for magical investigation, filling civic courts with case 
  after case of charm person’s or scams involving illusion 
  magic. The nature of magic in third edition makes 
  determining cases of maleficium easier to flesh out, but 
  the continued politics of a magical medieval society 
  make distinguishing truth from manipulation difficult. 
  Clerics can speak with the gods and determine what is 
  happening, but that does not remove the problem of 
  an individual caster’s credibility. For who really knows 
  if what the caster claims as knowledge received from 
  divine sources is truly such?
  
  55
  Chapter Four:
  Generating Towns and Cities
  This system helps GMs create and design magical 
  medieval towns and cities. This system provides 
  methods for generating vital city statistics like 
  population density, size, numbers of buildings and 
  wards, different kinds of professions and guilds, and 
  civic power centers. This system is compatible with 
  the core rules and other systems in this sourcebook, 
  namely the kingdom generation system, and the 
  building system. The generation system follows the city 
  worksheet, explaining each sector of the city in detail. For 
  the incidence of different types of urban environments, 
  see Table VIII.1-Urban Center Distribution in Chapter 
  Eight: Generating Kingdoms and Aristocracy.
  Population and Density
  Population is the crux of many generation factors in 
  the city.  Besides the information in core rulebook II, 
  population also determines the range of population 
  density, and the average number of structures and 
  wards in a magical medieval city.  After establishing 
  population see Table IV.1-Urban Statistics and core 
  rulebook II’s demographic section to determine the 
  other vital statistics of the city.
  Size
  Most magical medieval cities are small, generally less 
  than 1 sq. mile, or 640 acres. To determine the physical 
  size of the city in acres, take the adult population and 
  divide it by the population density. For example, a small 
  city with 10,000 adults and a density of 100 adults/acre 
  is 100 acres. All 100 acres may be enclosed in a city wall, 
  or part of the city may spill outside of the walls into 
  shantytowns. The size of the city does not include fields 
  for growing food, although small and large towns may 
  include space for gardens and are less structurally dense 
  than cities.
  Average Number of Structures
  The average number of structures in a town or city is 
  the size of the city (in acres) multiplied by a chosen 
  average within range on Table IV.1-Urban Statistics. For 
  example, a small city of 100 acres with an average of 50 
  structures per acre has roughly 5,000 structures in the 
  city. This gives an overall picture of the city. For more 
  specific information about the number and placement 
  of structures, see wards. For more information about 
  individual structures and building structures, see 
  Appendix IV-Building System.
  Community
  Size
  Population 
  Density (adults/
  acre)
  Average Number 
  of Structures (per 
  acre)
  Small Town
  30-40
  15-20
  Large Town
  40-60
  20-30
  Small City
  80-120
  40-60
  Large City
  125-145
  50-70
  Metropolis
  150-200
  60-80
  Table IV.1 — Urban Statistics
  Gold Piece Limit
  Listed by community size in core rulebook II under 
  generating towns, the gold piece limit determines 
  the maximum priced items that may be found in a 
  community.
  Wealth
  Determined by the population and the gold piece limit 
  of the community, the available wealth of a city is in 
  core rulebook II in the section on generating towns.
  Income for Lord/King
  A lord’s income generated from towns and cities 
  are percentages of the wealth, found on Table IV.2-
  Payments. The recipient of a city’s payments is not 
  necessarily a single aristocrat. For example, a small 
  town resides on the demesne of two lords, who are rich 
  members of the gentry. These two lords grant the small 
  town a joint charter and receive their feudal obligation 
  in the form of year-round payments. The lords over 
  those two members of the gentry discover that the two 
  members of the gentry are now receiving income from 
  a town and raise the taxation. The total payment is 800 
  gp, 400 gp going to each member of the gentry. One lord 
  taxes his vassal 100 gp, while the other lord taxes 150 
  gp. So the original 800 gp is divided among 4 aristocrats: 
  
  56
  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.
   
  Administration: Administration wards house the 
  structures of civic endeavors. They include courthouses, 
  buildings for record keeping, taxation, and any other 
  of the various functions of the city government. In 
  smaller urban communities, administration structures 
  are spread throughout the various wards of the city. 
  But in small cities or larger, cities may have their own 
  administration ward, housing these buildings and some 
  the civic employees. In general the administration ward 
  has larger but fewer buildings.
   
  Craftsmen: Craftsmen wards house the workshops, 
  homes, and warehouses of craftsmen. Often a 
  craftsmen’s home, workshop and shop are one in the 
  same. Craftsmen live, create, and sell their goods in 
  the same space. Most of the buildings in craftsmen 
  wards are these workshop/homes, while the size of 
  their homes varies with the wealth of the craftsmen. 
  Craftsmen wards are also the most common wards 
  within the city walls. Multiple craftsmen wards may 
  occur in large towns or larger.
   
  Gate: Gate wards are a bustling part of town, 
  where traders line up to enter the city, sellers hawk 
  their goods, and vendors sell various foods on a 
  stick. Gate wards are second only to market wards in 
  activity. In order to have a gate ward, communities 
  must have gates, or designated areas where people 
  must enter the city. At these areas of entry, some 
  level of inspection, inquiry, or taxation of merchants 
  usually takes place. These sorts of conditions create the 
  bustling and enterprising environment of a gate ward, 
  usually found in small cities or larger. They tend to 
  be some of the structurally densest wards in the city, 
  second to shantytowns and slums.
   Market: Market wards 
  do 
  not 
  house 
  many 
  people. They are home 
  to wealthier shops, guild 
  houses, great churches, 
  pavilions, 
  merchant 
  offices, and trading spaces. Market wards vary in size, 
  from the large market ward of a city’s main market 
  to the smaller market wards of commodity markets. 
  Market wards are teeming with warehouses, shops, 
  offices, fountains, and grand displays of architecture 
  appropriate for the city. Market wards are also more 
  structurally dense than craftsmen wards, but less so 
  than the gate wards.
   
  Merchant: Merchant wards house the city’s 
  merchants, their shops, warehouses, and offices. With 
  shops and storefronts underneath their homes, they are 
  more dense than patriciate wards, but less dense than 
  craftsmen wards. There is usually only one merchant 
  ward in town, though multiples may occur in wealthy 
  large cities or metropolises.
   
