Prices · Wages · Treasuries
The Silver Standard
One silver piece is one medieval penny; a laborer earns two a day.
Everything else follows.
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
- §1 Coinage
- §2 Converting Published Prices
- §3 Street Food & Market Prices
- §4 Inns, Lodging & Lifestyle
- §5 Wages & Services
- §6 Adventuring Gear
- §7 Weapons
- §8 Armor
- §9 Mounts, Vehicles & Livestock
- §10 Small Change & the Sub-Copper Economy
- §11 Treasure, Magic & Wealth
- §12 Magic & the Market
- §13 Property & Construction
- §14 Paper & Credit
- §15 How People Talk About Money
Book II · The Price Catalog
- §1 Annual Incomes (for intuition)
- §2 Food & Drink (expanded)
- §3 Clothing & Textiles
- §4 Household Goods
- §5 Tools & Working Gear
- §6 Raw Materials & Building
- §7 Land, Rent & Property
- §8 Animals (expanded)
- §9 Books, Writing & Education
- §10 Services (expanded)
- §11 Entertainment & Vice
- §12 Travel & Freight
- §13 Luxury & Status Goods
- §14 Ransoms, Fines & Taxes
- §15 Game-World Extrapolations ⟨est.⟩
- §16 Worked Intuitions
Book III · Taxes, Budgets & Treasuries
- §1 The Commoner's Tax Year
- §2 Manorial & Local Revenue (the lord's side)
- §3 Town & City Finance
- §4 Guild Finance
- §5 Crown Finance
- §6 Merchant & Company Capital
- §7 Noble Estates
- §8 Treasuries: Coin Actually in the Chest
- §9 The Fiscal Calendar
- §10 Where Dungeon Wealth Comes From
- §11 Adventurer Wealth & Treasure
- §12 Economies Without Lords
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
| Coin | Abbrev. | Value | Description |
|---|---|---|---|
| Quarter | q | ¼ cp | Small billon coin, or a quarter-cut copper. |
| Half | h | ½ cp | Half-copper. Struck thin; often just a halved copper. |
| Copper piece | cp | 1 cp | Billon (debased silver/copper alloy). Blackens with wear — "black money." Token coinage: face value exceeds metal value. |
| Silver piece | sp | 10 cp | Fine silver penny. The workhorse coin of the entire economy. |
| Gold piece | gp | 10 sp | Small gold coin. Elite money — most commoners handle a few per year. |
| Pound piece | pp | 10 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 66⅔ sp — 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 assay | The question it answers |
|---|---|
| The scale | is the metal all there? — clipping, and sweating (coin shaken in a bag for its dust), show at once |
| The ring, flicked onto stone | is 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 thumb | is 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)
| Slot | Coin | Notes |
|---|---|---|
| q | cut nib | Quartered along the cross on the reverse |
| h | half-nib | |
| cp | nib | Blackened billon; "black nibs" outside their home city |
| sp | shard | The universal coin |
| gp | dragon | |
| pp | sun | Canonically 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)
| Slot | Coin | Notes |
|---|---|---|
| q | brass bit | Token brass, like the copper |
| h | half-common | Cut or struck |
| cp | common | |
| sp | noble | |
| gp | orb | |
| pp | plate | Canonically 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:
- Catalog. Use an existing price in Books I–II.
- Historical analog. Price the new item from the nearest garment, tool, weapon, armor, animal, vessel, or service already in the catalog.
- Materials and labor. Build the price from raw materials and the 2 sp common-labor day.
- Quality and scarcity. Add premiums for fine work, unusual technology, institutional access, risk, status, or regional rarity.
- 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.
| Item | Price |
|---|---|
| Apple, onion, or turnip | 1 q |
| Boiled egg from a stall | 1 q |
| Sweet wafer or honey cake | 1 h |
| Mug of small ale (weak, everyday) | 1 cp |
| Bowl of pottage with bread | 2 cp |
| Sausage on a skewer | 2 cp |
| Vegetable or cheese pasty | 2 cp |
| Mug of good ale | 2 cp |
| Hot meat pie from a cart | 5 cp – 1 sp |
| Cup of cheap wine | 4 cp |
| Eel or fish pie (river town) | 3 cp |
| Whole capon baked in a pasty, spiced, from a cookshop | 8 sp |
| Whole roast fowl from a cookshop | 3 sp |
| Household provisions | Price |
|---|---|
| Loaf of bread, common | 3 cp |
| "Penny loaf" — 1 sp buys a large loaf; its size floats with grain prices | 1 sp |
| Eggs, dozen | 2–5 cp |
| Cheese, per lb. | 3–5 cp |
| Butter, per lb. | 4–8 cp |
| Fresh meat (beef/pork/mutton), per lb. | 4 cp |
| Live chicken | 1 sp |
| Ale, common/good, per gallon | 8 cp – 1 sp |
| Wine, cheap, per gallon | 3 sp |
| Wine, good, per quart pitcher | 2 sp |
| Wine, fine imported, sealed bottle (vessel included) | 1 gp |
| Honey, per pint | 1 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 hearth | 1–3 cp |
| Shared bed in a dormitory | 3 cp |
| Private room | 1 sp |
| Fine room | 5 sp |
| Private suite or chamber for a small party | 2 gp |
| Stabling with hay | 5 cp |
| Stabling with oats/grain | 1 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.
| Meals | Price |
|---|---|
| Poor meal (pottage, bread, small ale) | 2 cp |
| Common meal (meat dish, bread, ale) | 4 cp |
| Good meal (roast, wine) | 1 sp |
| Banquet, per head | 5 sp+ |
| Sundries | Price |
|---|---|
| Bathhouse visit | 2 cp |
| Laundry, bundle | 1 cp |
| Candle for your room | 1 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 conditions | Per month | What it covers |
|---|---|---|
| Squalid | 1 gp | scraps, crowded or improvised shelter, little legal or physical security |
| Poor | 2 gp | plain provisions and poor city lodging |
| Middle-Class | 8 gp | private lodging, a varied table, fuel, laundry, and ordinary sundries |
| Wealthy | 20 gp minimum | fine 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 |
|---|---|
| Apprentice | keep only — the premium bought the place (Book II §9) |
| Washerwoman, dairymaid, day-work | 1 sp – 1 sp 5 cp |
| Unskilled laborer, porter, linkboy | 2 sp |
| Rat-catcher | 2 sp, plus a bounty by the tail ⟨est.⟩ |
| Sailor, common seaman | 2–3 sp plus keep aboard and portage |
| Harvest hand, the Harvestide weeks | 3–4 sp with meals |
| Skilled craftsman (mason, carpenter, smith) | 3–4 sp |
| Miner | 3–5 sp, or a share of the ore |
| Cook hired for a feast | 3–5 sp plus the makings |
| Gong farmer (cesspits emptied, night work) | 4–6 sp |
| Carter with cart and horse | 4–8 sp |
| Master craftsman | 8 sp – 1 gp |
| Physician's visit | 3 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 copyist | 2–3 sp (page copied: 2–3 cp) |
| Scrivener — letters, accounts, contracts | 4–6 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-in | 2–4 pp/yr plus keep — and patronage (Book II §9) |
| Tutor with a name, to a great house | 10–20 pp/yr plus keep ⟨est.⟩ |
| Interpreter, port or caravan hire | 3–5 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 out | nothing within his district — the service is owed; 2 sp crown's wages beyond it |
| Town guard, watchman | 2 sp plus livery |
| Mercenary footman | 4 sp |
| Archer | 5–6 sp |
| Mounted archer (rides to the fight, shoots on foot) | 8 sp |
| Man-at-arms (mounted, armored) | 1 gp 2 sp |
| Knight | 2 gp 4 sp |
| Banneret (a knight leading his own company) | 4 gp 8 sp |
| Siege engineer, master of works | 1–2 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, §§8–9), 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 & fees | Price |
|---|---|
| Chartered bridge or road passage, pedestrian | free – 2 cp 1 h |
| Chartered bridge or road passage, laden horse | 2 cp 1 h – 5 cp |
| Chartered bridge or road passage, loaded cart | 5 cp – 1 sp |
| Chartered bridge or road passage, heavy wagon | 1–2 sp |
| City gate toll, resident or empty local cart | free – 2 cp |
| City gate toll, loaded nonresident market cart | 5 cp – 1 sp |
