Commoner Crafts & Trades

 IF you want your character to be skilled in a particular trade or craft, you should go ahead and make the one you like the best for your character the same as that practiced by his father/family to show continuity in the family line, typical medieval tradition. This also gives the character a distinct bonus to his degree of skill (Skill Level) when it comes time to determine those things.

2-8. Craftsman Crafts &Trades

%

Craft/Trade

%

Craft/Trade

01

Alchemist (C)

51

Innkeep

02

Antiquary/Sage

52

Jeweler

03

Apothecary (C)

53

Laborer (2-12.d)

04

Astronomer/Astrologer (C)

54

Lanternmaker

05

Artificer

55

Lattener

06

Baker

56

Limner/Illuminator

07

Barber/Leech/Midwife

57

Lorimer

08

Basketmaker

58

Magister/Scholar (C)

09

Bellfounder/Potter

59

Lawyer (2-12.e)

10

Bowyer/Fletcher

60

Mercenary Warrior

11

Bookbinder

61

Merchant (2-12.f)

12

Brewer/Vintner

62

Miller

13

Broderer

63

Millwright

14

Builder (2-12.a)

64

Miner/Engineer

15

Butcher

65

Miner/Sapper

16

Capper/Hatter

66

Ostler

17

Cabinetmaker/Joiner

67

Painter/Stainer

18

Cartographer

68

Pewterer

19

Carver

69

Philosopher/Scholar (C)

20

Champion

70

Physician/Surgeon (C)

21

Chandler

71

Pointmaker

22

Charcoaler

72

Pouchmaker/ Purser

23

Monk (C)

73

Saddler

24

Priest

74

Sailor, deckhand

25

Scrivener/Rubricator

75

Sailor, Navigator/Pilot

26

Cobbler

76

Sailor/Captain

27

Cofferer

77

Salter

28

Cook/Chef

78

Shearman

29

Cook/Piemaker

79

Shipwright

30

Cook/Saucer

80

Smith/Armorer

31

Cook/Waferer

81

Smith/Black-

32

Cooper

82

Smith/Gold-

33

Cordwainer/ Roper

83

Smith/Lock-

34

Courtesan/Prostitute

84

Smith/Silver-

35

Criminal (2-12.b)

85

Smith/Weapon-

36

Cutler

86

Soapmaker

37

Dyer

87

Spinner

38

Entertainer (2-12.c)

88

Spurrier

39

Feltmaker

89

Saddler

40

Fisherman/Netmaker

90

Tailor/ Seamstress

41

Furrier

91

Tanner/Tawyer

42

Gemcutter/Lapidary

92

Tapeter

43

Girdler

93

Taverner/Alekeep

44

Glassworker/-blower

94

Tent-/ Pavilion Maker

45

Glover

95

Tinker

46

Guard/Yeoman

96

Wainwright

47

Herbal/Midwife

97

Weaver

48

Horner

98

Woodsman/Woodcutter

49

Huntsman/Trapper

99

Woodsman/Guide

50

Husbandman/Beastmaster

00

Adventurer (2-12.g)

(C) indicates a direct tie to the Clergy

2-8.a Builders                         2-8.b Criminals †

d20

Type

d10

Type

1

Architect/Master Mason

1

Brigand/Highwayman

2-4

Carpenter

2-3

Draughlatch/Catburglar

5

Glazier

4

Cutpurse/Padfoot

6

Marbler

5

Fence/Merchant

7-8

Mason/Hardhewer

6

Forger/Smith-Artisan

9-10

Mason/Setter

7

Forger/Clerk

11

Mason/Sculptor

8

Trickster/Con Man

12

Pargetter

9

Roberdsman/Knave

13

Pavior

10

Outlaw Adventurer (2-12.g)

14-15

Plasterer

16

Plumber

17-19

Roofer/Thatcher

20

Tiler

2-8.c Entertainers                2-8.d Laborers

d10

Type

d10

Type

1-2

Acrobat

1

Carter

3

Actor/mummer/Player

2

Ditchdigger/clearer

4

Fool/Jester

3

Farmhand/Hind

5-6

Juggler

4

Fuller

7

Minstrel

5

Longshoreman/Dockhand

8

Troubador

6

Household Laborer

9

Storyteller

7

Porter

10

Wandering Adventurer (2-12.g)

