TEXT: A Magical Medieval
  Expeditious Retreat Press
  City Guide
  
  2
  Other Expeditious Retreat Press Products
  A Magical Medieval Society: Western Europe is the big
  brother of A Magical Medieval City Guide. In this 144-page book,
  manors, kingdoms, aristocrats, buildings, and economics are all
  given the same thorough treatment cities receive in A Magical
  Medieval City Guide. There is simply no other product like A Magical
  Medieval Society: Western Europe.
  Price: $25 144 page perfect bound (Orders accepted Here)
  Price: $10 PDF available Here.
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  3
  A Magical Medieval Table of Contents
  Introduction ..................................4
  On the Magical Medieval City ......5
  Origins ................................................................ 5
  Lord’s Interest ..................................................... 5
  Movable Wealth ................................. 5
  Fortification......................................... 5
  Peasant’s Interest .............................................. 6
  Freedom ............................................. 6
  Self-Administration ............................................. 6
  Guilds ................................................. 6
  City Council ........................................ 6
  Justice ................................................ 6
  Taxes .................................................. 7
  Citizenship .......................................... 7
  Types of Cities .................................................... 7
  Commune ........................................... 7
  Founded City ...................................... 7
  Chartered City .................................... 7
  Free City ............................................. 7
  City-State ........................................... 8
  Layout ................................................................. 8
  Streets ................................................ 8
  Buildings ............................................. 9
  Wards ................................................................. 9
  Street Markets .................................... 9
  Water Fountains and Wells ............... 9
  Baths .................................................. 9
  Hospitals ............................................ 9
  Churches ............................................ 9
  Prominent Structures ......................................... 10
  City Walls ........................................... 10
  City Gates .......................................... 10
  Main Markets...................................... 10
  Commodity Markets ........................... 10
  Great Churches .................................. 10
  Town Halls .......................................... 10
  Guildhalls ........................................... 10
  Libraries ............................................. 11
  Universities ......................................... 11
  Urban Concerns ................................................. 11
  Size and Population ........................... 11
  Fire ..................................................... 11
  Sanitation ........................................... 11
  Plague ................................................ 11
  Stockpiling .......................................... 12
  Crime .................................................. 12
  Country-Grown ................................... 12
  Power Centers .................................................... 12
  Craft Guilds ........................................ 13
  Merchant Guilds ................................. 13
  Wizards’ Guilds .................................. 14
  Thieves’ Guilds .................................. 15
  Religion .............................................. 16
  Patriciate ............................................ 16
  City Council ........................................ 16
  Town Lords ......................................... 17
  Kings .................................................. 17
  The Social City ................................................... 17
  Adventurers ........................................ 17
  Trade and Economics ........................................ 18
  Price ................................................... 19
  The Market ......................................... 19
  Coin and Specie ................................. 19
  Banking .............................................. 19
  Complex Financial Interactions ......... 20
  Magic in the City ................................................. 20
  Familiarity ........................................... 20
  Effects of Magic .................................................. 21
  Stability ............................................... 21
  Wealth of Cities .................................. 21
  Civic Uses of Magic ............................................ 21
  Defense .............................................. 21
  Taxation .............................................. 21
  Justice ................................................ 22
  Building .............................................. 22
  Public Services .................................. 22
  Spellcasters in the City ...................................... 22
  Spontaneous Casters ........................ 22
  Magic and Craft .................................. 22
  Magic and Law ................................... 22
  Generating Towns and Cities ......23
  Physical City ....................................................... 23
  Population and Density ...................... 23
  Size .................................................... 23
  Average Number of Structures .......... 23
  Gold Piece Limit ................................. 23
  Wealth ................................................ 23
  Income for Lord/King ......................... 23
  Magic Resources ............................... 24
  Wards ................................................. 24
  Assigning Structures .......................... 25
  Mapping Wards and Cities ................. 25
  Structural Style ................................... 25
  Power Centers ................................... 25
  Influence Points ................................. 26
  Unabsorbed Influence Points ............ 26
  Dividing Influence Points ................... 26
  Wealth ................................................ 26
  Professions ........................................ 26
  Guilds ................................................. 26
  City Worksheet ................................... 34
  Power Center Worksheet ................... 35
  Glossary ........................................37
  Bibliography .................................40
  Legal Stuff.....................................41
  