  Military: Not typical in most towns and cities, 
  military wards house soldiers and generals, conduct 
  military training, and manage concerns of civic 
  defense. Military wards are built in cities that employ 
  Community Size
  Percentage of Wealth
  Small Town
  1%
  Large Town
  1%
  Small City
  0.5%
  Large City
  0.25%
  Metropolis
  0.05%
  Table IV.2 — Payments
  Magic Resources
  Small to large towns possess approximately 5% of their 
  town’s wealth in magic. Small cities to metropolises 
  possess approximately 10% of their wealth in magic. 
  Wealth for communities is found in core rulebook II.
  Wards
  Every town and city has wards, or self-contained urban 
  communities. These wards are the basic living blocks, 
  akin to neighborhoods in the dense city. There are 
  twelve different types of wards in a magical medieval 
  city. Wards come in different sizes, structural densities, 
  and styles of buildings.  Most ward information is based 
  on the acre, which is 43,560 sq. feet or a roughly 210 ft. by 
  210 ft. square. Some wards reside within the wall, others 
  outside of the wall. For example, a group of craftsmen 
  are living outside the walls due to a town’s rapid 
  population growth. Such a ward should be considered a 
  craftsmen ward rather than a shantytown, even though 
  it lies outside of the city walls. See Table IV.3-Wards 
  for a list of wards from most structurally dense to least 
  structurally dense and their respective building styles.
  Wards (from least to 
  most dense)
  Structural Style
  Patriciate
  AB
  Merchant
  ABC
  Military
  BCD
  Administration
  BC
  Oderiforous Business
  CD
  Craftsmen
  BCD
  Sea/Ocean Wards
  CD
  River Wards/Bridges
  BCD
  Market
  ABC
  Gate
  BCD
  Slum
  D
  Shanty Town
  D
  Table IV.3 — Wards
  
  57
  mercenaries or keep a professional standing army paid 
  for by the city treasury. They are  also less structurally 
  dense, housing soldiers in barracks and requiring open 
  space for training.
   
  Odoriferous Business: Odoriferous business wards 
  are often outside of the walls, need a steady supply 
  of water, and maintain occupational segregation in a 
  magical medieval city when other professions and crafts 
  intermingle. They tend to be less structurally dense 
  than craftsmen wards, because of the limited people 
  who occupy the ward and kinds of trade that qualify 
  as odoriferous businesses, namely tanners, dyers, 
  blacksmiths, and butchers. Many poor craftsmen live 
  in odoriferous business wards as their status prevents 
  them from progressing to a craftsmen ward
   
  Patriciate: Patriciate wards house the crème de 
  la crème of a magical medieval city. They have larger 
  buildings and less structural density than merchant 
  and craftsmen wards. A magical medieval city must 
  be wealthy enough to support a patriciate before the 
  city has a patriciate ward. For this reason, patriciate 
  wards usually only occur in small cities or larger. In 
  general, there is only one patriciate ward in a city, which 
  expands to accommodate growth in the upper crust of 
  city society.
   
  River/Bridge: River/bridge wards vary in form and 
  function.  With rivers come trade, water mills, and means 
  to cross the river. River/bridge wards can resemble 
  docks, with lots of warehouses, offices, and shops to 
  accommodate for trade, deliveries, and industry from 
  the water mills. Other river/bridge wards may act like 
  market wards, buying and selling at the source of the 
  goods, rather than moving them to market. The notion 
  that river/bridge wards are scenic places to stroll and 
  shop is a very modern notion and should not root itself 
  into a magical medieval city. Rivers are dirty from 
  people dumping their waste products, both personal 
  and industrial, into the river. Active rivers are lined 
  with mills and boats unloading and loading goods. 
  They are more akin to docks than tourist stops.
   
  Sea/Ocean: Sea/Ocean wards resemble river/
  bridge wards in their dock-like nature, though the 
  structures involved with supporting a sea/ocean port 
  are more numerous and complex.  Sea/ocean wards 
  may have shipwrights and naval outfitters that seem 
  excessive in river/bridge wards. In general sea/ ocean 
  wards accommodate more ship traffic than river/bridge 
  wards. They may have harbors, lighthouses, ports, and 
  other structures that are not necessary in river/bridge 
  wards. Sea/ ocean wards usually see more business and 
  activity than river/ bridge wards, simply because of 
  more exposure to bigger masses of water.
   
  Shanty Town: Shantytowns are homes and shacks 
  thrown up outside the city walls. The infrastructure for 
  roads and water are scarce while the people and shacks 
  are not. Only small cities or larger communities have 
  shantytowns outside their walls.
   
  Slum: Slums are structurally dense and teem with the 
  city’s poor. Slums are full of low-grade buildings, houses, 
  and tenements quickly and cheaply built to raise coin for 
  landlords.  Slums are usually within the city walls, giving 
  its residences a little more protection than shantytowns. 
  Slums are found only small cities or larger.
  Assigning Structures
  For quick structure generation, multiply the city’s 
  acreage by the average number of structures in the city. 
  For example, a small city with 10,000 adults over 100 
  acres has on average 5,000 structures.
   
  For a more precise method of generating a city’s 
  structures, use Table IV.3-Wards. This table lists the 
  wards from least to most structurally dense. The 
  average number of structures in small cities is 40-60 
  structures per acre. By distributing the 20-point spread 
  over the twelve different wards according to density, 
  shantytowns have 60 structures, slums 58, gates 56, 
  docks 52, craftsmen 50, and so forth. Then multiply the 
  number of number of structures found in each ward by 
  the acreage of the ward. For example, a small city with 
  10,000 adults over 100 acres may have a merchant ward, 
  three craftsmen wards, two gate wards, a river/bridge 
  ward, an odoriferous business ward, a market, and a 
  slum. By using the more precise method, this small 
  city has 5,160 structures broken down by number of 
  buildings per ward.
  Ward
  Size
  Number of 
  Structures
  Merchant
  8 acres
  336
  Craftsmen
  10 acres
  500
  Craftsmen
  10 acres
  500
  Craftsmen
  10 acres
  500
  Gate
  8 acres
  448
  Gate
  14 acres
  448
  River/Bridge
  10 acres
  728
  Odoriferous
  14 acres
  480
  Market
  125-145
  756
  Slum
  150-200
  464
  Example City Wards
  Training for War
  
