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Silver StandardRevised AD&D 2e Campaign Economy

Prices · Wages · Treasuries

The Silver Standard

One silver piece is one medieval penny; a laborer earns two a day.
Everything else follows.

quarter¼ cp
half½ cp
copper1 cp
silver10 cp
gold10 sp
pound10 gp

Revised AD&D 2e Campaign Economy · Version 2.0 · July 23, 2026

Contents

The reference is arranged as four books followed by a glossary and sources.

Book I · The System

Book II · The Price Catalog

Book III · Taxes, Budgets & Treasuries

Book IV · Money Magic

Back matter

Book I: The System

A historically grounded pricing system for revised AD&D 2e, pegged to late-medieval European prices. The design anchor is independent of edition: 1 silver piece = 1 medieval silver penny (1d), calibrated so that an unskilled laborer earns 2 sp per day. The 2e books supply equipment and magical rules; the historical catalog supplies their prices.


§1. Coinage

CoinAbbrev.ValueDescription
Quarterq¼ cpSmall billon coin, or a quarter-cut copper.
Halfh½ cpHalf-copper. Struck thin; often just a halved copper.
Copper piececp1 cpBillon (debased silver/copper alloy). Blackens with wear — "black money." Token coinage: face value exceeds metal value.
Silver piecesp10 cpFine silver penny. The workhorse coin of the entire economy.
Gold piecegp10 spSmall gold coin. Elite money — most commoners handle a few per year.
Pound piecepp10 gp (100 sp)"The sovereign" — a broad gold coin of ~2 oz., ten times the gp's weight, struck at full metal value. Contract money for land, ransoms, and cargoes. Rare in circulation; the pound more often exists as a ledger entry or letter of credit than as coin.

Electrum (optional): if you keep the ep, it is a large "groat"-style silver coin worth 5 sp, minted by one particular realm and taken at a discount elsewhere.

Money of account: large contracts are written in pounds (pp) even when no coin changes hands — historically the pound and shilling were units of account for centuries before any coin represented them. Optionally add the mark (a pure accounting unit: two-thirds of a pp, exactly 66sp — see §15 and the glossary) for ransoms, fines, and land deals.

Metal basis: gold trades at 10:1 against silver by weight — the actual medieval bimetallic ratio (10:1–12:1 across the period). Every coin's face value matches its melt value: a gp is a standard-weight gold coin worth exactly 10 standard-weight silver coins, and the pp is simply ten gp-weights of gold in one slab. No fiat premium anywhere in the ladder except the copper, which is token money by design.

Coin weight: 50 coins per lb. for cp/sp/gp. Pound pieces: 5 per lb. Quarters and halves: 100 per lb. 1,000 sp is 20 lbs — large payments push naturally toward letters of credit, gems, trade bars, or pound pieces.

Coin trust

  • Copper is local money. It works on trust in the issuing authority. Foreign copper trades at half value or is refused outright; a fallen kingdom's copper is worthless (its silver still spends). Dungeon copper hoards are mostly scrap.
  • Silver is universal. Accepted anywhere by weight if not by stamp. Merchants carry small scales.
  • Gold is scrutinized. Merchants bite it, weigh it, and often can't make change for it. Flashing gold in a village market draws attention.
  • Moneychangers convert foreign coin and cut coin fragments for a 2–5% fee. Paper instruments and their magical authentication are covered in §14.

How coin is made, and why it looks the way it does: struck, not cast. A hand-shorn blank goes on an anvil die, the moneyer holds the upper die over it like a punch, and one hammer blow prints both faces. Nothing constrains the metal's spread, so no two coins are the same shape and none is truly round; off-center strikes, ghost-doubling, and the raised lump of a cracked die all pass as sound coin. The mint's obsession is weight and fineness, not geometry — heavy blanks are snipped to standard before striking, and the assay furnace answers for the alloy. Molds are the forger's tool: cast coin is porous under a file and rings dead on stone, which is why "struck, not cast" is itself the first mark of honest money. Clipping — shaving a sliver of silver from the rim of every coin that passes — is the standing plague, and the countermeasure is design: a cross struck clear to the rim, so a clipped coin confesses by its shortened arms (cutting along that same cross is how legitimate quarters and halves are made — see the coin table above). A machine-round coin with a patterned rim would end half of this; no mint in this world has one. Roundness proves nothing, and everyone knows it.

The street assayThe question it answers
The scaleis the metal all there? — clipping, and sweating (coin shaken in a bag for its dust), show at once
The ring, flicked onto stoneis it what it claims? — true silver rings clear, high, and long; base alloy damps the tone to a clack, and plated cores, cast fakes, and cracked coins sound dead. Coin, like a cask or a horse, is sound or it is not
The eye and thumbis the alloy honest? — good silver wears bright; debased coin shows the blush of copper as the surface wears through

The touchstone — a black stone that reads an alloy in the color of the streak drawn across it, matched against needles of known fineness (see the glossary) — and the furnace belong to the mint and the exchange; the street polices its money with thumb, ear, and scale — which is why the moneychanger's counter is a slab of stone, and why a market that has handled ten thousand pennies cannot be fooled by the ten-thousand-and-first.

Setting-flavored coin names

Mechanical abbreviations (q/h/cp/sp/gp/pp) stay constant; the names below are what NPCs say. The mechanical quarter is one quarter of a copper piece, not the historical farthing: a medieval farthing was one quarter of a silver penny, equal to 2 cp 1 h on this book's decimal ladder. Use the setting names below—or plain “quarter-copper” and “half-copper”—for the two sub-copper denominations.

Forgotten Realms (Waterdhavian standard)

SlotCoinNotes
qcut nibQuartered along the cross on the reverse
hhalf-nib
cpnibBlackened billon; "black nibs" outside their home city
spshardThe universal coin
gpdragon
ppsunCanonically Waterdeep's platinum coin; here re-struck as the 2 oz. gold sun — a broad disc with a radiant face

Variant coins:

  • Taol — square brass coin, face value 2 gp, honored only in Waterdeep. A textbook token currency: outside the walls it's worth scrap brass. Visitors' taols are the classic moneychanger's harvest.
  • Harbor moon — crescent-pierced gold coin inlaid with electrum, 50 gp face in Waterdeep, ~30 gp elsewhere. Used for dock-trade settlements.
  • Blue eye — the electrum groat (5 sp slot), if you use it.
  • Cormyrean mint — thumb (cp), falcon (sp), lion (gp). The crown stamps foreign coin at the border for a fee, a real medieval practice (re-coinage revenue).
  • Sembian trade bars — stamped silver ingots in 10, 25, and 50 gp weights. Ingot money for merchant settlements; discounted a few percent when the stamp is unfamiliar.

Greyhawk (City of Greyhawk standard)

SlotCoinNotes
qbrass bitToken brass, like the copper
hhalf-commonCut or struck
cpcommon
spnoble
gporb
ppplateCanonically platinum; re-struck as a broad 2 oz. gold plate — the name suits the coin's size

Variant notes:

  • Lucky — the electrum groat (5 sp), considered good fortune in gambling houses and often the stake coin at gaming tables.
  • Regional name collisions — neighboring realms strike their own coin and reuse names at different metals (more than one realm calls its gold coin a noble, while Greyhawk's noble is silver). Historically authentic and a working scam vector: quoting a price "in nobles" without specifying whose is an old merchant's trick.
  • Old Imperial coinage — coins of the Great Kingdom's height still circulate at weight, not face; a debased late-Imperial common is refused outright. Hoards from ruins date themselves by their coins.

§2. Converting Published Prices

The Silver Standard is a historical repricing model, not a denomination filter applied blindly to a rulebook. Use this precedence:

  1. Catalog. Use an existing price in Books I–II.
  2. Historical analog. Price the new item from the nearest garment, tool, weapon, armor, animal, vessel, or service already in the catalog.
  3. Materials and labor. Build the price from raw materials and the 2 sp common-labor day.
  4. Quality and scarcity. Add premiums for fine work, unusual technology, institutional access, risk, status, or regional rarity.
  5. One-step shift. Only when a fantastic or rules-specific cost has no grounded analog, keep its number and drop one denomination:
  • X gp → X sp
  • X sp → X cp
  • X cp → X/10 cp (bundle, floor at 1 cp, or price in quarters/halves)

Mark a new price by its basis when that distinction helps:

| Label | Meaning | |---|---|---| | Catalog | Already supported by the historical model | | Analog | Newly priced from a close historical or catalog match | | Estimate | Fantastic or poorly documented; priced from scarcity, labor, creation rules, or a shifted rules cost |

Sanity check for any price you improvise: divide by 2 sp to express it in laborer-days, and ask whether that feels right.

The revised AD&D 2e books supply item names and mechanics, not economic authority. The campaign's adnd-2e-revised rules override the PHB or DMG where explicit; otherwise original 2e rules control. Repricing a weapon never silently changes its damage, speed, rate of fire, size, specialization, damage-versus-Large entry, or house-rule property tags.

Unless a row explicitly says wholesale, trade lot, institutional contract, or producer price, catalog figures are ordinary single-item retail in a mid-sized town. Bulk buying is a separate transaction built from the producer or wholesale commodity cost plus packaging, freight, loss, financing, and margin; it does not automatically discount bespoke or finished work.


§3. Street Food & Market Prices

The everyday economy runs on coppers, halves, and quarters. A laborer's 2 sp/day means his family's food budget is a handful of coppers.

ItemPrice
Apple, onion, or turnip1 q
Boiled egg from a stall1 q
Sweet wafer or honey cake1 h
Mug of small ale (weak, everyday)1 cp
Bowl of pottage with bread2 cp
Sausage on a skewer2 cp
Vegetable or cheese pasty2 cp
Mug of good ale2 cp
Hot meat pie from a cart5 cp – 1 sp
Cup of cheap wine4 cp
Eel or fish pie (river town)3 cp
Whole capon baked in a pasty, spiced, from a cookshop8 sp
Whole roast fowl from a cookshop3 sp
Household provisionsPrice
Loaf of bread, common3 cp
"Penny loaf" — 1 sp buys a large loaf; its size floats with grain prices1 sp
Eggs, dozen2–5 cp
Cheese, per lb.3–5 cp
Butter, per lb.4–8 cp
Fresh meat (beef/pork/mutton), per lb.4 cp
Live chicken1 sp
Ale, common/good, per gallon8 cp – 1 sp
Wine, cheap, per gallon3 sp
Wine, good, per quart pitcher2 sp
Wine, fine imported, sealed bottle (vessel included)1 gp
Honey, per pint1 sp
Salt, per lb. (coastal / inland)2 cp / 5 cp
Pepper or ginger, per lb.1–2 gp
Saffron, apothecary retail, per oz.1–2 gp
Sugar, per lb.1–2 gp

Note the pattern: spices and sugar land naturally in gold — they were luxury imports, and a pound of pepper genuinely cost a week's skilled wages. Book II's saffron pound is a merchant or institutional quantity; the apothecary ounce here includes a small-lot premium for breaking it into trustworthy packets.


§4. Inns, Lodging & Lifestyle

Lodging (per night)Price
Floor space by the common-room hearth1–3 cp
Shared bed in a dormitory3 cp
Private room1 sp
Fine room5 sp
Private suite or chamber for a small party2 gp
Stabling with hay5 cp
Stabling with oats/grain1 sp 5 cp – 2 sp

The low end follows the 1331 Merton College travel account: outside London, beds for seven commonly cost 2d for the night (represented here as 2 sp), while four servants once slept two nights for 1d total; London could reach 1d per head. The same account's winter fodder ran much dearer than the beds. Fine chambers and suites are status purchases rather than a separate medieval hotel industry.

MealsPrice
Poor meal (pottage, bread, small ale)2 cp
Common meal (meat dish, bread, ale)4 cp
Good meal (roast, wine)1 sp
Banquet, per head5 sp+
SundriesPrice
Bathhouse visit2 cp
Laundry, bundle1 cp
Candle for your room1 cp

Home-base living expenses (per month). The PHB itemizes daily food and lodging but has no lifestyle ladder. The DMG uses four monthly categories—Squalid, Poor, Middle-Class, and Wealthy—not the seven later-edition daily categories previously listed here. These prices rebuild the four 2e categories from this book's rents, provisions, wages, and services:

Living conditionsPer monthWhat it covers
Squalid1 gpscraps, crowded or improvised shelter, little legal or physical security
Poor2 gpplain provisions and poor city lodging
Middle-Class8 gpprivate lodging, a varied table, fuel, laundry, and ordinary sundries
Wealthy20 gp minimumfine household, conspicuous table, regular services, and entertaining

The rate covers one character operating from an established home base. Away from home, use the itemized nightly lodging and meal tables above. Do not multiply the rate by character level: add the actual cost of dependents, servants, horses, livery, hospitality, and security. Once a character maintains a manor, castle, ship, or similar property, use its household and maintenance budget instead.


§5. Wages & Services

Labor (per day)Wage
Apprenticekeep only — the premium bought the place (Book II §9)
Washerwoman, dairymaid, day-work1 sp – 1 sp 5 cp
Unskilled laborer, porter, linkboy2 sp
Rat-catcher2 sp, plus a bounty by the tail ⟨est.⟩
Sailor, common seaman2–3 sp plus keep aboard and portage
Harvest hand, the Harvestide weeks3–4 sp with meals
Skilled craftsman (mason, carpenter, smith)3–4 sp
Miner3–5 sp, or a share of the ore
Cook hired for a feast3–5 sp plus the makings
Gong farmer (cesspits emptied, night work)4–6 sp
Carter with cart and horse4–8 sp
Master craftsman8 sp – 1 gp
Physician's visit3 sp – 1 gp (fees scale to the purse — Book II §10)

A listed day wage is the retail price of short hire, not a wholesale annual salary. Multiplying it by the 300-day working year is a cross-check, not a hiring rule: annual service commonly substitutes keep, lodging, livery, customary perquisites, and steadier employment for part of the cash. Thus the laborer's 2 sp across the full 300 is 6 pp, and §1's 5–7 pp range is employment luck — 250 found days is the 5, the full year the 6, and the 7 is a full year whose summer works at task rates, since mowing and reaping paid by the acre run 3–4 sp a day. The craftsman's 3–4 sp is his 9–12 pp. A master's 15–30 pp annual is shop income — the 8 sp – 1 gp day rate is what he costs when he can be got at all, not what 300 days of his year pay. The premium rows are premiums for a reason: harvest wages near-double because every farm is bidding for the same three weeks, and the gong farmer out-earns a craftsman for doing, at night, what no one else will do at all. The sailor's edge over the porter is likewise not the coin: keep aboard puts him ahead before he spends a copper, and portage — the seaman's customary right to a corner of freight-free cargo space, traded on his own account in every port (see the glossary) — pays a merchant's margin on a peddler's stake; what remains of the premium is danger pay, since Book III §6 prices the sea's total-loss risk at 10–15% a voyage, and the crew stands on the collateral. The washerwoman's two-thirds rate is the historical record, not a law of the setting — level it if your table prefers.

Letters (per day unless noted)Wage
Jobbing copyist2–3 sp (page copied: 2–3 cp)
Scrivener — letters, accounts, contracts4–6 sp (letter: 5 cp; deed drawn and sealed: 2–5 sp)
Clerk, salaried (town, guild, or lord's office)5–12 pp/yr plus fees (Book III §3)
Tutor, live-in2–4 pp/yr plus keep — and patronage (Book II §9)
Tutor with a name, to a great house10–20 pp/yr plus keep ⟨est.⟩
Interpreter, port or caravan hire3–5 sp ⟨est.⟩

Literacy alone earns a laborer's wage, and the press is why (Book II §9): plain copying is the one scribal product print replaced, so the jobbing copyist lives at the bottom of the letters trade, racing the compositor. What still pays is form and trust, not penmanship — the scrivener knows which phrases make a deed stick and whose seal a court will credit, and the salaried clerk sells his master a year of accountability. The tutor's cash wage sits below all of them because it is bait: a young university man boards with the family, teaches the heir, and is really paid in patronage — the household's interest the next time a temple living or a secretaryship falls vacant. The exception prices accordingly: a scholar with a name tutors a great house at a priest's living, because what he sells is the name. The piece rates say the same thing: at 5 cp a letter, a scrivener with a morning queue has out-earned the copyist by dinner.

Fighting men (per day)Wage
Levy spearman, called outnothing within his district — the service is owed; 2 sp crown's wages beyond it
Town guard, watchman2 sp plus livery
Mercenary footman4 sp
Archer5–6 sp
Mounted archer (rides to the fight, shoots on foot)8 sp
Man-at-arms (mounted, armored)1 gp 2 sp
Knight2 gp 4 sp
Banneret (a knight leading his own company)4 gp 8 sp
Siege engineer, master of works1–2 gp

The ranks are functions, not titles. A man-at-arms is any fully armored rider — knight, squire, or career soldier; the wage is high because it rents his capital along with his skill: harness, warhorse, and remounts are his own (250+ gp standing in the stable, §§89), and they eat whether he fights or not. A knight draws double as rank pay for the same fighting job, and a banneret — a knight leading his own company under his own banner — double again for command. At the other end, the levy (see the glossary) is obligation, not employment: every free man owes armed turnout after his means, mustered a few days a year, serving his own district at its own charge and drawing crown wages only marched beyond it. It yields numbers — wall watch, baggage guard — not soldiers; realms that mean to win hire the companies, and knight's-fee holders buy out of the call with scutage. Book III §5 prices the war this all adds up to.

Why carry a spear for the porter's 2 sp? Because the wage is the floor of the package, not the whole of it. The guard's 2 sp comes every day of the year — no seasonal gaps, which is most of the difference between his 6–9 pp all-in (Book II §1) and the laborer's 5–7 — plus livery, often bread and a dry gatehouse, the standing of a lord's or town's man, and the fees of the post: the gate is where Book II §10's "lubricant" rows change hands, and everyone knows it. War pay adds the lottery: gains of war are owned under written rules (see the glossary) — a soldier keeps what he takes, less his captain's third — and Book II §14 prices the prisoners. One captured man-at-arms at 10–30 pp is three to ten years of a footman's wages; that arithmetic, not the day rate, is what fills the muster rolls.

Travel & feesPrice
Chartered bridge or road passage, pedestrianfree – 2 cp 1 h
Chartered bridge or road passage, laden horse2 cp 1 h – 5 cp
Chartered bridge or road passage, loaded cart5 cp – 1 sp
Chartered bridge or road passage, heavy wagon1–2 sp
City gate toll, resident or empty local cartfree – 2 cp
City gate toll, loaded nonresident market cart5 cp – 1 sp
City gate toll, heavy wagon or valuable commercial load1–2 sp, often plus commodity toll
City gate toll, subsidized provisions2–5 cp
Ferry, person2 cp 1 h – 5 cp
Ferry, horse and rider1 sp
Ferry, two-horse cart2 sp; +1 sp per additional draft animal
Messenger, foot or ordinary local delivery, per mile2 cp
Messenger, mounted express, per mile1–2 sp
Cab, runner's cart (one man in the shafts), per mile1–2 cp
Cab, carrying chair, two porters, per mile3–4 cp
Cab, mule or pony trap, per mile3–4 cp
Coach, horse pair with driver, per mile5–8 cp
Coach and pair, hired for the day1 gp
Guide, local (the ford, the pass, the next town)2 sp
Guide, wilderness (forester or huntsman)5 sp – 1 gp plus keep ⟨est.⟩
Guide, hostile country1–2 gp, armed and fed, plus a share of any take ⟨est.⟩

Gate and passage charges are not admission prices levied indiscriminately on everyone. Ordinary roads are free; the road rows apply only at a chartered bridge, causeway, pass, or temporary pavage or pontage collection point. Citizens, privileged merchants, empty local carts, and designated provisions are commonly exempt or charged only a nominal amount. A loaded outsider's cart pays around one historical penny — 1 sp under this book's peg — while a heavy wagon or valuable cargo can owe a larger passage charge plus commodity-specific market, murage, or pavage tolls. The ferry ladder follows the documented 1315 Humber schedule: a halfpenny for a pedestrian, a penny for horse and rider, and twopence for a two-horse cart.

The cab ladder is priced by what pulls it — the whole ladder is ⟨est.⟩, since the historical record's coaches-for-hire arrive after our price sources; these are built from wages and feed. A runner's cart is a laborer's wage on wheels: ten fare-miles a day is the same 2 sp, and it weaves where coaches jam. (It undercuts the messenger per mile because the cab rank sells both directions; the messenger comes back empty.) The carrying chair is two porters' wages at walking pace with a better view. Mules plod cheaply; a coach's pair of horses eats 2 sp a day before the driver is paid, which is what the top rates amortize — and oxen never pull passengers, because two miles an hour is freight pace (Book II §12). Guides scale the same way laborers do — but the local guide is not the laborer in full work, who would be trading 2 sp for 2 sp; he is the cottager whose few acres cannot fill his year. His slack day is worth pennies in his own field and 2 sp on the road, and the road pays in the coin his rent is counted in (Book III §1). The corollary cuts the other way in the Harvestide weeks: every idle hand in the village is worth 3–4 sp with meals and his own grain is standing, so the casual guide is not for hire at any casual price. The wilderness guide is a skilled trade with your life in its hands, priced like a craftsman or better. And the guide who will take you where people shoot back charges danger rates and negotiates a share, because he has seen what happens to guides.