  4
  Introduction
  In the two months since the release of A Magical Medieval Society: Western Europe, we at
  Expeditious Retreat Press have fielded more questions concerning cities, than other questions
  combined. Because of this tremendous interest in city creation and the utter lack of material to
  support needy GMs, we’ve decided to gather all the city specific information from A Magical Medieval
  Society: Western Europe into one free product. A Magical Medieval City Guide is the complete third
  and fourth chapters from A Magical Medieval Society: Western Europe and we believe it is the most
  useful free product so far produced for d20.
  If you like what you see and wish to pick up A Magical Medieval Society: Western Europe, it is
  available in hardcopy at our website WWW.EXP.CITYMAX.COM (May 15th, 2003 release date) or you
  can purchase the PDF from WWW.RPGNOW.COM (or through this direct link http://
  www.rpgnow.com/product_info.php?products_id=711&).
  Either way, don’t forget to stop by our website for more free web supplements to support this product
  and don’t forget, as this is an excerpt from a larger work, some referenced material is not in this free
  product. We have to get you to buy it somehow!
  Thank you for your time and enjoy!
  Suzi Yee
  Joseph Browning
  Expeditious Retreat Press
  WWW.EXP.CITYMAX.COM
  
  5
  On the Magical
  Medieval City
  Origins
  The 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. 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 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 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
  
  6
  On the Magical Medieval City
  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 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
  
  7
  On the Magical Medieval City
  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 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
  
  8
  On the Magical Medieval City
  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 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 look like checkerboards with a
  central open space for market, public buildings and assembly.
  Old and large planned cities 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, because 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 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 wider street leading
  from the gate into town, usually no wider than 20 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
  
  9
  On the Magical Medieval City
  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 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 small and 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.
  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,
  
  10
  On the Magical Medieval City
  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.
  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.
  
  11
  On the Magical Medieval City
  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 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
  Size and Population
  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
  
  12
  On the Magical Medieval City
  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 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 group-
  defined. 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 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.
  
  13
  On the Magical Medieval City
  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 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
  
  14
  On the Magical Medieval City
  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 arcane-
  oriented. 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.”
  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’
  
  15
  On the Magical Medieval City
  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 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.
  The Law: 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.
  
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  On the Magical Medieval City
  Magic: 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
  cross-classed 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.
  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 their
  town lord, and pocket the difference. However, the city treasury
  is usually in debt from military expense, poor financial practices
  
  17
  On the Magical Medieval City
  (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 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.
  
  18
  On the Magical Medieval City
  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 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
  
  19
  On the Magical Medieval City
  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 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
  
  20
  On the Magical Medieval City
  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. 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
  
  21
  On the Magical Medieval City
  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
  Stability
  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 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
  
  22
  On the Magical Medieval City
  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 most
  useful for building and construction,
  especially for grand structures like great
  churches, libraries, 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 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
  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?
  
  23
  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.
  Physical City
  Population and Density
  Population is the crux of many generation factors in the city.
  Besides the information in core rulebook II, population also
  determines the range of population density, and the average
  number of structures and wards in a magical medieval city.
  After establishing population see Table IV.1-Urban Statistics
  and core rulebook II’s demographic section to determine the
  other vital statistics of the city.
  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.
  Gold Piece Limit
  Listed by community size in core rulebook II under generating
  towns, the gold piece limit determines the maximum priced
  items that may be found in a community.
  Wealth
  Determined by the population and the gold piece limit of the
  community, the available wealth of a city is in core rulebook II
  in the section on generating towns.
  Income for Lord/King
  A lord’s income generated from towns and cities are
  percentages of the wealth, found on Table IV.2-Payments. The
  recipient of a city’s payments is not necessarily a single
  aristocrat. For example, a small town resides on the demesne
  of two lords, who are rich members of the gentry. These two
  lords grant the small town a joint charter and receive their
  feudal obligation in the form of year-round payments. The lords
  over those two members of the gentry discover that the two
  members of the gentry are now receiving income from a town
  and raise the taxation. The total payment is 800 gp, 400 gp
  going to each member of the gentry. One lord taxes his vassal
  100 gp, while the other lord taxes 150 gp. So the original 800
  gp is divided among 4
  aristocrats: 300 gp to one town
  lord, 250 gp to the other town
  lord, 100 gp to the first town
  lord’s lord, and 150 gp to the
  second town lord’s lord. Were
  the town more valuable, the
  town lords’ suzerains may also
  get in on the act.
  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
  Community
  Size
  Percentage
  of Wealth
  Small Town
  1%
  Large Town
  1%
  Small City
  0.50%
  Large City
  0.25%
  Metropolis
  0.05%
  Table IV.2-Payments
  