| City gate toll, heavy wagon or valuable commercial load | 1–2 sp, often plus commodity toll |
| City gate toll, subsidized provisions | 2–5 cp |
| Ferry, person | 2 cp 1 h – 5 cp |
| Ferry, horse and rider | 1 sp |
| Ferry, two-horse cart | 2 sp; +1 sp per additional draft animal |
| Messenger, foot or ordinary local delivery, per mile | 2 cp |
| Messenger, mounted express, per mile | 1–2 sp |
| Cab, runner's cart (one man in the shafts), per mile | 1–2 cp |
| Cab, carrying chair, two porters, per mile | 3–4 cp |
| Cab, mule or pony trap, per mile | 3–4 cp |
| Coach, horse pair with driver, per mile | 5–8 cp |
| Coach and pair, hired for the day | 1 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 country | 1–2 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 service | Price |
|---|---|
| Incidental use at a temple, guild, or household where already prepared | offering or fee, 1–5 cp |
| Eligible small repair, cleaning, inscription, measurement, or similar piecework | 1–5 cp per unit; materials extra |
| Bespoke attendance or reserved session | 5 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:
| Relationship | Normal consideration |
|---|---|
| Party member | A full treasure share, mutual protection, equipment, and the party's payment of consumed components; never a fee per spell |
| Henchman or adventuring retainer | The agreed treasure and magic-item share, upkeep, loyalty, and risk terms; casting is part of the expedition, not piecework |
| Household, guild, court, or temple caster | Salary or benefice, keep, facilities, patronage, and institutional duties; the patron allocates scarce prepared spells without paying an internal retail charge |
| Public temple or guild office | An offering or posted fee only for services the institution chooses to provide; doctrine, membership, law, scheduling, and triage control access |
| Unaffiliated stranger in an emergency | No 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 service | Working consideration | Availability |
|---|---|---|
| Routine 1st-level effect already prepared at a public office | 1–5 sp offering or fee | village priest, hedge-mage, temple, or guild where the effect fits ordinary duties |
| Reserved or bespoke 1st–2nd-level effect | 5 sp–2 gp, plus materials and travel | appointment and usually next-day preparation; refusal remains possible |
| Established 3rd-level institutional service | 2–10 gp, donation, or reciprocal service | major town or city; only for effects the institution openly provides |
| Exceptional 4th-level institutional service | 5–20 gp if quoted in coin at all | great temple, court, or guild; patronage and priority usually matter more than cash |
| 5th-level or higher effect | no ordinary cash market | held 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 light | Price |
|---|---|
| Backpack | 2 sp |
| Barrel, small | 5 cp–1 sp |
| Basket, small / large | 1 h / 1–2 cp |
| Bedroll | 1 sp |
| Blanket, winter | 5 cp–1 sp |
| Belt pouch, small / large | 5 cp / 1–2 sp |
| Chest, small / large | 1–2 sp / 2–3 sp |
| Sack, small / large | 5 cp / 1–2 sp |
| Tent, small / large / pavilion | 5–10 gp / 20–30 gp / 100+ gp |
| Candle, tallow | 1 cp |
| Candle, beeswax (clean, bright) | 5 cp |
| Lamp | 5 cp |
| Lantern, hooded | 5 sp |
| Lantern, bullseye | 1 gp |
| Lantern, beacon | 15–30 gp |
| Oil, flask | 1 cp |
| Tinderbox or flint and steel | 5 cp |
| Torches, 2 | 1 cp |
| Provisioning | Price |
|---|---|
| Rations, per day | 5 cp |
| Rations, standard, week | 3 sp 5 cp |
| Rations, dry, week | 4 sp |
| Rations, iron/durable, week | 5 sp |
| Waterskin | 2 cp |
| Small barrel of pickled fish | 3–8 sp |
| Climbing, restraint, and field tools | Price |
|---|---|
| Block and tackle | 1–2 gp |
| Chain, light / heavy, per ft. | 1 sp 5 cp / 4 sp |
| Crampons | 1–2 gp |
| Crowbar | 2 sp |
| Grappling hook | 5–8 sp |
| Hammer | 1 sp |
| Ladder, 10 ft. | 1–2 sp |
| Manacles | 1–2 gp |
| Piton | 5–8 cp |
| Rope, hemp, 50 ft. | 2–4 sp |
| Rope, silk, 50 ft. | 5–10 gp |
| Lock, poor / good / master | 5 sp / 2–5 gp / 10+ gp |
| Mirror, steel | 5 sp |
| Healer's kit | 5 sp |
| Whetstone | 1 cp |
| Specialist and personal gear | Price |
|---|---|
| Bell | 1–5 sp |
| Bolt case | 1–2 sp |
| Chalk | 1 q each or 1 cp/bundle |
| Fishhooks and line | 2–3 cp |
| Fishing net | 2–5 sp |
| Glass bottle | 1–5 sp |
| Hourglass | 2–5 sp |
| Iron pot | 3–5 sp |
| Magnifying glass | 2–5 gp |
| Map or scroll case | 1–2 sp |
| Merchant's scale | 1–3 sp |
| Musical instrument | 2–5 cp common; 1–3 gp good lute |
| Perfume, vial | 1–5 sp |
| Quiver | 1–2 sp |
| Sewing needle | 1–2 cp |
| Signal whistle | 1–2 sp |
| Soap, lb. | 1 cp coarse; 3–4 cp fine |
| Spyglass | 100 gp |
| Water clock | 10–30 gp |
| Writing and magical supplies | Price |
|---|---|
| Ink, common writing, pint | 2 cp |
| Ink, arcanist's, 1 oz. bottle | 1 gp |
| Ink pen | 1 q |
| Paper, single sheet / quire of 25 | 1 q / 4 cp |
| Papyrus, sheet | 1 cp |
| Parchment, sheet | 2 cp |
| Sealing wax, stick | 1 cp |
| Signet, brass / silver | 2 sp / 1 gp |
| Spellbook (blank) | 5 gp |
| Component pouch | 2 gp 5 sp |
| Arcane focus | 1–2 gp |
| Holy symbol, wood / silver | 1 cp / 1–5 gp |
| Holy water, flask | donation or service; 2 gp 5 sp benchmark |
| Thieves' picks | 5–10 gp |
| Artisan's tools | 5 sp – 3 gp |
| Clothing packages | Price |
|---|---|
| Clothes, common (the fripperer's, used) | 5 sp |
| Clothes, traveler's (used road kit) | 2 gp |
| Clothes, fine | 15 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 ammunition | Price |
|---|---|
| Blowgun | 5 sp |
| Barbed blowgun darts, 10 | 2 sp |
| Blowgun needles, 10 | 1 cp |
| Short bow | 2 gp 5 sp |
| Long bow | 5 gp |
| Composite short bow | 5 gp |
| Composite long bow | 8–10 gp |
| Flight arrows, 20 | 2 sp |
| Sheaf arrows, 20 | 1 gp |
| Hand crossbow | 15–30 gp |
| Light crossbow | 2 gp 5 sp |
| Heavy crossbow | 5 gp |
| Hand-crossbow quarrels, 10 | 5 sp |
| Light quarrels, 20 | 2 sp |
| Heavy quarrels, 20 | 4 sp |
| Axes, picks, hammers, and maces | Price |
|---|---|
| Battle axe | 1 gp |
| Hand/throwing axe | 5 sp |
| Footman's mace | 5 sp |
| Horseman's mace | 5 sp |
| Footman's pick | 1 gp |
| Horseman's pick | 8 sp |
| Warhammer | 1 gp 5 sp |
| Lucern hammer | 1 gp 5 sp |
| Bec de corbin | 1 gp 5 sp |
| Flexible and impact weapons | Price |
|---|---|
| Club | 2 q |
| Quarterstaff | 2 cp |
| Footman's flail | 1 gp |
| Horseman's flail | 8 sp |
| Morning star | 1 gp |
| Scourge | 5 sp |
| Sling | 1 cp |
| Sling bullets, 20 | 1 sp |
| Sling stones | free when gathered |
| Staff sling | 5 cp |
| Whip | 1 sp |
| Spears, lances, and thrown weapons | Price |
|---|---|
| Dart | 5 cp |
| Harpoon | 1 gp |
| Javelin | 5 cp |
| Knife | 5 cp–1 sp |
| Spear | 1 sp |
| Trident | 1 gp 5 sp |
| Light horse lance | 8 sp |
| Medium horse lance | 1 gp |
| Heavy horse lance | 1 gp 5 sp |
| Jousting lance | 2 gp |
| Mancatcher | 3–5 gp |
| Swords | Price |
|---|---|
| Dagger or dirk | 2 sp |
| Short sword | 1 gp |
| Broad sword | 1 gp |
| Long sword | 1 gp 5 sp |
| Scimitar | 1 gp 5 sp |
| Khopesh | 1 gp 5 sp |
| Bastard sword | 2 gp 5 sp |
| Two-handed sword | 5 gp |
| Polearms | Price |
|---|---|
| Awl pike | 2 sp |
| Bardiche | 1 gp |
| Bill-guisarme | 1 gp |
| Fauchard | 5 sp |
| Fauchard-fork | 8 sp |
| Glaive | 2 gp |
| Glaive-guisarme | 2 gp |
| Guisarme | 8 sp |
| Guisarme-voulge | 1 gp 5 sp |
| Halberd | 2 gp |
| Hook fauchard | 1 gp |
| Military fork | 8 sp |
| Partisan | 1 gp |
| Ranseur | 1 gp |
| Spetum | 1 gp |
| Voulge | 1 gp |
| Gunpowder option | Price |
|---|---|
| Arquebus | 50–100 gp |
| Powder and shot, one charge | 1–5 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.