Minor magic as professional time

The house rules make prepared wizard cantrips and priest Minor Blessings repeatable. Their marginal spell-slot cost is zero, but preparation capacity and the caster's time remain scarce.

Repeatable minor servicePrice
Incidental use at a temple, guild, or household where already preparedoffering or fee, 1–5 cp
Eligible small repair, cleaning, inscription, measurement, or similar piecework1–5 cp per unit; materials extra
Bespoke attendance or reserved session5 sp–2 gp

These are professional-time rates, not universal tariffs. Mending takes a full 10-minute turn and repairs only a small mundane break or tear. Scribe consumes supplied ink and paper. Detect Magic reveals presence only, while Read Magic reads notation but identifies no item. Message reaches 60 feet along an unobstructed path and is not a courier substitute. Minor Blessings expressly do not heal, preserve provisions, or replace shelter.

Leveled spellcasting

The 2e DMG's NPC Spell Costs table is not an economic price list. Its accompanying text begins with player characters in desperate need, says the caster knows the party is “over a barrel,” calls the figures minimums that can seldom be lowered, and states that the prices are meant to make it better for someone in the party to learn the spell. Shifting those numbers one denomination preserves that punitive game function; it does not turn them into historically derived retail prices.

Start with the caster's relationship to the beneficiary:

RelationshipNormal consideration
Party memberA full treasure share, mutual protection, equipment, and the party's payment of consumed components; never a fee per spell
Henchman or adventuring retainerThe agreed treasure and magic-item share, upkeep, loyalty, and risk terms; casting is part of the expedition, not piecework
Household, guild, court, or temple casterSalary or benefice, keep, facilities, patronage, and institutional duties; the patron allocates scarce prepared spells without paying an internal retail charge
Public temple or guild officeAn offering or posted fee only for services the institution chooses to provide; doctrine, membership, law, scheduling, and triage control access
Unaffiliated stranger in an emergencyNo guaranteed market. The caster may refuse, demand a favor or quest, or name an exploitative price; the shifted DMG figure can be used deliberately as that over-a-barrel demand

Only the first four spell levels support anything resembling a recurring service market in the grounded-caster baseline:

Offered serviceWorking considerationAvailability
Routine 1st-level effect already prepared at a public office1–5 sp offering or feevillage priest, hedge-mage, temple, or guild where the effect fits ordinary duties
Reserved or bespoke 1st–2nd-level effect5 sp–2 gp, plus materials and travelappointment and usually next-day preparation; refusal remains possible
Established 3rd-level institutional service2–10 gp, donation, or reciprocal servicemajor town or city; only for effects the institution openly provides
Exceptional 4th-level institutional service5–20 gp if quoted in coin at allgreat temple, court, or guild; patronage and priority usually matter more than cash
5th-level or higher effectno ordinary cash marketheld by senior officeholders and powers with their own agendas; obtain it through faith, patronage, alliance, obligation, or a party caster

The arithmetic begins with the wage table above: a master professional costs 8 sp–1 gp for a day and a physician 3 sp–1 gp for a visit. Book II §10's 20–60 pp annual casting retainer is 200–600 gp, or roughly 7 sp–2 gp per duty day over 300 days, before keep, chapel, and patronage. An already-prepared 1st-level effect takes a fraction of that day; reserving tomorrow's preparation buys most or all of it. The 3rd–4th-level bands then add access to a much rarer institutional office and priority over its other duties. The sequence stops at 4th level because extrapolating it would falsely turn senior powers into vendors.

A quote is the applicable band plus consumed materials, unusual travel or preparation, danger, legal exposure, and urgency. A permanent or exceptionally valuable result may be priced against the benefit to the buyer, but that is a commission or bargain, not the cost of “one slot.”

Spell level alone can mislead. Identify is a 1st-level spell, but a useful commercial reading calls for an experienced wizard, eight uninterrupted hours of purification, dangerous handling of an unknown item, an uncertain result, and eight hours recovering the spell's Constitution loss. Treat one multi-item session as an established specialist service at 2–10 gp, not the DMG's shifted 100 gp per item. The client still bears the risk of false or incomplete readings.

Components are charged only when consumed or when an expensive reusable focus must be supplied. Identify's pearl is reusable professional equipment; Raise Dead has no priced component. Lower-level wizard spells may occupy higher-level slots under the house rules, improving a retained wizard's scheduling flexibility without strengthening the spell or creating an “upcast” premium. The priced 2e component list is in §11, and the consequences for medicine, death, and travel are in Book II §§10 and 12.


§6. Adventuring Gear

These are the revised 2e equipment names repriced from the historical catalog. They replace both the PHB cash column and the former shifted-SRD list.

Unless a row says otherwise, the quote is ordinary urban retail: one adventurer buying one article. A merchant buying a bale, crate, or gross starts from the producer or wholesale commodity price elsewhere in this book, then adds containers, freight, loss, and margin; do not apply an automatic bulk discount to finished gear. Where this section gives both units — a sheet and a quire, a single piece and a bundle, or a day and a week — the two prices intentionally coexist as retail and quantity/package quotes.

Containers, camp gear, and lightPrice
Backpack2 sp
Barrel, small5 cp–1 sp
Basket, small / large1 h / 1–2 cp
Bedroll1 sp
Blanket, winter5 cp–1 sp
Belt pouch, small / large5 cp / 1–2 sp
Chest, small / large1–2 sp / 2–3 sp
Sack, small / large5 cp / 1–2 sp
Tent, small / large / pavilion5–10 gp / 20–30 gp / 100+ gp
Candle, tallow1 cp
Candle, beeswax (clean, bright)5 cp
Lamp5 cp
Lantern, hooded5 sp
Lantern, bullseye1 gp
Lantern, beacon15–30 gp
Oil, flask1 cp
Tinderbox or flint and steel5 cp
Torches, 21 cp
ProvisioningPrice
Rations, per day5 cp
Rations, standard, week3 sp 5 cp
Rations, dry, week4 sp
Rations, iron/durable, week5 sp
Waterskin2 cp
Small barrel of pickled fish3–8 sp
Climbing, restraint, and field toolsPrice
Block and tackle1–2 gp
Chain, light / heavy, per ft.1 sp 5 cp / 4 sp
Crampons1–2 gp
Crowbar2 sp
Grappling hook5–8 sp
Hammer1 sp
Ladder, 10 ft.1–2 sp
Manacles1–2 gp
Piton5–8 cp
Rope, hemp, 50 ft.2–4 sp
Rope, silk, 50 ft.5–10 gp
Lock, poor / good / master5 sp / 2–5 gp / 10+ gp
Mirror, steel5 sp
Healer's kit5 sp
Whetstone1 cp
Specialist and personal gearPrice
Bell1–5 sp
Bolt case1–2 sp
Chalk1 q each or 1 cp/bundle
Fishhooks and line2–3 cp
Fishing net2–5 sp
Glass bottle1–5 sp
Hourglass2–5 sp
Iron pot3–5 sp
Magnifying glass2–5 gp
Map or scroll case1–2 sp
Merchant's scale1–3 sp
Musical instrument2–5 cp common; 1–3 gp good lute
Perfume, vial1–5 sp
Quiver1–2 sp
Sewing needle1–2 cp
Signal whistle1–2 sp
Soap, lb.1 cp coarse; 3–4 cp fine
Spyglass100 gp
Water clock10–30 gp
Writing and magical suppliesPrice
Ink, common writing, pint2 cp
Ink, arcanist's, 1 oz. bottle1 gp
Ink pen1 q
Paper, single sheet / quire of 251 q / 4 cp
Papyrus, sheet1 cp
Parchment, sheet2 cp
Sealing wax, stick1 cp
Signet, brass / silver2 sp / 1 gp
Spellbook (blank)5 gp
Component pouch2 gp 5 sp
Arcane focus1–2 gp
Holy symbol, wood / silver1 cp / 1–5 gp
Holy water, flaskdonation or service; 2 gp 5 sp benchmark
Thieves' picks5–10 gp
Artisan's tools5 sp – 3 gp
Clothing packagesPrice
Clothes, common (the fripperer's, used)5 sp
Clothes, traveler's (used road kit)2 gp
Clothes, fine15 gp
Clothes, noble's (with jewelry)75 gp+

Sub-copper items from the books (chalk, string, a single candle-stub) are priced in quarters and halves or sold in bundles — see §10.

Lighting note: candles were genuinely expensive in period (tallow ran ~1.5d/lb), so a 1 cp tallow candle is historically honest. Poor households went to bed at dark.

Provisioning note: the 3–8 sp pickled-fish row includes both the fish and its cask; the 5 cp–1 sp barrel row is an empty small container. A trade buyer returning sound casks or furnishing their own pays for fish, packing labor, salt, and loss rather than buying the vessel again.

Writing note: the published prices for ink and paper collide with the record and Book II §9's print economy. Paper is 4 cp the quire and a lone sheet is sub-copper retail; that is a legitimate quantity discount, not two competing values for the same sale. The 1 gp bottle is arcanist's ink, the grade that holds a sigil; common oak-gall ink runs 2 cp the pint. Ink was never dear — the hand that drives the pen was (§5).

Clothing note: the packages reconcile with Book II §3 through the second-hand market. The house-rule Mending cantrip repairs one small mundane break or tear after a turn of work; it does not replace missing material or restore destroyed armor, weapons, or complex mechanisms. That helps old garments survive, but does not make cloth or tailoring free.

The rope, chain, grappling hook, piton, manacles, and thieves' picks rows are priced from the book's own iron, steel, leather, and textile costs rather than from a shifted modern list. Manacles cost more than an equal short length of chain because fitted cuffs, hinge or staple work, and a locking closure are smith's work rather than raw links.


§7. Weapons

Listed prices are ordinary retail for munitions-grade weapons: serviceable, unadorned, arsenal-quality. A crown, city, or mercenary company buying a standardized lot directly from makers may negotiate a lower bulk trade price; that is not a second retail price for the same sale. Use the original 2e damage, speed, rate of fire, size, proficiency, specialization, and damage-versus-Large entries; the house-rule property labels are presentation only.

Bows, crossbows, and ammunitionPrice
Blowgun5 sp
Barbed blowgun darts, 102 sp
Blowgun needles, 101 cp
Short bow2 gp 5 sp
Long bow5 gp
Composite short bow5 gp
Composite long bow8–10 gp
Flight arrows, 202 sp
Sheaf arrows, 201 gp
Hand crossbow15–30 gp
Light crossbow2 gp 5 sp
Heavy crossbow5 gp
Hand-crossbow quarrels, 105 sp
Light quarrels, 202 sp
Heavy quarrels, 204 sp
Axes, picks, hammers, and macesPrice
Battle axe1 gp
Hand/throwing axe5 sp
Footman's mace5 sp
Horseman's mace5 sp
Footman's pick1 gp
Horseman's pick8 sp
Warhammer1 gp 5 sp
Lucern hammer1 gp 5 sp
Bec de corbin1 gp 5 sp
Flexible and impact weaponsPrice
Club2 q
Quarterstaff2 cp
Footman's flail1 gp
Horseman's flail8 sp
Morning star1 gp
Scourge5 sp
Sling1 cp
Sling bullets, 201 sp
Sling stonesfree when gathered
Staff sling5 cp
Whip1 sp
Spears, lances, and thrown weaponsPrice
Dart5 cp
Harpoon1 gp
Javelin5 cp
Knife5 cp–1 sp
Spear1 sp
Trident1 gp 5 sp
Light horse lance8 sp
Medium horse lance1 gp
Heavy horse lance1 gp 5 sp
Jousting lance2 gp
Mancatcher3–5 gp
SwordsPrice
Dagger or dirk2 sp
Short sword1 gp
Broad sword1 gp
Long sword1 gp 5 sp
Scimitar1 gp 5 sp
Khopesh1 gp 5 sp
Bastard sword2 gp 5 sp
Two-handed sword5 gp
PolearmsPrice
Awl pike2 sp
Bardiche1 gp
Bill-guisarme1 gp
Fauchard5 sp
Fauchard-fork8 sp
Glaive2 gp
Glaive-guisarme2 gp
Guisarme8 sp
Guisarme-voulge1 gp 5 sp
Halberd2 gp
Hook fauchard1 gp
Military fork8 sp
Partisan1 gp
Ranseur1 gp
Spetum1 gp
Voulge1 gp
Gunpowder optionPrice
Arquebus50–100 gp
Powder and shot, one charge1–5 sp

PHB Table 44 supplies the weapon categories and PHB Table 45 their missile ranges, but its cash values do not control this table. A one-step shift would, for example, leave a short bow at 3 gp, a long bow at 7 gp 5 sp, and a hand crossbow at 30 gp; the prices above instead follow construction, scarcity, and the established weapon ladder.

Historical footnote: recorded English war bows bought in quantity could cost 1–2 shillings sterling, while a sheaf of forged war arrows could cost more than the bow. That is a bulk procurement observation, not a competing retail tag. The retail bow prices above allow for market variation; the war-arrow line preserves the important ammunition ratio. Use hunting arrows as the default if you don't want ammo cost to bite.

Most polearms are peasant tools or simple forged heads on long shafts, so their prices cluster more tightly than the PHB list. The arquebus remains a campaign-era option subject to the referee's permission.

For quality, the 2e DMG supports a broader spread than a single named-smith multiplier:

  • Functional fine weapon: ×5 normal.
  • Masterwork weapon with a game bonus: up to ×20 normal.
  • Ornamentation: add materials and workmanship separately; ×10 is a useful starting point for conspicuous status work.

§8. Armor

Use the original 2e armor categories and the house rules' ascending-AC presentation: ascending AC = 20 − descending AC. Dual notation such as AC 18 [2] is useful during transition.

ArmorAscending AC [2e AC]Price
Padded (gambeson)12 [8]5 sp
Leather12 [8]1 gp
Hide14 [6]1 gp
Studded leather13 [7]4 gp 5 sp
Ring mail13 [7]10 gp
Scale mail14 [6]15 gp
Chain mail15 [5]30 gp
Banded mail16 [4]40–80 gp
Brigandine14 [6]40–80 gp
Splint mail16 [4]40–80 gp
Bronze plate mail16 [4]60–100 gp
Plate mail17 [3]80–100 gp
Field plate18 [2]150–400 gp
Full plate19 [1]400–1,000 gp
Full plate, princely garniture19 [1]1,500–4,000 gp

Armor Class is mechanical; price variation buys fit, finish, provenance, ornament, and availability. Plate mail, field plate, and full plate remain distinct rules entries even where their quality ranges overlap.

PHB Table 44 supplies these 2e armor categories, and Table 46 supplies their Armor Classes; neither supplies the target economy. A blind one-step shift would put chain mail at 7 gp 5 sp, field plate at 200 gp, and full plate at 400–1,000 gp. The first badly understates mail labor while the latter two happen to meet the lower ends of the historical ranges, so each row is checked independently rather than moved by one universal factor.

Helmets

HelmetPriceNotes
Basinet1–3 gpfitted plate headpiece
Great helm3–8 gpheavier enclosed headpiece

Shields

ShieldPrice
Buckler5 sp
Small shield8 sp
Medium shield1 gp
Body shield2–3 gp

Historical cross-check: chain mail at 300 sp sits in the recorded 240–1,200d range for a mail shirt, and mail has the same quality spread — riveted export mail at the listed price, fine double-mail 2–3×. Splint, banded mail, and brigandine remain above the naive denomination shift because their material and fitting costs cannot plausibly undercut simple leather or munitions plate. These are retail harness prices; a large arsenal contract may be cheaper, while bespoke fitting and decoration move upward through the listed ranges.


§9. Mounts, Vehicles & Livestock

Mount / animalPrice
Donkey8 gp
Mule12 gp
Pony10 gp
Draft horse20 gp
Riding horse30 gp
Courser (fast riding horse)80 gp
Warhorse, light / medium / heavy75–100 / 125–150 / 200 gp
Destrier (exceptional warhorse)500–2,000 gp
Ox13 gp
Cow9 gp
Pig2 gp 5 sp
Sheep1 gp 5 sp
Goat1 gp 2 sp
Chicken1 sp

DMG Table 25's horse-quality overlay remains available within a mount type: high-spirited stock costs ×2 and an exceptional charger ×4. Apply that multiplier only when its movement and carrying-capacity benefits are used; do not automatically stack it merely because a row is named courser, warhorse, or destrier.

Tack & feedPrice
Saddle, riding4 gp
Saddle, military (war saddle, high cantle)8–12 gp
Saddle, pack2 gp
Saddlebags, leather, pair1–2 gp
Bit and bridle8 sp
Halter and lead1 sp
Cart harness, per horse2–4 gp
Horseshoes and shoeing, all four6–8 cp
Feed, hay only, per day2 cp
Feed, oats/grain (working horse), per day1 sp 2 cp–1 sp 5 cp

Barding keeps the original 2e categories and weight rules, but uses the historical armor ladder. Fitting is armorer's work; a horse is measured like a lord.

BardingPriceNotes
Caparison (heraldic cloth trapper, no protection)5–30 gpit's cloth — the ×10 clothing patch applies; embroidered arms at the top end
Half padded1 gp
Full padded2 gp
Leather4 gp
Half scale30 gp
Full scale60 gp
Half brigandine60–100 gp
Chanfron and peytral only (head and chest plates)100–200 gpthe affordable half-measure; common on real men-at-arms' mounts
Chain120 gpheavy and hot — historically rarer than plate barding
Full plate600 gpa magnate's statement; with the destrier beneath it, the assembled animal outprices a manor
Vehicles & vesselsPrice
Cart, two-wheeled6 gp
Wagon, four-wheeled15–25 gp
Wagon/cart wheel1–3 gp
Carriage40 gp
Coach, ornamented500–1,000 gp
Sedan chair10–20 gp
Riding chariot/whirlicote100 gp
War chariot200–300 gp
Canoe, small / war2–3 gp / 5–10 gp
Rowboat or raft5 gp
Fishing boat, coastal15–40 gp
Curragh50–100 gp
Keelboat / river barge150 gp
Knarr500–1,000 gp
Coaster1,000–2,500 gp
Longship5,000 gp
Sailing ship, cog or caravel5,000 gp
Drakkar10,000–15,000 gp
Warship/dromond12,500–15,000 gp
Great galley15,000 gp
Galleon15,000–25,000 gp
Oars, common / galley pair2 sp / 1 gp
Sail5–20 gp
Airship / skyship (settings that have them)25,000+ gp ⟨est.⟩

PHB Table 44 supplies the animal, tack, barding, and vessel taxonomy, but its prices are uneven even after a one-step shift: that method would make a draft horse 20 gp yet a riding horse only 7 gp 5 sp, while full plate barding would still cost 200 gp. The table instead preserves historically plausible livestock relationships, charges trained riding and war stock for selection and training, and prices fitted barding from the human armor ladder. The oats/grain feed rate sits below §4's 1 sp 5 cp–2 sp inn-stabling rate; the difference pays for the stall, water, bedding, and hostler. Hay-only feed remains the cheap maintenance ration.

Small boats are priced from village timber and labor; named hulls are slotted by size, crew, rig, and military role. A heavy warhorse at 200 gp is the historical statement that it was the most expensive object a fighting man owned — nearly three years of laborer income, more than his plate.

Flying ships are a campaign dial, not a market row. Where a setting builds them at all, the hull is the cheap part: the lift — bound elementals, levitation engines, a dragon's bargain — is caster-work priced per §5, which is why the finished ship outprices the galley and is never truly for sale. They are built by the crowns, great temples, and chartered houses that intend to keep them, budgeted like a fleet flagship, and crewed by the scarcest labor in the world. Fares, where lines run, are in the Price Catalog's magical-passage table; freight they do not fix — an airship carries the post and the passengers, never the grain.


§10. Small Change & the Sub-Copper Economy

Three tools, use whichever fits the purchase:

  1. Quarters and halves. For flavor purchases: an apple is a quarter, an egg is a quarter, a wafer is a half. Prices at this level are quoted aloud ("two quarters, and I'm robbing myself").
  2. Bundles. Anything with mechanical weight sells in lots: torches 2/cp, pitons 2/cp, chalk 5/cp, candles 1 cp each.
  3. Fixed price, floating quantity. The assize model: 1 sp always buys a "penny loaf" — the coin is the unit, while the loaf's weight flexes with the grain market. This is the large regulated loaf in §3, not the smaller 2–3 cp coarse or common retail loaf. Use the same principle for other measured staples when hand-waving provisioning.

Bookkeeping rule: quarters and halves exist in the fiction and in quoted prices, but the character sheet tracks whole coppers; loose fractions round away at day's end. (Or track them if a player enjoys it.)