  24
   Generating Town and Cities
  Magic Resources
  Small to large towns possess approximately
  5% of their town’s wealth in magic. Small
  cities 
  to 
  metropolises 
  possess
  approximately 10% of their wealth in magic.
  Wealth for communities is determined in
  core rulebook II.
  Wards
  Every town and city has wards, or self-
  contained urban communities. These wards
  are the basic living blocks, akin to
  neighborhoods in the dense city. There are
  twelve different types of wards in a magical
  medieval city. Wards come in different
  sizes, structural densities, and styles of
  buildings. Most ward information is based
  on the acre, which is 43,560 sq. feet or a
  roughly 210 ft. by 210 ft. square. Some
  wards reside within the wall, others outside
  of the wall. For example, a group of
  craftsmen are living outside the walls due
  to a town’s rapid population growth. Such
  a ward should be considered a craftsmen
  ward rather than a shantytown, even though
  it lies outside of the city walls. See Table
  IV.3-Wards for a list of wards from most
  structurally dense to least structurally dense
  and their respective building styles.
  Administration: Administration wards
  house the structures of civic endeavors.
  They include courthouses, buildings for
  record keeping, taxation, and any other of
  the various functions of the city government.
  In smaller urban communities, administra-
  tion structures are spread throughout the
  various wards of the city. But in small cities
  or larger, cities may have their own admin-
  istration ward, housing these buildings and
  some the civic employees. In general the administration ward
  has larger but fewer buildings.
  Craftsmen: Craftsmen wards house the workshops, homes,
  and warehouses of craftsmen. Often a craftsmen’s home,
  workshop and shop are one in the same. Craftsmen live,
  create, and sell their goods in the same space. Most of the
  buildings in craftsmen wards are these workshop/homes, while
  the size of their homes varies with the wealth of the craftsmen.
  Craftsmen wards are also the most common wards within the
  city walls. Multiple craftsmen wards may occur in large towns
  or larger.
  Gate: Gate wards are a bustling part of town, where traders
  line up to enter the city, sellers hawk their goods, and vendors
  sell various foods on a stick. Gate wards are second only to
  market wards in activity. In order to have a gate ward,
  communities must have gates, or designated areas where
  people must enter the city. At these areas of entry, some level
  of inspection, inquiry, or taxation of merchants usually takes
  place. These sorts of conditions create the bustling and
  enterprising environment of a gate ward, usually found in small
  cities or larger. They
  tend to be some of
  the 
  structurally
  densest wards in the
  city, 
  second 
  to
  shanty-towns and
  slums.
  Market: 
  Market
  wards do not house
  many people. They
  are 
  home 
  to
  wealthier 
  shops,
  guild houses, great
  churches, pavilions,
  merchant offices,
  and trading spaces.
  Market wards vary in
  size, from the large
  market ward of a
  city’s main market to
  the smaller market
  wards of commodity
  markets. 
  Market
  wards are teeming
  with warehouses, shops, offices, fountains, and grand displays
  of architecture appropriate for the city. They are more
  structurally dense than craftsmen wards, but less so than the
  gate wards.
  Merchant: Merchant wards house the city’s merchants, their
  shops, warehouses, and offices. With shops and storefronts
  underneath their homes, they are more dense than patriciate
  wards, but less dense than craftsmen wards. There is usually
  only one merchant ward in town, though multiples may occur
  in wealthy large cities or metropolises.
  Military: Not typical in most towns and cities, military wards
  house soldiers and generals, conduct military training, and
  manage concerns of civic defense. Military wards are built in
  cities that employ mercenaries or keep a professional standing
  army paid for by the city treasury. They are less structurally
  dense, housing soldiers in barracks and requiring open space
  for training.
  Odoriferous Business: Odoriferous business 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
  Wards (from most
  dense to least dense)
  Building
  Style
  Shanty Towns
  D
  Slums
  D
  Gates
  BCD
  Market
  ABC
  River/Bridge
  BCD
  Sea/Ocean
  CD
  Craftsmen
  BCD
  Odoriferous Businesses
  CD
  Administration
  BC
  Military
  BCD
  Merchant
  ABC
  Patriciate
  AB
  Table IV.3-Wards
  
  25
  Generating Towns and Cities
  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 most to least
  structurally dense. The average number of
  structures in small cities is 40-60 structures
  per acre. By distributing the 20-point spread
  over the twelve different wards according
  to density, shantytowns have 60 structures,
  slums 58, gates 56, docks 52, craftsmen
  50, and so forth. Then multiply the number
  of number of structures found in each ward
  by the acreage of the ward. For example, a
  small city with 10,000 adults over 100 acres
  may have a merchant ward, three craftsmen
  wards, two gate wards, a river/bridge ward,
  an odoriferous business ward, a market,
  and a slum.  By using the more precise
  method, this small city has 5,160 structures
  broken down by number of buildings per
  ward.
  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
  Ward
  Size
  Number of
  Structures
  1 merchant ward
  8 acres
  336
  2 craftsmen ward
  10 acres
  500
  3 craftsmen ward
  10 acres
  500
  4 craftsmen ward
  10 acres
  500
  5 gate ward
  8 acres
  448
  6 gate ward
  8 acres
  448
  7 river/bridge ward
  14 acres
  728
  8 odoriferous business ward
  10 acres
  480
  9 market ward
  14 acres
  756
  10 slum
  8 acres
  464
  Example City Wards from City Worksheet
  