| Armor | Ascending AC [2e AC] | Price |
|---|---|---|
| Padded (gambeson) | 12 [8] | 5 sp |
| Leather | 12 [8] | 1 gp |
| Hide | 14 [6] | 1 gp |
| Studded leather | 13 [7] | 4 gp 5 sp |
| Ring mail | 13 [7] | 10 gp |
| Scale mail | 14 [6] | 15 gp |
| Chain mail | 15 [5] | 30 gp |
| Banded mail | 16 [4] | 40–80 gp |
| Brigandine | 14 [6] | 40–80 gp |
| Splint mail | 16 [4] | 40–80 gp |
| Bronze plate mail | 16 [4] | 60–100 gp |
| Plate mail | 17 [3] | 80–100 gp |
| Field plate | 18 [2] | 150–400 gp |
| Full plate | 19 [1] | 400–1,000 gp |
| Full plate, princely garniture | 19 [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
| Helmet | Price | Notes |
|---|---|---|
| Basinet | 1–3 gp | fitted plate headpiece |
| Great helm | 3–8 gp | heavier enclosed headpiece |
Shields
| Shield | Price |
|---|---|
| Buckler | 5 sp |
| Small shield | 8 sp |
| Medium shield | 1 gp |
| Body shield | 2–3 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 / animal | Price |
|---|---|
| Donkey | 8 gp |
| Mule | 12 gp |
| Pony | 10 gp |
| Draft horse | 20 gp |
| Riding horse | 30 gp |
| Courser (fast riding horse) | 80 gp |
| Warhorse, light / medium / heavy | 75–100 / 125–150 / 200 gp |
| Destrier (exceptional warhorse) | 500–2,000 gp |
| Ox | 13 gp |
| Cow | 9 gp |
| Pig | 2 gp 5 sp |
| Sheep | 1 gp 5 sp |
| Goat | 1 gp 2 sp |
| Chicken | 1 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 & feed | Price |
|---|---|
| Saddle, riding | 4 gp |
| Saddle, military (war saddle, high cantle) | 8–12 gp |
| Saddle, pack | 2 gp |
| Saddlebags, leather, pair | 1–2 gp |
| Bit and bridle | 8 sp |
| Halter and lead | 1 sp |
| Cart harness, per horse | 2–4 gp |
| Horseshoes and shoeing, all four | 6–8 cp |
| Feed, hay only, per day | 2 cp |
| Feed, oats/grain (working horse), per day | 1 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.
| Barding | Price | Notes |
|---|---|---|
| Caparison (heraldic cloth trapper, no protection) | 5–30 gp | it's cloth — the ×10 clothing patch applies; embroidered arms at the top end |
| Half padded | 1 gp | |
| Full padded | 2 gp | |
| Leather | 4 gp | |
| Half scale | 30 gp | |
| Full scale | 60 gp | |
| Half brigandine | 60–100 gp | |
| Chanfron and peytral only (head and chest plates) | 100–200 gp | the affordable half-measure; common on real men-at-arms' mounts |
| Chain | 120 gp | heavy and hot — historically rarer than plate barding |
| Full plate | 600 gp | a magnate's statement; with the destrier beneath it, the assembled animal outprices a manor |
| Vehicles & vessels | Price |
|---|---|
| Cart, two-wheeled | 6 gp |
| Wagon, four-wheeled | 15–25 gp |
| Wagon/cart wheel | 1–3 gp |
| Carriage | 40 gp |
| Coach, ornamented | 500–1,000 gp |
| Sedan chair | 10–20 gp |
| Riding chariot/whirlicote | 100 gp |
| War chariot | 200–300 gp |
| Canoe, small / war | 2–3 gp / 5–10 gp |
| Rowboat or raft | 5 gp |
| Fishing boat, coastal | 15–40 gp |
| Curragh | 50–100 gp |
| Keelboat / river barge | 150 gp |
| Knarr | 500–1,000 gp |
| Coaster | 1,000–2,500 gp |
| Longship | 5,000 gp |
| Sailing ship, cog or caravel | 5,000 gp |
| Drakkar | 10,000–15,000 gp |
| Warship/dromond | 12,500–15,000 gp |
| Great galley | 15,000 gp |
| Galleon | 15,000–25,000 gp |
| Oars, common / galley pair | 2 sp / 1 gp |
| Sail | 5–20 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:
- 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").
- Bundles. Anything with mechanical weight sells in lots: torches 2/cp, pitons 2/cp, chalk 5/cp, candles 1 cp each.
- 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:
| Treasure | Conversion rule |
|---|---|
| Coin hoards | Shift one step — a published 2,000 gp hoard becomes 2,000 sp — then reweight by the composition table below |
| Gems & art objects | Shift 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 items | Use 2e creation cost, scarcity, XP Value as an ordinal signal, and negotiated provenance — never a 5e rarity band |
| Spell components | Use the historical material catalog where possible; otherwise shift an explicit 2e cash value one step |
| Starting wealth | Class 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 loot | Mundane 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):
| Coin | Of 100 | Notes |
|---|---|---|
| Copper | 30 | often worthless foreign or obsolete issues — see §1 |
| Silver | 60 | silver dominates any hoard by count |
| Gold | 10 | gold appears in dozens, not thousands |
| Pound pieces | singly | one 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 component | Published 2e value | Silver Standard value |
|---|---|---|
| Find Familiar: incense and herbs | 1,000 gp | 100 gp |
| Identify: pearl | at least 100 gp | at least 10 gp; reusable |
| Clairaudience: small horn | at least 100 gp | at least 10 gp |
| Illusionary Script: alchemical ink | at least 300 gp/use | at least 30 gp/use |
| Leomund's Trap: prepared dust | 200 gp | 20 gp |
| Phantom Steed: engraved gold tube | at least 1,000 gp | at least 100 gp; reusable |
| Wall of Force: powdered diamond | 5,000 gp | 500 gp |
| Rainbow: substitute diamond | at least 1,000 gp | at least 100 gp |
| Succor: prepared object | 2,000–5,000 gp | 200–500 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
- Start with the 2e Treasure Type or placed hoard appropriate to the source.
- Shift coin, gem, and art-object values one denomination.
- Recompose coin by local mint, age, and the silver-heavy table above.
- Generate magic items from the 2e category tables; do not turn them into a balancing cash allowance.
- 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 cheap — 2 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
| Spell | Pressure | Market response |
|---|---|---|
| Purify Food and Drink (1st) | spoilage abolished | A 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 sustenance | The 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 light | The 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 season | Decisive 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 time | It 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 goods | The 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 cast | Character level | In the kingdom | Where they are |
|---|---|---|---|
| House cantrips, Minor Blessings, and 1st-level spells | 1st+ | 2,000–5,000 | hedge-mages, village priests, one prodigy per large village |
| 3rd-level spells such as Plant Growth | 5th+ | 300–700 | towns, temples, and guilds — the working professionals |
| 5th-level spells such as Sending, Teleport, and Raise Dead | 9th+ | 60–150 | senior officeholders in great temples, courts, and cities; almost never freelancers |
| 7th-level priest spells such as Wind Walk and Resurrection | 14th+ | 15–40 | high hierophants, great institutions, and crowns; no ordinary market |
| 9th-level wizard spells such as Wish | 18th+ | 3–8 | powers 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
| Property | Price |
|---|---|
| Peasant cottage | 50 gp |
| Craftsman's townhouse | 250–1,000 gp |
| Trading post | 500 gp |
| Manor house | 1,200–5,000 gp |
| Fortified tower | 1,500 gp |
| Small keep | 5,000 gp |
| Temple or abbey | 5,000 gp+ |
| Large castle | 50,000–500,000 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:
| Instrument | What it is | Cost / discount |
|---|---|---|
| Letter of credit | Named-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 exchange | Merchant 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 / tally | Stamped 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 note | Issued 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, premium | Underwriters 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 66⅔ sp; 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 says | Charge |
|---|---|
| X gp | X sp |
| X sp | X cp |
| X cp | X quarters-ish: bundle it, floor at 1 cp, or quote in q/h |
| Mail armor; horses, tack & vehicles | shift then ×4 |
| Ships | shift then ×5 |
| Clothing, cloth, furs | shift then ×10 |
| Everything else incl. magic, components, treasure | shift 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).