§11. Treasure, Magic & Wealth

The one-step shift applies to treasure exactly as it does to prices, with one recomposition pass so coin finds look medieval:

TreasureConversion rule
Coin hoardsShift one step — a published 2,000 gp hoard becomes 2,000 sp — then reweight by the composition table below
Gems & art objectsShift values directly: a 50 gp gem is now a 50 sp gem. Gems remain the preferred way to move large value at low weight
Magic itemsUse 2e creation cost, scarcity, XP Value as an ordinal signal, and negotiated provenance — never a 5e rarity band
Spell componentsUse the historical material catalog where possible; otherwise shift an explicit 2e cash value one step
Starting wealthClass starting gold keeps its number in silver: a fighter's 5d4 × 10 gp becomes 5d4 × 10 sp. Equipment packages are unaffected, since all prices shifted in lockstep
Selling lootMundane goods use the ordinary second-hand or fence market. Magic resale is negotiated by identification, utility, legality, provenance, and available buyers

Hoard composition, per 100 coins (mid tiers):

CoinOf 100Notes
Copper30often worthless foreign or obsolete issues — see §1
Silver60silver dominates any hoard by count
Gold10gold appears in dozens, not thousands
Pound piecessinglyone in a strongbox is a find; a stack of them is a plot point

Priced 2e spell components

Use catalog material prices first. The values below are rules-specific costs without a better mundane analog, so the one-step shift applies.

Spell and componentPublished 2e valueSilver Standard value
Find Familiar: incense and herbs1,000 gp100 gp
Identify: pearlat least 100 gpat least 10 gp; reusable
Clairaudience: small hornat least 100 gpat least 10 gp
Illusionary Script: alchemical inkat least 300 gp/useat least 30 gp/use
Leomund's Trap: prepared dust200 gp20 gp
Phantom Steed: engraved gold tubeat least 1,000 gpat least 100 gp; reusable
Wall of Force: powdered diamond5,000 gp500 gp
Rainbow: substitute diamondat least 1,000 gpat least 100 gp
Succor: prepared object2,000–5,000 gp200–500 gp

The last column is not a new retail estimate: it is the stated PHB component value shifted one denomination and then expressed in the Silver Standard's account units. Reusable components remain capital equipment rather than a charge consumed by every casting.

Death-magic components and costs:

  • Raise Dead has verbal and somatic components only.
  • Priest Reincarnate has verbal and somatic components; wizard Reincarnation uses a referee-selected material, not fixed-price oils.
  • Resurrection uses the priest's religious symbol and holy water.
  • Restoration has no priced component but ages caster and recipient two years.
  • Revivify and True Resurrection do not appear in the PHB Appendix 4 priest-spell corpus used by this campaign.
  • PHB Appendix 4 has no priest counterpart to Gentle Repose. Supplemental 2e's Preserve Dead is an uncommon 1st-level wizard spell restricted to necromancers. Its pinch of quicklime costs less than the smallest useful coin unit; charge for scarce specialist access rather than the component.

House-rule cantrips and Minor Blessings have no priced component schedule. Price supplied mundane inputs — Scribe's ink and paper, chalk, thread, herbs, candles, or holy water — from Books I–II.

Magic items

The 5e Common-through-Legendary cash bands do not apply. In revised 2e:

  • Potions and scrolls have ingredient, laboratory, time, and failure costs.
  • Permanent items require extraordinary vessels, preparation, high-level spells, facilities, and a final success roll.
  • XP Value ranks an item's significance but is not a cash price.
  • Ordinary magic shops do not exist. Permanent items are found, inherited, gifted, captured, researched, or commissioned by institutions.

Book IV provides the creation, commission, and resale model. As a default, a known consumable may resell at 60–80% of replacement cost; an identified permanent item with a real institutional buyer at 30–60%; and a restricted, suspicious, or strategically dangerous item at 10–40%. Relics have no percentage price.

Building a treasure find

  1. Start with the 2e Treasure Type or placed hoard appropriate to the source.
  2. Shift coin, gem, and art-object values one denomination.
  3. Recompose coin by local mint, age, and the silver-heavy table above.
  4. Generate magic items from the 2e category tables; do not turn them into a balancing cash allowance.
  5. Explain the source: tax chest, pay convoy, temple plate, merchant reserve, buried household savings, ransom, or older loot.

There is no wealth-by-level budget. Starting-above-1st-level funds are a referee decision; actual wealth comes from treasure, property, obligations, and campaign events.


§12. Magic & the Market

Why has magic not replaced the historical economy? Two facts do most of the work. First, labor is cheap2 sp buys a common laborer's day — so labor-saving magic competes against the least expensive input. Second, casters are scarce and concentrated in temples, guilds, courts, and cities. Magic disrupts a market only when it beats an expensive input — materials, land, light, risk, or time — and does so at sufficient scale.

The controlling spell corpus is the 2e PHB as modified by adnd-2e-revised. Its prepared wizard cantrips and priest Minor Blessings are repeatable but capacity-limited; stock 5e spell text does not apply.

Repeatable minor magic

| Effect | Economic result | |---|---|---| | Mending | One 10-minute turn repairs one small mundane break or tear no larger than about a foot. It cannot replace missing material or restore destroyed armor, weapons, or complex mechanisms. A mender can support pottery, clothing, and household-goods repair at 1–2 cp per eligible piece, but does not replace smiths or armorers. | | Prestidigitation | Cleaning, warming, chilling, flavoring, scenting, coloring, and other domestic effects are valuable luxury labor, not material creation. Until the house spell states a target or volume limit, this book assumes one small object or roughly one cubic foot per casting for market analysis. | | Conjure Flame, Light, Sacred Light | A prepared caster can replace portable flame or light for a party or household, but creates no fuel and no permanent lamp. The preparation choice and caster's presence limit scale. | | Detect Magic and Read Magic | These make simple magical screening and literacy professional-time services. They reveal neither item function nor command words and do not replace Identify, appraisal, or curse research. | | Scribe | Records speech using supplied ink and paper. A wizard costs more than a 2–3 sp/day copyist, so it wins only where speed, exact dictation, or secrecy matters. | | Message | A 60-foot unobstructed whisper improves local coordination but cannot replace Sending, a courier, or a message office. | | Measure, Count, Arcane Compass, Chronometer | Useful aids to clerks and surveyors, but they reveal no value, composition, route, title, boundary, or inaccessible dimension. | | Minor Blessings | Bless Meal, Comfort, Soothe, Ward Vermin, and Sense Affliction assist hospitality, pastoral care, handling, and triage. Their explicit limits preserve the markets for food, shelter, medicine, preservation, training, and pest control. |

Price these by professional time under §5, not by the leveled-spell table.

Leveled magic and market scars

SpellPressureMarket response
Purify Food and Drink (1st)spoilage abolishedA 1–5 sp institutional fee or offering can protect an important batch, but the spell's limited volume and prepared-slot cost keep it with fleets, garrisons, temples, and siege stores rather than ordinary innkeepers.
Goodberry (2nd)a spell slot supplies magical sustenanceThe casting opportunity costs more than ordinary bread. It serves famine relief, isolated patrols, and temple charity, not bakeries.
Continual Light (wizard 2nd/priest 3rd)permanent smokeless lightThe durable capital good is a true market-breaker because lighting is dear. A public commission may run 5–20 gp because it displaces years of fuel, not because a 2nd-level slot has that price. Retainers and patronage can remove the marginal payment. Rich old cities accumulate ensorcelled lamps; the candle trade keeps the poor, portable, and devotional markets.
Plant Growth (3rd)enriches a one-square-mile district, raising yield 20–50% for one growing seasonDecisive where it exists — which is the point. The circles and temples that can cast it are courted like rain-gods; the blessing flows through patronage and tithe, and the assize absorbs some local plenty by fattening the loaf rather than cheapening it. If your setting makes this common, grain prices fall materially and Book III's manors rebuild themselves around the casters — a campaign dial, not an oversight. The PHB's enrichment effect is substantial, but it does not double the harvest.
Fabricate (5th)compresses craft timeIt saves labor, the cheap input. It is uneconomic for ordinary goods and decisive where time itself is the price: siegeworks, repairs at sea, or fine armor. A 9th-level caster with the right craft knowledge is a strategic asset, not a shop on the row.
Minor Creation (4th) and Major Creation (5th)temporary conjured goodsThe goods vanish. Selling them is fraud with a timer, so guild searches and the authentication market in §14 respond. Honest uses include staging, emergency works, siegecraft, and theater.

Caster scarcity

This corpus assumes casters are rare — one in a thousand people at most — and leveled casters far rarer. For Book III §5's model kingdom of 2–5 million:

Can castCharacter levelIn the kingdomWhere they are
House cantrips, Minor Blessings, and 1st-level spells1st+2,000–5,000hedge-mages, village priests, one prodigy per large village
3rd-level spells such as Plant Growth5th+300–700towns, temples, and guilds — the working professionals
5th-level spells such as Sending, Teleport, and Raise Dead9th+60–150senior officeholders in great temples, courts, and cities; almost never freelancers
7th-level priest spells such as Wind Walk and Resurrection14th+15–40high hierophants, great institutions, and crowns; no ordinary market
9th-level wizard spells such as Wish18th+3–8powers in their own right — each one is a proper noun, not a vendor

The ladder is a campaign-density assumption, not a count of sellers. It counts visible casters who could in principle be approached, excluding hidden monsters and hermits; office, oath, doctrine, loyalty, and personal purpose remove most high-level casters from commerce. Intelligence bonus wizard slots increase 1st–4th-level daily supply for ordinary Intelligence 13–20, but only exceptional Intelligence 21+ grants a bonus 5th-level slot. Higher slots may hold lower-level spells, improving a retainer's flexibility without improving a spell's effect.

Raise caster density like any supply shock: temporary and minor utility adjusts first, then permanent lighting, grain, and specialized craft. The wage peg moves last because bread and labor are the last things this spell corpus learns to make.

A second worked case — the horse fair. A destrier's price (§9) is years of grain plus conditioned courage plus bloodstock, and magic cannot buy any of the three cheaply. Speak with Animals does not make a horse brave — it makes the horse honest: a druid can ask whether it has been lamed, drugged, or doctored, which defeats a horse-coper's tricks wherever one attends. Charm effects make a horse friendly temporarily — a theft technology answered by brands, guarded stables, and an animal that may later testify. The house blessing Soothe calms an ordinary domestic animal for one turn but has no effect on hostile creatures or combatants. Conditioning still takes hundreds of sessions against a trainer's 4 sp day.

There is no PHB Awaken spell in this campaign. If an intelligent speaking stallion exists, it is a unique creature or setting-specific enchantment rather than a reproducible input to horse breeding.


§13. Property & Construction

PropertyPrice
Peasant cottage50 gp
Craftsman's townhouse250–1,000 gp
Trading post500 gp
Manor house1,200–5,000 gp
Fortified tower1,500 gp
Small keep5,000 gp
Temple or abbey5,000 gp+
Large castle50,000–500,000 gp

These are campaign-scale total-project anchors, not a line-for-line transcription of a single DMG table. The fortified entries begin with the 2e stronghold scale after the denomination shift, then widen for site, quarrying, transport, earthworks, finish, and historical variation. The upper castle band is consistent with exceptional royal works: Conwy alone cost about £15,000, or roughly 3,600,000 silver-penny equivalents. Construction labor uses the wage table: a master mason at 1 gp/day and common laborers at 2 sp/day. Land, extraordinary foundations, siege urgency, imported stone, and garrison equipment are additional.


§14. Paper & Credit

No circulating banknotes — bearer paper is anachronistic for a European-model economy (China's Song/Yuan paper is the exception, and a distant eastern empire using it is period-appropriate flavor). What exists is paper credit, secured by verification magic:

InstrumentWhat it isCost / discount
Letter of creditNamed-payee note: deposit coin with an issuing house, draw it at any of their branches. Useless to a thief — the payee is named and the seal verified.2–5% fee
Bill of exchangeMerchant credit between trading cities; payment due in another city, in another coin, at a future date. The exchange rate quietly embeds interest. Requires the issuer to have a correspondent at the destination.3–8% embedded
Trade bar / tallyStamped silver ingots (10/25/50 gp) or split-tally debt records that circulate as transferable claims among merchants who know the issuer.Face among the trusted; 10%+ discount otherwise
Bearer noteIssued only within a single house's or city's territory.Face at home; 10–20% discount outside; refused far away
Sea loan (bottomry)A loan on ship or cargo repayable only if the venture arrives — insurance wearing a loan's clothes, kept where usury law frowns on naked premiums.20–35% interest by route and season
Marine insurance, premiumUnderwriters at the port exchange take shares of a hull or cargo risk for a fee up front; large risks are commonly divided among subscribers.5–15% of value; war or pirate coasts double it

These percentages are campaign bands, not universal medieval tariffs. Bills vary with term, route, currency, and the parties' credit; bottomry is older, while a recognizable standalone marine-insurance market belongs chiefly to major late-medieval Mediterranean ports. Use the low end inside a trusted network and the high end where distance, delay, or default risk is real.

Insurance. The sea trade invented the priced kind and mostly keeps it; everyone else insures the medieval way — mutually. Guild and fraternity dues are sickness, fire, and burial cover (and in the great companies, raising cover — the Price Catalog's death note); a village's insurance is its neighbors, and its lord's obligation in famine. Magic moves the premiums, not the principle: Sending offices cut the news-lag underwriters used to price blind, a divination-vetted voyage rides cheaper, and a claim that smells wrong gets a caster's investigation — scuttling a ship for its insurance is adventure-tier fraud, like forging a seal. Life insurance as a paper trade never emerges cleanly: great houses instead fund temples, negotiate raising obligations, and secure access to a willing high priest.

Magical authentication. Mundane forgery of paper would be trivial in a world with illusion magic, so no serious instrument circulates without an authenticated seal. Routine papers use the permanent signets described in Book IV, not a fresh casting of Wizard Mark: the stock 2e spell consumes diamond dust worth 100 gp, or 10 gp after the Silver Standard shift, and by itself neither proves institutional authority nor binds a seal to unaltered text. The reusable signet-and-touch-plate protocol is therefore explicit setting magic inspired by the spell, not an unstated power of it. Direct Wizard Mark remains available for singular high-value documents where its component cost is justified. This has structural consequences:

  • The verification monopoly is the business. Whoever can attest and check seals — a banking family, a mercantile temple network (Waukeen in the Realms, Zilchus in Greyhawk) — collects the fee income on every instrument and becomes politically significant. This is the Medici position with magic as the moat.
  • Verification is available in cities and large towns only. In a village, a letter of credit is fancy paper; carry coin.
  • Counterfeiting is a magical arms race, not a craft crime. A forged seal implies a caster of real skill and an institutional victim with resources — adventure-tier crime, punished accordingly.
  • Settlement between branches happens by periodic clearing of offsetting bills, not coin wagons. Coin only moves to cover the net difference, which is why the network cares about balanced trade between its cities.

Table rule: letters of credit are available between any two major cities on the same network at 2–5%; anything more exotic is a negotiation with the issuing house.


§15. How People Talk About Money

  • Commoners quote in coppers and quarters; most never see gold.
  • Merchants and adventurers quote in silver; "that'll be thirty silver" is normal for serious gear.
  • Contracts, dowries, ransoms, and land quote in pounds (pp) — and, in law-books and formal instruments, in marks: a unit of account worth two-thirds of a pp (exactly 66sp; usually settled as 66 sp 7 cp), with no coin behind it. Medieval English accounts genuinely computed substantial fines, debts, and rents in marks; it was not merely decorative legal language. Either unit is still a ledger figure: actual settlement arrives as sacks of silver, letters of credit, or goods.
  • Prices in this document are honest market rates in a mid-sized town. Village prices for local produce run lower; anything imported runs higher; siege or famine prices are unbounded.

Worked example: the food cart

A PC with 1 sp in her pouch wants a hot meat pie (4 cp). First thing in the morning the pieman's apron holds no six coppers of change, so he offers to make the silver worth itself: two pies and a mug of small ale apiece (1 cp) for her and her companion — 10 cp even, nothing owed back — or the pie now and the balance against tomorrow's breakfast, or she can come back after the lunch rush, when the apron is heavy. This tiny friction — silver being slightly too big for street purchases — is period-accurate and gives copper a real job.

Quick conversion card (for prices in published material)

Book saysCharge
X gpX sp
X spX cp
X cpX quarters-ish: bundle it, floor at 1 cp, or quote in q/h
Mail armor; horses, tack & vehiclesshift then ×4
Shipsshift then ×5
Clothing, cloth, fursshift then ×10
Everything else incl. magic, components, treasureshift only

Book II: The Price Catalog

Companion to the Silver Standard pricing system. Prices assume a mid-sized market town in peacetime; villages run cheaper for local produce, cities dearer for everything else. Anchors: 1 sp = 1 medieval silver penny; an unskilled laborer earns 2 sp/day, a craftsman 3–4 sp/day.

Sourcing: most entries are converted from 14th–15th century English and continental price records. Entries marked ⟨est.⟩ are extrapolations in the same spirit for goods without clean historical analogs. Ranges reflect quality and region, not haggling — haggling happens on top.

Sanity check for improvised prices: divide by 2 sp to express the price in laborer-days.


§1. Annual Incomes (for intuition)

The single most useful table for getting a feel for the economy. A "pound" here is the pp (100 sp).

StationAnnual incomeIn coin
Beggar, successful2–3 ppscraps and coppers
Laborer, farmhand5–7 pp~2 sp/day; the range is days found — 250 in a lean year, the full 300, or full plus a task-rate harvest (Book I §5)
Household servant1–3 pp plus room, board, liverycash on top of keep (see glossary); all-in it approaches a laborer's income, minus the hunger risk
Manor bailiff2–4 pp plus keep and feesall-in 4–8 pp — a laborer's income without the hunger risk; Book III §2
Town guard, garrison soldier6–9 pp all-in2 sp/day the year round, plus livery and the fees of the post — the laborer's wage without the seasonal gaps (Book I §5)
Estate steward10–25 pp plus feesrides a circuit of manors; the bailiff's career ceiling; Book III §7
Craftsman9–12 pp3–4 sp/day
Scrivener10–18 ppa full docket runs 4–6 sp/day (Book I §5); the queue is the variable
Master craftsman, shop owner15–30 pp
Village priest10–20 ppplus glebe land and fees
Man-at-arms (in service)30–40 ppwartime rates
Prosperous merchant50–250 pphighly variable
Knight (landed)100–250 pp£40 was the legal knighthood threshold
Baron500–1,200 pp
Earl / great lord2,500–12,000 pp
Crown revenues, mid-sized kingdom75,000+ pp

Rule of thumb: anything costing more than ~5 pp is beyond a laborer's realistic lifetime savings; anything over ~100 pp is aristocrat-and-institution money.


§2. Food & Drink (expanded)

Staples

ItemPriceNotes
Bread, coarse loaf (maslin/rye)2 cpdaily bread of the poor
Bread, common wheat loaf3 cp
Bread, fine white (manchet)1 spstatus bread
Wheat, per quarter (8 bushels, ~480 lb)5 gpswings 2–16 gp with harvests
Oats, per quarter2 gp
Flour, per lb.2 cp
Dried peas/beans, per bushel4 spwinter staple
Pottage vegetables (leeks, onions, cabbage), basket1–2 cp
Salt, per lb.2–5 cpcoastal / inland

Meat, fish, dairy

ItemPriceNotes
Beef, mutton, pork, per lb.3–5 cp
Bacon, flitch (whole side)3 spa household's winter meat
Capon3 spa fat one, 4 sp
Goose4 sp
Rabbit3 cpwild; farmed coney dearer
Salt herring5 for 1 cpfast-day food, poverty food
Salt cod (stockfish), each1–2 spkeeps for years
Fresh fish, river, per lb.2–4 cp
Fresh fish, fine (pike, salmon), each3 sp – 1 gppike was a luxury
Eggs, dozen2–5 cpseason and locality
Milk, gallon1 cp
Cheese, per lb.3–5 cp
Butter, per lb.4–8 cp
Lard/suet, per lb.2 cp

Drink

ItemPriceNotes
Small ale, gallon5 cpchildren drink this
Good ale, gallon8 cp – 1 sp
Cider, gallon6 cporchard country
Mead, gallon2 sp
Wine, ordinary, gallon3–4 sp
Wine, good imported, gallon8 sp – 1 gp
Wine, sweet southern (malmsey-style), gallon1 gp 5 sp
Wine, by the tun (252 gal.)7–12 gpmerchant scale
Spirits, distilled, pint1 gp⟨est.⟩ rare, semi-medicinal

Spices & luxury foods

ItemPriceNotes
Pepper, per lb.1–2 gp
Ginger, per lb.1–2 gp
Cinnamon, per lb.2–3 gp
Cloves, per lb.3–4 gp
Saffron, per lb. (merchant/institutional quantity)12–15 gpworth guarding; apothecary ounces retail at 1–2 gp
Sugar, per lb.1–2 gpapothecary item as much as food
Almonds, per lb.2 spfeast cooking
Rice, per lb.2 spimported exotic
Dried fruit (figs, raisins, dates), per lb.2–4 cp
Honey, gallon7 sp
Olive oil, gallon3 spsouthern import
Oranges/lemons, each2–5 cpport towns

§3. Clothing & Textiles

Cloth was dear and labor cheap, so a wardrobe was wealth — routinely named in wills, pawned, and stolen. A peasant family spends a tenth of its income keeping itself clothed. Magic bends this market without breaking it (Book I §12): the house-rule Mending cantrip can repair one small break or tear after a 10-minute turn, but it cannot replace missing material. Careful repair supports the second-hand market; it does not make garments immortal.