  26
  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 ½ 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. 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.
  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
  68,627
  30%
  Table IV.4-Power Centers
  Generating Towns and Cities
  
  27
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  Table IV.5-Structural Incidence
  Generating Towns and Cities
  
  28
  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.6-Workshops
  Table IV.7-Shops
  Table IV.8-Offices
  D1000
  Workshops
  1-87
  Cobblers
  88-174
  Furniture 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
  Naval Outfitters
  994-996
  Grain Merchants
  997-999
  Tobacco merchants
  1000
  Magic Merchants
  Generating Towns and Cities
  
  29
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  A
  C
  B
  A
  a
  z
  al
  P
  D
  C
  n
  r
  e
  tsi
  C
  C
  y
  r
  a
  m
  rifnI
  C
  lle
  W
  D
  C
  lle
  W
  D
  C
  n
  ia
  tn
  u
  o
  F
  D
  n
  ia
  tn
  u
  o
  F
  D
  lle
  W
  9
  9
  0
  0
  1
  B
  A
  ytis
  r
  e
  vin
  U
  B
  A
  ytis
  r
  e
  vin
  U
  C
  B
  A
  a
  z
  al
  P
  B
  A
  ytis
  r
  e
  vin
  U
  C
  r
  e
  t
  a
  e
  h
  T
  C
  B
  m
  u
  e
  silo
  C
  C
  n
  ia
  tn
  u
  o
  F
  D
  C
  n
  ia
  tn
  u
  o
  F
  D
  C
  y
  r
  e
  t
  e
  m
  e
  C
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  1
  Table IV.9-Random Structure Generation
  Generating Towns and Cities
  
  30
  D10,000
  Profession
  Incidence Rate
  (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
  Table IV.10-Professions
  D10,000
  Profession
  Incidence Rate
  (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
  Journeymen
  100
  6654-6768
  Mercenaries
  100
  6769-6883
  Sailors
  100
  6884-6998
  Students
  100
  6999-7113
  Thieves
  100
  7114-7210
  Cobblers
  120
  7211-7307
  Furniture 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
  Generating Towns and Cities
  
  31
  D10,000
  Profession
  Incidence Rate
  (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 Rate
  (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
  Navigators/Pathfinder
  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
  Generating Towns and Cities
  
  32
  Table IV.11-Guilds
  Guild
  Profession
  Incidence
  Rate
  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
  Chandlers
  Chandlers
  500
  Soapmakers
  400
  Clay & Stone Workers
  Bricklayers
  175
  Masons
  350
  Potters
  250
  Tilers
  2500
  Guild
  Profession
  Incidence
  Rate
  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
  Harness Makers &
  Saddlers
  Harness Makers
  1200
  Saddlers and Spurriers
  800
  Generating Towns and Cities
  
  33
  Guild
  Profession
  Incidence
  Rate
  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
  Furniture Makers
  120
  Wood Workers
  Furniture Makers
  120
  Woodcarvers
  1250
  Guild
  Profession
  Incidence
  Rate
  Hostelers
  Inn Keepers
  1300
  Restauranteurs
  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
  Navigators/Pathfinders
  3000
  Naval 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
  Generating Towns and Cities
  
  34
  City Worksheet
  City Statistics
  Population
  Notes
  Population Density (adults/acre)
  Size (acres)
  Community Size
  Average Number of Structures
  Gold Piece Limit
  Wealth
  Income for Lord/King
  Magic Resources
  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
  Total
  Total
  Power Centers
  Wealth
  Number of Influence Points
  1
  2
  3
  4
  5
  
  35
  Power Center Worksheet
  Community Name:
  Community Size:
  Name of Power Center:
  Number of Influence Points:
  Population:
  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)
  