  58
  Mapping Wards and Cities
  For GMs interested in mapping wards, Table 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 determine the specific businesses housed in each 
  on a d1,000. Table IV.9-Random Structure Generation 
  randomly determines individual structures by ward 
  on a d100. For more description of the structures, see 
  Appendix IV-Building System.
  Structural Style
  Every ward has a range of style associated with its 
  structures.  These styles correlate with the styles listed 
  in Appendix IV Building System. Besides determining 
  the level of luxury and cost in building, styles provide 
  GMs and PCs a general idea of wealth in the town or city 
  and the individual wards compared to each other. From 
  least to most style: D is derelict, rough, or functional; C 
  is utilitarian, basic, or normal; B is tasteful, ornate, or 
  artistic; and A is luxurious, royal, or imperial.
  Power Centers
  As communities grow larger, power centers become 
  more frequent and complicated. Core rulebook II has 
  a generation system for the type and alignment of a 
  community’s power structure. Table IV.4-Power Centers 
  gives guidelines for generating the number of power 
  centers in communities depending on the community 
  size. The Power Center Worksheet helps GMs design 
  hierarchies of group-based power centers, such as guilds 
  or religions. These are merely guidelines, and power 
  centers and influence points are at the GM’s discretion.
  Influence Points
  Every 
  level 
  of 
  adept, 
  aristocrat, barbarian, bard, 
  cleric, druid, fighter, monk, 
  paladin, 
  ranger, 
  rogue, 
  sorcerer, and wizard is one 
  influence point. Levels of 
  commoner, 
  expert, 
  and 
  warrior 
  are 
  1⁄2 
  influence 
  points. The average number 
  of influence points is based 
  on 
  the 
  information 
  in 
  Appendix I-Demographics.
  Unabsorbed Influence Points
  Every community has people that slip through the 
  grasp of power centers, especially in large communities. 
  Before generating the pool of influence points at a power 
  center’s disposal, subtract the unabsorbed influence 
  points from the community’s total influence points.
  Dividing Influence Points
  Generating power centers and their human resources 
  through influence points can be a time consuming and 
  laborious task for the larger cities. However, it is one of 
  the more through and precise methods for fleshing out 
  city settings. Dividing influence points establishes the 
  pool of people under the influence of power centers, 
  whether they are groups or individuals. In the case of 
  group oriented power centers, assigning influence points 
  allows GMs to create hierarchies and NPCs. All people 
  who receive the majority of their income from a power 
  center are under the influence of that power center. Their 
  numbers and influence points count against the power 
  center’s resources. Conversely, any person who has 25% 
  or more of their income taken by a power center is under 
  the influence of the power center. For example, a beer 
  merchant who sells most of his beer to a member of the 
  merchant guild is under the influence of the merchant 
  guild.  That beer maker and his staff all count in the 
  merchant guild’s influence points. In the countryside, 
  any peasant is considered under the influence of his lord 
  if the lord takes 25% or more of his income. Most lords 
  take approximately 50% or more.
   
  There are many considerations in distributing 
  influence points to power centers. First, the highest-
  leveled person in a power center or hierarchy is not 
  necessarily the person in charge.  Second, a higher-
  leveled person is not necessarily more important 
  than a lower-leveled person within the hierarchy. 
  A combination of social, financial, and strategic 
  considerations determine who is in charge and who 
  is important in a power center, guild, or hierarchy. 
  Community Size
  Number of 
  Power Centers
  Average Number of 
  Influence Points
  % of Unabsorbed 
  Influence Points
  Thorp
  1
  42
  5%
  Hamlet
  1
  69
  5%
  Village
  1
  113
  10%
  Small Town
  d2
  180
  15%
  Large Town
  d2
  642
  20%
  Small City
  d2+1
  4,016
  25%
  Large City
  d3+1
  30,600
  30%
  Metropolis
  2d2+1
  66,627
  30%
  Table IV.4 — Power Centers
  
  59
  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.
   
  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.
  Wealth
  Power centers receive a portion of a city’s wealth equal 
  to the same percentage it receives of a city’s influence 
  points. If a power center has 20% of a city’s influence, it 
  controls 20% of a city’s wealth.
  Professions
  Table IV.10-Professions lists possible professionals, 
  craftsmen, and merchants found in a magical medieval 
  society and their incidence rate in society. For example, 
  1 out of every 120 people is a cobbler, so in a small 
  town of 1,000 adults, there are 8 cobblers. This table 
  also randomly generates professions on a d10,000. For 
  example, if the PCs intervene in a robbery and they 
  want to know whom it is they helped, roll d10,000 to 
  generate that person’s profession.
  Guilds
  Guilds form around commonality, usually in profession. 
  In a large metropolis where there are 50 bookbinders, 
  there are enough bookbinders to constitute their own 
  guild. There may even be 3 bookbinders guilds, one 
  for arcane books, one for scholastic books, and one for 
  penny books, or cheap readers for the masses in the 
  more literate magical medieval society.  But in smaller 
  communities, like-minded professions group together to 
  form guilds in place of single craft guilds. For example, 
  in a small town, the single bookbinder and bookseller in 
  town may join the paper-makers guild. Refer to Table 
  IV.11-Guilds to see a sample grouping of guilds for 
  smaller urban communities.
  