Cloth by the yard

ItemPriceNotes
Russet/coarse wool, yd.8 sp – 1 gppeasant cloth
Common broadcloth, yd.1–2 gp
Fine broadcloth, yd.3–5 gp
Scarlet (finest dyed wool), yd.10–15 gpthe dye is the cost
Linen, common, ell4–6 sp
Linen, fine, ell1–2 gp
Canvas, ell3 sp
Silk, yd.10–20 gp
Velvet, yd.20–40 gpsumptuary-law territory
Cloth-of-gold, yd.100+ gproyal
Thread, dye, trim10–25% on toptailoring inputs

A garment costs cloth plus tailoring — and the cloth is nearly all of it: a tailor's day is only 3–4 sp. Peasants sew their own. (An ell is the cloth measure for linens — 45 inches, a yard and a quarter; wool sells by the yard. See the glossary.)

Garments

ItemPriceNotes
Used clothing, serviceable, the piece3–8 spthe fripperer's stall dresses most of the town; PHB "common clothes" live here
Peasant tunic/smock, new-made1–2 gp
Complete peasant outfit, new3–4 gptunic, hose, hood, belt
Linen shirt/shift8 sp – 1 gpthe underwear layer
Breeches6 sp – 1 gppriced with hose
Hose, pair6 sp – 1 gp
Hood6 sp – 2 gp
Cap or felt hat3–6 sp
Craftsman's good outfit8–15 gpfeast-day best
Gown, merchant's10–30 gp
Gown, fur-trimmed fine50–200 gpcosts more than a mail shirt, and did
Robe, common / embroidered1–5 gp / 20–100 gp
Cloak, wool2–5 gp
Cloak, fine lined10–30 gp
Surcoat / tabard1–3 gp / 1–2 gplivery tabard 4–5 gp
Servant's livery (issued)4–5 gpemployer's cost, part of the wage
Sandals2–4 sp
Shoes, pair4–6 sptwo days' wages; resoled until they die
Boots, short1 gp
Boots, riding, high2–4 gp
Mittens2 sp
Gloves, work2 sp
Gloves, fine1–5 gpa standard gift
Belt, plain / with brass fittings2 sp / 1 gp
Girdle with metal fittings1–3 gp
Sash2 sp
Vest3–8 sp
Knife sheath2–5 cp
Sword scabbard and baldric5 sp–2 gp
Clothing pin / plain brooch1 cp–2 sp / 2–10 sp
Purse2 sp – 1 gpworn on the belt, hence "cutpurse"

Furs

ItemPriceNotes
Rabbit/lamb lining, garment's worth2–5 gp
Fox trim5–10 gp
Squirrel (vair), lining20–80 gpmerchant/gentry status
Marten/sable trim100+ gphigh nobility
Erminerestrictedsumptuary laws reserve it for the great

Commissioned finery

For courts, audiences, weddings — anywhere rank is read at a glance. A commission is several bills: the cloth merchant's (the bulk of it), the tailor's (days at 3–4 sp), then the furrier's and embroiderer's, which are open-ended. Allow one to three weeks; a rush doubles the making. Where sumptuary laws run, some of this is illegal on the wrong back — the fine, or the favor that waives it, is part of the cost of dressing above your station.

ItemPriceNotes
Courtier's doublet and hose, silk-faced15–40 gp
Gown, court, fine broadcloth faced with silk20–60 gp
Gown, court, velvet, fur-trimmed100–400 gpannounces rank at the door
Lady's gown, brocade, sewn with pearls80–300 gpplus the pearls, by count
Robe of estate, cloth-of-gold, ermine-faced500–2,000 gpworn thrice, pawned often
Hat, structured, plumed2–10 gp
Perfumed gloves, pomander, fan1–10 gpcourtier's accessories
Master tailor's fee, per garment1–3 gpfittings included; the cloth is your bill
Embroidery, silk, per garment5–20 gp
Goldwork embroidery, per garment20–100 gpthe broiderer outbills the tailor
Rush commission (days, not weeks)making ×2the shop sews by candlelight

Jewelry — the other half of court dress — is under §13: worn wealth is plate you can flee with.


§4. Household Goods

ItemPriceNotes
Wooden bowl, spoon, cup1 h – 1 cpturned treen; most tableware
Earthenware pot/jug1–2 cp
Pewter plate, per lb.4–6 cpmiddling-class display
Pewter set (12 pieces)1 gp
Brass cooking pot2–4 spa valued heirloom
Iron cauldron3–5 sp
Iron skillet/griddle1–2 sp
Kitchen knife1–2 cp
Spit, andirons1–2 sp
Bucket2 cp
Barrel5 cp – 1 spcoopered
Chest, plain2–3 sphousehold storage/security
Chest, ironbound with lock1–2 gpstrongbox
Stool4 cp
Chair1–2 spone per house; the head of it
Trestle table2–4 sp
Bedframe, rope-strung3–5 sp
Straw mattress5 cp
Wool-flock mattress2 sp
Feather bed1–2 gpprized; named in wills
Complete good bed (frame, feather bed, sheets, hangings)2–5 gpoften a family's most valuable possession
Sheets, linen, pair2–4 sp
Blanket5 cp – 1 sp
Coverlet, woven2–5 sp
Rushlight, dozen1 hthe poor family's lighting
Tallow candles, per lb. (~8)1 spsee Book I — lighting is dear
Beeswax candles, per lb.6 sptemple and gentry
Lamp oil, pint1 cp
Soap, coarse, per lb.1 cp
Soap, fine white (Castile-style), per lb.3–4 cp
Broom, brush1 h – 1 cp
Distaff and spindle1–2 cpin every household
Spinning wheel3–5 sp
Loom1–3 gpa weaver's capital

§5. Tools & Working Gear

ItemPriceNotes
Axe, felling5–7 cp
Hatchet4 cp
Spade, iron-shod3 cpwooden blade, iron edge
Spade, all iron1 sp
Hoe, rake, fork2–4 cp
Scythe1 sp
Sickle4–6 cp
Plough, complete3–6 spplus the team to pull it
Harrow2–3 sp
Flail1 cp
Wheelbarrow2–3 sp
Hammer, carpenter's8 cp
Saw, hand1–2 sp
Saw, two-man pit saw4–6 sp
Auger, chisel, plane4 cp – 1 sp each
Carpenter's full kit1–2 gp
Anvil2–4 gpa smithy's heart
Bellows, forge1–2 gp
Smith's hammers and tongs, set5 sp – 1 gp
Grindstone3–5 sp
Whetstone1 cp
Fishing net2–5 sp
Fishing line and hooks2–3 cp
Snares, dozen2 cp
Beehive (skep, populated)3–5 sphoney and wax income
Butter churn2 sp
Cheese press3 sp
Quern (hand mill)2–3 spoften illegal — lords force use of their mill
Rowlock boat oars, pair2 sp

The merchant's counter — the tools of weighing, counting, and proving. False weights and measures are assize business: pillory for the first offense, expulsion from trade for the third.

ItemPriceNotes
Balance, hanging beam with pans1–3 spthe merchant's oath in brass
Balance, great beam (wool-weight)8 sp – 2 gpguildhall scale; bulk goods weigh at the common beam for a fee
Steelyard1–2 spone pan, sliding counterweight — quick, portable, easier to cheat
Folding coin-scales, boxed, with weights1–3 spthe moneychanger's pocket kit; weighs clipped and foreign coin
Nested cup-weights, bronze, boxed set5 sp – 1 gpstamped and sealed against the king's standard
Touchstone1–2 cpblack stone; the streak tells the metal
Touch-needles, graded set1–3 gpfor assaying gold — the needles themselves hold real gold
Counting cloth, chequered1–2 spthe countinghouse "exchequer"; arithmetic by squares
Jetons (casting counters), dozen1–2 cpbrass; cast accounts on the cloth
Tally sticks, bundle1 qsplit hazel — debtor keeps the foil, creditor the stock; the cheapest contract in the kingdom
Ledger, bound paper book2–4 spruled quires; the binding costs more than the paper
Seal matrix, brass2–5 spa merchant's signature
Seal matrix, silver, engraved2–5 gpfor the house whose mark is its bond
Ell-wand, sealed1–2 cpofficial cloth measure, stamped by the assize
Bushel and gallon measures, sealed set3–6 spshort measure is pillory business
Strongbox (ironbound chest with lock)1–2 gpsee also §4

§6. Raw Materials & Building

ItemPriceNotes
Firewood, cartload5–8 cpa winter needs many
Charcoal, sack8 cp – 1 spsmithing fuel
Sea-coal, quarter5 cpsmoky, cheap, urban
Timber, oak beam3 sp – 1 gpby size
Sawn boards, hundred1–2 gp
Thatching straw, per house3–5 spplus thatcher's labor
Nails, per hundred3–6 cpby size; iron is money
Iron, wrought bar, per lb.1 sp
Steel, per lb.3–5 spedge-tool material
Lead, per lb.3 cproofing, plumbing
Tin, per lb.4 cp
Copper, per lb.5 cp
Bronze/brass work, per lb.8 cp – 1 spworked
Quarried stone, cartload2–4 sptransport dominates the cost
Lime (mortar), quarter4–6 cp
Brick, per thousand4–5 spwhere brick is made
Window glass, per sq. ft., installed4–8 spwealth made visible
Rope, hempen, per lb.1–2 cp
Pitch/tar, barrel5 sp
Hides, raw cattle2–3 gp
Leather, tanned hide4–8 gp
Wool, raw, per lb.3–4 spthe kingdom's export engine
Wool, by the sack (364 lb.)12–20 ppmerchant scale
Beeswax, per lb.5–6 spsee the candle prices it becomes
Parchment, per skin2–4 cpyields several sheets

Construction, all-in:

ProjectCost
Wattle-and-daub cottage40–80 gp
Timber-framed town house2.5–10 pp
Stone town house10–40 pp
Barn, large tithe barn8–20 pp
Village temple50–300 pp
Stone bridge100–500 pp
Watermill10–20 pp
Windmill8–15 pp

Wages per Book I: master mason 1 gp/day, craftsmen 3–4 sp, laborers 2 sp.


§7. Land, Rent & Property

ItemPriceNotes
Arable land, rent per acre/year4 sp – 1 gpquality varies wildly
Arable land, purchase per acre8–24 gp~20 years' rent
Meadow (hay), purchase per acre20–50 gpworth more than arable
Cottage rent, per year3–6 gp
Town shop with dwelling, rent/year12–24 gp
City house, good street, rent/year5–12 pp
Market stall, per day2 cp 1 h – 5 cpstallage only; goods toll separate
Warehouse rent, per year2–7 pp
Peasant holding (house + 15–30 acres)3–8 ppa virgater's establishment
Manor, purchase1,000–5,000 pp~20 years' revenue
Dowries & marriage portionsAmount
Peasant1–5 pp
Craftsman/yeoman5–20 pp
Merchant20–200 pp
Gentry/knightly100–1,000 pp
Baronial and up1,000+ pp, plus land

§8. Animals (expanded)

Livestock and mounts are in Book I. Additions:

AnimalPriceNotes
Boar1–3 gppig price plus danger and handling
Bull15–25 gpbreeding stock
Piglet, weaner4–6 cp
Lamb4–6 cp
Calf2–3 sp
Camel20–50 gpregional riding and draft animal ⟨est.⟩
Duck3 cp
Guinea hen3 cp
Goose, live3–4 cpcheaper than table-dressed
Partridge2–3 cp
Swan5 sp – 1 gpstatus bird
Dove pair (for a cote)2 cpmanorial privilege
Homing pigeon2–10 gptrained bird plus access to an established loft ⟨est.⟩
Cat, proven mouser2–4 cpold law codes priced cats seriously
Hunting cat50–200 gpexotic beast plus training ⟨est.⟩
Dog, cur/farm1–2 cp
Dog, herding, trained2–5 sp
Dog, mastiff (guard)5 sp – 1 gp
Dog, greyhound/hunting2 sp – 1 gpgentry status; some realms restrict ownership
Dog, trained war-dog2–5 gp⟨est.⟩
Ferret (rabbiting)2 sp
Sparrowhawk3–5 spa lady's or priest's bird
Goshawk, unmade (eyas or passage bird)1–3 gpthe raw bird — the making is the price
Goshawk, made (trained)15–30 gpthe yeoman's bird, a superb poacher; see §16
Peregrine falcon, made40–100 gpnobility
Gyrfalcon250+ gppassed between kings; effectively priceless
Songbird, caged1–2 cp
Peacock5 sp – 1 gpfeast display
Hive of bees3–5 sp
Exotic beast (ape, parrot, leopard)10–100+ gp⟨est.⟩ menagerie money
Elephant, labor / war200–500 / 500–1,000 gpregional strategic animal ⟨est.⟩

Farrier: shoeing, four shoes, 4–6 cp. Horse hire: 5 cp–1 sp/day plus feed and a deposit. Stud fee, good stallion: 5 sp–2 gp.

Book I's horse ladder supplies light, medium, and heavy warhorses at 75–100, 125–150, and 200 gp. The 2e horse-quality overlay can still be used: high-spirited ×2 and charger ×4.

Beasts of wonder ⟨est.⟩

No historical ledger prices a griffon; these extrapolate the exotic-beast logic above — menagerie money, princes' gifts, and the hawking-law reflex — into the bestiary. Live capture is adventurer work, which is much of what the price is buying, and as with the goshawk, the making is the price: the beast is cheap beside the years of training, feeding, and burying the trainers.

AnimalPriceNotes
Axe beak, broken to saddle5–10 gpa fast, foul-tempered remount; frontier favorite
Giant lizard, draft or riding20–60 gpthe tunnel-country's ox
Blood hawk, made to the lure5–15 gpfalconry's ugly cousin; some realms ban the training outright
Mastiff, trained against monsters10–25 gpdouble the war-dog above — most dogs won't face an owlbear twice
Owlbear cub, cage included50–200 gpmenagerie money; it grows, and the cage doesn't
Griffon egg or unweaned chick100–300 gppoacher's prize; most die unweaned — the survivor becomes §12's 500 gp mount
Winter wolf pup75–150 gpit talks, it schemes, and it is contraband in most realms
Pseudodragon, introduced25–100 gpthe fee buys the introduction; the dragonet chooses its person or leaves
Pegasus, unicorn, giant eaglenot soldpersons, not stock — won, petitioned, or served, never bought. Trying is a famous way to start a war with a forest

§9. Books, Writing & Education

A print economy: most settings have the press (Baldur's Gate runs broadsheets; Eberron prints newspapers), so plain books below are print-priced — cheap enough for a craftsman's shelf, roughly 5–10× under what hand-copying would cost. The anatomy of the price: paper is cheap by the sheet but a book eats it by the quire (a 250-page quarto holds ~5 cp of paper); setting type and pulling the press are craftsman-months amortized over an edition of a few hundred; and the binding — boards, leather, clasps — is handwork the press never touches. Rule of thumb: an ordinary edition lands near ¼–½ cp the page, bound; learned texts printed a few score at a time run 2–4× that; and past the words, the dress can cost anything — see the prayer-book rows. What stays dear is the hand: scribal work, illumination, anything sealed, and anything magical. Where your setting has no press, multiply plain books by 5–10 and the manuscript economy returns.

ItemPriceNotes
Paper, quire (25 sheets)4 cp
Parchment, sheet, prepared2 cp
Vellum, fine, sheet5 cp – 1 sp
Ink, pint2 cp
Ink, arcanist's, 1 oz. bottle1 gpthe grade that holds a sigil — Book I §6's writing note
Quills, dozen1 cp
Sealing wax, stick1 cp
Signet ring, brass / silver2 sp / 1 gp
Wax tablet and stylus2 cpreusable notes
Letter written by a scrivener5 cp
Document copied, per page2–3 cp
Charter/deed drawn and sealed2–5 spplus fees
Primer or ABC (schoolbook)1–2 sp
Practical book (herbal, almanac), plain copy3 sp – 1 gpwoodcut-illustrated at the top of the range
Romance or chronicle, printed, decent copy8 sp – 3 gpthe top is a woodcut folio
Prayer book, personal, workshop quality2–10 gpthe words are pennies — vellum, rubrication, clasps, and binding are the price; the period's bestseller (historically the "book of hours"), a devotional status item
Prayer book, illuminated commission20–100+ gpportable art; heirloom and dowry piece
Complete scripture, plain8–15 gpa lectern folio; the format and binding are the cost, not the words
Scholarly text (law, medicine)3–10 gpsmall editions; students rent them in pieces
Grammar school, per quarter6 cp – 1 sp
University, per year, all-in2–5 ppboard is most of it
Apprenticeship premium, ordinary craft2–10 pppaid to the master
Apprenticeship premium, elite guild (goldsmith, mercer)20–50 ppbuying a career
Tutor, live-in, per year2–4 ppplus keep; the real wage is patronage (Book I §5). A scholar with a name costs a great house 10–20 pp ⟨est.⟩

§10. Services (expanded)

Medicine

ServicePriceNotes
Barber-surgeon: tooth pulled, wound stitched1–2 cp
Barber-surgeon: setting a bone5 cp – 2 sp
Bleeding/cupping1–2 cpstandard preventive care
Apothecary remedy2 cp – 1 sp
Apothecary, compound theriac5 sp – 2 gpprestige pharmaceutical
Midwife, delivery5 cp – 2 spby household means
Physician (university-trained), consultation3 sp – 1 gpfees scale to the patient's purse shamelessly
Physician, retained, per year5–20 ppnoble households
House cleric (casting), retained, per year20–60 ppplus keep and a chapel; great households only — see below
Wet nurse, per year1–2 ppplus keep
Hospital/almshouse bedcharityendowed by the pious

Medicine in the revised 2e spell corpus: there is no generic Lesser Restoration/Greater Restoration pair. Specific problems require specific magic.

Magical medical serviceNormal termsLimit
House-rule Sense Affliction1–5 cp offering, or part of a retainertriage only; does not identify cause, severity, or treatment
Cure Light Wounds (1st)1–5 sp at a temple that offers healingno per-spell fee from a party priest; consumed supplies come from the party
Slow Poison (2nd)5 sp–2 gpdelays danger; does not neutralize it
Cure Blindness or Cure Disease (3rd)2–10 gp, donation, or servicespecific cure at an institution able and willing to provide it
Cure Serious Wounds or Neutralize Poison (4th)5–20 gp if a public cash quote existsexceptional institutional treatment; triage and patronage control access
Cure Critical Wounds (5th)no ordinary marketsenior priest, temple purpose, or adventuring companion
Heal (6th)faith, patronage, or campaign obligationhigh-level institutional rite, not a fee per hit point
Restoration (7th)faith and major serviceages caster and recipient two years

Disease remains class-shaped, but access is more important than a large checkout price. A laborer may receive charity from the local faith and a lord may command patronage, while neither can force an eligible priest to exist, prepare the spell, or approve the cure. The retained physician still sells regimen, prevention, diagnosis, childbirth and fertility care, long convalescence, and treatment at a scale spell slots cannot meet. In a plague, coin fails because mass mortality outruns caster supply, and temples triage by rank, piety, donation, and doctrine.

Death in the core revised 2e spell corpus: restoration of life is institutional, uncertain, and costly in more than coin. PHB Appendix 4 supplies no Revivify or True Resurrection; access depends on the caster, temple, subject, and spell limits.

CastingMarket treatmentRules-facing cost and limit
Preserve Dead (supplemental wizard 1st)5 sp–2 gp if an eligible necromancer offers the service; otherwise unavailable ⟨est.⟩uncommon and restricted to necromancers; halts decay and suspends the Raise Dead clock for 1 day/level; the pinch of quicklime is included
Raise Dead (priest 5th)faith/service, normally with a major donation or obligationno priced component; use 2e body, time, Constitution, resurrection-survival, and recovery limits
Reincarnation (wizard 6th)exceptional service or bargainreferee-selected material component; returns the subject in a different form
Reincarnate (priest 7th)faith/serviceno priced component; distinct from the wizard spell
Resurrection (priest 7th)faith/service and a campaign-scale obligationreligious symbol and holy water; use the spell's caster-aging and recovery rules
Wish or divine interventionno ordinary marketthe only PHB-scale analog to effects beyond Resurrection

Preserve Dead, from Wizard's Spell Compendium, Volume 3, is the direct 2e mechanical analog to later editions' Gentle Repose, but it is not part of the PHB spell list. Its cash quote follows Book I §5's bespoke 1st-level service band; scarcity appears as a failed search or refusal, not an automatic multiplier. The quicklime itself is ordinary material sold at 4–6 cp per quarter (§6) and does not drive the fee.

Set that against §1: a laborer's whole cash year is 50–70 gp, but the central gate is access rather than a component invoice. A village buries its dead. A prosperous guild or great house can petition a temple, fund its institutions, and accept the obligation afterward. Serious assassination still destroys or hides the body and pressures the spell's time limit—unless a rare necromancer can preserve it. Temple consent, resurrection survival, Constitution loss, recovery, and the subject's return are campaign events rather than checkout-line costs.