8

Streetsweeper/-raker

9

Watercarrier

10

Woolpacker

2-8.e Lawyers                       2-8.f Merchants

d10

Type

d10

Type

1

Judge/Magistrate, Royal Government (C)

1

Apothecary/Herbal/Spicer

2

Cheesemonger

2

Judge/Magistrate, regional/itinerant (C)

3

Clothmonger

4

Cornmonger

3

Judge, local Shire (C)

5

Costermonger

4

Sergeant-at-Law (C)

6

Draper

5

Lawyer, Attorney (C)

7

Fishmonger

6

Lawyer, Pleader (C)

8

Grocer

7-8

Lawyer, Solicitor (C)

9

Haberdasher

9-10

Juror/Questmonger

10

Haymonger

11

Ironmonger

12

Leatherseller

13

Mercer

14

Millener

15

Poulterer

16

Ragseller

17

Spicer

18

Vintner

19

Woodmonger

20

Merchant Adventurer

2-8.g Adventurers               2-8.g.2 Magic Wielders

d100

Type

d100

Type

01-02

Alchemist (C)

01-04

Alchemist-Wizard*

03-07

Barber-Leech

05-06

Bard

08-10

Barber-Surgeon

07-08

Cabalist-Wizard*

11-13

Surgeon-Smith

09-10

Druid (R)

14

Physicker (C)

10

Drug-Trance Wizard*

15-18

Husbandman

11-14

Enchanter

19-20

Beastmaster

15-20

Fili

21-22

Chapman (R)

21-32

Hearth-Witch (mainstream,R)

23-24

Merchant (T)

33-42

Hedge-Wizard (mainstream,R) *

25-26

Merchant-Mariner

43-46

Magus *

27-28

Courtier/Courtesan

47-54

Master Namer

29-31

Craftsman-Artisan **

55-62

Medium-Wizard *

32-34

Craftsman/Mason-Architect

63

Mystic

35-36

Craftsman/Smith-Artificer

64-71

Shadow Weaver

37-38

Diplomat/Spy

72-79

Sorcerer

39-41

Huntsman (R)

80-87

Seer/Sybil

42-45

Woodsman (R)

88-91

Shaman-Dance/Chant

46-49

Jongleur-Acrobat

92-96

Witch (R)

50-52

Mountebank

97-00

Shaman-Drug Trance

53-55

Player-Mime

56-59

Troubadour

60

Knight Simple

61

Sacred Knight

62

Knight Bachelor

63-65

Magister (C)

66-68

Scholar-Sage (C)

69-70

Recommender/-ress

71-72

Rogue-Knave

73-76

Mariner/Boatman

77-79

Warrior-Mercenary

80

Magick-Wielder (2-12.g.2)
Criminals

81

Warrior-Champion

82

Warrior-Assassin

83

Trickster/Imposter

84-85

Knave-CutPurse

86-87

Knave-Draughlatch

88-89

Knave/Forger-Clerk

90

Knave/Forger-Smith

91-92

Knave/Forger-Artisan

93

Knave-Horsethief

94-95

Knave-Roberdsman

96

Knight-Brigand

97-98

Warrior-Brigand

99-00

(roll again) ††

† Indicates the need to roll through the tables again, in order, to determine what sort of cover the NPC uses to hide his nefarious activities, unless the family member (NPC) in question lives solely from the proceeds of his illegal activities, as either an established wolf’s head with a price on his head, is suspected and thus of ill-fame but never brought before the law, or somewhere in between. Such a character likely has a den or retreat in a rural or wilderland near where he commits his crimes, perhaps with a band of cohorts or sharing a den with others of the same ilk. In the period of the game it was not unusual for a powerful outlaw with a large band of followers to set themselves up as robber barons in a deserted ruined keep, or to set up their own motte-and-bailey fort of timber, if they could not find a like-minded nobleman to offer them shelter.