  60
  Patriciate
  Admin
  Market
  Merchant
  Craftsmen
  Military
  Gates
  Docks
  Odo Business
  Slum
  Shanty Town
  Admin
  2%
  10%
  5%
  2%
  2%
  5%
  3%
  1%
  1%
  1%
  Asylum
  1%
  Barrack
  15%
  Bath
  5%
  4%
  4%
  3%
  2%
  1%
  1%
  5%
  5%
  5%
  Boarding 
  House
  1%
  2%
  2%
  4%
  3%
  2%
  Cemetary
  1%
  1%
  1%
  1%
  1%
  Religious
  5%
  4%
  6%
  4%
  4%
  2%
  4%
  2%
  4%
  4%
  Cistern
  1%
  1%
  1%
  1%
  1%
  Coliseum
  1%
  Corral
  2%
  2%
  2%
  2%
  Fountain
  2%
  2%
  2%
  2%
  2%
  1%
  1%
  1%
  1%
  1%
  1%
  Garden
  2%
  1%
  Granery
  1%
  1%
  1%
  1%
  1%
  1%
  Guild House
  1%
  1%
  2%
  2%
  Hospital
  2%
  4%
  4%
  4%
  4%
  4%
  4%
  House
  22%
  16%
  6%
  12%
  10%
  10%
  11%
  16%
  26%
  31%
  78%
  Infirmary
  1%
  Inn
  5%
  5%
  5%
  5%
  15%
  10%
  5%
  5%
  Library
  2%
  1%
  1%
  Mill
  5%
  Office
  5%
  5%
  5%
  5%
  2%
  2%
  Plaza
  1%
  1%
  1%
  Prison
  1%
  2%
  Restaurant
  4%
  2%
  Shop
  10%
  5%
  21%
  15%
  10%
  5%
  5%
  5%
  5%
  5%
  Stable
  5%
  5%
  5%
  5%
  10%
  10%
  Tavern
  10%
  10%
  15%
  10%
  10%
  10%
  15%
  15%
  10%
  10%
  10%
  Tenemant
  2%
  5%
  8%
  10%
  Theater
  1%
  University
  1%
  1%
  1%
  Warehouse
  12%
  7%
  21%
  10%
  5%
  15%
  10%
  10%
  5%
  5%
  Well
  1%
  1%
  1%
  1%
  1%
  1%
  1%
  1%
  1%
  1%
  1%
  Workshop
  12%
  9%
  40%
  18%
  13%
  17%
  22%
  17%
  10%
  Table IV.5 — Structural Incidence
  
  61
  Table IV.6 — Workshops
  Table IV.7 — Shops
  D1000
  Workshops
  1-87
  Cobblers
  88-174
  Furnature Makers
  175-240
  Furriers
  241-293
  Weavers
  294-335
  Basket Makers
  336-377
  Carpenters
  378-419
  Paper/Parchmentmakers
  420-461
  Potters
  462-499
  Wheelwrights
  500-534
  Jewelers
  535-564
  Masons
  565-594
  Bakers
  595-620
  Soapmakers
  621-641
  Chandlers
  642-661
  Coopers
  662-680
  Pastry Makers
  681-695
  Scabbard Makers
  696-710
  Silversmiths
  711-723
  Saddlers and Spurriers
  724-735
  Purse Makers
  736-747
  Blacksmiths
  748-759
  Goldsmiths
  760-771
  Toymakers
  772-782
  Artists
  783-793
  Leatherworkers
  794-803
  Rope Makers
  804-813
  Tanners
  814-822
  Buckle Makers
  823-831
  Cutlers
  832-840
  Fullers
  841-849
  Harness Makers
  850-858
  Painters
  859-866
  Woodcarvers
  867-873
  Glass Makers
  874-880
  Instrument Makers
  881-887
  Locksmiths
  888-894
  Rug Makers
  895-901
  Sculptors
  902-907
  Bleachers
  908-913
  Shipmakers
  914-919
  Bookbinders
  920-925
  Bowyer/Fletchers
  926-931
  Brewers
  932-937
  Glove Makers
  938-943
  Vintner
  944-948
  Girdlers
  949-953
  Skinners
  954-958
  Armorers
  959-963
  Weaponsmiths
  964-967
  Distillers
  968-971
  Illuminators
  972-975
  Perfumer
  976-979
  Tilers
  980-983
  Potionmakers
  984-986
  Clock Makers
  987-989
  Taxidermists
  990-992
  Vestment Makers
  993-994
  Alchemists
  995-996
  Bellmakers
  997-998
  Dye Makers
  999-1000
  Inventors
  D1000
  Shops
  1-97
  Clothiers, Used
  98-194
  Grocers
  195-270
  Dairy sellers
  271-346
  Launderers
  347-422
  Prostitutes
  423-498
  Furriers
  499-558
  Tailors
  559-607
  Barbers
  608-656
  Drapers
  657-705
  Flowersellers
  706-745
  Jewelers
  746-768
  Mercers
  769-790
  Engravers
  791-812
  Pawnbroker
  813-832
  Haberdashers
  833-852
  Wine Merchants
  853-868
  Tinkers
  869-883
  Butchers
  884-898
  Fishmongers
  899-911
  Wool Merchants
  912-923
  Beer Merchants
  924-935
  Herbalists
  936-947
  Spice Merchants
  948-957
  Woodsellers
  958-965
  Brothel Keepers
  966-973
  Hay Merchants
  974-979
  Booksellers
  980-985
  Religious souvenir sellers
  986-989
  Dentists
  990-993
  Navel Outfitters
  994-996
  Grain Merchants
  997-999
  Tobacco merchants
  1000
  Magic Merchants
  D1000
  Offices
  1-200
  Livestock merchants
  201-360
  Carpenters
  361-474
  Masons
  475-546
  Pawnbroker
  547-611
  Wine Merchants
  612-661
  Doctors, Unlicensed
  662-706
  Wool Merchants
  707-746
  Beer Merchants
  747-786
  Spice Merchants
  787-815
  Doctors, Licensed
  816-842
  Copyists
  843-864
  Moneychangers
  865-884
  Sage/scholar
  885-902
  Advocates (lawyers)
  903-918
  Historians
  919-931
  Engineers
  932-941
  Architects
  942-951
  Astrologers
  952-961
  Grain Merchants
  962-971
  Tobacco merchants
  972-980
  Bankers
  981-989
  Slavers
  990-997
  Cartographers
  998-1000
  Magic Merchants
  Table IV.8 — Offices
  