Religion & rites of passage

ServicePriceNotes
Votive candle1 q – 1 cp
Rite said for a soul4 cpthe historical "mass-penny"
Chantry priest, year of daily rites5–7 ppwhat wills endow
Marriage fee (at the temple door)6 cp – 1 sp
Wedding feast, village5 sp – 1 gp
Blessing of mother and newborn, naming rite2–6 cphistorically "churching" and christening
Prepared Minor Blessing, incidental1–5 cp offeringonly where the priest already has the applicable blessing prepared
Burial, pauper6 cp
Funeral, decent (coffin, candles, bellman, priest)5 sp – 1 gpwax is half the bill
Funeral, merchant with procession5–20 gp
Tithe10% of producethe background tax on everything grown
Pilgrimage badge1 h – 1 cpsouvenir economy
Offering at a famous shrineconsciencerecords show 1 cp to jewels

Law & administration

ServicePriceNotes
Scrivener's letter5 cpas above
Notarized document2–5 sp
Attorney, per term retained3–4 sp
Serjeant-at-law (senior counsel), per case1–10 gp
Court filing fees5 cp – 2 sp
Bribe, gatekeeper/clerk1–5 cp⟨est.⟩ lubricant rates
Bribe, official who matters1–10 gp⟨est.⟩
Bounty, wolf's head5 sphistorical predator bounties
Bounty, outlaw1–10 gp⟨est.⟩ by notoriety

§11. Entertainment & Vice

ItemPriceNotes
Dice, bone, pair1 cploaded pair from the right vendor, 1 sp ⟨est.⟩
Playing cards, deck2 cp – 1 sppainted decks much more
Chess set, common / carved fine2 sp / 1–5 gp
Tables (backgammon) set1–2 sp
Minstrel, tavern night2–5 spplus supper and the hat; a good night out-earns a craftsman's day, which is the trade's whole appeal
Troupe of players, feast engagement1–5 gpsplit among the company; great houses add largesse on top
Lord's fool/jester, salaried, per year6–15 ppplus livery, keep, and gifts — a household officer, not a servant; a famous fool gets poached like a good cook
Bear-baiting, cockfight admission1 q – 1 cpbetting is the point
Tournament entry (knightly)own equipmentlosers historically forfeited horse and armor — 200+ gp at stake
Bathhouse, with attendance1–2 cp
Feast-day pageant, guild contribution1–5 gpcivic display
Tavern gambling stakes, common tablecoppers
Tavern gambling stakes, back roomsilver to gold⟨est.⟩

§12. Travel & Freight

ServicePriceNotes
Ferry, person2 cp 1 h – 5 cpshort local crossing at the low end; substantial crossing at the documented halfpenny
Ferry, horse and rider1 sp
Ferry, two-horse cart2 spadd 1 sp per additional draft animal
Chartered bridge/road passage, pedestrianfree – 2 cp 1 hordinary roads are free
Chartered bridge/road passage, laden horse2 cp 1 h – 5 cp
Chartered bridge/road passage, loaded cart5 cp – 1 sp
Chartered bridge/road passage, heavy wagon1–2 sp
Town gate toll, loaded nonresident market cart5 cp – 1 spcitizens, empty local carts, and designated provisions may be exempt or nominal
Town gate toll, heavy wagon or valuable load1–2 spcommodity duty may be additional
Horse hire, per day1–2 spfeed and deposit additional; a long hire may reach the low end
Light or two-horse cart with carter, per day8–10 spincludes vehicle, team, and driver; feed by agreement
Large or three-horse cart with carter, per day10–14 spincludes vehicle, team, and driver; feed by agreement
Guide, local / wilderness, per day2 sp / 5 sp – 1 gpBook I §5; hostile-country rates there too
River passage, scheduled deck space, per day downstream5 cp – 1 spmarginal berth aboard a working cargo boat
Riverboat charter, small craft, per day2–5 spboat and one boatman; larger crew and provisions additional
Sea passage, short channel crossing2–5 spscheduled merchant vessel; urgency, weather, and private hire cost more
Sea passage, long coastal voyage5 sp – 2 gpby distance and berth; state whether board is included
Pilgrim passage package, major overseas shrine20–40 gpberth, board, port and pilgrimage fees
Freight, land, per ton-mile1–2 spgrain and regular bulk traffic at the low end; ordinary cargo near 2 sp
Freight, river, per ton-mile2 cp
Freight, sea, per ton-mile1 cp

The toll rows describe specific chartered collection points, not a charge on every road or every traveler. Local citizens and privileged merchants may be exempt, while murage, pavage, pontage, market toll, and commodity duty can be distinct charges collected during the same journey. The ferry prices use a person/animal/vehicle ladder so a lone traveler is not charged like a freight cart.

The freight table is the medieval economy in miniature: land transport can double the price of grain within a few dozen miles, so bulk goods move by water or not at all, and inland towns eat local.

Magical passage

Apply the relationship and access rules in Book I §5 under the grounded-scarcity premise of Book I §12. High-level casters live in the greatest cities, temples, courts, and guildhalls, but existence does not imply availability for hire. Magic moves words and worthies when an institution or caster has a reason to help—not freight on demand.

ServiceNormal termsNotes
Sending, 25-word message and reply, any distance2–10 gp at a scheduled institutional message office; otherwise patronage or unavailable⟨est.⟩ a 5th-level wizard service and a deliberate exception to the no-market rule; only the greatest cities can retain suitable wizards
Teleportno ordinary marketa party wizard casts as part of the expedition; an NPC acts for alliance, mission, patronage, or exceptional obligation. Use 2e capacity, familiarity, error, and mishap rules
Wind Walk, druid circle, party of up to tenfaith, alliance, or service to the circle⟨est.⟩ 300 miles by nightfall; a 14th-level druid does not run a passenger counter
Airship passage, per 100 miles1–3 gp⟨est.⟩ where lines run at all — a handful of routes in a handful of settings; cabin and board above the weather, ~200 miles a day over mountains and armies alike. The charter house's monopoly sets the fare, not the market — see Book I §9
Flying mount, trained (griffon, hippogriff)500+ gp⟨est.⟩ princes' gifts; the mews, the meat, and a brave groom cost more than the beast — see §8

The PHB has no Teleportation Circle. Permanent circles are setting-specific infrastructure and must be labeled as such rather than treated as the default transport network. The house-rule Message cantrip reaches only 60 feet and does not compete with Sending.

Run the rest through the Book I §12 filter and it stays mundane: Phantom Steed requires a reusable engraved gold tube worth at least 100 gp and competes with a 1 sp-a-day hired horse; no spell moves a laden cog's cargo. Even an airship lifts a few tons at flagship prices, carrying post, passengers, and plate, never grain. Bulk still travels by water.

An adventuring wizard does not automatically multiply the table by daily slots to earn downtime income. Demand is thin, trust and legal authority matter, and the established traffic belongs to institutions with retained casters and correspondent networks. A player character who joins such an office receives salary, patronage, or a share of its fees; a player character who travels with the party receives a treasure share.


§13. Luxury & Status Goods

ItemPriceNotes
Silver plate/vessels, per lb.5 gp + 10–50% workmanship1 lb. silver = 50 sp by coin weight
Gold work, per lb.50 gp + workmanship
Silver spoon1–2 spthe classic naming-day gift
Ring, silver5 cp – 2 sp
Ring, gold5 sp – 2 gpplus stones
Signet ring, gold, engraved5–20 gpa signature; guard it
Brooch, gold, jeweled10–100 gp
Chain, gold, courtier's30–300 gpliterally money — weighed, and pawned by the link
Collar of estate, gold with gems100–1,000 gplivery of the very great
Coronet100–1,000 gprank-restricted; the fine for presumption is confiscation
Dagger, dress, gilt and jeweled20–100 gpjewelry that happens to have an edge
Gemstonesper DMG values, shifteda "50 gp gem" is 50 sp
Prayer beads, jet or amber1–5 sphistorically "paternosters"
Prayer beads, coral or gold1–5 gp
Brooch, silver-gilt2–10 sp
Girdle (belt) with silver fittings1–3 gpfavorite dowry item
Mirror, small glass5 cp – 2 sp
Spectacles2–5 spreal and period (13th c. onward); scholar's gear
Hourglass2–5 sp
Chamber clock, mechanical50–200 gpprincely gadget
Tower clock, installed300–1,000 gpcivic prestige project
Tapestry, per sq. yd., ordinary1–2 gp
Tapestry, fine pictorial, matched set100–1,000 gpportable palace wealth — historically the Arras workshops
Carpet, knotted, caravan import5–20 gpdisplayed on tables, not floors
Painted altarpiece, commissioned10–100 gp
Musical instrument, common (pipe, drum)2–5 cp
Lute, good1–3 gp
Portative organ10–30 gp
Perfume/rosewater, vial1–5 sp
Ivory comb1–3 sp
Glass drinking vessel, fine1–5 spbreaks; pewter endures
Enameled or jeweled cup10–100 gpplate = stored wealth, melted in emergencies

§14. Ransoms, Fines & Taxes

ItemAmountNotes
Court fine, petty (affray, short measure)3 cp – 1 sp
Fine, assault1–5 sp
Fine, brewing/baking violations3–6 cpconstant, semi-licensing
Weregild-style death compensation5–100 ppby station, where custom survives
Poll tax, per head4 sp (1377); 1 gp 2 sp (1380–81)irregular wartime grants; the later shilling levy helped provoke revolt
Market toll, hand or pack load2 cp 1 h – 5 cpprivileged townsmen may be exempt
Market toll, ordinary cart5 cp – 1 sp
Market toll, heavy or valuable load1–2 sp plus commodity duty
Scutage (knight's service buyout)1–2 pp per fee
Ransom, common soldier1–5 pp
Ransom, man-at-arms10–30 pp
Ransom, knight100–500 pphis horse and armor forfeit besides
Ransom, banneret/lord1,000–10,000 pp
Ransom, prince or kingkingdom-breakinghistorical royal ransoms ran to years of national revenue

§15. Game-World Extrapolations ⟨est.⟩

No direct historical basis. Price these from the same wages, materials, scarcity, and 2e creation rules as the rest of the book; use a denomination shift only when no better basis exists.

ItemPriceNotes
Healing herbs, poultice bundle5 cp – 2 spmundane; advantage-adjacent, DM's call
Antitoxin, vial5 gprules-specific estimate
Acid, vial2 gp 5 sprules-specific estimate
Alchemist's fire, flask5 gprules-specific estimate
Potion of healing30–40 gp2e ingredient, laboratory, failure-risk, and distribution floor — commoners do not own these
Local area map, competent5 sp
Kingdom map, good2–5 gp
Sea chart, accurate10+ gpjealously guarded trade secrets
Monster pelt, wolf/worg2 sp / 1 gpvs. the 5 sp wolf bounty
Bear pelt1–2 gp
Exotic monster trophy (displacer hide, wyvern sting)10–100 gpcollector market, thin and negotiated
Dragon anythingnegotiated in ppthere is no market price; there are buyers
Guard, caravan, per day4 spmercenary footman rate
Adventuring party, hired, per day5–50 gp⟨est.⟩ by tier; most patrons pay in shares and rights instead
Information, tavern rumora drink (2 cp)
Information, specific and dangerous1 sp – 10 gpscaling with the danger
Fence's cut on stolen goods50–70% discountworse than the usual half-price
Forged document, mundane1–5 gpgood enough for a gate guard
Forged document, magically sealedadventure-tier crimesee Book I §14

The healing-potion price is not a rarity band. A 2e potion consumes 20–100 gp of shifted ingredients, requires two to ten uninterrupted days, a laboratory worth at least 200 gp with monthly upkeep, and a success roll that may instead produce poison or delusion. Even the cheapest successful batch averages about 27 gp in ingredients before labor, amortization, brokerage, and profit.


§16. Worked Intuitions

  • A laborer's family lives on ~1 sp/day for food; against that budget the 4 cp meat pie is a treat. Luxuries measure against income, not the stew-pot: a 5–10 gp fur trim is one to two months of the man's entire wages — not a splurge but a fantasy.
  • A craftsman saving hard puts away 2–3 pp a year; a yeoman farmer perhaps 1. A made goshawk at ~20 gp (§8) is two years of the yeoman's savings — for the bird the courtesy books assign to the yeoman's own station. That gap is what hawking laws police.
  • A starting adventurer with 100 sp of gear walks around wearing a farmhand's annual cash income.
  • A knight's warhorse (200 gp) + plate (150 gp) + weapons and remounts ≈ 400+ gp, or 40+ pp — a full year of a middling manor's entire gross. Knighthood is a capital-intensive profession, which is what the feudal land grant is for.
  • A 30–40 gp healing potion equals five to eight months of common cash wages: villages will have none, and even a market-town temple treats a few bottles as treasury assets. Commoners use the 1 cp barber-surgeon instead. A 2–10 gp institutional Cure Disease is still a major household expense, but the deeper divide is access: temple doctrine and triage can admit a penniless parishioner or refuse a wealthy stranger. Restoration is a faith- and service-gated 7th-level rite rather than a tariff.
  • The party's 2,000 sp dungeon haul is a manor's annual revenue. Spending it in a village is impossible; spending it in a town is an event people discuss.

Book III: Taxes, Budgets & Treasuries

Third document in the Silver Standard set. Covers who taxes whom, what institutions earn and spend, and — the gameable part — how much coin is actually sitting in any given chest.

Historical basis is 14th–15th century English fiscal records (manorial accounts, borough records, exchequer rolls), converted at 1d = 1 sp, so £1 = 240 sp = 2.4 pp. Large figures are quoted in pp (100 sp). Entries marked ⟨est.⟩ are extrapolations.

The fiscal facts of life in this economy:

  1. Wealth is not coin. Nobles hold land and plate; merchants hold goods and debts owed; the crown holds jewels it can pawn. Coin is a thin working layer over everything, which is why even great institutions borrow for lump sums.
  2. Revenue arrives in lumps, not streams. Rents fall due on quarter days; customs follow the shipping season; taxes are one-off grants. Everyone runs on arrears and credit between lumps.
  3. There is no general income tax. Taxation attaches to things — land, movables, trade, salt, heads — and to events — death, marriage, inheritance, entry.
  4. Tax collection is farmed and fee-ridden. Collectors take a cut, officials take fees, and the gap between what's levied and what arrives is a permanent scandal.

§1. The Commoner's Tax Year

Villein household (unfree tenant, 20–30 acres)

Gross annual output ~8–12 pp equivalent (mostly in kind). Annual obligations:

ObligationTo whomAmount
Rent and/or commuted labor servicesLord5–12 gp
Tithe (10% of all produce)Temple8–12 gp equivalent, largely in kind
Mill soke (must use lord's mill)Lord1/16–1/24 of all grain ground
Manorial court fines (average year)Lord5 sp – 2 gp
Tallage (arbitrary levy, when taken)Lord1–2 gp
Temple fees (candles, offerings, rites)Temple5 sp – 1 gp
National tax share, per grant (see §5)Crown5 sp – 2 gp
Pannage (per pig in the lord's wood)Lord1 sp

Life-event charges: merchet (daughter's marriage) 1–5 gp; heriot (death duty: on the tenant's death the lord takes the household's best animal — usually the cow, so a ~9 gp capital loss at the worst possible moment); entry fine on taking over the holding 5 gp – 12 pp; chevage (license to live off the manor) 2–5 sp/yr; leyrwite and similar morals fines 5 sp – 2 gp.

Total burden: 25–40% of gross output in a normal year. The manorial court is as much a revenue instrument as a justice one.

Free townsman (craftsman, income ~10 pp/yr)

ObligationTo whomAmount/yr
Shop-with-dwelling rentLandlord12–24 gp
Borough rates (scot and lot)Town1–6 gp
Guild quarterageGuild1–2 gp
Tithes and offeringsTemple2–4 gp
Market/gate tolls (if trading)Town2 cp 1 h – 1 sp per ordinary load, cumulatively 1–3 gp
National tenth, per grantCrown2–5 gp

The townsman pays less as a share of income (~15–25%) but almost entirely in coin, where the villein pays largely in kind and labor. Freedom of the city — the right to trade retail and vote — costs 4 gp – 5 pp to purchase, or comes free by apprenticeship.


§2. Manorial & Local Revenue (the lord's side)

A manor is a revenue machine. Typical annual account for a middling manor (gross ~20–50 pp):

Revenue lineShareNotes
Assize rents (fixed money rents)30–50%eroded by inflation over generations
Demesne farming or lease20–40%the lord's own acres, worked or rented out
Court profits (fines, fees, amercements)10–20%reliable as rain
Mill, oven, dovecote monopolies5–15%banalités — forced-use facilities
Entry fines, heriots, merchets5–10%lumpy, event-driven
Wood sales, pannage, fisheries5–10%

Expenses run 20–40% of gross: bailiff and reeve (bailiff 2–4 pp/yr cash, plus keep and fees — see §2's workforce table), repairs, seed and stock if farming the demesne, steward's fees. Net proceeds flow to the lord's receiver — the central books they land in are §7's. Note what is not in the account: no payment to the lord's own overlord — feudal dues upward are owed in service and on events, not as an annual share (§7).

The labor bill, and why it is so small

Measured in hired laborer-years (5–7 pp each, per the Price Catalog's incomes table), a manor's gross looks far too small to staff a working estate. The resolution: the cash account is only the lord's skim, and almost none of the manor's labor is hired. Two things to hold separate:

The account is not the economy. A middling manor of 25–40 tenant households, at §1's gross output of 8–12 pp per household, is a 200–400 pp/yr real economy, most of it in kind. The 20–50 pp manorial account is the 10–25% the lord extracts from it. The village feeds itself first; the account records what leaves.

The workforce, by source and cost to the account:

LaborCost to the accountWhat it is
Villein week-worknothing — already paid for in the tenure2–3 days/week per full holding on the demesne; 30 tenants ≈ 3,000 man-days/yr, worth ~30 pp at day rates and invisible in the cash
Harvest boonsmeals and alewhole-village turnouts at haymaking and harvest; accounts distinguish "wet" boons (with ale) from dry
Famuli — the standing staff (ploughmen, carters, shepherd, dairymaid)1–1.5 pp each, mostly in kinda grain livery of ~1 quarter per 10–12 weeks, 2–6 sp cash a year, and a garment
Reeverent remissioncompulsory unpaid office (see the glossary), softened by remitted rent and what he quietly skims
Hired day labor2 sp/daypeaks only — a few weeks of haymaking and harvest
Bailiff2–4 pp plus keep, a robe, and feesthe one salaried professional on the ground. Count the keep (see the glossary) and an honest year's fees: 4–8 pp all-in — a laborer's income without the hunger risk. The money is in the promotion — a steward riding a circuit of manors clears 10–25 pp — and in the fees, and what the audit doesn't catch

The 2 sp day-wage is the marginal price of labor, not its average cost: a manor run on hired hands year-round would be insolvent at once, which is precisely the arrangement villeinage exists to avoid. Where §1 shows services commuted, the labor doesn't vanish from the system — it reappears in the account as money rent, and the demesne hires or leases instead. This is also the machine's failure mode: when plague doubles wages and tenants buy out their services, farming the demesne with paid labor stops paying, and lords fall back on leasing it whole — the "or lease" in the revenue table above.


§3. Town & City Finance

The fee farm

Chartered towns pay the crown a fixed annual sum — the fee farm — for the right to govern and collect their own revenues. A provincial city's farm runs 250–400 pp/yr; the greatest cities 700+ pp. It's the first charge on the civic budget and towns fall into arrears on it chronically.

Budgets by settlement size

SettlementCivic revenue/yrMain sourcesMain expenses
Villagenone — no corporate financetemple fabric by village collection
Small market town (~1,000)20–60 ppmarket tolls, stallage, courtfee farm or lord's dues, bridge, chapel
Provincial town (~3,000)100–250 pptolls, rents, admissions, courtfee farm, walls, officers, gifts
Provincial city (~8,000)250–600 ppabove + property portfolio, muragefee farm, walls/bridges, officials, pageants, lawsuits
Capital / great port (30,000+)4,000–6,000 pprents, tolls, admissions at scaleworks, officers, loans to the crown

Where it goes

ExpenseTypicalNotes
Fee farm to crownthe first 40–60%
Town clerk (salaried)5–12 pp/yrthe professional core
Serjeants, watchmen5–7 pp/yr eachwatchman ~2 sp/day when serving
Walls, gates, bridgeslumpy; murage tolls levied speciallya wall circuit is a generational project, 500–5,000 pp
Gifts to visiting magnates10–50 pp/yrwine, cash, gloves — documented and resented
Pageants and feast days2–12 pp/yrcivic prestige
Litigationopen-endedtowns sue like they breathe

Special levies: murage (walls), pavage (streets), pontage (bridge) — temporary toll grants for capital works. A town in crisis (siege repair, plague, royal fine) assesses its citizens directly by ward, which is deeply unpopular and generates evasion cases for years.


§4. Guild Finance

Guild scale tracks town scale. A craft organizes when it has enough masters to fill a feast table and fund a candle; below that threshold the trades pool into one composite fraternity. Note that "masters" is the paying membership — each master stands for a workshop of journeymen, apprentices, and servants, so a 40-master craft answers for 150–250 people.