  36
  Appendix V-A Magical Medieval Miscellany
  The local village church asks the PCs to
  escort their cleric, who is delivering an
  important sealed message. Divergent Hook
  One: Manorial clergy attempt to steal
  message as it contains incriminating
  evidence of his financial misdeeds.
  Divergent Hook Two: Manorial clergy
  attempts to steal message as it contains
  conspiratorial content.
  PC’s eldest brother has been demoted due
  his serious lack of wisdom. PCs must
  “escort” him to a monastery where he will
  pursue a life dedicated to the local god.
  PC’s father has hinted PC will become
  inheritor if he succeeds. Divergent Hook
  One: Brother’s ne’er-do-well friend attempts
  to rescue him. Divergent Hook Two: Brother
  enters order and surprisingly, works his way
  up in the ranks. He remembers what was
  done to him.
  Someone (or something) keeps murdering
  the village blacksmith at his forge, and
  there’s no sign of wrongdoing. Two dead
  blacksmiths this year, and no one will even
  think of going near the forge anymore.
  Things are breaking down, and the lord is
  frantic. Divergent Hook One: The manor
  has recently acquired a new source of ore.
  The ore turns out to have a strange material
  in it, which upon forging creates an invisible
  toxic cloud that kills the forger. Divergent
  Hook Two: Ore is actually being poisoned
  by the head miner, whom the lord taxed
  heavily while running the old mine.
  The local wizard-miser has been absent for
  over six months and is assumed dead. PCs
  are sent to acquire the best beast owed to
  the lord. Miser was a spellcaster of some
  power, and the lord’s servants are too fearful to enter his locked
  home. Divergent Hook One: Miser is not really “dead” per se.
  Divergent Hook Two: Miser’s extra dimensional family has
  arrived for mourning. They’re actually quite polite and provide
  the beast right away, if not attacked. Divergent Hook Three:
  House is actually empty and acquiring the beast is easy. But
  best beast is actually the local miser, who miscast a polymorph
  self and has been living as a large pig in the enclosed back
  yard. The “pig” tries to communicate by writing ‘help me’ in
  different languages with his snout.
  Church trouble. Local clergyman starts drinking heavily, and
  his social services suffer. Peasants ask the PC lords to
  investigate or find them a new priest. Divergent Hook One:
  Upon talking to the priest, the PCs discover that he is
  questioning his faith and has lost all his powers. Divergent
  Hook Two: Upon talking with priest’s superiors, they send a
  replacement. Divergent Hook Three: The original clergyman
  drunkenly swears revenge and allies himself with a neighboring
  lord, who is none too friendly with the PC lords.
  PC lords entertain one of the King’s justices on their manor.
  There is an attempt upon his life while under the PC lord’s
  protection. Divergent Hook One: The attempt fails, and PCs
  must determine the culprit. Divergent Hook Two: The attempt
  succeeds, and PCs must protect themselves from the king’s
  wrath. Divergent Hook Three: King’s main wizardly counsel
  hated the dead justice and conspired to have him killed. Wizard
  says he has magical proof the PCs are the killers.
  A well-dressed man, apparently a merchant, approaches the
  PCs. The man informs them the city is a very dangerous place,
  and they would do well to hire him for protection. Divergent
  Hook One: If refused, the merchant extorts an upstanding
  member of the craft guild into accusing the PC’s mage of
  improper use of magic in the city. Divergent Hook Two: If hired
  by the PCs, the man takes the money, tells craft guild member
  he’s found out who’s behind the extortion. Craftsman then
  publicly accuses PC party based upon his information.
  Divergent Hook Three: Upon accusation, the merchant offers
  to vouch for the PC party in exchange for their services.
  City council A hires the PC party to demolish the new dam
  built upstream by a rival city. City council A says members
  from the rival city council have been trying to buy local grain
  mills, but no one will sell. They claim city council B is trying to
  kill the business. Divergent Hook One: Rival city council offers
  PC party twice as much gp as original city to guard the dam
  and rival city council wizard offers PC wizard a powerful spell.
  A border lord hires the PC to chevauchee into the neighboring
  kingdom, specifically the lord whose land abuts his and who
  has recently departed to see his king. Divergent Hook One:
  Unknown to the border lord, his enemy has hired a group of
  adventures to protect his land while he makes a trip to his
  king. Divergent Hook Two: Border lord offers land as opposed
  to coin for the service.
  PC cleric is called back to his ordination church. Divergent
  Hook One: PC cleric is sent to arrange a lord’s alienation plan
  for the church. Divergent Hook Two: Lord is so impressed by
  PC cleric, that he says he’ll only bestow the land if the PC
  cleric agrees to run it. Divergent Hook Three: Difficulties arise.
  Lord’s lord doesn’t want the land to go into alienation.
  PCs are hired as mercenaries to protect a ship laden with
  expensive cargo traveling to a neighboring kingdom. Divergent
  Hook One: Upon docking, the ship hits the pier, and a fight
  ensues between the sailors and dockworkers about whose
  fault it is. Divergent Hook Two: If the PCs engage in combat,
  they will be prosecuted for rowdiness. If they use weapons,
  harsher penalties will apply. Divergent Hook Three: Local
  patriciate sees the PCs and likes their style. He offers to stand
  for them at trial if they perform him a favor.
  PCs find a lost relic in an evil temple. Divergent Hook One:
  The church of the PC’s cleric asks for the relic. Divergent Hook
  Two: Another temple learns of the discovery and claims the
  relic as theirs. PCs are drawn into a jurisdictional battle
  between the two churches.
  