  62
  D100
  Patriciate
  Administration
  Market
  Merchant
  Craftsmen
  Military
  Gates
  Docks
  Oder. Business
  Slum
  Shanty Town
  D100
  1-10
  House AB
  House BC
  Warehouse BC
  House ABC
  Workshop C
  Warehouse CD
  Tavern BC
  House CD
  House CD
  House D
  House D
  1-10
  11-12
  House AB
  Workshop C
  Warehouse BC
  Workshop BC
  Workshop C
  Barrack D
  Inn BC
  Workshop CD
  Workshop CD
  Workshop D
  Workshop D
  11-12
  13-14
  Warehouse AB
  House BC
  Warehouse BC
  House ABC
  Workshop C
  Barrack D
  Inn BC
  Workshop CD
  Workshop CD
  Workshop D
  Workshop D
  13-14
  15
  Warehouse AB
  Warehouse BC
  Warehouse BC
  Workshop BC
  Workshop C
  Barrack D
  Inn BC
  Workshop CD
  Workshop CD
  Workshop D
  Workshop D
  15
  16
  Warehouse AB
  Warehouse BC
  Warehouse BC
  Workshop BC
  Workshop C
  Barrack D
  House C
  House CD
  House CD
  House D
  House D
  16
  17-21
  House AB
  Workshop C
  Warehouse BC
  Workshop BC
  Workshop C
  Barrack D
  Tavern BC
  House CD
  House CD
  House D
  House D
  17-21
  22-26
  House AB
  Workshop C
  Tavern ABC
  Shop ABC
  Workshop C
  Warehouse CD
  Workshop BC
  Tavern CD
  Workshop CD
  House D
  House D
  22-26
  27-36
  Tavern AB
  Tavern BC
  Tavern ABC
  Shop ABC
  Workshop C
  House BCD
  House C
  Tavern CD
  House CD
  House D
  House D
  27-36
  37-46
  Shop AB
  Admin. C
  Shop ABC
  Warehouse BC
  House BC
  Workshop C
  Inn BC
  Warehouse CD
  Workshop CD
  Tenement D
  House D
  37-46
  47-51
  Stable AB
  Stable ABC
  Stable AB
  Stable ABC
  Shop BC
  Stable BC
  Stable BC
  Inn CD
  Tavern CD
  Tavern D
  House D
  47-51
  52-56
  Office AB
  Office BC
  Office AB
  Office ABC
  Shop BC
  Stable BC
  Stable BC
  Inn CD
  Tavern CD
  Tavern D
  House D
  52-56
  57-61
  Inn AB
  Shop BC
  Admin. ABC
  Tavern ABC
  Tavern BC
  Tavern BCD
  Warehouse C
  Tenement CD
  Warehouse CD
  Warehouse D
  House D
  57-61
  62-66
  Religious AB
  Warehouse BC
  Shop ABC
  Tavern ABC
  Tavern BC
  Tavern BCD
  Warehouse C
  Shop CD
  Shop CD
  Shop D
  House D
  62-66
  67-70
  Warehouse AB
  House BC
  House AB
  Hospital ABC
  Workshop C
  Barrack D
  Workshop BC
  Workshop CD
  Tenement CD
  Workshop D
  House D
  67-70
  71-74
  Warehouse AB
  Hospital BC
  Religious AB
  Religious ABC
  B. House BC
  Workshop C
  Workshop BC
  Workshop CD
  Tenement CD
  Workshop D
  House D
  71-74
  75-76
  Garden AB
  Inn BC
  Inn ABC
  Inn ABC
  Warehouse C
  Shop BCD
  Shop BC
  Mill CD
  Inn CD
  Inn D
  House D
  75-76
  77-79
  Bath AB
  Inn BC
  Inn ABC
  Inn ABC
  Warehouse C
  Shop BCD
  Shop BC
  Mill CD
  Inn CD
  Inn D
  House D
  77-79
  80-81
  Bath AB
  Religious ABC
  Shop ABC
  Rest. ABC
  Hospital BC
  Workshop C
  Hospital C
  Workshop CD
  Workshop CD
  Workshop D
  House D
  80-81
  82-83
  Restaurant AB
  Religious ABC
  Shop ABC
  Guild H. ABC
  Hospital BC
  Workshop C
  Hospital C
  Workshop CD
  Hospital CD
  Workshop D
  House D
  82-83
  84-85
  Restaurant AB
  Bath BC
  Shop ABC
  Fountain ABC
  Religious BC
  Prison D
  Religious C
  Office CD
  Hospital CD
  Hospital D
  Tavern D
  84-85
  86-87
  Library AB
  Bath BC
  House AB
  Admin. C
  Religious BC
  Corral C
  Religious C
  Religious BC
  Religious BC
  Hospital D
  Tavern D
  86-87
  88-89
  Hospital AB
  B. House BC
  Religious AB
  B. House ABC
  Tenement C
  Religious BC
  Office BC
  B. House CD
  Religious BC
  Religious CD
  Tavern D
  88-89
  90-91
  Admin. BC
  Fountain BC
  Bath AB
  Bath ABC
  Admin. C
  Admin. C
  Corral C
  Corral C
  Corral C
  Religious CD
  Tavern D
  90-91
  92
  Fountain AB
  Well BC
  Bath AB
  Bath ABC
  Bath BC
  Admin. C
  Admin. C
  Bath CD
  Bath CD
  Bath D
  Tavern D
  92
  93
  Fountain AB
  Library AB
  Bath AB
  Well ABC
  Bath BC
  Admin. C
  Admin. C
  Bath CD
  Bath CD
  Bath D
  Tavern D
  93
  94
  Well AB
  Cemetery BC
  Fountain ABC
  Library AB
  Guild H. CD
  Admin. C
  Admin. C
  Bath CD
  Bath CD
  Bath D
  Workshop D
  94
  95
  B. House AB
  Asylum BC
  Fountain ABC
  Garden BC
  Guild H. CD
  Bath BC
  B. House C
  Bath CD
  Bath CD
  Bath D
  Workshop D
  95
  96
  Cemetery AB
  Cistern CD
  Well ABC
  Cemetery ABC
  Fountain BC
  Well BCD
  B. House C
  Bath CD
  Bath CD
  Bath D
  Workshop D
  96
  97
  Cistern B
  Guild H. CD
  Cistern C
  Cistern CD
  Fountain BC
  Fountain BCD
  B. House C
  Admin. C
  Admin. C
  Admin. C
  Workshop D
  97
  98
  Granary C
  Granary C
  Granary C
  Granary  C
  Well BC
  Granary C
  Bath C
  Granary C
  Well CD
  Well D
  Workshop D
  98
  99
  Plaza AB
  Prison C
  Guild H. ABC
  Plaza ABC
  Cistern CD
  Infirmary C
  Well C
  Well CD
  Fountain CD
  Fountain D
  Well D
  99
  100
  University AB
  University AB
  Plaza ABC
  University AB
  Theater C
  Coliseum BC
  Fountain C
  Fountain CD
  Cemetery CD
  Cemetery CD
  Fountain D
  100
  Table IV.9 — Random Structure Generation
  