| Station | Annual income | In coin |
|---|---|---|
| Beggar, successful | 2–3 pp | scraps and coppers |
| Laborer, farmhand | 5–7 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 servant | 1–3 pp plus room, board, livery | cash on top of keep (see glossary); all-in it approaches a laborer's income, minus the hunger risk |
| Manor bailiff | 2–4 pp plus keep and fees | all-in 4–8 pp — a laborer's income without the hunger risk; Book III §2 |
| Town guard, garrison soldier | 6–9 pp all-in | 2 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 steward | 10–25 pp plus fees | rides a circuit of manors; the bailiff's career ceiling; Book III §7 |
| Craftsman | 9–12 pp | 3–4 sp/day |
| Scrivener | 10–18 pp | a full docket runs 4–6 sp/day (Book I §5); the queue is the variable |
| Master craftsman, shop owner | 15–30 pp | |
| Village priest | 10–20 pp | plus glebe land and fees |
| Man-at-arms (in service) | 30–40 pp | wartime rates |
| Prosperous merchant | 50–250 pp | highly variable |
| Knight (landed) | 100–250 pp | £40 was the legal knighthood threshold |
| Baron | 500–1,200 pp | |
| Earl / great lord | 2,500–12,000 pp | |
| Crown revenues, mid-sized kingdom | 75,000+ 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
| Item | Price | Notes |
|---|---|---|
| Bread, coarse loaf (maslin/rye) | 2 cp | daily bread of the poor |
| Bread, common wheat loaf | 3 cp | |
| Bread, fine white (manchet) | 1 sp | status bread |
| Wheat, per quarter (8 bushels, ~480 lb) | 5 gp | swings 2–16 gp with harvests |
| Oats, per quarter | 2 gp | |
| Flour, per lb. | 2 cp | |
| Dried peas/beans, per bushel | 4 sp | winter staple |
| Pottage vegetables (leeks, onions, cabbage), basket | 1–2 cp | |
| Salt, per lb. | 2–5 cp | coastal / inland |
Meat, fish, dairy
| Item | Price | Notes |
|---|---|---|
| Beef, mutton, pork, per lb. | 3–5 cp | |
| Bacon, flitch (whole side) | 3 sp | a household's winter meat |
| Capon | 3 sp | a fat one, 4 sp |
| Goose | 4 sp | |
| Rabbit | 3 cp | wild; farmed coney dearer |
| Salt herring | 5 for 1 cp | fast-day food, poverty food |
| Salt cod (stockfish), each | 1–2 sp | keeps for years |
| Fresh fish, river, per lb. | 2–4 cp | |
| Fresh fish, fine (pike, salmon), each | 3 sp – 1 gp | pike was a luxury |
| Eggs, dozen | 2–5 cp | season and locality |
| Milk, gallon | 1 cp | |
| Cheese, per lb. | 3–5 cp | |
| Butter, per lb. | 4–8 cp | |
| Lard/suet, per lb. | 2 cp |
Drink
| Item | Price | Notes |
|---|---|---|
| Small ale, gallon | 5 cp | children drink this |
| Good ale, gallon | 8 cp – 1 sp | |
| Cider, gallon | 6 cp | orchard country |
| Mead, gallon | 2 sp | |
| Wine, ordinary, gallon | 3–4 sp | |
| Wine, good imported, gallon | 8 sp – 1 gp | |
| Wine, sweet southern (malmsey-style), gallon | 1 gp 5 sp | |
| Wine, by the tun (252 gal.) | 7–12 gp | merchant scale |
| Spirits, distilled, pint | 1 gp | ⟨est.⟩ rare, semi-medicinal |
Spices & luxury foods
| Item | Price | Notes |
|---|---|---|
| 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 gp | worth guarding; apothecary ounces retail at 1–2 gp |
| Sugar, per lb. | 1–2 gp | apothecary item as much as food |
| Almonds, per lb. | 2 sp | feast cooking |
| Rice, per lb. | 2 sp | imported exotic |
| Dried fruit (figs, raisins, dates), per lb. | 2–4 cp | |
| Honey, gallon | 7 sp | |
| Olive oil, gallon | 3 sp | southern import |
| Oranges/lemons, each | 2–5 cp | port 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
| Item | Price | Notes |
|---|---|---|
| Russet/coarse wool, yd. | 8 sp – 1 gp | peasant cloth |
| Common broadcloth, yd. | 1–2 gp | |
| Fine broadcloth, yd. | 3–5 gp | |
| Scarlet (finest dyed wool), yd. | 10–15 gp | the dye is the cost |
| Linen, common, ell | 4–6 sp | |
| Linen, fine, ell | 1–2 gp | |
| Canvas, ell | 3 sp | |
| Silk, yd. | 10–20 gp | |
| Velvet, yd. | 20–40 gp | sumptuary-law territory |
| Cloth-of-gold, yd. | 100+ gp | royal |
| Thread, dye, trim | 10–25% on top | tailoring 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
| Item | Price | Notes |
|---|---|---|
| Used clothing, serviceable, the piece | 3–8 sp | the fripperer's stall dresses most of the town; PHB "common clothes" live here |
| Peasant tunic/smock, new-made | 1–2 gp | |
| Complete peasant outfit, new | 3–4 gp | tunic, hose, hood, belt |
| Linen shirt/shift | 8 sp – 1 gp | the underwear layer |
| Breeches | 6 sp – 1 gp | priced with hose |
| Hose, pair | 6 sp – 1 gp | |
| Hood | 6 sp – 2 gp | |
| Cap or felt hat | 3–6 sp | |
| Craftsman's good outfit | 8–15 gp | feast-day best |
| Gown, merchant's | 10–30 gp | |
| Gown, fur-trimmed fine | 50–200 gp | costs more than a mail shirt, and did |
| Robe, common / embroidered | 1–5 gp / 20–100 gp | |
| Cloak, wool | 2–5 gp | |
| Cloak, fine lined | 10–30 gp | |
| Surcoat / tabard | 1–3 gp / 1–2 gp | livery tabard 4–5 gp |
| Servant's livery (issued) | 4–5 gp | employer's cost, part of the wage |
| Sandals | 2–4 sp | |
| Shoes, pair | 4–6 sp | two days' wages; resoled until they die |
| Boots, short | 1 gp | |
| Boots, riding, high | 2–4 gp | |
| Mittens | 2 sp | |
| Gloves, work | 2 sp | |
| Gloves, fine | 1–5 gp | a standard gift |
| Belt, plain / with brass fittings | 2 sp / 1 gp | |
| Girdle with metal fittings | 1–3 gp | |
| Sash | 2 sp | |
| Vest | 3–8 sp | |
| Knife sheath | 2–5 cp | |
| Sword scabbard and baldric | 5 sp–2 gp | |
| Clothing pin / plain brooch | 1 cp–2 sp / 2–10 sp | |
| Purse | 2 sp – 1 gp | worn on the belt, hence "cutpurse" |
Furs
| Item | Price | Notes |
|---|---|---|
| Rabbit/lamb lining, garment's worth | 2–5 gp | |
| Fox trim | 5–10 gp | |
| Squirrel (vair), lining | 20–80 gp | merchant/gentry status |
| Marten/sable trim | 100+ gp | high nobility |
| Ermine | restricted | sumptuary 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.