  37
  Glossary
  Acre: 43,560 sq. feet or a roughly 210 ft. by 210 ft. square.
  Advocate: Lawyer.
  Alchemist: Those creating alchemical substances.
  Alienation: The act of separating land from the feudal system;
  typically by giving land to organizations rather than individuals.
  Also when individuals sell allods to other parties.
  Allod: Land held without feudal obligation, owned outright.
  Allodial lord: The lord who holds a piece of land without feudal
  obligation; the “owner” of the land.
  Almoner: The personal who distributes alms to the poor,
  usually employed by lords and ladies.
  Alms: Gifts to the poor including food, clothes, coin, and other
  goods.
  Amercement: Fines for infringement of laws.
  Apprentice: Those learning a trade or profession.
  Architects: Those who design buildings and structures and
  oversee construction.
  Astrologer: Those who practice divination through the stars,
  planetary cycles, and other such things.
  Banker: Those who make money from lending money to
  others, or who hold money secure for a fee.
  Bachelor knight: A knight without land supported by grants
  from his lord.
  Barber: Personal grooms, as well as blood letters, surgeons,
  dentists, and general “medical” man.
  Bather: People who run baths or the attendants inside baths.
  Beadle: Manorial manager that collects seed at harvest for
  next year’s crop.
  Benefice: A collection of land, rights, buildings, and/or
  communities given by a lord to his vassal, providing the
  vassal’s material support, in exchange for military service and
  counsel.
  Bleacher: Those who bleach cloth and other textiles.
  Bowyer: People who make bows.
  Body servant: A lord’s personal servant who attend to his
  body, i.e. dressing, hair, bathing, cleaning, etc.
  Burgher: A citizen of a city; a freeman
  who is a member of a guild.
  Bushel: A unit of dry volume, roughly
  4 pecks (2150.42 cubic inches) or
  35.239 liters.
  Buttery: Where wine and other drinks
  are stored, typically next to the
  kitchen.
  Canon law: Ecclesiastical law; law
  which applies to clergy when they
  break the law or when a law is broken
  against them.
  Capon: A castrated male chicken.
  Caravaner: Those who outfit and run
  caravans.
  Carpenter: construction workers who
  mainly work in wood.
  Castle-guard: A form of military
  service in which a vassal garrisons a
  castle for a set period of time every
  year.
  Ceremony of Commendation: The ritual
  where a vassal swears fealty to a lord and
  receives a benefice.
  Chandler: Those who make and sell
  candles, lanterns, torches, wax, pitch, and
  soap.
  Charter: A legal document stating a town’s
  or city’s legal status and rights; issued by
  the town lord or the king.
  Chattel: Movable property, usually referring
  to animals or slaves.
  Chevage: A manorial fee for living or living
  off the manor.
  Chevauchee: A raid upon another lord’s
  resources.
  Chicanery: Edging a plow into another
  man’s strips in the field; a fine worthy
  offense.
  Circuit judge: A traveling royal justice,
  usually traveling a set annual route.
  Clergy member: ordained member of a
  religion or church.
  Cobbler: People who make shoes.
  Compurgation: Where the defendant
  swears they are not guilty.
  Cooper: People who make barrels.
  Copyist: Those who copy text and books,
  also known as clerks and used as notaries.
  Cotter: A jack of all trades on the manor,
  usually a peasant who does not own any
  land in the village except their home.
  Curtain wall: The outer wall of a fortification
  or city; usually made of stone and as thick
  as 25-30 feet.
  Cutler: Those who make knives and other
  cutlery.
  Dairy seller: Those who sell milk and
  cheese.
  Demesne: 
  Synonymous 
  with
  “domain.”
  Distiller: Those who make hard
  liquor.
  Doctor, licensed: Those who tend to
  medical needs, with some official
  training.
  Doctor, unlicensed: Those who tend
  to medical needs, without official
  training.
  Dowry: A payment upon marriage,
  usually by the bride’s family to the
  groom or groom’s family.
  Draper: People who sell cloth.
  Dye maker: Those who make dyes
  and dye cloth, also known as dyers.
  Ell: A measurement for cloth or wool,
  around 45 inches.
  