Social and clerical criminals such as forgers (of all sorts) must maintain a respectable front in order to disarm their potential victims and divert suspicion.

†† Indicates a compound result. Roll twice on the table to find the two trades in which the character is trained. If a result of “00” comes up again, add another trade, but compound no more than a total of four (4) trades. The first trade rolled should be Primary, the second one Allied to it, the third rolled should be the Secondary, and the fourth rolled should be Allied to it.

* These entries denote different formats applied to wizardry. They are applied to the schools of knowledge already presented, as described in the Grimoire. Of these, Alchemists and Shamans practice only Low Magick, and so are defined by the trades of WiseWomen and CunningMen. Cabalists, Drug-Trancers and Great Weavers practice Low and Common Magick, and so are defined by the trades of Hedge/Hearth Wizards and Hearth/Hedge Witches. The GM should roll again on the table, ignoring any of the entries marked with an asterisk (*) to see which of the Ars Quintates is actually performed, or if the character is an Arch Mage or Witch.

** indicates that the craft needs to be specified on table 2-8.

.

The tables above are set up to be diced on but, regardless of whether a Quick Method or Custom Method character, the player is by no means required to accept a random result, but is free to pick what he likes for his character’s background.

Because the definitions of the family stations from the tables and their relationships to one another do fill several pages and only really affect roleplay (as opposed to having further importance to the process of Character Creation), including them here would only clutter this section needlessly. All of the details on the titles used to describe both Class and Station have been grouped together with the rest of the social background provided for the player’s use in roleplaying in Part II. Playing the Game, Chapter 1. Character Background.

It is very important that the GM read the entries for all the results for the backgrounds of all the characters in his game, otherwise it will be impossible to actually understand what those results mean in the medieval gameworld, where they fit in for the purposes of drawing them into the adventures he plans, and how those results affect not only the way the characters will be expected to carry and conduct themselves in public, but how they will be expected to treat those of the other classes and stations in the various social situations that may arise during play.

The GM needs this information to fill in all the family names, place names, friends, and other details lacking in order to provide a complete picture of the character’s place in the world, tie him to it and fill it with color and life, as well as motivations for getting involved in the adventure at hand and describing his relationships with the rest of the PC’s.

The GM should be aware that the “Adventurer” result on table 2-3. and “Outlaw Adventurer” on table 2-3.b are followed by “(see GM)” in the PG, those players who roll that result will be coming to the GM to notify him of them. The GM should then roll or allow the player to roll on table 2-3.g to determine the actual trade the character’s parent pursues in his travels and adventures and pass that information on to the player.

The Adventurer entry is very special, indicating that either one or both the character’s parents (GM’s discretion, perhaps generating a separate station for the mother to see if “Adventurer” comes up again) is of PC caliber, indicating their attribute scores should be determined in the same manner as any other PC. The number of tables the players must get through to achieve a result of Adventurer is designed to give emphasis to how rare and exceptional the PC’s and those of their ilk should be in the game world. The narrow range given to the magick-wielding trades and the sub-table used to determine what type is to further emphasize how rare and wonderful magick is in the gameworld.

Because of the of the relative rarity with which this result should occur and the rarity of heroic characters in the gameworld in general, the GM should consider as a rule of thumb automatically making the adventurer parent of the same trade as the PC he raised. In the case to,

IF the GM should be dicing to randomly generate the details for a NPC for his own needs and such a result should come up, the actual trade would likely be determined by the needs of the adventure or campaign at hand, otherwise the GM can follow the tables.

IF the parent of a PC should be determined to be a Sacred Knight, the GM must be sure the player understands that the character will have all the advantages of the noble class in skills and knowledge and he will be expected to uphold that standard of behavior, regardless of his class by birth. The money for the character will be determined according to the originally determined class and station by birth, however. Such a PC will have the opportunity to train in arms when he is ready and upon achieving sufficient wealth or applying to the same order to which his Sacred Knight father is sworn, he may be elevated to knighthood. If the Sacred Knight trade is chosen for the character, he will have all the same benefits to skills and skill levels provided other characters following in their parents’ footsteps explained in Step 3.