| Item | Price | Notes |
|---|---|---|
| Courtier's doublet and hose, silk-faced | 15–40 gp | |
| Gown, court, fine broadcloth faced with silk | 20–60 gp | |
| Gown, court, velvet, fur-trimmed | 100–400 gp | announces rank at the door |
| Lady's gown, brocade, sewn with pearls | 80–300 gp | plus the pearls, by count |
| Robe of estate, cloth-of-gold, ermine-faced | 500–2,000 gp | worn thrice, pawned often |
| Hat, structured, plumed | 2–10 gp | |
| Perfumed gloves, pomander, fan | 1–10 gp | courtier's accessories |
| Master tailor's fee, per garment | 1–3 gp | fittings included; the cloth is your bill |
| Embroidery, silk, per garment | 5–20 gp | |
| Goldwork embroidery, per garment | 20–100 gp | the broiderer outbills the tailor |
| Rush commission (days, not weeks) | making ×2 | the 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
| Item | Price | Notes |
|---|---|---|
| Wooden bowl, spoon, cup | 1 h – 1 cp | turned treen; most tableware |
| Earthenware pot/jug | 1–2 cp | |
| Pewter plate, per lb. | 4–6 cp | middling-class display |
| Pewter set (12 pieces) | 1 gp | |
| Brass cooking pot | 2–4 sp | a valued heirloom |
| Iron cauldron | 3–5 sp | |
| Iron skillet/griddle | 1–2 sp | |
| Kitchen knife | 1–2 cp | |
| Spit, andirons | 1–2 sp | |
| Bucket | 2 cp | |
| Barrel | 5 cp – 1 sp | coopered |
| Chest, plain | 2–3 sp | household storage/security |
| Chest, ironbound with lock | 1–2 gp | strongbox |
| Stool | 4 cp | |
| Chair | 1–2 sp | one per house; the head of it |
| Trestle table | 2–4 sp | |
| Bedframe, rope-strung | 3–5 sp | |
| Straw mattress | 5 cp | |
| Wool-flock mattress | 2 sp | |
| Feather bed | 1–2 gp | prized; named in wills |
| Complete good bed (frame, feather bed, sheets, hangings) | 2–5 gp | often a family's most valuable possession |
| Sheets, linen, pair | 2–4 sp | |
| Blanket | 5 cp – 1 sp | |
| Coverlet, woven | 2–5 sp | |
| Rushlight, dozen | 1 h | the poor family's lighting |
| Tallow candles, per lb. (~8) | 1 sp | see Book I — lighting is dear |
| Beeswax candles, per lb. | 6 sp | temple and gentry |
| Lamp oil, pint | 1 cp | |
| Soap, coarse, per lb. | 1 cp | |
| Soap, fine white (Castile-style), per lb. | 3–4 cp | |
| Broom, brush | 1 h – 1 cp | |
| Distaff and spindle | 1–2 cp | in every household |
| Spinning wheel | 3–5 sp | |
| Loom | 1–3 gp | a weaver's capital |
§5. Tools & Working Gear
| Item | Price | Notes |
|---|---|---|
| Axe, felling | 5–7 cp | |
| Hatchet | 4 cp | |
| Spade, iron-shod | 3 cp | wooden blade, iron edge |
| Spade, all iron | 1 sp | |
| Hoe, rake, fork | 2–4 cp | |
| Scythe | 1 sp | |
| Sickle | 4–6 cp | |
| Plough, complete | 3–6 sp | plus the team to pull it |
| Harrow | 2–3 sp | |
| Flail | 1 cp | |
| Wheelbarrow | 2–3 sp | |
| Hammer, carpenter's | 8 cp | |
| Saw, hand | 1–2 sp | |
| Saw, two-man pit saw | 4–6 sp | |
| Auger, chisel, plane | 4 cp – 1 sp each | |
| Carpenter's full kit | 1–2 gp | |
| Anvil | 2–4 gp | a smithy's heart |
| Bellows, forge | 1–2 gp | |
| Smith's hammers and tongs, set | 5 sp – 1 gp | |
| Grindstone | 3–5 sp | |
| Whetstone | 1 cp | |
| Fishing net | 2–5 sp | |
| Fishing line and hooks | 2–3 cp | |
| Snares, dozen | 2 cp | |
| Beehive (skep, populated) | 3–5 sp | honey and wax income |
| Butter churn | 2 sp | |
| Cheese press | 3 sp | |
| Quern (hand mill) | 2–3 sp | often illegal — lords force use of their mill |
| Rowlock boat oars, pair | 2 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.
| Item | Price | Notes |
|---|---|---|
| Balance, hanging beam with pans | 1–3 sp | the merchant's oath in brass |
| Balance, great beam (wool-weight) | 8 sp – 2 gp | guildhall scale; bulk goods weigh at the common beam for a fee |
| Steelyard | 1–2 sp | one pan, sliding counterweight — quick, portable, easier to cheat |
| Folding coin-scales, boxed, with weights | 1–3 sp | the moneychanger's pocket kit; weighs clipped and foreign coin |
| Nested cup-weights, bronze, boxed set | 5 sp – 1 gp | stamped and sealed against the king's standard |
| Touchstone | 1–2 cp | black stone; the streak tells the metal |
| Touch-needles, graded set | 1–3 gp | for assaying gold — the needles themselves hold real gold |
| Counting cloth, chequered | 1–2 sp | the countinghouse "exchequer"; arithmetic by squares |
| Jetons (casting counters), dozen | 1–2 cp | brass; cast accounts on the cloth |
| Tally sticks, bundle | 1 q | split hazel — debtor keeps the foil, creditor the stock; the cheapest contract in the kingdom |
| Ledger, bound paper book | 2–4 sp | ruled quires; the binding costs more than the paper |
| Seal matrix, brass | 2–5 sp | a merchant's signature |
| Seal matrix, silver, engraved | 2–5 gp | for the house whose mark is its bond |
| Ell-wand, sealed | 1–2 cp | official cloth measure, stamped by the assize |
| Bushel and gallon measures, sealed set | 3–6 sp | short measure is pillory business |
| Strongbox (ironbound chest with lock) | 1–2 gp | see also §4 |
§6. Raw Materials & Building
| Item | Price | Notes |
|---|---|---|
| Firewood, cartload | 5–8 cp | a winter needs many |
| Charcoal, sack | 8 cp – 1 sp | smithing fuel |
| Sea-coal, quarter | 5 cp | smoky, cheap, urban |
| Timber, oak beam | 3 sp – 1 gp | by size |
| Sawn boards, hundred | 1–2 gp | |
| Thatching straw, per house | 3–5 sp | plus thatcher's labor |
| Nails, per hundred | 3–6 cp | by size; iron is money |
| Iron, wrought bar, per lb. | 1 sp | |
| Steel, per lb. | 3–5 sp | edge-tool material |
| Lead, per lb. | 3 cp | roofing, plumbing |
| Tin, per lb. | 4 cp | |
| Copper, per lb. | 5 cp | |
| Bronze/brass work, per lb. | 8 cp – 1 sp | worked |
| Quarried stone, cartload | 2–4 sp | transport dominates the cost |
| Lime (mortar), quarter | 4–6 cp | |
| Brick, per thousand | 4–5 sp | where brick is made |
| Window glass, per sq. ft., installed | 4–8 sp | wealth made visible |
| Rope, hempen, per lb. | 1–2 cp | |
| Pitch/tar, barrel | 5 sp | |
| Hides, raw cattle | 2–3 gp | |
| Leather, tanned hide | 4–8 gp | |
| Wool, raw, per lb. | 3–4 sp | the kingdom's export engine |
| Wool, by the sack (364 lb.) | 12–20 pp | merchant scale |
| Beeswax, per lb. | 5–6 sp | see the candle prices it becomes |
| Parchment, per skin | 2–4 cp | yields several sheets |
Construction, all-in:
| Project | Cost |
|---|---|
| Wattle-and-daub cottage | 40–80 gp |
| Timber-framed town house | 2.5–10 pp |
| Stone town house | 10–40 pp |
| Barn, large tithe barn | 8–20 pp |
| Village temple | 50–300 pp |
| Stone bridge | 100–500 pp |
| Watermill | 10–20 pp |
| Windmill | 8–15 pp |
Wages per Book I: master mason 1 gp/day, craftsmen 3–4 sp, laborers 2 sp.
§7. Land, Rent & Property
| Item | Price | Notes |
|---|---|---|
| Arable land, rent per acre/year | 4 sp – 1 gp | quality varies wildly |
| Arable land, purchase per acre | 8–24 gp | ~20 years' rent |
| Meadow (hay), purchase per acre | 20–50 gp | worth more than arable |
| Cottage rent, per year | 3–6 gp | |
| Town shop with dwelling, rent/year | 12–24 gp | |
| City house, good street, rent/year | 5–12 pp | |
| Market stall, per day | 2 cp 1 h – 5 cp | stallage only; goods toll separate |
| Warehouse rent, per year | 2–7 pp | |
| Peasant holding (house + 15–30 acres) | 3–8 pp | a virgater's establishment |
| Manor, purchase | 1,000–5,000 pp | ~20 years' revenue |
| Dowries & marriage portions | Amount |
|---|---|
| Peasant | 1–5 pp |
| Craftsman/yeoman | 5–20 pp |
| Merchant | 20–200 pp |
| Gentry/knightly | 100–1,000 pp |
| Baronial and up | 1,000+ pp, plus land |
§8. Animals (expanded)
Livestock and mounts are in Book I. Additions:
| Animal | Price | Notes |
|---|---|---|
| Boar | 1–3 gp | pig price plus danger and handling |
| Bull | 15–25 gp | breeding stock |
| Piglet, weaner | 4–6 cp | |
| Lamb | 4–6 cp | |
| Calf | 2–3 sp | |
| Camel | 20–50 gp | regional riding and draft animal ⟨est.⟩ |
| Duck | 3 cp | |
| Guinea hen | 3 cp | |
| Goose, live | 3–4 cp | cheaper than table-dressed |
| Partridge | 2–3 cp | |
| Swan | 5 sp – 1 gp | status bird |
| Dove pair (for a cote) | 2 cp | manorial privilege |
| Homing pigeon | 2–10 gp | trained bird plus access to an established loft ⟨est.⟩ |
| Cat, proven mouser | 2–4 cp | old law codes priced cats seriously |
| Hunting cat | 50–200 gp | exotic beast plus training ⟨est.⟩ |
| Dog, cur/farm | 1–2 cp | |
| Dog, herding, trained | 2–5 sp | |
| Dog, mastiff (guard) | 5 sp – 1 gp | |
| Dog, greyhound/hunting | 2 sp – 1 gp | gentry status; some realms restrict ownership |
| Dog, trained war-dog | 2–5 gp | ⟨est.⟩ |
| Ferret (rabbiting) | 2 sp | |
| Sparrowhawk | 3–5 sp | a lady's or priest's bird |
| Goshawk, unmade (eyas or passage bird) | 1–3 gp | the raw bird — the making is the price |
| Goshawk, made (trained) | 15–30 gp | the yeoman's bird, a superb poacher; see §16 |
| Peregrine falcon, made | 40–100 gp | nobility |
| Gyrfalcon | 250+ gp | passed between kings; effectively priceless |
| Songbird, caged | 1–2 cp | |
| Peacock | 5 sp – 1 gp | feast display |
| Hive of bees | 3–5 sp | |
| Exotic beast (ape, parrot, leopard) | 10–100+ gp | ⟨est.⟩ menagerie money |
| Elephant, labor / war | 200–500 / 500–1,000 gp | regional 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.