Guild sizes at a glance

SettingOrganized craftsMasters per craft
Villagenonea village fraternity covers candles and burials
Small market town (~1,000)3–8, often merged8–25 — the "smiths and all metalworkers" pattern
Provincial town (~3,000)15–3020–60
Provincial city (~8,000)30–6030–100; the big crafts (weavers, tailors, cordwainers) 80–150
Capital / great port (30,000+)60–110 companies50–300 freemen ordinary; the great companies 300–800

Journeymen sometimes keep a "yeomen's fraternity" of their own on penny dues — tolerated as a burial club, watched as a wage cartel, periodically banned.

The master's shop

The atom everything above is built from. A master is a household firm: his own hands, a journeyman hired by the day when work warrants, one or two apprentices bound for seven years, and a wife and children — unpaid, essential, and invisible in the accounts.

Setting up:

One-time costAmount
Freedom of the city (§1)4 gp – 5 pp
Entry to the craft: by apprenticeship / by redemption1–3 gp / 5–20 gp
Tools and bench, by craft1–10 gp — a carpenter's kit at the bottom, a smith's anvil, bellows, and tongs at the top
Opening stock of materials5–30 gp
First quarter's rent, shop-with-dwelling3–6 gp
Total15–60 gp

Against a journeyman's realistic savings of 2–3 pp a year, that is one to three years of hard scraping — which is why the usual routes in are a wife's dowry, an inheritance, or marrying a master's widow, who comes with shop, tools, and standing all at once.

The year's account (middling shop: master, one journeyman part of the year, two apprentices):

RevenueAmount/yr
Sales of work, shop and market-stall25–70 pp
Apprentice premium (2–10 pp per boy, once per seven-year term)~1 pp amortized
Sidelines (the wife's brewing, a lodger)1–3 pp
ExpensesAmount/yr
Materials and stock40–50% of sales
Journeyman at 3–4 sp/day, 120–180 days4–7 pp
Apprentices' keep (bed, board, clothing, two boys)2–4 pp
Shop-with-dwelling rent (§1)1.2–2.4 pp
Fuel and light (a smith burns coin; a weaver strains his eyes to save it)0.5–2 pp
Guild, borough, temple, and crown dues (§1)0.6–1.7 pp
Net to the master's household8–25 pp

The columns are ranges across shops, not one ledger — a busy shop sits high on sales and wages together. A worked middle: sales 50 pp, plus 2 pp in premiums and sidelines; against materials 22, journeyman 5, apprentices' keep 3, rent 2, fuel 1, dues 1.5 — 34.5 pp out, call it 17 pp to the household. That is the Price Catalog's "master craftsman, shop owner, 15–30 pp" made from parts; the leading masters of the big crafts — two or three journeymen, standing contracts, a stall at the fair — clear the top of that range and supply the guild's wardens, while a struggling master in a soft year nets little more than his journeyman's wage. Guild court rolls are full of masters excused quarterage for poverty.

Where the money actually is: not in the box. Tools and stock come to 10–40 gp; the debt book — work delivered against payment at the quarter days — runs 5–15 pp owed at any moment and is usually the shop's largest asset; the box itself holds 1–5 pp, and the master owes his own suppliers in turn. A shop can be solvent on parchment and illiquid in fact, and one defaulting customer or a rained-out fair pushes it to the guild's loan fund or the pawnbroker. This is why quarterage arrears are the classic guild-court case, and why the §9 calendar matters as much to a cobbler as to an earl.

Ordinary craft guild (30–60 masters, provincial town)

RevenueAmount/yr
Quarterage (1–2 gp per master)3–12 pp
Entry fees to the craft2–8 pp
Fines for bad work, trading violations1–5 pp
Total6–25 pp

Expenses: the annual feast (1–4 pp), candles and chantry obligations (a full chantry priest, if endowed, 12–17 pp/yr), alms to sick members — the great companies keep a raising fund besides (the Price Catalog's death note) — pageant costs, hall rent or upkeep. The guild box holds 10–100 pp between obligations, plus the guild's plate — cups and a garland worth as much again.

Great craft guild (large city, 100–300 masters)

The same machine at civic scale. It owns or covets a hall, funds one of the city's pageant plays outright, and exercises the search in earnest.

RevenueAmount/yr
Quarterage10–60 pp
Entry and apprentice-enrollment fees5–25 pp
Fines and search forfeitures3–15 pp
Hall lettings and small property2–20 pp
Total20–120 pp

The box holds 50–300 pp between obligations; plate to match. Half of every search forfeiture typically goes to the town or crown — which is why the authorities keep renewing the right.

The livery company (capital city)

A craft or merchant fraternity grown into a chartered, property-holding corporation. The name is literal: the livery is the company's ceremonial clothing, and the right to wear it marks the inner circle. Structure, outside in: freemen — every member, made free by apprenticeship, patrimony, or purchase (redemption); liverymen — the 30–150 seniors "of the clothing," who vote in city elections; the court of assistants — the sitting board; a master and wardens — annually elected, personally liable executives. A great company counts 150–600 freemen; its livery dines with the mayor, because the mayor is usually one of them.

RevenueAmount/yr
Property rents (accumulated from bequests)250–1,200 pp
Quarterage and offerings15–60 pp
Entry fees: apprenticeship / patrimony / redemption10–50 pp
Livery fines (fee on taking the clothing)5–25 pp
Total300–1,300 pp
Standing expensesAmount/yr
Hall, feasts, barge and pageantry30–120 pp
Chantries, obits, and the company chaplain15–50 pp
Pensions and almshouse for decayed members20–80 pp
Salaried officers (clerk, beadle, cook)15–40 pp

The surplus buys more property and plate, and extends loans — to members, and collectively to the crown. Effectively a bank, an insurer, a regulator, a charity, and a political bloc in one hall; the treasury runs 200–1,000 pp in coin with plate worth 500–2,500 pp (see §8). Wardens' accounts are audited annually, and embezzlement scandals are a genre of civic drama.

Merchant staple & venture companies

Regulated companies, not joint-stock: each merchant trades on his own capital under company rules, paying for the privilege. The staplers control a compulsory export (wool through the staple port — see the glossary); the venturers run the cloth fleets to the foreign marts. Membership 150–400 merchants across the realm, entered cheaply by apprenticeship or dearly by redemption.

Company financeAmount
Imposition on members' trade~1–2% of turnover ⟨est.⟩, 500–2,000 pp/yr
Entry: by apprenticeship / by redemption2 pp / 10–50 pp
Foreign house upkeep (governor, chaplain, beadle)100–400 pp/yr
Collective loan to the crown, per war12,000–50,000 pp (§5)

The company's own chest is modest beside what flows through its members' hands: the crown's customs line (§5, 25,000–60,000 pp/yr) is a tax on this membership's turnover, which is why the company negotiates with the crown as a peer — and why it is often the crown's largest single creditor after the foreign banks.


§5. Crown Finance

Sizing a realm

The revenue tables below assume a mid-sized kingdom — the 14th-century English model: 2–5 million people, moderately commercialized, with a functioning central fiscal apparatus. Scale to other realms with the per-capita rule:

Ordinary revenue ≈ 2 sp per subject per year, modified by:

  • ×2–5 for heavy commercialization (customs and excise on trade flowing through the realm — this is how city-states punch far above their population)
  • ×0.5 or less for weak fiscal penetration (feudal fragmentation, mountains, a crown that can't count its subjects)
  • Extraordinary taxation can roughly double a given year's take, per the grant table below

For context, gross output runs ~5–8 pp per household per year (§1), so a competent medieval state captures only 1–2% of the economy in an ordinary year, 3–5% at full wartime stretch. That ceiling — not greed — is why war finance is loans and pawned jewels.

TierPopulationOrdinary revenue/yrModel
March / great lordship30–100k600–2,000 ppidentical to a duke's estate income (§7) — at this scale the "state" is a household
Petty kingdom / principality150–500k3,000–10,000 pp
Small kingdom0.5–1.5M10,000–30,000 pp
Mid-sized kingdom2–5M40,000–100,000 pp14th-c. England; the tables below
Great kingdom10–20M150,000–400,000 ppmedieval France: vast base, weaker per-capita grip
Commercial city-state100k–1M100,000–400,000 ppVenice: revenue rivaling great kingdoms off a fraction of the population, via trade taxation
Empireaggregated kingdoms500,000+ pp nominaldecentralized — most of it never reaches the center

Setting examples

Populations are approximate canon figures; revenues follow from the rule above.

RealmPopulationTierOrdinary revenue/yr
A single Dale (Dalelands)20–90kmarch400–1,800 pp
Verbobonc, Veluna (Greyhawk)150–350kprincipality3,000–8,000 pp
Cormyr~1.4Msmall-to-mid kingdom25,000–40,000 pp
Furyondy, Keoland (Greyhawk)~1.5–2Mmid-sized kingdom30,000–60,000 pp
Nyrond (Greyhawk)~2.5Mmid-sized kingdom50,000–80,000 pp
Sembia~2.5M, heavily mercantilemid kingdom ×3 commercial120,000–200,000 pp
Amn~3M, mercantile oligarchygreat-kingdom revenue150,000–250,000 pp
Calimshan~5Mgreat kingdom150,000–350,000 pp
Waterdeep (city + dependent territory)~130k city, ~1M spherecommercial city-state80,000–200,000 pp
Baldur's Gate~120kcommercial city-state, smaller30,000–80,000 pp
Free City of Greyhawk (city + domain)~70k citycommercial city-state, smaller25,000–60,000 pp
Great Kingdom at its height (Greyhawk, historical)10M+empire500,000+ pp nominal, most consumed provincially

Cross-check these against §7: Sembia's revenue implies its merchant council collectively outweighs any neighboring crown, which matches its fiction; a single Dale's fisc is a baron's income, which is why the Dales field militias, not armies.

Ordinary revenue (~70,000–75,000 pp/yr for the mid-sized model)

Notice whose money this isn't: the barons'. No rent flows up the pyramid (§7), so the crown lives exactly the way its lords do, one level up — its own manors (the royal demesne, run per §2, plus the towns' fee farms), its own courts (justice at national scale), and its own tenants' events (the incidents: the same reliefs and wardships a baron takes from his knights, taken from the barons). What only a crown has is the border and the whole commons: customs sit at the ports where trade must pass, and the granted taxes below fall on every community directly — the fifteenth-and-tenth is assessed village by village and ward by ward, collected beside the lord's rents, never through them (it is the "national tenth" line in §1's villein budget). The pyramid owes the king an army; it does not owe him an income.

SourceAmount/yrNotes
Royal demesne and fee farms24,000–31,000 ppmanors, forests, town farms
Customs (the wool trade dominates)25,000–60,000 ppduty per sack + wartime subsidy; collapses if trade does
Profits of justice5,000–10,000 ppfines, fees, forfeitures
Feudal incidents2,000–7,000 ppwardships, marriages, reliefs, escheats — lumpy
Coinage profits (seigniorage)1,000–5,000 ppspikes during recoinage; debasement is a hidden tax

Extraordinary revenue (requires a grant)

A grant is the realm's assembly consenting to one levy, once (see the glossary). The crown must come back and ask each time, and the asking is never free — supply is traded for redress, which is why war finance is where assemblies learn their strength.

SourceYield per grantNotes
Lay subsidy (fifteenth-and-tenth on movables)~90,000 ppfixed quotas by community; the standard war tax
Clerical tenth36,000–43,000 ppgranted by the clergy separately
Poll tax~50,000 ppper-head; historically triggered a revolt — use accordingly
Forced loans / benevolencesvariable"requests" the great cannot refuse
Loans against customs12,000–50,000 pp per lendergreat banking houses, staple merchants, capital city

Expenditure

ItemAmount/yrNotes
Royal household and wardrobe24,000–60,000 ppcourt, servants, ceremony
Key overseas garrison24,000–40,000 ppone fortified port can eat a third of ordinary revenue
Other garrisons and marches5,000–15,000 pp
Annuities and fees to retainers5,000–20,000 ppbuying the political nation
Administration, justice, diplomacy5,000–12,000 pp

War

War breaks the ordinary budget instantly; that's what subsidies and loans are for.

ItemCost
Levy spearman (beyond his district), per day2 sp
Archer, per day5–6 sp
Man-at-arms, per day1 gp 2 sp
Knight / banneret, per day2 gp 4 sp / 4 gp 8 sp
Field army, 8,000 archers + 2,000 men-at-arms, wages only~450 pp/day, ~14,000 pp/month
Shipping and victualing that army overseas50–100% on top of wages
A campaign season100,000–350,000 pp
A great two-year campaign with a siege500,000+ pp
A major castle, built from nothing20,000–50,000 pp over a decade

Sovereign default is a real mechanic: kings who borrowed campaign money from the great banking houses and refused repayment destroyed them — a bank failure with continent-wide contagion. Lenders price this in, demanding customs revenues assigned directly, crown jewels as pawn, or monopoly concessions.


§6. Merchant & Company Capital

TierTotal capitalCoin on handNotes
Chapman / peddler2–12 ppmost of itstock on his back
Shopkeeper25–120 pp5–15%rest in stock and credit given
Provincial merchant250–1,200 pp5–15%ventures of 100–500 pp at risk at a time
Great merchant2,500–12,000 pp5–10%ships, wool contracts, crown loans
Banking house / super-company50,000–350,000 ppbranch floats of 500–5,000 pp eachsovereign lending; sovereign default kills them

A merchant's books: goods in warehouses, goods at sea, debts owed by customers (often the largest single asset), bills of exchange in transit, property, plate — and a strongbox that would disappoint a burglar expecting the whole net worth. The paper instruments (Book I §14) are how the real value moves.

Venture economics, for reference: a wine ship of 100 tuns carries ~1,000 pp of cargo at origin, sells at 40–100% markup, and faces total-loss risk (weather, pirates, war embargo) priced at 10–15% per voyage in shared-risk arrangements — marine insurance in embryonic form.


§7. Noble Estates

RankIncome/yrHousehold costCoin reservePlate & jewels
Landed knight100–360 pp50–60% of income10–50 pp50–120 pp
Baron720–1,900 pp350–950 pp120–500 pp500–2,500 pp
Earl3,600–9,600 pp1,700–5,000 pp1,200–5,000 pp5,000–25,000 pp
Duke / greatest magnate19,000–29,000 pphalf or more2,500–12,000 pp25,000–60,000 pp

Structural notes:

  • The household is the dominant expense — an earl feeds 100–200 mouths daily, and hospitality is a political obligation, not a luxury. Food alone runs 1,200–3,600 pp/yr at that scale.
  • Retainer annuities (2–25 pp/yr per man, more for knights) are the second expense: an affinity of sworn men is bought and maintained in cash. This is the line item that raises private armies.
  • The medical retinue follows the same pattern: a retained physician (5–20 pp/yr) does the daily work for a household of a hundred mouths, and houses that can attract one keep a casting cleric as chaplain (20–60 pp/yr plus keep and a chapel). The retainer buys loyalty, preparation priority, pastoral office, and whatever magic that particular priest can cast; it does not guarantee every cure or a raising-grade cleric. Scarcity, doctrine, and spell level remain gates even for the rich.
  • Plate is the treasury. Coin reserves are working cash; the real store of value is silver-gilt plate and jewels, which can be pawned or coined in a crisis in weeks. Wills and forfeiture inventories confirm plate routinely exceeding a year's income.
  • Income arrives via receivers from scattered estates on quarter days, chronically in arrears. A lord can be enormously rich and cash-poor in the same month, and borrowing against next quarter's rents is routine.
  • What flows upward: no rent. The feudal pyramid is not a revenue-sharing scheme. A knight holding of a baron, or a baron of the crown, owes service and events, not a share of income: military service (or its cash buyout, scutage, when the levy is actually called), suit of court, and sometimes a token quit-rent (see the glossary). The money moves on events — relief when the heir inherits, wardship and marriage when the heir is a minor, an aid on the customary occasions, escheat when the line fails. That is why the crown's "feudal incidents" line in §5 is lumpy: it is a death-and-marriage tax on the aristocracy, not a rent roll — and why a long-lived family with adult heirs pays its overlord almost nothing for a generation at a time.
  • Wardship: when a tenant-in-chief dies leaving a minor heir, the crown (or purchaser) takes the estate's income until majority and sells the heir's marriage. Wardships are traded assets worth hundreds to thousands of pp — legitimized asset-stripping with built-in plot hooks.

The lord's central books

The §2 manor account nets its own costs — bailiff, reeve, repairs, seed — before anything leaves, so what the receiver collects is already net, and the central account carries only the lord's own machine:

OfficePayFunction
Steward10–25 pp plus fees and robesthe legal head: holds the manor courts on circuit, leases the demesnes, hires and breaks the bailiffs (see the glossary)
Receiver-general10–30 ppcollects the manor nets, pays the annuities and assignments, keeps the one book that sees everything (see the glossary)
Auditors5–15 pp for the riding seasonhired each year to view every bailiff's account — the machine's immune system, and the reason "what the audit doesn't catch" takes skill
Attorneys and council1–5 pp each in annuitiesretained lawyers at the capital courts; a great house is always in litigation
Clerks of the chamber2–6 pp eachthe paperwork

A worked middle — a baron of ~1,000 pp gross, thirty manors and a borough:

Linepp/yrNotes
Manor nets, via the receiver750–850quarter-day lumps, chronically in arrears
Borough rents, mills, market and fair franchises80–120
The barony's own court, and its own feudal incidents50–150lumpy — the baron collects reliefs and wardships from his knights exactly as the crown does from him
Against it: household500–600the dominant line, per the notes above
Retainer annuities100–200the affinity
Central administration (the table above)40–804–8% of gross — cheap, because the manors net their own costs
Chantries, alms, the chapel20–50
Works, taxes when granted, incidents when they strikelumpyone relief, one campaign, or one ambitious gatehouse eats a year's surplus

The margin in a quiet year is 5–15% of gross — which is the coin-reserve column above, and why even a prudent lord borrows against next quarter's rents (Book I §14). Scale slides both ways: a landed knight of one or three manors is his own steward, his lady is his receiver — the surviving letters of estate-running wives are among the best account sources there are — and the audit is his own eye on the bailiff. An earl runs the chart twice over: regional receivers under a receiver-general, a chancellor over the clerks, a standing council — a private exchequer in miniature.


§8. Treasuries: Coin Actually in the Chest

The reference table for theft, ransom of a strongbox, or "how much can this institution pay on short notice."

LocationCoinNon-coin
Village temple box5–50 spa silver chalice and paten, 1–3 pp
Town temple, prosperous2–10 ppplate and vestments, 5–20 pp
Manor strongbox, ordinary day2–10 ppledgers, deeds (worth more than the coin, to the right buyer)
Manor strongbox, just after rent day10–50 pp
Town chest50–250 ppcivic plate, charters, the seal matrix
Guild box10–100 ppplate 20–200 pp
Livery company treasury200–1,000 ppplate 500–2,500 pp; deeds, bonds, members' pledges in pawn
Master craftsman's shop box1–5 pptools and stock 10–40 gp; the debt book, worth more to whoever can enforce it
Merchant's strongbox20–200 ppbills and bonds — named-payee, worthless to a thief
Moneychanger's counter50–300 ppin mixed coin; the float is the business
Abbey treasury100–1,000 ppplate, relics, pledged valuables held in pawn
Baron's castle120–500 ppplate 500–2,500 pp
Earl's treasury1,200–5,000 ppplate and jewels 5,000–25,000 pp
Royal treasury, ordinary5,000–50,000 ppregalia and jewels 70,000–250,000 pp; fluctuates wildly with war
Tax collector's strongbox, in transit200–2,000 ppa subsidy's county proceeds; historically robbed
Mint1,000–10,000 ppplus bullion awaiting striking

Two patterns worth internalizing: coin concentrations are temporal (rent days, tax collections, fair weeks, pay musters) as much as spatial — the same strongbox varies 10x by the calendar; and above the town level, the majority of any treasury is plate, which is heavy, identifiable, and must be melted or fenced at a steep discount (fence rates: 30–50% of bullion value for hot plate ⟨est.⟩).

What centuries do to a chest of coin — for staging the hoard the party actually finds. None of it costs a coin its bullion value; what it costs is anonymity.

MetalBoxed and dryBuried or damp
Silverslate-dark discs, edges shot with purple-blue; the strike stays crisp under the black, and a firm thumb-stroke streaks it brighta waxy gray-violet crust ("horn silver") no thumb will shift; coins stacked in a rotted purse fuse into a loaf that snaps apart
Coppersalmon dulls to an even chocolate brown, still legibleblue-green verdigris eats inward — detail gone, edges pitted, a purse become one green concreted clod with the cloth's weave printed in it
Goldunchangedunchanged; torchlight finds it first

The condition reads: uniform dark silver in a sound chest is a deliberate strongbox; fused clods in wet earth are a panic burial nobody came back for. And the coin's state follows it to market. Hammered coin was never round to begin with — hand-shorn blanks, off-center strikes, clipped rims; roughness proves nothing (Book I §1) — but silver black to the rim has plainly sat out of circulation for a lifetime, and a stranger spending it by the fistful is asking the questions a fence is paid not to ask. The discount above already prices the answer.


