Medieval Occupations

Balesir is good to list some of the books by Gies. Any book by the Gies duo is great read. I did like the OP list did have coiner. Which is the guy running the local mint.

if you are interest in coins try Coin craft’s English and UK coins 1066 to Date. I picked up a used copy for 2 cents and maybe $7 shipping.

For punishments. William Andrews Old Time Punishments
 

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Yes, if only questions of economy could be so easily answered. But of course, medieval economies weren't run primarily on coin, they were a function of land, serfdom and vassalage (for those who weren't nobles).

That's true out on the manor--but on the manor, there really isn't any commerce going on. A blacksmith and maybe one or two other businesses that support the manor, but in general the occupations on this list are all happening in towns and cities. (And, incidentally, all of these occupations are filled by like 5% or 10% of the population.)

The towns and cities are largely outside the feudal system. They exist where the lord has granted a special charter exempting the townspeople from vassalage. So vassalage isn't really relevant to most of the people in these occupations. Barter may be common, but so is coinage.

As for incomes, Balesir is dead on: It's a tough one to nail down when "medieval" refers to a 600-year period over an entire continent. But here's a generalization for you: Merchants and masters at tradecrafts have the potential to make some real money and form what we now think of as the middle class. Everyone else is pretty much existing in a subsistence economy. Meaning they make roughly enough money to get by.

Those who make substantially more probably do so more due to non-occupational factors (they happen to be the only wheelwright in the city) than to their choice in occupation. In other words, it's not what you do that defines your income, so much as the local supply-demand ratio for that particular occupation. (There are exceptions, of course--some occupations are perpetually in demand. Particularly if they require high degrees of skill and are regulated by guilds.)

So for your campaign world, figure out what it costs an average townsperson to support his family (including apprentices and servants). Most tradespeople probably earn a little more than that. Some chunk might earn another 25% due more to circumstances than their specific occupation. Same for key trades (like stone masonry in the medieval world). Well-connected merchants, and masters in their trade might earn 50% to 100% more, and are likely to be the political movers and shakers in the town as well.
 

I'm definitely going to do more reading on this subject. I've never had a problem with small villages and hamlets in my medieval games, but towns and cities are always a black box to me. Thanks to all who commented on that topic of medieval economy!
 

I agree with Whizbang, about A Magical Medieval Society: Western Europe. I would also recommend, though it's different in emphasis and grounding, Shark's blogging right here at EN World.

Or, at least, so I recall. And I have copies of most of them saved. I'll have to dig them up, and see if I do indeed recall correctly.

More along the lines of very "gameable" material, with random tables and all that good stuff. :) Like, basically what he as a DM uses, I gather. Again, IIRC.

And I'm sure there's a GURPS book or ten that might apply... ;)

Other RPGs that are good to look into are: Ars Magica, Pendragon, and Harn. Others, too. Just can't remember them all.
 


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