| Animal | Price | Notes |
|---|---|---|
| Axe beak, broken to saddle | 5–10 gp | a fast, foul-tempered remount; frontier favorite |
| Giant lizard, draft or riding | 20–60 gp | the tunnel-country's ox |
| Blood hawk, made to the lure | 5–15 gp | falconry's ugly cousin; some realms ban the training outright |
| Mastiff, trained against monsters | 10–25 gp | double the war-dog above — most dogs won't face an owlbear twice |
| Owlbear cub, cage included | 50–200 gp | menagerie money; it grows, and the cage doesn't |
| Griffon egg or unweaned chick | 100–300 gp | poacher's prize; most die unweaned — the survivor becomes §12's 500 gp mount |
| Winter wolf pup | 75–150 gp | it talks, it schemes, and it is contraband in most realms |
| Pseudodragon, introduced | 25–100 gp | the fee buys the introduction; the dragonet chooses its person or leaves |
| Pegasus, unicorn, giant eagle | not sold | persons, 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.
| Item | Price | Notes |
|---|---|---|
| Paper, quire (25 sheets) | 4 cp | |
| Parchment, sheet, prepared | 2 cp | |
| Vellum, fine, sheet | 5 cp – 1 sp | |
| Ink, pint | 2 cp | |
| Ink, arcanist's, 1 oz. bottle | 1 gp | the grade that holds a sigil — Book I §6's writing note |
| Quills, dozen | 1 cp | |
| Sealing wax, stick | 1 cp | |
| Signet ring, brass / silver | 2 sp / 1 gp | |
| Wax tablet and stylus | 2 cp | reusable notes |
| Letter written by a scrivener | 5 cp | |
| Document copied, per page | 2–3 cp | |
| Charter/deed drawn and sealed | 2–5 sp | plus fees |
| Primer or ABC (schoolbook) | 1–2 sp | |
| Practical book (herbal, almanac), plain copy | 3 sp – 1 gp | woodcut-illustrated at the top of the range |
| Romance or chronicle, printed, decent copy | 8 sp – 3 gp | the top is a woodcut folio |
| Prayer book, personal, workshop quality | 2–10 gp | the 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 commission | 20–100+ gp | portable art; heirloom and dowry piece |
| Complete scripture, plain | 8–15 gp | a lectern folio; the format and binding are the cost, not the words |
| Scholarly text (law, medicine) | 3–10 gp | small editions; students rent them in pieces |
| Grammar school, per quarter | 6 cp – 1 sp | |
| University, per year, all-in | 2–5 pp | board is most of it |
| Apprenticeship premium, ordinary craft | 2–10 pp | paid to the master |
| Apprenticeship premium, elite guild (goldsmith, mercer) | 20–50 pp | buying a career |
| Tutor, live-in, per year | 2–4 pp | plus 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
| Service | Price | Notes |
|---|---|---|
| Barber-surgeon: tooth pulled, wound stitched | 1–2 cp | |
| Barber-surgeon: setting a bone | 5 cp – 2 sp | |
| Bleeding/cupping | 1–2 cp | standard preventive care |
| Apothecary remedy | 2 cp – 1 sp | |
| Apothecary, compound theriac | 5 sp – 2 gp | prestige pharmaceutical |
| Midwife, delivery | 5 cp – 2 sp | by household means |
| Physician (university-trained), consultation | 3 sp – 1 gp | fees scale to the patient's purse shamelessly |
| Physician, retained, per year | 5–20 pp | noble households |
| House cleric (casting), retained, per year | 20–60 pp | plus keep and a chapel; great households only — see below |
| Wet nurse, per year | 1–2 pp | plus keep |
| Hospital/almshouse bed | charity | endowed 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 service | Normal terms | Limit |
|---|---|---|
| House-rule Sense Affliction | 1–5 cp offering, or part of a retainer | triage only; does not identify cause, severity, or treatment |
| Cure Light Wounds (1st) | 1–5 sp at a temple that offers healing | no per-spell fee from a party priest; consumed supplies come from the party |
| Slow Poison (2nd) | 5 sp–2 gp | delays danger; does not neutralize it |
| Cure Blindness or Cure Disease (3rd) | 2–10 gp, donation, or service | specific 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 exists | exceptional institutional treatment; triage and patronage control access |
| Cure Critical Wounds (5th) | no ordinary market | senior priest, temple purpose, or adventuring companion |
| Heal (6th) | faith, patronage, or campaign obligation | high-level institutional rite, not a fee per hit point |
| Restoration (7th) | faith and major service | ages 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.
| Casting | Market treatment | Rules-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 obligation | no priced component; use 2e body, time, Constitution, resurrection-survival, and recovery limits |
| Reincarnation (wizard 6th) | exceptional service or bargain | referee-selected material component; returns the subject in a different form |
| Reincarnate (priest 7th) | faith/service | no priced component; distinct from the wizard spell |
| Resurrection (priest 7th) | faith/service and a campaign-scale obligation | religious symbol and holy water; use the spell's caster-aging and recovery rules |
| Wish or divine intervention | no ordinary market | the 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
| Service | Price | Notes |
|---|---|---|
| Votive candle | 1 q – 1 cp | |
| Rite said for a soul | 4 cp | the historical "mass-penny" |
| Chantry priest, year of daily rites | 5–7 pp | what wills endow |
| Marriage fee (at the temple door) | 6 cp – 1 sp | |
| Wedding feast, village | 5 sp – 1 gp | |
| Blessing of mother and newborn, naming rite | 2–6 cp | historically "churching" and christening |
| Prepared Minor Blessing, incidental | 1–5 cp offering | only where the priest already has the applicable blessing prepared |
| Burial, pauper | 6 cp | |
| Funeral, decent (coffin, candles, bellman, priest) | 5 sp – 1 gp | wax is half the bill |
| Funeral, merchant with procession | 5–20 gp | |
| Tithe | 10% of produce | the background tax on everything grown |
| Pilgrimage badge | 1 h – 1 cp | souvenir economy |
| Offering at a famous shrine | conscience | records show 1 cp to jewels |
Law & administration
| Service | Price | Notes |
|---|---|---|
| Scrivener's letter | 5 cp | as above |
| Notarized document | 2–5 sp | |
| Attorney, per term retained | 3–4 sp | |
| Serjeant-at-law (senior counsel), per case | 1–10 gp | |
| Court filing fees | 5 cp – 2 sp | |
| Bribe, gatekeeper/clerk | 1–5 cp | ⟨est.⟩ lubricant rates |
| Bribe, official who matters | 1–10 gp | ⟨est.⟩ |
| Bounty, wolf's head | 5 sp | historical predator bounties |
| Bounty, outlaw | 1–10 gp | ⟨est.⟩ by notoriety |
§11. Entertainment & Vice
| Item | Price | Notes |
|---|---|---|
| Dice, bone, pair | 1 cp | loaded pair from the right vendor, 1 sp ⟨est.⟩ |
| Playing cards, deck | 2 cp – 1 sp | painted decks much more |
| Chess set, common / carved fine | 2 sp / 1–5 gp | |
| Tables (backgammon) set | 1–2 sp | |
| Minstrel, tavern night | 2–5 sp | plus supper and the hat; a good night out-earns a craftsman's day, which is the trade's whole appeal |
| Troupe of players, feast engagement | 1–5 gp | split among the company; great houses add largesse on top |
| Lord's fool/jester, salaried, per year | 6–15 pp | plus livery, keep, and gifts — a household officer, not a servant; a famous fool gets poached like a good cook |
| Bear-baiting, cockfight admission | 1 q – 1 cp | betting is the point |
| Tournament entry (knightly) | own equipment | losers historically forfeited horse and armor — 200+ gp at stake |
| Bathhouse, with attendance | 1–2 cp | |
| Feast-day pageant, guild contribution | 1–5 gp | civic display |
| Tavern gambling stakes, common table | coppers | |
| Tavern gambling stakes, back room | silver to gold | ⟨est.⟩ |
§12. Travel & Freight
| Service | Price | Notes |
|---|---|---|
| Ferry, person | 2 cp 1 h – 5 cp | short local crossing at the low end; substantial crossing at the documented halfpenny |
| Ferry, horse and rider | 1 sp | |
| Ferry, two-horse cart | 2 sp | add 1 sp per additional draft animal |
| Chartered bridge/road passage, pedestrian | free – 2 cp 1 h | ordinary roads are free |
| Chartered bridge/road passage, laden horse | 2 cp 1 h – 5 cp | |
| Chartered bridge/road passage, loaded cart | 5 cp – 1 sp | |
| Chartered bridge/road passage, heavy wagon | 1–2 sp | |
| Town gate toll, loaded nonresident market cart | 5 cp – 1 sp | citizens, empty local carts, and designated provisions may be exempt or nominal |
| Town gate toll, heavy wagon or valuable load | 1–2 sp | commodity duty may be additional |
| Horse hire, per day | 1–2 sp | feed and deposit additional; a long hire may reach the low end |
| Light or two-horse cart with carter, per day | 8–10 sp | includes vehicle, team, and driver; feed by agreement |
| Large or three-horse cart with carter, per day | 10–14 sp | includes vehicle, team, and driver; feed by agreement |
| Guide, local / wilderness, per day | 2 sp / 5 sp – 1 gp | Book I §5; hostile-country rates there too |
| River passage, scheduled deck space, per day downstream | 5 cp – 1 sp | marginal berth aboard a working cargo boat |
| Riverboat charter, small craft, per day | 2–5 sp | boat and one boatman; larger crew and provisions additional |
| Sea passage, short channel crossing | 2–5 sp | scheduled merchant vessel; urgency, weather, and private hire cost more |
| Sea passage, long coastal voyage | 5 sp – 2 gp | by distance and berth; state whether board is included |
| Pilgrim passage package, major overseas shrine | 20–40 gp | berth, board, port and pilgrimage fees |
| Freight, land, per ton-mile | 1–2 sp | grain and regular bulk traffic at the low end; ordinary cargo near 2 sp |
| Freight, river, per ton-mile | 2 cp | |
| Freight, sea, per ton-mile | 1 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.