§9. The Fiscal Calendar

SeasonCoin flow event
Seedtime (spring quarter day)rents due; manor and receiver strongboxes fill
Midsummer (quarter day)shearing → wool sales begin; fair season opens
Harvestide (autumn quarter day)the great rent day; harvest sold; exchequer's year closes; tax collections move
Midwinter (quarter day)feast-season expenditure spikes; annuities paid
Fair weeks (regional)a year's wholesale trade in days; moneychangers and carts of coin converge
Muster and pay days (wartime)war chests move to the coast; a paymaster's convoy is the richest thing on any road

Name the quarter days for your setting's own festivals — every faith and realm hangs them on different holy days, but the rhythm (sowing, shearing, harvest, midwinter) is agricultural and universal.

Adventure economy implications, stated once: the interesting money in this world is rarely in a dungeon — it is in transit on a fixed schedule, sitting as plate behind a lord's chapel, or existing as paper enforceable only by the institution that issued it. Coin hoards in ruins (Book I §11) are the exception, which is why adventurers who find them distort local economies on arrival.


§10. Where Dungeon Wealth Comes From

The system needs hoards to be explicable, or the fiscal logic above collapses on contact with the first dragon. The explanation has four legs, three of them historical.

Buried wealth was the banking system

Before deposit banking, burying coin was security technology, and the archaeological record is enormous — thousands of recovered coin hoards from every century, concentrated in crisis periods (invasion, plague, civil war). A hoard survives to be found precisely when its owner died or fled before recovery. Every war and plague seeded the ground with unrecovered savings. Dungeon coin at the small scale — the strongbox under the ruined farmhouse, the pot in the abandoned village — is this, and its composition should say so: mixed old mints, obsolete issues valued at bullion weight rather than face, the occasional cut fragments.

Tombs are treasure vaults by design

Grave goods were real wealth deliberately removed from circulation — princely ship burials, temple deposits, shrine treasuries interred with the honored dead. Tomb robbery is correspondingly one of the oldest documented professions; ancient trial records of tomb-robbing gangs read like adventuring-party after-action reports. A barrow or crypt "dungeon" is the intended case: wealth placed underground on purpose, guarded on purpose, by people who expected exactly the visitors it eventually gets.

Fallen polities don't liquidate

When a kingdom collapses, its balance sheet doesn't clear — the plate, regalia, temple vessels, and mint stock stay wherever the end found them. §8's treasury table is therefore also a ruin-stocking table: a dead barony's seat holds a baron's plate (500–2,500 pp); a dead kingdom's fallen capital held a royal treasury. Settings with canonical collapsed empires — Netheril, Myth Drannor, the Great Kingdom — have centuries of unliquidated institutional wealth distributed across their ruins. This is the supply side that makes a party's lifetime haul plausible: it is one recovered treasury, not new money.

Monsters are fiscal actors without market access

  • Dragons are the treasury table's apex entry: long-lived, territorial, and collecting by plunder and tribute — a protection racket is taxation without the paperwork, so a dragon is functionally a rival micro-state whose entire revenue accumulates as stock. Compounded over centuries with no household to feed, no retinue to pay, and no market to spend in, a great wyrm's hoard plausibly reaches royal-treasury scale. Its composition skews exactly as the model predicts: old coin, plate, regalia of dead realms, and items — the wealth of every polity that failed within its reach.
  • Bandits and humanoid warbands run plunder economies keyed to §9's calendar: they rob what moves — rent convoys, tax collections, fair traffic, pay chests. A goblin hold's strongbox is a sampling of the district's coin in transit, which is why its contents are current coin rather than antique.
  • Intelligent monsters (giants, liches, hags) hold wealth for the same reasons lords do — status, ransom capacity, and purchasing power with the few who will trade with them — plus components and items for their own use. A lich's hoard is a wealthy archmage's estate, never probated.
  • Unintelligent monsters don't hold wealth; they occupy it. The owlbear's cave is valuable because of who died there, not because the owlbear collects.

The common thread: monsters lack market access, so wealth that reaches them stops circulating. Monster territory is a slow wealth sink at the economy's edges — mildly deflationary, and the reason frontier hoards grow rather than disperse.

Why it's still there: the salvage-market equilibrium

Everything cheap to recover was recovered generations ago. The surviving stock is precisely the fraction whose recovery cost — in soldiers, siege equipment, or clergy — exceeded any institution's appetite, because armies are budgeted for wars, not for owlbears (a company of men-at-arms runs 30–40 pp per man per year, §5, against uncertain returns and certain casualties). Adventurers are the specialized salvage industry that closes this gap: low headcount, high capability, paid on contingency. Expected hoard value correlating with danger isn't a game convenience; it's the market clearing.

The institutional response writes itself from the fiscal logic: treasure trove law (historically real — concealed treasure of unknown ownership escheats to the crown) means a recovered hoard legally belongs to the king, and concealing it is a crime. Practical regimes license the salvage: adventuring charters on the model of wreck and salvage law — a crown share (a fifth to a third), registration of significant finds, magic items of strategic consequence subject to compulsory purchase. Enforcement is spotty exactly in proportion to distance from the capital, which prices the choice every party faces between declaring and smuggling — and gives the fence rates in §8 their third line of business.


§11. Adventurer Wealth & Treasure

AD&D 2e has no universal party-wealth budget, and this economy does not need one. A character's wealth is the record of treasure found, property held, obligations accepted, followers supported, and magic acquired. Two parties of the same level can differ by a barony without either being incorrectly equipped.

What adventurer wealth is made of

| Form | Liquidity | What controls its value | |---|---|---|---| | Local coin | high in small amounts | weight, mint, fineness, and who must make change | | Foreign or obsolete coin | medium | bullion assay and exchange discount | | Gems | high among specialist buyers | identification, cut, fashion, and fraud risk | | Plate and art | low to medium | provenance, melt value, workmanship, and whether it is stolen | | Trade goods | regional | transport, spoilage, market access, and guild rights | | Land, offices, and revenue rights | very low | title, law, tenants, obligations, and political recognition | | Consumable magic | medium in specialist markets | identification, legality, freshness, and replacement cost | | Permanent magic | thin and negotiated | function, restrictions, provenance, curse risk, and the few buyers able to mobilize capital |

High-level wealth therefore need not break the grain market. A party may control a fallen barony's value while holding little ordinary cash: a fortress, enchanted arms, claims, favors, and captured plate cannot all be spent at the village fair.

Place treasure from a source

Use the original 2e Treasure Type or a deliberately placed hoard as the contents generator, then apply Book I §11:

  1. Shift coin, gem, and art values one denomination.
  2. Recompose coins toward local silver and the age and origin of the hoard.
  3. Generate magic from the 2e category tables without converting it into a cash budget.
  4. Make the composition fit the former owner.
SourceLikely contents
Household cachemixed small coin, jewelry, clothing, tools, title papers
Tax or rent chestcurrent local silver, tallies, arrears lists, a little seized plate
Military pay convoyweighed and sealed coin, payroll rolls, emergency credit
Temple treasuryofferings, plate, relics, endowment deeds, ritual magic
Merchant reservecoin, gems, bills, samples, account books, portable magic
Noble strongroomplate, jewels, charters, ransoms, heirlooms, little ready coin
Monster lairaccumulated mixed-age loot with poor liquidity and unclear provenance
Older dungeonobsolete mints, foreign bullion, grave goods, unique magic, historical claims

The source is the balance mechanism. A 2,000 sp find is not “for” a level; it is a manor collection, payroll, ransom, merchant reserve, or older hoard whose loss matters elsewhere in the setting.

Characters entering above 1st level

Starting resources are a referee decision based on the campaign premise, not a level-indexed entitlement. Choose explicitly:

  • Newly established: ordinary starting silver plus campaign-appropriate mundane equipment.
  • Experienced retainer: issued arms, armor, mount, wages, and obligations belonging partly to a patron.
  • Veteran adventurer: a few prior finds chosen from plausible Treasure Types, with provenance and enemies attached.
  • Landed or institutional: property, income, staff, debts, and political duties rather than an equivalent purse of coin.

Magic items should be selected as history — gift, capture, inheritance, commission, or discovery — not purchased from a level allowance.


§12. Economies Without Lords

Not every hex is a manor. The machine of §§12 — customary dues, forced monopolies, unfree labor — is one answer to a universal problem: how a settled population supports its defenders and institutions. Remove the lord and the problem remains; what changes is who takes the skim, what the skim is called, and how visible it is. Three things hold everywhere coin reaches: the wage peg (2 sp a day hires labor), wealth-is-not-coin, and revenue in lumps.

SocietyWho takes the skimAs whatFiscal signature
Free village (allodial)the commune, then crown and templeself-assessed rates, tithe, militia daysno manorial court; assessment fights replace rent fights
Free city-statethe commune and its guildsgate and market excise, citizenship ratesexcise-heavy, no fee farm; walls are the first budget line
League of citiesmember duesconvoy fees, a common war chesta treasury without a territory
Clan / pastoral countrythe kindred, then the chiefherd-tribute, hospitality, feud-pricewealth counted in cattle; silver arrives by trade or raid
Frontier / free marchnobody, yetshares, land, and kindlabor scarce, coin scarcer; wages ×1.5–2
Temple landsthe templetithe as tax, fees, offeringsthe manor machine with a better-organized landlord

The free village

Delete the lord's lines from §1 and the villein's burden drops from 25–40% of gross to perhaps 15–25%: tithe and crown taxes remain, and the crown's now fall directly, with no lord to shield the village or to skim the collection. Defense is personal — a militia obligation of 8–20 days a year with your own spear and padded jack, cheaper than any scutage but paid in blood-risk. The commune assesses itself for the bridge, the dike, the common bull: 2–5 sp a household in an ordinary year, ten times that in a wall-building one, and the fights that were tenant-against-lord become neighbor-against-neighbor in front of elected headmen. Historically this survives where terrain defeats cavalry — high valleys, marsh coasts, deep forest — which is also exactly where a map painter puts the points of light.

The free city-state

The chartered town of §3 with the crown deleted. No fee farm — but independence is a defense budget, and the 40–60% that went to the crown goes to walls, artillery, and hired companies instead. Revenue leans on excise — every gate, every measure of wine and salt — because indirect taxes are the ones an assembly will vote for. Citizenship is the other tax handle: the freedom (see the glossary) costs more and carries more — watch duty, militia muster, liability to office. Government is the commune: the livery-company structure in §4 stops being a metaphor for the state and becomes it. For the ceiling on what this looks like at scale, see the commercial city-state line in §5's revenue table. Several such cities pooling convoy fees and a common war chest make a league: dues without territory, enforced by embargo — the merchant's interdict.

Clan country

Wealth is the herd and the kindred's honor; both are ledgers. Obligations run along blood: hospitality owed and reckoned, tribute in beasts to the chief, and the feud-price — wergild — in place of a court system: a herdsman's life 1–3 pp paid in cattle, a chief's tenfold, an insult priced in fractions. Silver arrives by wool, hides, and mercenary wages, and mostly becomes arm-rings and brooches — worn plate, in this book's terms. When the balance of a feud can't be paid, it's taken, which is §10's raid economics seen from inside: the warband is a fiscal instrument of last resort.

The frontier

No taxman has arrived yet. Labor is the scarce factor, so the wage peg bends — common work 3–4 sp a day, harvest more — while everything imported doubles or triples under freight. Coin is scarcer than labor: wages run in land ("a hide per year of service"), in kind, and in shares of the venture, which is why frontier folk are part-owners of everything and cash-poor to a man. This is the adventuring party's natural habitat — high wages, no records, hard problems — and its natural tragedy: the first settler with 50 pp builds the mill, then the toll bridge, then the court, and the feudal machine grows back from seed, one banalité at a time.

Temple lands

The manor machine with the temple as landlord: glebe farming at village scale, abbey estates at a barony's, run exactly per §2 but with better books — clerical estates keep the best records in the historical corpus, and their fictional equivalents should too. The tithe is the tax, fees are the court profits, and the skim travels under a duty of faith, which is cheaper to enforce than any bailiff.

Book IV: Money Magic

Custom items for the coin-and-credit economy of Books I–III. Everything here is ⟨est.⟩ by construction and priced from revised 2e creation rules, caster scarcity, failure risk, institutional demand, and Book I §12's market logic. There are no 5e rarity-price bands and no ordinary magic shop. Institutions commission permanence, and a market invents trust technology long before it invents convenience.


§1. Creation, Commission & Resale

The DMG says that magic shops do not exist and does not give permanent items a retail rarity ladder. It gives a difficult creation procedure:

  • An extraordinary vessel costs 100–1,000 gp or more after the one-step shift.
  • Preparation costs at least 50 gp.
  • The creator must cast Enchant an Item successfully or secure a willing collaborator.
  • Other spells, rare ingredients, research, and adventures may be required.
  • Permanency, when required, is another high-level access gate.
  • The final success roll can yield a cursed item instead.

The known cash outlay therefore begins around 150–1,050 gp, before other spells, rare materials, research, travel, failed work, or compensation to the creator. That is an input range, not a retail floor. The 2e NPC Spell Costs table describes punitive emergency bargaining and cannot be added twice as a 2,000 gp Enchant an Item charge and a 2,000 gp Permanency charge. A permanent-item commission first requires a relationship with one of the few capable creators; coin may accompany land, office, patronage, rare materials, a reciprocal item, or an adventure, but cannot compel acceptance.

Significance by XP Value

XP Value is an ordinal signal, never a gp conversion.

XP ValueSignificanceNormal acquisition
Up to 750Minor permanent itemfound, gifted, inherited, or occasionally commissioned through a known creator
751–1,500Significant iteminstitutional commission or exchange between established patrons
1,501–3,000Major itemgreat-house, temple, guild, or crown bargain involving patronage and special materials
3,001–5,000Great itemstrategic project and campaign-scale obligation
Above 5,000Strategic or relic-gradeno ordinary commission or market

These are significance bands, not cash conversions. A sword +1 (XP 400) still requires the full creation relationship and process; a Rope of Climbing (XP 1,000) is significant; a Bag of Holding (XP 5,000) is a great logistics asset; and a Carpet of Flying (XP 7,500) is not an ordinary transaction.

Consumables

ItemWorking price
Potion of healing30–40 gp
Common utility/control potion, XP 200–35030–60 gp
Extra-healing or strong utility potion, XP 400–50050–90 gp
Rare control potion or oil, XP 550–75090–150 gp
Scroll, 1st–2nd-level spell10–30 gp
Scroll, 3rd–4th-level spell30–100 gp
Scroll, 5th–6th-level spell100–300 gp
Scroll, 7th–9th-level spellno routine commission; an existing scroll is negotiated as a major asset
Protection scroll50–250 gp by effect and XP Value

Potion prices include 20–100 gp of shifted ingredients, a laboratory worth at least 200 gp, maintenance, two to ten days of work, and failure risk. Scrolls require unique quills and inks, fine writing material, time, and a success roll.

Commission and resale

Permanent items are commissioned, not shopped. The buyer ordinarily supplies a purpose, patronage, access, rare ingredients, and sometimes an adventure as well as coin. Do not calculate a commission by multiplying daily slots by the NPC Spell Costs table; agree on the creator's whole project and relationship.

Secondary-market value is separate from replacement cost:

Item offered for resaleTypical recovery
Known, legitimate consumable60–80% of replacement cost
Useful permanent item with an identified institutional buyer30–60%
Restricted, suspicious, curse-risk, or strategically dangerous item10–40%
Unique or relic-grade itemno percentage; a campaign event

An item keyed to a house can be worthless to use honestly and dangerous to hold dishonestly. Identification, command words, class restrictions, provenance, curses, law, and the buyer's available capital all matter more than a printed “list price.”


§2. The Shelf

ItemSignificanceNormal acquisition
Counting purseminor permanentcommission through a known creator; institutional asset
Warded strongboxminor permanenttreasury commission
Assayer's touchstonesignificantmint or goldsmiths' guild commission
Signet of attestationmajor institutionalchartered-house project; never retail
Touch-plateminor permanentmade with its signet family; issued, never sold
Courier's twin satchelgreat/strategicjoint project of a great house and rare creator; often unobtainable

Counting purse (minor permanent). A soft leather purse that knows its own contents: squeezed, it murmurs the count — coin by coin, in the holder's ear alone. Coin it judges false — clipped past tolerance, plated, cast — it quietly shunts into a separate pocket for the owner to deal with as the moment demands. This is Book I §1's street assay folded into a purse. The permanent-item access gate keeps it with mints, great exchanges, tax farms, and royal pay offices rather than ordinary merchants.

Warded strongbox (minor permanent). An iron-banded chest carrying a permanent Alarm keyed at crafting: opened by any hand but a warded one, it howls until its owner bids it stop. Only royal, great-temple, major guild, and merchant-prince treasuries can justify that commission. Ordinary guild boxes use excellent mundane locks, traps, seals, guards, and perhaps a temporary Alarm. Above the magical threshold, burglary becomes an adventure.

Assayer's touchstone (significant). A touchstone that needs no needles: the streak drawn across it flushes with a color naming fineness exactly. Great mints, exchanges, and goldsmiths' halls keep one; wise crowns license them. An ordinary touchstone can be argued with — needles mislaid, light poor, assayer bought. This stone cannot, and debasement is a lie told by a king.

Signet of attestation (major institutional; never retail). The physical form of Book I §14's spell-sealed mark: a signet cut for one house alone, keyed to its charter at crafting. Pressed into wax it leaves an ordinary-looking seal and an arcane imprint binding the registered sigil to the document's exact words. The house-rule Detect Magic can reveal only that magic is present, not whose mark it is or what it does.

The check is the touch test, and it is built to be watched. Lay a sibling signet of the house — or a touch-plate (its own entry below) deposited with an exchange office the house trusts — against the seal: if the mark is true, the sigil rises out of the wax in silver light for the space of a breath, plain to everyone at the counter. If the mark is forged, the seal transplanted from another paper, or so much as a line of the text altered since sealing, the wax blackens and crazes instead — permanently, which makes a damned seal its own exhibit before the court. Where no plate is deposited, an institutional caster can read the imprint by ritual under Book I §5's public-service rules: the read names the sigil it claims and whether it is intact, which kills crude fraud — but it attests the mark, not the authority, and only the house's own metal knows whether that officer's signet was revoked a month ago. That gap is why verification stays a house business collecting its 2–5%, why the offices staff salaried casters rather than hiring at spot rates, and why in a village a letter of credit is fancy paper.

The material outlay is secondary to the fee income it protects; the real cost is trust and access to the creator, which is why each signet is cut for a named officer, sworn and bonded, and re-keyed when he dies. A stolen signet is not property but catastrophe: until it is recovered or revoked, every mark of the house is suspect — the house will pay adventure-tier money for its quiet return, and the thief's fence knows exactly how that story ends.

Touch-plate (minor permanent; issued, never sold). A palm-sized brass plate keyed to the same charter as the house's signets, able to answer marks but never make one. The read-only keying is the point: a stolen plate can forge nothing. Creator access and institutional control mean plates are deposited only at the most important exchanges and correspondent courts, not every counter. Revocation still travels by roll-writ and courier until a twin satchel shortens the route.

Courier's twin satchel (great/strategic; no ordinary market). Two plain dispatch satchels are bonded in a single crafting. Once per day, each way, a pouch of documents closed into one arrives in the other, any distance, instantly. The bond carries only paper, parchment, wax, and ink. Its creators require the permanent-item process, bespoke transport magic, months of work, and likely an adventure for special materials; the PHB has no permanent Teleportation Circle shortcut.

What the satchel does to the economy is the reason it is counted like a warship even without a list price. On its route it kills the temple Sending trade outright — unlimited words against 25 at a 2–10 gp institutional fee. It moves instruments past every gate toll, customs bar, and siege line without a courier to waylay, which is why crowns claim the right to license pairs and why nobody believes the registries are complete. It collapses the float: same-day clearing lets the owning house underprice every rival's letters of credit (Book I §14), so the pair repays its material outlay and obligations not in saved fees but in the slow strangulation of competitors — the two or three greatest networks own most pairs, and the crown owns the rest for war dispatches, where a satchel to a besieged garrison is worth more than the relief column. And it quietly relocates trust from the seal to the channel: a paper that arrives in the satchel is presumed authentic, so the satchel room sits inside the counting house's strongest vault, double-warded and audited, because the compromise of one end — the injected letter of credit, the forged order that came by the house's own channel — is invisible until it is ruinous. That failure mode is an adventure, and it is the best one in this book.


§3. Dials & Rejections

The bag of holding is a fiscal event. Nothing in this book matters more than an item the rules already gave you: roughly 500 lb of capacity can put a county's subsidy proceeds (Book III §8) in one porter's pack. Its 2e XP Value of 5,000 marks it as a great logistics item with no ordinary shelf or formulaic cash value. A crown, great temple, or merchant league may own one; every great house does not. Coin-in-transit therefore remains wagon-shaped often enough for Book III §9, while the rare bag becomes exactly the kind of secret asset adventurers escort or steal.