IF the player chooses, the character may be a Squire, a full Warrior but in social rank still one step below a Knight Simple.

Interpreting “In Service” Results

In the tables for stations there are a number of entries generically labeled “in Government Service” or “in Household Service”. The players should get together with the GM to determine specifically what area the parent provides service in and what his “office” is, his duties and responsibilities. This may or may not require a bit of negotiation to make sure both player and GM are satisfied.

For the GM’s convenient reference, rosters as comprehensive as could be drawn up of the officials and clerks of the various offices of Crown and local (shire) government (and noble households and religious foundations, as well) have been compiled. These are presented in order of rank within each department in Chapter 3. NPC Generation, as they are used for defining NPC’s rather than PC’s, even in this case, as the PC’s family members to which the term “in service” might be applied, are all NPC’s.

For the GM’s convenient reference, rosters as comprehensive as could be drawn up of the officials and clerks of the various offices of Crown and local (shire) government (and noble households and religious foundations, as well) have been compiled. The GM can use these rosters of officials and positions of varying degrees of power as a blueprint for the government of his medieval monarchy, filling the offices with named NPC’s as they are encountered. Where the GM sees a number quoted in parenthesis next to a position, that indicates the number of people of that rank attending to the responsibilities of that office according to the records of the king’s household in the reign of Edward I (r. 1272-1307). With the vagaries of life, chance, politics, favor, and the like, those numbers may easily be varied, fudged by one or a few in either direction. Perhaps such variance is a matter of note and gossip at the court and among the government functionaries.

The GM should feel free to fill the empty offices with NPC’s as those PC’s coming in search of someone of that rank encounter them over the course of the game, trying not to exceed it by more than a couple here or there, except in the cases of layman-usher and layman-sergeant or yeoman warrior positions (horseguard, archers, etc.), sumptermen, grooms, outriders, and the like who provide the armed defense of the royal household, the core of the king’s army. Those positions might be as much as doubled in numbers, especially during times of unrest either civil by threat from abroad.

For the GM’s use in dealing with Courtier characters who wish to go politicking or navigate the ranks of government officials in getting their various causes addressed this is the map, as well as a guide to the rules of precedence between the officials and their respective offices. Table 2-13. is provided to help determine the actual position of those “in Service”, whether local shire or baronial or royal service. The results of this table refer to the rosters of positions that follow.

Any PC Courtier having permission to attend the royal Court long enough to witness a slow increase in the number of soldiers in and/or around the royal household, or with any contacts in a position to notice the same thing, just might be seeing a sign of some sort of large-scale trouble brewing, or of the onset of royal paranoia, or even the growing danger of an attempted palace coup, if it is at the orders of a powerful nobleman, especially if the king is a minor, or by order of one in a powerful position within the government already (Chamberlain, Chancellor, Treasurer or Keeper of the Exchequer, Constable, Lord Marshal, etc.).

Singular entries in the rosters of government officials and offices without numbers will indicate offices held and duties discharged by a single individual and, once filled, will remain occupied by that NPC until he should retire from service, unless the GM sees a need to have the king order a replacement, perhaps to move him up the ranks as a reward for service and/or in response to pressure from influential nobles of the realm, or due to his death, or some public disgrace or malfeasance of office too great to ignore.

Those entries noted as being plural in office-holders but being followed by no number quote, especially like those found in the Officers of the Realm roster, can be duplicated and awarded as many times to as many NPC’s as the GM likes. There can be as many Keepers of the Forests as the GM wants royal forests under the Forest Law in the realm.; as many Keepers of royal Estates and lands as he wants royal estates (manors, castles, etc.) in the realm; as many Deputy Keepers as he has ranking Keepers with more important business to attend to, and so on.