| Service | Normal terms | Notes |
|---|---|---|
| Sending, 25-word message and reply, any distance | 2–10 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 |
| Teleport | no ordinary market | a 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 ten | faith, 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 miles | 1–3 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
| Item | Price | Notes |
|---|---|---|
| Silver plate/vessels, per lb. | 5 gp + 10–50% workmanship | 1 lb. silver = 50 sp by coin weight |
| Gold work, per lb. | 50 gp + workmanship | |
| Silver spoon | 1–2 sp | the classic naming-day gift |
| Ring, silver | 5 cp – 2 sp | |
| Ring, gold | 5 sp – 2 gp | plus stones |
| Signet ring, gold, engraved | 5–20 gp | a signature; guard it |
| Brooch, gold, jeweled | 10–100 gp | |
| Chain, gold, courtier's | 30–300 gp | literally money — weighed, and pawned by the link |
| Collar of estate, gold with gems | 100–1,000 gp | livery of the very great |
| Coronet | 100–1,000 gp | rank-restricted; the fine for presumption is confiscation |
| Dagger, dress, gilt and jeweled | 20–100 gp | jewelry that happens to have an edge |
| Gemstones | per DMG values, shifted | a "50 gp gem" is 50 sp |
| Prayer beads, jet or amber | 1–5 sp | historically "paternosters" |
| Prayer beads, coral or gold | 1–5 gp | |
| Brooch, silver-gilt | 2–10 sp | |
| Girdle (belt) with silver fittings | 1–3 gp | favorite dowry item |
| Mirror, small glass | 5 cp – 2 sp | |
| Spectacles | 2–5 sp | real and period (13th c. onward); scholar's gear |
| Hourglass | 2–5 sp | |
| Chamber clock, mechanical | 50–200 gp | princely gadget |
| Tower clock, installed | 300–1,000 gp | civic prestige project |
| Tapestry, per sq. yd., ordinary | 1–2 gp | |
| Tapestry, fine pictorial, matched set | 100–1,000 gp | portable palace wealth — historically the Arras workshops |
| Carpet, knotted, caravan import | 5–20 gp | displayed on tables, not floors |
| Painted altarpiece, commissioned | 10–100 gp | |
| Musical instrument, common (pipe, drum) | 2–5 cp | |
| Lute, good | 1–3 gp | |
| Portative organ | 10–30 gp | |
| Perfume/rosewater, vial | 1–5 sp | |
| Ivory comb | 1–3 sp | |
| Glass drinking vessel, fine | 1–5 sp | breaks; pewter endures |
| Enameled or jeweled cup | 10–100 gp | plate = stored wealth, melted in emergencies |
§14. Ransoms, Fines & Taxes
| Item | Amount | Notes |
|---|---|---|
| Court fine, petty (affray, short measure) | 3 cp – 1 sp | |
| Fine, assault | 1–5 sp | |
| Fine, brewing/baking violations | 3–6 cp | constant, semi-licensing |
| Weregild-style death compensation | 5–100 pp | by station, where custom survives |
| Poll tax, per head | 4 sp (1377); 1 gp 2 sp (1380–81) | irregular wartime grants; the later shilling levy helped provoke revolt |
| Market toll, hand or pack load | 2 cp 1 h – 5 cp | privileged townsmen may be exempt |
| Market toll, ordinary cart | 5 cp – 1 sp | |
| Market toll, heavy or valuable load | 1–2 sp plus commodity duty | |
| Scutage (knight's service buyout) | 1–2 pp per fee | |
| Ransom, common soldier | 1–5 pp | |
| Ransom, man-at-arms | 10–30 pp | |
| Ransom, knight | 100–500 pp | his horse and armor forfeit besides |
| Ransom, banneret/lord | 1,000–10,000 pp | |
| Ransom, prince or king | kingdom-breaking | historical 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.
| Item | Price | Notes |
|---|---|---|
| Healing herbs, poultice bundle | 5 cp – 2 sp | mundane; advantage-adjacent, DM's call |
| Antitoxin, vial | 5 gp | rules-specific estimate |
| Acid, vial | 2 gp 5 sp | rules-specific estimate |
| Alchemist's fire, flask | 5 gp | rules-specific estimate |
| Potion of healing | 30–40 gp | 2e ingredient, laboratory, failure-risk, and distribution floor — commoners do not own these |
| Local area map, competent | 5 sp | |
| Kingdom map, good | 2–5 gp | |
| Sea chart, accurate | 10+ gp | jealously guarded trade secrets |
| Monster pelt, wolf/worg | 2 sp / 1 gp | vs. the 5 sp wolf bounty |
| Bear pelt | 1–2 gp | |
| Exotic monster trophy (displacer hide, wyvern sting) | 10–100 gp | collector market, thin and negotiated |
| Dragon anything | negotiated in pp | there is no market price; there are buyers |
| Guard, caravan, per day | 4 sp | mercenary footman rate |
| Adventuring party, hired, per day | 5–50 gp | ⟨est.⟩ by tier; most patrons pay in shares and rights instead |
| Information, tavern rumor | a drink (2 cp) | |
| Information, specific and dangerous | 1 sp – 10 gp | scaling with the danger |
| Fence's cut on stolen goods | 50–70% discount | worse than the usual half-price |
| Forged document, mundane | 1–5 gp | good enough for a gate guard |
| Forged document, magically sealed | adventure-tier crime | see 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:
- 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.
- 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.
- There is no general income tax. Taxation attaches to things — land, movables, trade, salt, heads — and to events — death, marriage, inheritance, entry.