The everfull purse is rejected. Older books offer coin-creating items; this corpus refuses them. A purse that mints is unlicensed seigniorage — debasement without even the honesty of a mint — and at any scale it breaks the peg every price in these books stands on. If you want one anyway, give it artifact treatment: a single named purse with a political history, a trail of quietly ruined market towns behind it, and a mint-master who has hunted it for twenty years. That is not an item; that is a campaign.

Glossary

Terms of art used throughout all four books, defined once.

Aid (feudal) — a cash levy a vassal owes his lord only on the customary occasions: the lord's ransom from captivity, the knighting of his eldest son, and the first marriage of his eldest daughter. With the incidents (relief, wardship, escheat), it is how feudal tenure taxes events rather than income — between events, a vassal pays his overlord essentially nothing (Book III §7).

Amercement — a discretionary court fine, "at the mercy" of the court. The routine penalty for most minor offenses; the manorial court's bread and butter.

Assize (of bread and ale) — the regulated standard tying staple prices to the grain market: the price stays fixed (a penny loaf, a measured gallon of ale) while the weight or strength floats (Book I §3). Enforced by fines so routine they function as licensing — the "brewing/baking violations" line in the Price Catalog.

Assize rents — fixed customary money rents attached to holdings, set generations ago and unchangeable by custom. Inflation slowly erodes their real value, which is why lords prefer leases and fines.

Banalités — a lord's forced-use monopolies: tenants must grind at his mill, bake in his oven, press at his winepress, and pay the toll each time. Owning a hand-quern to evade the mill is an offense.

Banneret — a knight ranked to lead a company under his own square banner; a knight bachelor follows someone else's. Historically made in the field by cutting the tails from the knight's pennon — a promotion that is also a payroll event, since the banneret draws double a knight's war wage (Book I §5).

Benevolence — a "voluntary gift" to the crown solicited from the wealthy individually. Refusal is technically possible and practically unwise. A forced loan is the same thing with a repayment fiction attached.

Boon works — extra whole-village work days owed to the lord at haymaking and harvest, on top of regular week-work, customarily fed by the lord — "wet" boons come with ale, "dry" without (§2). The distant ancestor of the harvest-home feast.

Bottomry (sea loan) — a loan secured on ship or cargo, repayable with heavy interest only if the venture arrives; the lender eats the loss if the sea takes it. Marine insurance wearing a loan's clothes — the elder instrument, kept where usury law or custom frowns on naked premiums (Book I §14).

Chantry — an endowment paying a priest to sing daily rites for a founder's soul, in perpetuity if the money holds; a full chantry priest runs 12–17 pp/yr (§4). An obit is the budget version — a single endowed anniversary rite at a few sp a year. Guilds and companies maintain both for dead members; it is a standing charge in every corporate budget in this document.

Chevage — an annual fee a villein pays for permission to reside away from the manor he legally belongs to. The leash on unfree labor mobility.

Clerical tenth — a tax of 10% on assessed temple incomes, granted to the crown by the clergy's own assembly, separately from lay taxation.

Cottager — the bottom rung of village landholding: a cottage, a garden, a few acres — too little to live on, too much to leave. He fills the year with wage work, odd jobs, and hiring out at the seasons' edges, which makes him the village's reserve of casual labor: the extra harvest hand, the day porter, the local guide of Book I §5. The distinction from the laborer is that the cottager has land but not enough; from the villein, that acreage (not legal status) is what defines him — cottagers come both free and unfree. Most village households are closer to this than to the 20–30-acre villein tenant of Book III §1.

Demesne — the portion of a manor the lord exploits directly (his own fields, worked by tenant labor services or hired hands) rather than renting out. "Royal demesne" is the same concept at kingdom scale: lands the crown holds and draws income from directly.

Ell — the cloth measure, a long arm's-length: 45 inches (a yard and a quarter) in the historical English standard, with other towns and trades keeping their own shorter ells — which is why the sealed ell-wand among the merchant's tools exists. Period convention, kept by this document: linen and canvas sell by the ell, wool cloth by the yard.

Entry fine — a lump payment to the lord for taking possession of a holding — on inheritance, purchase, or new tenancy. Functionally a property transfer tax set by negotiation.

Escheat — reversion of land to the lord or crown when a tenant dies without heirs or is convicted of felony. A windfall revenue line.

Famuli — a manor's small permanent staff (ploughmen, carters, shepherd, dairymaid), paid mostly in grain liveries plus a few sp in cash a year (§2). Distinct from both villein labor services and hired day labor.

Fee farm — a chartered town's fixed annual payment to the crown, purchased in exchange for the right to self-govern and collect its own local revenues. "Farm" here means a fixed-sum lease of revenue rights, not agriculture — the same word as in "tax farming."

Fifteenth-and-tenth (lay subsidy) — the standard national tax on movable property: nominally 1/15 of assessed movables in the countryside, 1/10 in towns and royal demesne. After early reassessment scandals, each community's quota was frozen, so in practice it's a fixed-sum tax the village apportions internally. Requires a parliamentary grant each time.

Freedom (of the city) — full membership of a chartered town: the right to trade retail, keep a shop, take apprentices, vote, and hold office — and the duty to pay scot and lot. Acquired by apprenticeship (the common road), by patrimony (a freeman's son), or by redemption (purchase, 4 gp – 5 pp). Non-free "foreigns" may sell only wholesale or on market days, and pay tolls the free do not.

Fripperer — a dealer in second-hand clothing. Where cloth is dear and labor cheap, the fripperer's stall dresses most of the town (Book II §3): wardrobes bought from estates and pawnbrokers, carefully patched — sometimes with the house-rule Mending cantrip's limited help — and sold at 3–8 sp against the gold new-made costs. The published "common clothes" price is his, not the tailor's (Book I §6).

Gains of war — plunder and ransoms taken in the field, owned under written rules rather than scrambled for: the standard indenture lets a soldier keep what he takes, less a third to his captain, who owes a third of his thirds to the crown or paying lord. The lottery riding on top of the day wage (Book I §5) — Book II §14 prices the prisoners — and the reason muster rolls fill at rates a porter would sniff at.

Glebe — the farmland attached to a village temple for the priest's own support, worked or leased out by him. Glebe plus tithes plus fees make up the priest's living (historically, the parson's).

Grant (of taxation) — the consent of the realm's assembly — a parliament, the estates, a council of magnates, whatever your setting seats — to one specific levy, voted for one occasion (almost always a war) and lapsing with it. The bargain beneath Book III §5: in ordinary times the crown "lives of its own," and reaching into subjects' movables requires asking. The asking is never free — assemblies trade supply for redress of grievances, which is how they grow from a formality into a power the crown cannot ignore. The clergy grant their tenth separately, in their own assembly.

Heriot — a death duty owed to the lord from a tenant's estate, customarily the best beast (or best chattel). The temple often took the second-best as a mortuary.

Keep — bed, board, and usually a livery garment: the non-cash half of every retained post in these books ("2–4 pp plus keep"). It is worth real money — 1–2 pp a year per head, which is exactly what the guild budgets' "apprentices' keep" line prices it at — so a household servant's "1–3 pp plus keep" approaches a laborer's 5–7 pp with the hunger risk moved to the master's ledger, and a bailiff's cash-plus-keep-plus-fees comes to 4–8 pp all-in. Count the keep before calling any salaried post underpaid.

Levy (military) — the general obligation of free men to keep arms after their means and turn out when called: mustered for inspection a few days a year, serving within his own district at the community's charge for the customary forty days, and drawing crown wages (2 sp/day, Book I §5) only marched beyond it. It yields numbers, not soldiers — realms that mean to win hire companies (Book III §5) — and a knight's-fee holder buys out of the call entirely with scutage. Distinct from a tax levy, which requires a grant.

Leyrwite — a manorial fine levied on an unfree woman for fornication. Listed because it illustrates the principle: the lord's court monetizes everything, including morals.

Livery — a company's distinctive ceremonial robes ("the clothing"); by extension, the senior membership entitled to wear them. A livery company is a chartered, property-holding guild corporation on the capital-city model (§4).

Man-at-arms — a function, not a title: any fully armored, mounted fighting man — knight, squire, or career professional. His war wage (1 gp 2 sp/day, Book I §5) is high because it rents his capital along with his skill: harness, warhorse, and remounts are his own — 250+ gp standing in the stable (Book I §§89) — and they eat whether he fights or not. A knight does the same fighting job at double for rank; a banneret double again for command.

Mark — a unit of account, never a coin: two-thirds of a pound piece, exactly 66sp (normally settled as 66 sp 7 cp). Medieval accounts genuinely computed substantial fines, debts, rents, and ransoms in marks; the awkward fraction is the historical 13s 4d relationship preserved on the decimal game ladder.

Merchet — a fine paid to the lord for permission for a villein's daughter to marry, especially off the manor. Compensation for the lord's loss of future labor.

Mill soke (suit of mill) — the obligation to use the lord's mill; see banalités. The miller's toll (a fixed fraction of the grain, 1/16–1/24) is where "the dishonest miller" stock figure comes from.

Murage / pavage / pontage — temporary royal grants allowing a town to levy special tolls earmarked for walls, street paving, or a bridge respectively. Capital-works financing by toll.

Pannage — a per-head fee for the right to run pigs in the lord's woodland to fatten on acorns and mast in autumn.

Patrimony (entry by) — admission to a guild or the freedom of a city by right of birth as a freeman's son. The cheap door, beside apprenticeship's slow one and redemption's dear one.

Portage — a seaman's customary right to a set corner of freight-free cargo space, traded on his own account at every port of call. It stacks a merchant's margin on a peddler's stake atop wage and keep (Book I §5), voyage after voyage, and is most of why crews sign for near a porter's coin when Book III §6 prices the sea's total-loss risk at 10–15% a voyage. The sailor's cousin of gains of war: the wage is the floor of the package, never the whole of it. (No relation to carrying boats overland — context says which is meant.)

Quarter (dry measure) — the standard grain measure: 8 bushels, ~480 lb. of wheat, running 4–7 gp in a normal year and unbounded in famine. No relation to the quarter-coin (q) or the quarter days — context says which is meant.

Quarterage — a guild member's regular dues, paid quarterly.

Quarter days — the four fixed days dividing the financial year: in this document Seedtime (spring), Midsummer, Harvestide (autumn), and Midwinter, after the agricultural rhythm; substitute your setting's festival calendar. (The historical model is the English quarter days.) Rents, annuities, and contracts fall due on them; coin moves in pulses accordingly.

Quit-rent — a token fixed rent — a rose at midsummer, a pair of gloves, a peppercorn — by which a holding is held "quit" of all other service. It is proof of the lord's title, not revenue; its annual delivery is a legal ceremony wearing the costume of a payment.

Receiver / receiver-general — the financial officer who collects the net proceeds from a lord's scattered manors (each run by a bailiff, overseen regionally by a steward) and accounts centrally. The estate's CFO.

Redemption (entry by) — buying membership in a guild or the freedom of a city for cash, rather than earning it by apprenticeship or inheriting it by patrimony. Priced accordingly.

Reeve — the manor's working foreman, chosen from among the tenants (often unwillingly — it's an obligation), answerable to the bailiff for the demesne's operation.

Relief — an inheritance tax: the payment a noble heir makes to the crown (or a tenant's heir to the lord) to take formal possession of the predecessor's lands. Fixed by custom per barony or knight's fee.

Rubrication — the hand-finishing of a printed or plain-copied book: initials, headings, and feast-days picked out in red (then blue, then gold, as the purse allows) after the text is done. The press made words cheap; rubrication is where a plain book starts dressing up — the first rung of the ladder that ends at full illumination (Book II §9).

Scot and lot — a borough's direct rates on its own citizens; paying them is part of what defines full citizenship (hence "paying scot and lot" as a franchise qualification).

Scutage — "shield money": a cash payment by which a knight's-fee holder buys out his obligation of military service. Converts feudal service into a war tax.

Search — a guild's chartered right to enter any shop of its trade in the town, inspect goods, weights, and measures, and seize defective work. The forfeitures are split with the town or crown, which is why the right keeps being renewed.

Seigniorage — the mint's margin: the difference between the face value of coin struck and the bullion plus minting cost. Debasement is seigniorage abused — reducing the metal per coin while asserting the same face value, a stealth tax on every coin-holder.

Stallage — the fee for erecting a stall in a market; distinct from the toll on goods sold.

Staple — a designated town through which a controlled export (wool, in the historical English case) must legally pass, concentrating the trade where the crown can tax it and the licensed merchant company (the staplers) can control it.

Steward — the lord's chief estate officer, usually a lawyer or a knight: he holds the manor courts on circuit, leases the demesnes, and hires and breaks the bailiffs, at 10–25 pp plus fees (Book III §7). Distinct from the household steward, who rules the servants and the table — great houses have both, and the shared title confuses their own clerks too.

Tallage — an arbitrary lump-sum levy a lord may impose on his unfree tenants (and historically, the crown on its demesne towns) at will. Its arbitrariness is the point of the villein/free distinction.

Tithe — the temple's 10% on all produce and increase — grain (the great tithe) to whoever holds the living, lesser produce to the resident priest (historically the rector and the vicar, respectively). Paid in kind; the tithe barn exists to hold it.

Touchstone — a small slab of fine-grained black stone on which gold or silver is drawn to leave a metal streak; the assayer reads the alloy in the streak's color, matched against streaks from touch needles of graduated known fineness. Fast, non-destructive, and true to a point or two of purity in practiced hands — the fire assay exists for when the answer must be exact. The bench test of mints, exchanges, and goldsmiths' halls, a tier above the street's thumb, ear, and scale (Book I §1). The goldsmiths "touching" plate at their hall is where the hallmark comes from, and the word survives as the name for any standard things are judged against.

Villein / virgater — a villein is an unfree tenant bound to the manor, owing labor services and the servile dues above (merchet, heriot, tallage, chevage). A virgater holds a virgate — a standard holding of roughly 20–30 acres, the reference "full" peasant tenancy this document's household profile assumes.

Wardship — the lord's or crown's right to the income of a deceased tenant's estate during an heir's minority, plus the right to sell the heir's marriage. Bought, sold, and granted as a financial asset.

Wergild — "man-price": fixed compensation owed for a killing or injury under kin-law, scaled to the victim's rank and paid in cattle or silver (§12). Collecting it is the kindred's business — which is what a feud is.

References & Prior Art

Where the numbers come from, and who walked this road first. Every link below was verified live as of July 2026.

Historical sources

The price and wage data behind Books I–III:

  • Kenneth Hodges, "Medieval Price List"medieval.ucdavis.edu/120D/Money.html — the most-cited compiled list of medieval English prices and wages in gaming circles, and the usual first contact anyone has with the primary data. Hodges' own disclaimer applies here too: compiled, not exhaustive.
  • James E. Thorold Rogers, A History of Agriculture and Prices in England (7 vols., Oxford, 1866–1902) — the monumental primary compilation, covering 1259–1793 from manorial and institutional accounts. Public domain; scanned volumes on the Internet Archive.
  • Henry Thomas Riley, ed. and trans., Memorials of London and London Life, in the XIIIth, XIVth, and XVth Centuries (London, 1868) — Wellcome Collection — translated extracts from the City of London's archives, 1276–1419. The 1378–79 cook and pasteler ordinances (pp. 426, 438) provide unusually specific retail prices for roast poultry and pasties as well as evidence about food regulation and fraud.
  • J. J. Jusserand, English Wayfaring Life in the Middle Ages (XIVth Century), trans. Lucy Toulmin Smith (London, 1889) — Project Gutenberg — a documentary history of roads, travelers, and inns. Its transcription of Merton College's 1331 winter journey records beds, food, fuel, candles, and horse fodder day by day, supplying the lodging and stabling anchors in Book I §4.
  • Christopher Dyer, Standards of Living in the Later Middle Ages (Cambridge University Press, 1989) — the standard modern synthesis of who earned what and what it bought, class by class; the model for this document's household budgets.
  • John H. Munro, prices and wages datasetseconomics.utoronto.ca/munro5/PricesandWages.htm — spreadsheet-grade English and Low Countries price/wage series, c. 1264–1700, including his revision of the Phelps Brown–Hopkins index.
  • UK National Archives, "Currency converter: 1270–2017"nationalarchives.gov.uk/currency-converter — quick order-of-magnitude checks against Exchequer records.
  • University of Nottingham, "Money"Manuscripts and Special Collections — concise reference for medieval English money of account, including the mark at 13s 4d, or two-thirds of a pound; used for Book I §§1 and 15.
  • Cadw, "Castles of Wales"cadw.gov.wales — Welsh Government historical overview recording Conwy's four-and-a-half-year build and approximately £15,000 cost; the upper construction anchor in Book I §13.
  • MeasuringWorth, "Purchasing Power of British Pounds from 1270 to Present"measuringworth.com — the long-run comparator, with all the usual caveats about comparing centuries.
  • IISH Historical Prices and Wages dataversedatasets.iisg.amsterdam/dataverse/hpw — pre-1914 European and Asian price/wage datasets, including the Allen–Unger commodity series, for anyone who wants to re-derive the peg from scratch.

Prior art: silver standards & reworked economies

This document stands on a long line of players who noticed the gold problem. The canon, roughly chronologically:

  • Delta (Daniel R. Collins), "Money Results" — Delta's D&D Hotspot, May 2010 — deltasdnd.blogspot.com/2010/05/money-results.html — an early, clean statement of the house rule this document industrializes: read published prices in silver, not gold. His later "Historical Costs Comparison" (June 2019) runs the regression against real medieval data and concludes the D&D price unit tracks a silver groat — independent support for the one-step shift.
  • bjornbob1234, "5e commoner life and economy" — r/DnDBehindTheScreen, 2015 — reddit.com/r/DnDBehindTheScreen/comments/3o2ydl — builds commoner budgets from the PHB's own 2 sp/day laborer wage, the same anchor this document pegs to.
  • Saidoro, "Sane Magic Item Prices" — Giant in the Playground forums, June 2015 — giantitp.com/forums/showthread.php?424243 — influential 5e repricing prior art. This revised book does not use its rarity bands; permanent magic instead follows 2e creation and commission logic.
  • The Angry GM, "Nothing Here But Worthless Gold!" — November 2016 — theangrygm.com/nothing-here-but-worthless-gold — argues the deeper break is the absence of sinks, not the prices. Book III's treasuries, taxes, and title-buying are this document's answer.
  • Joshua Macy, "Medieval Prices" — Tales of the Rambling Bumblers, February 2017 — talesoftheramblingbumblers.com/2017/02/16/medieval-prices — a drop-in historical price list built explicitly on a silver economy.
  • Ken the DM, "How much is a gold piece worth (5e)?" — August 2019 — kenthedm.com — the basket-of-goods approach to valuing the gp; a useful cross-check on any conversion scheme.
  • Travis Miller, "Silver Standard" house rules — Grumpy Wizard, April 2023 — grumpywizard.home.blog — the OSR statement of the same rule, aimed at keeping treasure weight and logistics meaningful.

Published works in the same spirit

  • John Josten, Grain Into Gold (Board Enterprises, 2006) — a system-agnostic fantasy economy built bottom-up from the price of grain; the most thorough published treatment of "derive everything from the staple."
  • Suzi Yee & Joseph Browning, A Magical Medieval Society: Western Europe (Expeditious Retreat Press, 2003) — manorial, urban, and kingdom economics as a generator toolkit for d20 games.
  • N. Robin Crossby et al., HârnWorld (Columbia Games, 1983–) — the long-running standard for grounded medieval fantasy economies, priced in silver from the start.
  • GURPS Low-Tech and Low-Tech Companion 3: Daily Life and Economics (Steve Jackson Games) — cross-system reference for pre-modern equipment costs, wages, and manufacturing.

Game rules used by this edition

  • Advanced Dungeons & Dragons 2nd Edition Player's Handbook, revised 1995 printing — equipment taxonomy, armor and weapon mechanics, spell lists, material components, starting money, and treasure-facing player rules.
  • Advanced Dungeons & Dragons 2nd Edition Dungeon Master Guide, revised 1995 printing — equipment quality, NPC spell-service references, Treasure Types, magic-item creation, XP Values, and magic-item availability.
  • Wizard's Spell Compendium, Volume 3 — supplemental source for the uncommon necromancer-only Preserve Dead spell, the direct 2e analog to later editions' Gentle Repose. It is identified as supplemental wherever used rather than silently added to the PHB spell corpus.
  • AD&D 2e Revised house rules in this project — ascending AC, weapon presentation, prepared wizard cantrips, priest Minor Blessings, Intelligence bonus wizard slots, and lower-level spells in higher-level slots.

On the shoulders of

The design debts this document owes: the one-step shift is Delta's silver-standard rule used as a fallback; the historical catalogs for mail, horses, ships, clothing, food, materials, and labor correct the rulebook price lists where the flat shift diverges; and the laborer-day sanity check is Hodges' list turned into a habit. The revised 2e books supply the game taxonomy and fantastic creation costs, while the house rules supply the controlling mechanical changes. Errors and extrapolations marked ⟨est.⟩ are ours, not theirs.

Compiled from 14th–15th-century price records · 1 sp = 1 silver penny · 924 priced entries

Here ends the reckoning: coin passes by weight, magic by provenance, and the moneychanger takes his 2 in the hundred.

The Silver StandardRevised AD&D 2e Campaign Economy · Version 2.02026-07-23

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