  63
  D10000
  Profession
  Incidence
  (1 in X)
  1-1660
  Beggers
  7
  1661-2821
  Housewives, Househusbands
  10
  2822-3982
  Laborers
  10
  3983-4949
  Elderly/Infirm
  12
  4950-5280
  Servers (taverns, inns, restaurants)
  35
  5281-5512
  Guards (private)
  50
  5513-5744
  Clergy members
  50
  5745-5937
  Peddlers
  60
  5938-6130
  Porters
  60
  6131-6295
  Apprentices
  70
  6296-6423
  Domestic Servants
  90
  6424-6538
  Guards (city, governmental)
  100
  6539-6653
  Journymen
  100
  6654-6768
  Mercenaries
  100
  6769-6883
  Sailors
  100
  6884-6998
  Students
  100
  6999-7113
  Thieves
  100
  7114-7210
  Cobblers
  120
  7211-7307
  Furnature Makers
  120
  7308-7400
  Clothiers, Used
  125
  7401-7493
  Grocers
  125
  7494-7586
  Warehousers
  125
  7587-7664
  Officials
  150
  7665-7737
  Dairy sellers
  160
  7738-7810
  Furriers
  160
  7811-7883
  Launderers
  160
  7884-7956
  Prostitutes
  160
  7957-8023
  Bricklayers
  175
  8024-8081
  Livestock merchants
  200
  8082-8139
  Slaves
  200
  8140-8197
  Tailors
  200
  8198-8255
  Weavers
  200
  8256-8307
  Pages
  225
  8308-8354
  Barbers
  250
  8355-8401
  Basket Makers
  250
  8402-8448
  Carpenters
  250
  8449-8495
  Drapers
  250
  8496-8542
  Flowersellers
  250
  8543-8589
  Guides/touts
  250
  8590-8636
  Paper/Parchmentmakers
  250
  8637-8683
  Potters
  250
  8684-8730
  Tavern Keepers
  250
  Table IV.10 — Professions
  D10000
  Profession
  Incidence
  (1 in X)
  8731-8772
  Wheelwrights
  275
  8773-8811
  Jewelers
  300
  8812-8844
  Caravaner
  350
  8845-8877
  Masons
  350
  8878-8910
  Bakers
  350
  8911-8939
  Soapmakers
  400
  8940-8965
  Cooks
  450
  8966-8988
  Chandlers
  500
  8989-9011
  Rat Catchers
  500
  9012-9034
  Traveler
  500
  9035-9057
  Watercarriers
  500
  9058-9079
  Coopers
  520
  9080-9101
  Mercers
  520
  9102-9122
  Pastry Makers
  560
  9123-9143
  Engravers
  560
  9144-9164
  Pawnbroker
  560
  9165-9183
  Grooms
  600
  9184-9202
  Midwives
  600
  9203-9221
  Haberdashers
  620
  9222-9240
  Wine Merchants
  620
  9241-9257
  Scabbard Makers
  700
  9258-9274
  Silversmiths
  700
  9275-9290
  Tinkers
  750
  9291-9305
  Butchers
  800
  9306-9320
  Doctors, Unlicensed
  800
  9321-9335
  Fishmongers
  800
  9336-9350
  Saddlers and Spurriers
  800
  9351-9364
  Purse Makers
  850
  9365-9377
  Blacksmiths
  900
  9378-9390
  Goldsmiths
  900
  9391-9403
  Toymakers
  900
  9404-9416
  Wool Merchants
  900
  9417-9428
  Artists
  1000
  9429-9440
  Beer Merchants
  1000
  9441-9452
  Fishers
  1000
  9453-9464
  Herbalists
  1000
  9465-9476
  Leatherworkers
  1000
  9477-9488
  Nannies, Governesses
  1000
  9489-9500
  Plasterers
  1000
  9501-9512
  Spice Merchants
  1000
  9513-9523
  Rope Makers
  1100
  9524-9534
  Tanners
  1100
  
  64
  Table IV.10 — Professions (continued)
  D10,000
  Profession
  Incidence
  (1 in X)
  9535-9544
  Buckle Makers
  1120
  9545-9554
  Cutlers
  1200
  9555-9564
  Fullers
  1200
  9565-9574
  Glaziers
  1200
  9575-9584
  Harness Makers
  1200
  9585-9594
  Painters
  1200
  9595-9604
  Roofers
  1200
  9605-9613
  Woodcarvers
  1250
  9614-9622
  Woodsellers
  1250
  9623-9631
  Inn Keepers
  1300
  9632-9640
  Doctors, Licensed
  1360
  9641-9648
  Mendicants
  1400
  9649-9656
  Bathers
  1500
  9657-9664
  Brothel Keepers
  1500
  9665-9672
  Copyists
  1500
  9673-9680
  Glass Makers
  1500
  9681-9688
  Hay Merchants
  1500
  9689-9696
  Instrument Makers
  1500
  9697-9704
  Locksmiths
  1500
  9705-9712
  Millers
  1500
  9713-9720
  Rug Makers
  1500
  9721-9728
  Sculptors
  1500
  9729-9736
  Storytellers
  1500
  9737-9743
  Acrobats, Tumblers
  1600
  9744-9750
  Jesters
  1600
  9751-9757
  Jongleurs
  1600
  9758-9764
  Minstrels
  1600
  9765-9771
  Teachers
  1650
  9772-9778
  Bleachers
  1680
  9779-9785
  Shipmakers
  1700
  9786-9791
  Bookbinders
  1800
  9792-9797
  Moneychangers
  1800
  9798-9803
  Bowyer/Fletchers
  1900
  9804-9809
  Brewers
  1900
  9810-9815
  Glove Makers
  1900
  9816-9821
  Vintner
  1900
  9822-9827
  Booksellers
  2000
  9828-9833
  Gardeners
  2000
  9834-9839
  Girdlers
  2000
  9840-9845
  Religious souvenir sellers
  2000
  9846-9851
  Sage/scholar
  2000
  D10,000
  Profession
  Incidence
  (1 in X)
  9852-9857
  Skinners
  2000
  9858-9863
  Wetnurses
  2000
  9864-9869
  Armorers
  2100
  9870-9875
  Weaponsmiths
  2100
  9876-9880
  Advocates (lawyers)
  2200
  9881-9885
  Distillers
  2500
  9886-9890
  Historians
  2500
  9891-9895
  Illuminators
  2500
  9896-9900
  Judges
  2500
  9901-9905
  Librarians
  2500
  9906-9910
  Perfumer
  2500
  9911-9915
  Tilers
  2500
  9916-9919
  Dentists
  3000
  9920-9923
  Engineers
  3000
  9924-9927
  Navel Outfitters
  3000
  9928-9931
  Potionmakers
  3000
  9932-9935
  Satirists
  3000
  9936-9939
  Undertakers
  3000
  9940-9943
  Writers
  3000
  9944-9946
  Professors
  3500
  9947-9949
  Restaurantiers
  3500
  9950-9952
  Architects
  4000
  9953-9955
  Astrologers
  4000
  9956-9958
  Clock Makers
  4000
  9959-9961
  Grain Merchants
  4000
  9962-9964
  Navagators/Pathfounder
  4000
  9965-9967
  Tax Collectors
  4000
  9968-9970
  Taxidermists
  4000
  9971-9973
  Tobacco merchants
  4000
  9974-9976
  Vestment Makers
  4000
  9977-9979
  Alchemists
  4500
  9980-9982
  Bankers
  4500
  9983-9985
  Diplomats
  4500
  9986-9988
  Slavers
  4500
  9989-9991
  Town Criers
  4500
  9992-9993
  Bellmakers
  5000
  9994-9995
  Cartographers
  5000
  9996-9997
  Dye Makers
  5000
  9998-9999
  Inventors
  6000
  10000
  Magic Merchants
  12000
  