  38
  Glossary
  Eminent domain: The land that a lord
  personally manages.
  Enfeoff: To provide a fief to a vassal.
  Engineers: Those who design structures
  and 
  large 
  objects, 
  and 
  oversee
  construction; under an architect.
  Engravers: Those who engrave, including
  metal and wooden items.
  Entertainment: The right of lords to stay
  at their vassal’s manors all expenses paid.
  Entry fee: A fee paid by inheritors, people
  entering and advancing in guilds, and other
  social entrances.
  Escheat: A fee paid by inheritors for
  assuming vassalage for land.
  Eyre court: A royal court that audits other
  sources of justice for jurisdictional
  infringement.
  Fallow: Cultivated arable land that is not
  currently growing crops.
  Fencing: Purchasing or selling illegal
  goods for resale.
  Fief: A division of land given in a benefice
  by a lord to his vassal.
  Fishmonger: Those who sell fish.
  Fletcher: Those who make arrows.
  Foddercorn: Feed for animals.
  Forest law: Law prohibiting hunting by
  anyone other than the lord.
  Fulling: A method of treating wool,
  involving washing and extracting the nap.
  Fuller: Those who treat wool and prepare
  it for weavers.
  Furlong: A rectangular plot for farming
  divided into strips; all the strips in a furlong
  grow the same crops.
  Furrier: Those who sell and repair animal
  fur.
  Garderobe: The toilet; the loo; the water
  closet.
  Gentry: The lowest level of landed society.
  Girdler: Those who make girdles and
  belts.
  Glass Maker: Those who make
  glass.
  Glazier: Those who set glass, which
  involves cutting, coloring, and
  layering.
  Gleaning: Cleaning the field after
  harvest, a job usually given to the
  young, old, and poor as a form of
  charity.
  Glove Maker: Those who make
  gloves, also known as glovers.
  Goldsmith: Smiths who work with
  gold.
  Granger: Manorial worker who
  protects the stored grain in the barn
  from theft.
  Grocer: Those who sell fruits,
  vegetables, and sometimes dry
  goods.
  Groom: Those who tend to horses and stables, also known
  as ostlers.
  Ground rent: A set amount of money paid by the city to the
  town lord.
  Guides/tout: Those who act as guides to newcomers of the
  city.
  Haberdasher: Those who sell men’s clothing and accessories.
  Hallmote: The manorial court.
  Harrowing: Breaking clods in the fields in preparation for soil
  aeration and seeding.
  Harvest boon: A feast provided by a lord for his peasants
  performing labor at harvest time.
  Hayward: Manorial manager who impounds stray animals and
  tends to livestock.
  Herbalist: Those who make herbal concoctions, also known
  as apothecaries.
  Historian: Those who record events.
  Holding the head of the king: An actual duty where a person
  holds the king’s head in their lap, used in traveling.
  Household: Those people and places a lord supports,
  including staff, advisors, visitors, and their entourage.
  Household knight: A landless knight who serves the lord’s
  household, usually with the promise of land in the future;
  maintained by his lord.
  Illuminator: Those who draw and paint illustrations in writings.
  Infeudation: A vassal being lord over someone else; your
  vassal making someone else his vassal.
  Investiture: Placing, ratifying, or selecting a candidate for a
  position.
  Jongleur: Those who entertain through juggling, acrobatics,
  music, and recitation.
  Journeymen: People practicing a trade or profession;
  members of a guild above apprentices, below masters.
  Judge: Those who preside over courts.
  Laborer: Those who perform manual labor without a craft or
  profession to speak of.
  Launderer: Those who wash clothes and other textiles.
  Legerwite: A fine for females having sex outside of marriage.
  Maleficium: Harm done to a person or property through magic.
  Mason: Those who build most in stone or brick.
  Mercenary: Swords for hire; those who fight or do service for
  coin.
  Mendicant: Members of landless
  monastic orders or wandering
  unaffiliated monks.
  Mercer: People dealing in expensive
  fabrics.
  Midwife: Those who help at birthing.
  Miller: Those who run mills.
  Minstrel: Those who entertain
  through music and singing.
  Moneychanger: 
  Those 
  who
  exchange currency and coin.
  Mortmain: 
  Choosing 
  a
  representative’s life to signal relief
  payment to the lord; commonly used
  with vassals that are organizations
  and long-lived races.
  Nobility: A landed-social class, above
  gentry, below royalty.
  One year’s gain: One year’s profit.
  