Spheres of Service

d10

Government Service

1

Chancery

2

The Exchequer

3

King’s Privy Wardrobe

4

King’s Chamber

5

King’s Hall

6

The Marshalsea

7

King’s Officers of the Realm

8

Shire Government

9

Religious House

10

Noble House

Offices of Crown

Government

The Chancery *

Chancellor **

Keeper of the Chancery Rolls †

Keeper of the Hanaper

Chafewax

Spigurnel

The Royal Scriptorium

Clergy :

Master of the Scriptorium (Writing Office)

Greater Clerks of the Chancery “Clerks of the 1st Form” (12)

Clerks of the Roll

Clerk of the Parliamentary Roll

Commanders of Writs

Examiners

Clerks of the Crown (2)

Cursitores

Clerks of the Office

(c. 100 or more total)

Office of the Clerks of the King’s Ships

Clergy :

Admiralty Clerks of Chancery :

(of the Ports of the North)

(of the Ports of the South)

(of the Ports of the East)

(of the Ports of the West)


The Exchequer

The Upper Exchequer (Exchequer of Account)

Clergy :

Chancellor of the Exchequer

Treasurer of the Exchequer

Marshal of the Exchequer

Constable of the Exchequer

Chancellor’s Scribe/Clerk

Treasurer’s Scribe/Clerk

Chamberlain’s Clerk

Marshal’s Clerk

Constable’s Clerk

Chief Writing Clerk

Clerk of the King’s Remembrancer

Calculator

Tally Cutter

Laymen :

Usher of the Upper Exchequer

The Lower Exchequer (The Receipt)

Clergy :

Treasurer’s Clerk (Clerk of the Lower Exchequer)

Tellers (4)

Laymen :

Sergeant Usher of the Exchequer

Knight Chamberlain of the Receipt (2)

Watchman

* Chancery is considered by the clergy to be their private preserve, especially considering the fact they have an exclusive monopoly on formal education. Any who are educated privately who enter Chancery without being clergymen are not only highly unusual, but will not remain outside the clergy for long, for the livings for all Chancery clerks are supplied by the Church.

** The chancellor is always a bishop of the Church.

† The Keeper of the Rolls is always a Clerk of the 1st Form, and is also often the Master of the Scriptorium at the same time, but this will be the GM’s call to make.

The rights of the Church in the positions of the government are a matter of long-standing custom held over from the days when there were no others fit in the realm to be called for such service.

In the period of the game, the machinery of Crown government had become too big to follow the king on his perambulations about the realm, especially considering the records amassed by that point, and so became permanently lodged, historically at .

The King’s Household

The Chamber

Clergy:

Controller of the Chamber

General Surveyors of the Chamber (2)

Chief Clerk of the Chamber

Clerks of the King’s Chamber (6-8)

Laymen:

King’s Chamberlain *

Receiver of the Chamber

Surveyor/Keeper of the Viands for the Royal Mouth

Sergeant Usher of the Chamber

Sergeants-at-Arms of the Chamber (4)

Sergeant Naper (Laundryman)

Ewerers of the Chamber

Sewer of the King’s Table

Squire of the King’s Body **

Squire Usher

Squire Carver

Squire Cupbearer

Sergeant Usher’s Valet

Harbinger of the Chamber

Porters of the Chamber

Squires of the Court ††

Yeomen of the Chamber (8)

Sumptermen of the Chamber (16)

King’s Minstrels (2)

Kings Trumpeters (2)


The King’s Privy Wardrobe

Clergy:

Treasurer/Clerk/Keeper of the Privy Wardrobe

Controller of the Privy Wardrobe

Keeper of the Privy Seal

Clerks of the Privy Seal (3)

Cofferer

Controller’s Clerk (assistant)

Cofferer’s Clerk

Controller’s Clerks (7+)

Keeper’s/Cofferer’s Clerks (4)

The Great Wardrobe

Clergy:

Usher of the Wardrobe (Clerk of the Spicery)

King’s Surgeon

King’s Physicker

Laymen:

Sub-Usher/Harbinger of the Wardrobe

Yeoman Porter of the Wardrobe

King’s Chief Banker †

The Spicery

Clergy:

Clerk of the Spicery (Usher of the Wardrobe)

Sub-Clerk of the Spicery

Laymen:

Sergeant Chandler

The King’s Hall

Clergy:

Steward’s Clerk/Coroner/Clerk of the Market

Chief Clerk of the Kitchens

Chief Clerk of the Pantry & Buttery

Clerk of the Marshal Harbinger

Usher of the Pantry & Buttery

(asst. to Chief Clerk of the Pantry & Buttery)

Under-clerk to Chief Clerk of the Kitchens

Laymen:

King’s Steward ◊

Marshal of the Hall

Chief Butler/Chamberlain of Wines

Butler’s Attorney

Marshal Harbinger

Marshal’s Sergeant

Marshal Harbinger’s Sergeant

Yeoman to Marshal Harbinger’s Sergeant

Chief Usher

Administrative household knights banneret (20+)

Administrative household knights bachelor (40+)

Sergeant Ushers (2)

Sergeant Surveyor of the Dresser

Chief Sergeant of the Pantry

2nd Sergeant of the Pantry/Butler

3rd Sergeant Butler

Sergeant Baker

Waferer

Sergeant Dapifer

Sergeant Larderer

Sergeant Poulterer

Sergeant of the Scullery

Sergeant of the Saucery

Sergeant/servant carry meals & bread to the king and Chamber

Squires of the Dresser (3)

Squire Fruiterer

Yeoman Ushers

King’s Horseguard (30+)

Yeoman of the Guard (footmen archers, 24)

Yeoman Usher of the Kitchens

Yeoman of the Pantry

Yeoman of the Porters of the Pantry

Yeoman/servant carry meals & bread to the king and Chamber

Yeoman Purveyor of the Bread

Yeoman Bakers (2)

Yeoman of the Cuphouse

Yeoman Drawer of Wine

Yeoman Pourer of Wine and Ale

Yeoman Purveyor of Ale (& Beer)

Yeoman of the Pitcherhouse (2)

Yeoman Porters of Wine & Ale

Yeoman Porters of the Larder (2)

Yeomen of the Scullery (2)

Yeomen of the Saucery (2)

Buyers of the Kitchens (3)

Poulterer’s Assistant

The Marshalsea

Clergy:

Chief Clerk of the Marshalsea

Avener/Chief Clerk of the Avenary

Laymen:

King’s Marshal

King’s Farrier

Knight-Master Huntsman

Sergeant-Master/Keeper of the King’s Palfreys & Destriers

Master of Hounds

Master Falconer

Yeomen Purveyors & Farriers (13)

Huntsmen (sergeant/yeomen)

Head Groom

Sumptermen (37)

Palfreymen of the King’s Stables (92)

Outriders (29)

Carters (29)

The Chapel

Clergy:

Clerks of the Chapel (5)

King’s Confessor

King’s Almoner

Laymen :

Sergeants of the Chapel (4)

* The Chamberlain is never less than a knight banneret in rank, and more usually a baron (Lord) or Earl.

** The king’s personal squire is always a young man of gentle (noble) birth from a high-ranking family closely allied with the Crown.

† The King’s Banker is always a free commoner, an extremely successful merchant of extensive wealth and holdings, sometimes a foreigner, as was the case of the Lombard bankers that backed the English through most of the period of the game.

†† These may consist of any number of hostages, wards, and/or children of allies and vassals.

◊ The king’s steward is always a high-ranking, wealthy Lord, no less than an Earl.

King’s Officers of the Realm

Clergy:

Justices’ Keepers’ Clerks

Justices’ Keepers of the Rolls & Writs

Keepers of Chamber Manors

Laymen:

Keeper/Justice of the Forests of the North

Keeper/Justice of the Forests of the South

Keeper of Royal Lands of the North

Keeper of Royal Lands of the South

Keeper of Royal Lands of the East

Keeper of Royal Lands of the West

Keepers/Justices of Forests (specific)

Captains/Masters of the Kings Ships (15)

Constables of the King’s Ships (15)

Baron Keepers of Royal Lands

Deputy Keepers

Sergeant Foresters

Deputy Foresters

Verderers

Woodwards/Keepers of the Private Woods/Parks/Chases

Reeves of Forest Vills

Regarders

Agisters

Rangers of Disafforested Districts

Huntsmen/Keepers of Horses, Hawks & Hounds (specific by beast)