  65
  Guild
  Profession
  Incidence
  (1 in X)
  Architects & 
  Engineers
  Architects
  4000
  Engineers
  3000
  Armorers & 
  Locksmiths
  Armorers
  2100
  Locksmiths
  1500
  Artists
  Artists
  1000
  Painters
  1200
  Satirists
  3000
  Sculptors
  1500
  Writers
  3000
  Bakers
  Bakers
  350
  Pastry Makers
  560
  Bookbinders & 
  Papermakers
  Bookbinders
  1800
  Booksellers
  2000
  Paper/
  Parchmentmakers
  250
  Bowyers & 
  Fletchers
  Bowyer/Fletchers
  1900
  Brewers, Distillers, 
  & Vintners
  Brewers
  1900
  Distillers
  2500
  Vintner
  1900
  Brothel Keepers
  Bathers
  1500
  Brothel Keepers
  1500
  Builders
  Carpenters
  250
  Plasterers
  1000
  Roofers
  1200
  Butchers
  Butchers
  800
  Casters
  Bellmakers
  5000
  Engravers
  560
  Goldsmiths
  900
  Silversmiths
  700
  Chandliers
  Chandlers
  500
  Soapmakers
  400
  Clay & Stone 
  Workers
  Bricklayers
  175
  Masons
  350
  Potters
  250
  Tilers
  2500
  Table IV.11 — Guilds
  Guild
  Profession
  Incidence
  (1 in X)
  Clerks & Scribes
  Copyists
  1500
  Illuminators
  2500
  Clothing & 
  Accessories
  Girdlers
  2000
  Glove Makers
  1900
  Mercers
  520
  Perfumer
  2500
  Purse Makers
  850
  Tailors
  200
  Vestment Makers
  4000
  Cobblers
  Cobblers
  120
  Coopers
  Coopers
  520
  Cordwainers
  Leatherworkers
  1100
  Dyers & Weavers
  Bleachers
  1680
  Drapers
  250
  Dye Makers
  5000
  Fullers
  1200
  Rug Makers
  1500
  Weavers
  200
  Financial 
  Transactions
  Bankers
  4500
  Moneychangers
  1800
  Pawnbroker
  560
  Tax Collectors
  4000
  Fishmongers
  Fishers
  1000
  Fishmongers
  800
  Forgers & Smiths
   
  Blacksmiths
  900
  Buckle Makers
  1120
  Cutlers
  1200
  Scabbard Makers
  700
  Weaponsmiths
  2100
  Furriers
  Furriers
  160
  Glass Workers
  Glass Makers
  1500
  Glaziers
  1200
  Harnest Makers & 
  Saddlers
  Harness Makers
  1200
  Saddlers and Spurriers
  800
  
  66
  Table IV.11 — Guilds (continued)
  Guild
  Profesions
  Incidence
  (1 in X)
  Hostliers
  Inn Keepers
  1300
  Restaurantiers
  3500
  Tavern Keepers
  250
  Jewelers
  Goldsmiths
  900
  Jewelers
  300
  Silversmiths
  700
  Launderers
  Launderers
  160
  Magic
  Alchemists
  4500
  Astrologers
  4000
  Magic Merchants
  12000
  Potionmakers
  3000
  Map Makers & 
  Surveyors
  Cartographers
  5000
  Mariners
  Navagators/
  Pathfinders
  3000
  Navel Outfitters
  1100
  Rope Makers
  4000
  Medical
  Barbers
  250
  Dentists
  3000
  Doctors, Unlicensed
  800
  Herbalists
  1000
  Midwives
  600
  Merchants
  Beer Merchants
  1000
  Booksellers
  2000
  Clothiers, Used
  125
  Dairy sellers
  160
  Flowersellers
  250
  Grain Merchants
  4000
  Grocers
  125
  Haberdashers
  620
  Hay Merchants
  1500
  Livestock merchants
  200
  Magic Merchants
  12000
  Millers
  1500
  Perfumer
  2500
  Religious Souvenir 
  Sellers
  2000
  Slavers
  4500
  Guild
  Profession
  Incidence
  (1 in X)
  Merchants 
  (continued)
  Spice Merchants
  1000
  Tobacco merchants
  4000
  Wine Merchants
  620
  Woodsellers
  1250
  Wool Merchants
  900
  Music & Performers
  Acrobats, Tumblers
  1600
  Instrument Makers
  1500
  Jesters
  1600
  Jongleurs
  1600
  Minstrels
  1600
  Storytellers
  1500
  Professional Guilds
  Advocates (lawyers)
  2200
  Doctors, Licensed
  1360
  Judges
  2500
  Librarians
  2500
  Professors
  3500
  Teachers
  1650
  Scholastic
  Historians
  2500
  Professors
  3500
  Sage/scholar
  2000
  Shipwrights
  Shipmakers
  1700
  Skinners & Tanners
  Leatherworkers
  1000
  Skinners
  2000
  Tanners
  1100
  Taxidermists
  4000
  Stable Keepers
  Grooms
  600
  Tinkerers
  Clock Makers
  4000
  Inventors
  6000
  Toymakers
  900
  Watermen
  Watercarriers
  500
  Wheel Wrights
  Wheelwrights
  275
  Wicker Workers
  Basket Makers
  250
  Furnature Makers
  120
  Wood Workers
  Furnature Makers
  120
  Woodcarvers
  1250
  