  39
  Glossary
  Pannage: Taking pigs to feed in the forest in autumn.
  Pantler: One who supervises the pantry.
  Pantry: Storage room for bread and other dry goods.
  Peddler: Street sellers without a store or workshop.
  Perfumer: Those who make or sell perfumes.
  Plasterer: Those who plaster walls in construction.
  Porter: Those who carry things.
  Pottage: A porridge made from boiled grains and oats; a daily
  staple for most peasants.
  Professor: Those who teach adult students for a living.
  Purse maker: Those who make purses and pouches.
  Rat catcher: Those hired to catch rats to keep disease down.
  Relief: The feudal incident allowing lords to charge one year’s
  gain as an entry fee on the potential inheritor of a fief.
  Ridge-and-furrow: The pattern of growth on the fields, with
  grain grown on the ridge and peas, beans, and vetch in the
  furrow.
  Roofer: Those who construct and repair roofs; slaters with
  slate roofs, thatchers with thatch roofs.
  Saddler and spurrier: Those who make saddles, spurs, bits,
  bridles, saddle blankets, and other riding equipment.
  Sage/scholar: Those who knowledgeable in specific areas.
  Satirist: Those who write satire, usually political stabs at
  personalities of the day.
  Scutage: A payment in exchange for serving military service
  to a lord.
  Serf: An unfree peasant, legally and socially tied to his lord’s
  land.
  Sheepfold: Collecting the village sheep’s manure to fertilize
  the lord’s holdings in the fields; collected by penning or by
  having the sheep graze on the lord’s land.
  Silversmith: Smiths that work with silver.
  Skinner: Those who skin animals.
  Slate: A type of stone used for tiling and roofing due to its
  cleavage.
  Slater: One who makes and repairs slate roofs.
  Slaver: Those who sell slaves.
  Slave: Cheap labor ☺.
  Species: Minted coin.
  Staple: Crops grown for feeding people and selling the surplus,
  typically barley, beans, peas, vetch,
  wheat, and sometimes rye.
  Subinfeudation: When lordship and
  vassalage intermingle over and over,
  creating a web of complex social and
  legal relationships in feudal society.
  Suzerain: A vassal’s lord’s lord.
  Tailor: Those who make and repair
  clothes.
  Tallage: A manorial tax paid by all the
  lord’s tenants.
  Tanner: Those who treat leather for
  leather workers.
  Taxidermist: Those who preserve
  and stuff dead animals.
  Teacher: Those who educate
  children.
  Thatch: Reeds dried and bound
  together; used in roofing and highly
  flammable.
  Thatcher: One who repairs and makes
  thatch roofs.
  Thieves: Those who make money through
  illegal activity.
  Three-field rotation: A method of farming
  to keep the soil fruitful; where one field is
  fallow, one field grows winter wheat, and
  one field goes spring crops.
  Tiler: Those who make and/or place tile.
  Tinker: Those who fix brass and other
  metal items.
  Town crier: Those who announce the
  news.
  Town lord: The lord whose land a town or
  city lies on.
  Tun: a large cask used to hold wine.
  Undertaker: Those who tend to the dead.
  Utile domain: Land used to acquire
  (enfeoff) vassals.
  Vestment maker: Those who make holy
  clothing for religions and churches.
  Vetch: legumes, planted in the spring
  planting in the furrow.
  Villein: An unfree peasant, legally and
  socially tied to their lord’s land.
  Vintner: Those who make wine.
  Virgate: A measurement of land; anywhere
  from 18-32 acres.
  Wattle-and-daub: Wattle-and-daub is a
  row of upright stakes with the spaces
  between woven through with small pieces
  of wood or thatch. On both sides of the wall,
  the wattle is daubed with clay, earth, plaster
  or mortar and smoothed. The wall is usually
  plastered and then whitewashed.
  Warehouser: Those who run warehouses.
  Watercarrier: Those who carry and
  transport water.
  Weaponsmith:
  Those who craft weapons.
  Weaver: Those who make cloth.
  Wetnurse: Those who feed babies.
  Wheelwright: Those who make
  wheels, carts, and wagons.
  Winter wheat: Wheat (sometimes
  rye) planted in October and harvested
  in August.
  Woad: A plant in the mustard family
  that yields blue dye, or the blue dye
  itself.
  Woodcarver: Those who carve and
  make things out of wood, including
  tools, dishes/utensils, and specialized
  goods.
  Woodseller: Those who sell wood
  (raw or cut) and charcoal.
  Yeomen: Free peasants who owned
  their land outright (allodially).
  
  40
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  41
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; authors
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E.
  Gary Gygax and Dave Arneson.
  A Magical Medieval Society: Western Europe Copyright 2003, Expeditious
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