Valet/Keepers of Horses, Hawks & Hounds (specific by beast)


The Queen’s Household

Ladies in Waiting (4)

Damsels in Waiting (9)

Knights Banneret (4)

Lord Steward

Clerks of the Household:

Lord Treasurer

Lord Controller

Master Physician

Chaplain

Lord Almoner

Servants & Clerks:

Marshal of the Queen’s Hall

Clerk of the Marshalsea

Sergeants at Arms (2)

Clerk Writing the Queen’s Own Letters

Pantler

Butler

Master Cook for the Queen’s Own Mouth

Cook of the Queens Household (Familia)

Saucer

Usher of the Queen’s Hall

Scullion

Further Servants:

Apothecary

Smith (2)

Chandler

Servants (5)

Squires (22)

Squires’ Servants

Waferer

Servant of the Wardrobe (+4)

Laundress of the Chamber

Laundress of the Nappery

Watchmen (2)

Groom of the Palfreys

Groom of the Larder

Harbinger

Groom-Smith

Grooms (33)

Messengers (2)

Carter of the Queen’s Great Wardrobe

Carter of the Larder

Carters of the Little Carts of the Queen’s Small Wardrobe (2)

Carter of the Medium Cart of the Queen’s Small Wardrobe

Carter of the Medium Cart of the Buttery

Carter of the Medium Cart of the Kitchen

Sumpterman of the Saucery

Sumpterman of the Chapel

Sumptermen (20)

Palfreymen & Keepers of the Queen’s Chargers (9)

Palfreymen (16)

Porter of the Great Wardrobe

Boys of the Queen’s Damsels (4)

Boys of the Queen’s Confessor (4)

Outriders of the Queens Carts (7)

Keepers of the Hackneys for Saddle Cloths (3)

Shire Government

Clergy:

Sheriff’s Clerk

Keepers/Clerks of the Pleas of the Crown

Coroner’s Clerk

Esheator’s Clerk

Hundred Clerks

Laymen:

Sheriff

Knight Coroner of the Shire (up to 4)

Knight Esheator of the Shire

Constable of Castles

Sub-Constables

Bailiffs Itinerant of the Shire

Chief Bailiffs

Constables of Hundreds

Bailiffs of Hundreds

Constables of Townships or Vills

Bedels/Radmen


Noble House Officers

Clergy:

Chancellor/Keeper of the Seal/Personal Secretary

Master of the Writing Office

Treasurer (Exchequer)

General Surveyor of the Chamber ◊

General Surveyor of the Chamber ◊◊

Treasurer

Cofferer

Household Chaplain

Confessor *

Physician

Legate

Laymen:

Steward **

Stewards †

Steward of the Household ††

Chamberlain

Master of the Wardrobe

Usher/Doorward

Household Knight

Huntsman

Factors/Men of Affairs/Buying Agents (itinerant)

District or Estate Bailiff(s)

Manor Reeve(s)

◊ A general auditor for all household accounts.

◊◊ A general administrator over all estate revenues.

* May be one and the same as the Chaplain, especially in lesser noble houses.

** The Lord’s assistant in all matters.

† Administrators over groups or individual estates.

†† May be held by two men, one for Above Stairs and Below Stairs, among great lords.


Religious House Officers

Suffragan Bishop †

Abbot/Prior

Prior/Sub Prior

Chamberlain/Chambress

Precentor/Librarian

Sage-Historian

Sage-Philosopher

Magister-Scholar

Scrivener

Translator

Limner/Rubricator

Succentor

Sacristan/Sacrist

Chantor/Chantress

Almoner/Almoness

Cellarer/Cellaress

Kitchener/Kitcheness

Fraterer/Fratress

Infirmarius

Master/Mistress of the School of Novices

Terrier

Porter

Clerk/Secretary

Clerk/Messenger *

Household Knight

Tradesmen

Laborers

† Created only by a High Prelate, Arch Bishop, or Bishop over his staff, an assistant in all matters, often itinerant.

* Each department in the household has their own.