  67
  Ward
  Size
  Number of Structures
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Total
  Power 
  Centers
  Wealth
  Number of
  Classed Levels
  1
  2
  3
  4
  5
  Total
  City Worksheet
  Population:
  Population Density (adults/acre):
  Size (acres):
  Community Size:
  Average Number of Structures:
  Gold Piece Limit:
  Weatlh:
  Income for Lord/King:
  Magic Resources:
  Notes:
  
  68
  Class
  1st lvl
  2nd lvl
  3rd lvl
  4th lvl
  5th lvl
  6th lvl
  7th lvl
  8th lvl
  9th lvl
  10th lvl
  Adept
  Aristocrat
  Barbarian
  Bard
  Cleric
  Druid
  Fighter
  Monk
  Paladin
  Ranger
  Rogue
  Sorcerer
  Wizard
  Commoner (1/2)
  Expert (1/2)
  Warrior (1/2)
  Class
  11th lvl
  12th lvl
  13th lvl
  14th lvl
  15th lvl
  16th lvl
  17th lvl
  18th lvl
  19th lvl
  20th lvl
  Adept
  Aristocrat
  Barbarian
  Bard
  Cleric
  Druid
  Fighter
  Monk
  Paladin
  Ranger
  Rogue
  Sorcerer
  Wizard
  Commoner (1/2)
  Expert (1/2)
  Warrior (1/2)
  Community Name:
  Community Size:
  Population:
  Power Center Name:
  Total Influence Points:
  Power Center Worksheet
  Notes:
  
  164
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  165
  1 on 1 Adventures #1: Gambler’s Quest (for rogue level 2-4, 20 pages)
  Price: $10
  Something is amiss in the town of Rhiannon. Recently raided by a band of vile creatures, 
  the citizens of Rhiannon were shocked to find their lord at the root of the incident. And 
  now Lord Kent is holding a competition for “all walks of life with a propensity for the 
  gambling arts.” Will the PC aid the citizens of Rhiannon and uncover the truth about the 
  mysterious Lord Kent? Or will the PC take this opportunity to line her own pockets? Either 
  way, the answers lies inside the walls of Lord Kent’s keep and the gamblers within.
  1 on 1 Adventures #2: The Star of Olindor (for rogue level 6-8, 20 pages)
  Price: $10
  A terrible plague has swept through the city of Cairdus, and despite the local clergy’s best 
  efforts, they have been unable to control the spread of the disease. Even those who seem 
  cured often contract the disease again. The only thing that is making any headway are the 
  special blessings given by the powerful Baron Velstaf, but he only grants these blessings 
  for a price that few can afford.
  1 on 1 Adventures #3: The Forbidden Hills (for barbarian or ranger level 5-7, 20 pages) 
  Price: $10
  Starvation looms for the people of the Wolf tribe! The elk have all but disappeared and 
  the risky move of the tribe near the Bear clan territory has proved fruitless. An emergency 
  council of the elders has declared that a single hearty warrior must make the dangerous 
  journey deeper into Bear territory to find a source of food. The council has chosen you for 
  this mission of great importance. It is your task to find out where the elk have gone and bring 
  back food for the winter or at least enact Wolf people retribution against the source of the 
  oncoming famine! Into The Forbidden Hills you must travel, heart full of hope and anger…
  1 on 1 Adventures #4: The Sixth Cavalier (for bard level 9-11, 32 pages)
  Price: $11
  Hubrimort is a small, respectable town whose only claim to fame is a local governmental 
  position bestowed by five of the king’s chosen officials, known as the Cavaliers. The position 
  is given to the head of one of four noble families once each decade. While competition for 
  the mysterious position is always fierce, this year there are rumors of underhanded deals 
  with criminals, rigged tournaments, and a nasty case of blackmail.Which of the ancient 
  families deserves ten years of power and privilege? Only the Sixth Cavalier can help the 
  five officials make the right choice!
  1 on 1 Adventures #6.66: The Pleasure Prison of the B’thuvian Demon Whore (for 
  barbarian level 7-9, 32 pages)  Price: $12
  The Pleasure Prison of the B’thuvian Demon Whore: the adventure that is, quite frankly, 
  too strong for the mere hobbyist gamer! A desert caravan ambushed! An incognito Queen 
  elfnapped and taken to some sandy hideaway! A hero of epic proportions! Within these 
  covers is the greatest adventure ever told. Will the dangerous renegade B’thuvian Demon 
  Whore Alayshia have her way with our hero or will he have her to his way? Which way 
  will the having be? Only you, playing the role of Krunk barbarian of the frozen wastes, 
  will ever know…
  1 on 1 Adventures
  
  166
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     A Magical Medieval Society: Western Europe 
   
      
       Expeditious Retreat Press
  Requires the use of the Dungeons 
  and Dragons, Third Edition Core 
  Books, published by Wizards of the 
  Coast, Inc.
  www.EXP.citymax.com
  www.XRPshop.citymax.com
  A Magical Medieval Society: Western Europe is a 164 page answer to many of the 
  questions previously overlooked by gaming supplements. With informative text, 
  generation systems, worksheets, and appendices, A Magical Medieval Society: 
  Western Europe allows GMs and players to export the feel of medieval times 
  without being tied to the history.
  This 2nd Printing includes over 150 illustrations providing a visual guide to 
  your creation as well as extensive information on the following:
  • Manors: How they work and how to generate them for your campaign.
  • Cities: How they function and exhaustive guidelines for their creation.
  • Churches: How multiple sources of religion affect the medieval mindset.
  • Aristocrats: How many in your kingdom, their income, and their lands.
  • Buildings: How much and how long it takes to build anything you need.
  • Economics: The best complex economic simulator for D20 ever created.
  A Magical Medieval Society: Western Europe puts the wealth and depth of 
  European demographics in your hands. It allows you to create your world the 
  way you’ve always wanted it to be!
  2003 GenCon ENnie Best
  Supplement Award Winner
  No New Spells
  No New Feats
  No New Classes
  100% Open
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Game Mastering and Design/A Magical Medieval City Guide.pdf