- 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:
| Obligation | To whom | Amount |
|---|---|---|
| Rent and/or commuted labor services | Lord | 5–12 gp |
| Tithe (10% of all produce) | Temple | 8–12 gp equivalent, largely in kind |
| Mill soke (must use lord's mill) | Lord | 1/16–1/24 of all grain ground |
| Manorial court fines (average year) | Lord | 5 sp – 2 gp |
| Tallage (arbitrary levy, when taken) | Lord | 1–2 gp |
| Temple fees (candles, offerings, rites) | Temple | 5 sp – 1 gp |
| National tax share, per grant (see §5) | Crown | 5 sp – 2 gp |
| Pannage (per pig in the lord's wood) | Lord | 1 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)
| Obligation | To whom | Amount/yr |
|---|---|---|
| Shop-with-dwelling rent | Landlord | 12–24 gp |
| Borough rates (scot and lot) | Town | 1–6 gp |
| Guild quarterage | Guild | 1–2 gp |
| Tithes and offerings | Temple | 2–4 gp |
| Market/gate tolls (if trading) | Town | 2 cp 1 h – 1 sp per ordinary load, cumulatively 1–3 gp |
| National tenth, per grant | Crown | 2–5 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 line | Share | Notes |
|---|---|---|
| Assize rents (fixed money rents) | 30–50% | eroded by inflation over generations |
| Demesne farming or lease | 20–40% | the lord's own acres, worked or rented out |
| Court profits (fines, fees, amercements) | 10–20% | reliable as rain |
| Mill, oven, dovecote monopolies | 5–15% | banalités — forced-use facilities |
| Entry fines, heriots, merchets | 5–10% | lumpy, event-driven |
| Wood sales, pannage, fisheries | 5–10% |
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:
| Labor | Cost to the account | What it is |
|---|---|---|
| Villein week-work | nothing — already paid for in the tenure | 2–3 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 boons | meals and ale | whole-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 kind | a grain livery of ~1 quarter per 10–12 weeks, 2–6 sp cash a year, and a garment |
| Reeve | rent remission | compulsory unpaid office (see the glossary), softened by remitted rent and what he quietly skims |
| Hired day labor | 2 sp/day | peaks only — a few weeks of haymaking and harvest |
| Bailiff | 2–4 pp plus keep, a robe, and fees | the 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
| Settlement | Civic revenue/yr | Main sources | Main expenses |
|---|---|---|---|
| Village | none — no corporate finance | — | temple fabric by village collection |
| Small market town (~1,000) | 20–60 pp | market tolls, stallage, court | fee farm or lord's dues, bridge, chapel |
| Provincial town (~3,000) | 100–250 pp | tolls, rents, admissions, court | fee farm, walls, officers, gifts |
| Provincial city (~8,000) | 250–600 pp | above + property portfolio, murage | fee farm, walls/bridges, officials, pageants, lawsuits |
| Capital / great port (30,000+) | 4,000–6,000 pp | rents, tolls, admissions at scale | works, officers, loans to the crown |
Where it goes
| Expense | Typical | Notes |
|---|---|---|
| Fee farm to crown | the first 40–60% | |
| Town clerk (salaried) | 5–12 pp/yr | the professional core |
| Serjeants, watchmen | 5–7 pp/yr each | watchman ~2 sp/day when serving |
| Walls, gates, bridges | lumpy; murage tolls levied specially | a wall circuit is a generational project, 500–5,000 pp |
| Gifts to visiting magnates | 10–50 pp/yr | wine, cash, gloves — documented and resented |
| Pageants and feast days | 2–12 pp/yr | civic prestige |
| Litigation | open-ended | towns 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
| Setting | Organized crafts | Masters per craft |
|---|---|---|
| Village | none | a village fraternity covers candles and burials |
| Small market town (~1,000) | 3–8, often merged | 8–25 — the "smiths and all metalworkers" pattern |
| Provincial town (~3,000) | 15–30 | 20–60 |
| Provincial city (~8,000) | 30–60 | 30–100; the big crafts (weavers, tailors, cordwainers) 80–150 |
| Capital / great port (30,000+) | 60–110 companies | 50–300 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 cost | Amount |
|---|---|
| Freedom of the city (§1) | 4 gp – 5 pp |
| Entry to the craft: by apprenticeship / by redemption | 1–3 gp / 5–20 gp |
| Tools and bench, by craft | 1–10 gp — a carpenter's kit at the bottom, a smith's anvil, bellows, and tongs at the top |
| Opening stock of materials | 5–30 gp |
| First quarter's rent, shop-with-dwelling | 3–6 gp |
| Total | 15–60 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):
| Revenue | Amount/yr |
|---|---|
| Sales of work, shop and market-stall | 25–70 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 |
| Expenses | Amount/yr |
|---|---|
| Materials and stock | 40–50% of sales |
| Journeyman at 3–4 sp/day, 120–180 days | 4–7 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 household | 8–25 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)
| Revenue | Amount/yr |
|---|---|
| Quarterage (1–2 gp per master) | 3–12 pp |
| Entry fees to the craft | 2–8 pp |
| Fines for bad work, trading violations | 1–5 pp |
| Total | 6–25 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.
| Revenue | Amount/yr |
|---|---|
| Quarterage | 10–60 pp |
| Entry and apprentice-enrollment fees | 5–25 pp |
| Fines and search forfeitures | 3–15 pp |
| Hall lettings and small property | 2–20 pp |
| Total | 20–120 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.
| Revenue | Amount/yr |
|---|---|
| Property rents (accumulated from bequests) | 250–1,200 pp |
| Quarterage and offerings | 15–60 pp |
| Entry fees: apprenticeship / patrimony / redemption | 10–50 pp |
| Livery fines (fee on taking the clothing) | 5–25 pp |
| Total | 300–1,300 pp |
| Standing expenses | Amount/yr |
|---|---|
| Hall, feasts, barge and pageantry | 30–120 pp |
| Chantries, obits, and the company chaplain | 15–50 pp |
| Pensions and almshouse for decayed members | 20–80 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 finance | Amount |
|---|---|
| Imposition on members' trade | ~1–2% of turnover ⟨est.⟩, 500–2,000 pp/yr |
| Entry: by apprenticeship / by redemption | 2 pp / 10–50 pp |
| Foreign house upkeep (governor, chaplain, beadle) | 100–400 pp/yr |
| Collective loan to the crown, per war | 12,000–50,000 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.
| Tier | Population | Ordinary revenue/yr | Model |
|---|---|---|---|
| March / great lordship | 30–100k | 600–2,000 pp | identical to a duke's estate income (§7) — at this scale the "state" is a household |
| Petty kingdom / principality | 150–500k | 3,000–10,000 pp | |
| Small kingdom | 0.5–1.5M | 10,000–30,000 pp | |
| Mid-sized kingdom | 2–5M | 40,000–100,000 pp | 14th-c. England; the tables below |
| Great kingdom | 10–20M | 150,000–400,000 pp | medieval France: vast base, weaker per-capita grip |
| Commercial city-state | 100k–1M | 100,000–400,000 pp | Venice: revenue rivaling great kingdoms off a fraction of the population, via trade taxation |
| Empire | aggregated kingdoms | 500,000+ pp nominal | decentralized — most of it never reaches the center |
Setting examples
Populations are approximate canon figures; revenues follow from the rule above.
| Realm | Population | Tier | Ordinary revenue/yr |
|---|---|---|---|
| A single Dale (Dalelands) | 20–90k | march | 400–1,800 pp |
| Verbobonc, Veluna (Greyhawk) | 150–350k | principality | 3,000–8,000 pp |
| Cormyr | ~1.4M | small-to-mid kingdom | 25,000–40,000 pp |
| Furyondy, Keoland (Greyhawk) | ~1.5–2M | mid-sized kingdom | 30,000–60,000 pp |
| Nyrond (Greyhawk) | ~2.5M | mid-sized kingdom | 50,000–80,000 pp |
| Sembia | ~2.5M, heavily mercantile | mid kingdom ×3 commercial | 120,000–200,000 pp |
| Amn | ~3M, mercantile oligarchy | great-kingdom revenue | 150,000–250,000 pp |
| Calimshan | ~5M | great kingdom | 150,000–350,000 pp |
| Waterdeep (city + dependent territory) | ~130k city, ~1M sphere | commercial city-state | 80,000–200,000 pp |
| Baldur's Gate | ~120k | commercial city-state, smaller | 30,000–80,000 pp |
| Free City of Greyhawk (city + domain) | ~70k city | commercial city-state, smaller | 25,000–60,000 pp |
| Great Kingdom at its height (Greyhawk, historical) | 10M+ | empire | 500,000+ 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.
| Source | Amount/yr | Notes |
|---|---|---|
| Royal demesne and fee farms | 24,000–31,000 pp | manors, forests, town farms |
| Customs (the wool trade dominates) | 25,000–60,000 pp | duty per sack + wartime subsidy; collapses if trade does |
| Profits of justice | 5,000–10,000 pp | fines, fees, forfeitures |
| Feudal incidents | 2,000–7,000 pp | wardships, marriages, reliefs, escheats — lumpy |
| Coinage profits (seigniorage) | 1,000–5,000 pp | spikes 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.
| Source | Yield per grant | Notes |
|---|---|---|
| Lay subsidy (fifteenth-and-tenth on movables) | ~90,000 pp | fixed quotas by community; the standard war tax |
| Clerical tenth | 36,000–43,000 pp | granted by the clergy separately |
| Poll tax | ~50,000 pp | per-head; historically triggered a revolt — use accordingly |
| Forced loans / benevolences | variable | "requests" the great cannot refuse |
| Loans against customs | 12,000–50,000 pp per lender | great banking houses, staple merchants, capital city |
Expenditure
| Item | Amount/yr | Notes |
|---|---|---|
| Royal household and wardrobe | 24,000–60,000 pp | court, servants, ceremony |
| Key overseas garrison | 24,000–40,000 pp | one fortified port can eat a third of ordinary revenue |
| Other garrisons and marches | 5,000–15,000 pp | |
| Annuities and fees to retainers | 5,000–20,000 pp | buying the political nation |
| Administration, justice, diplomacy | 5,000–12,000 pp |
War
War breaks the ordinary budget instantly; that's what subsidies and loans are for.
| Item | Cost |
|---|---|
| Levy spearman (beyond his district), per day | 2 sp |
| Archer, per day | 5–6 sp |
| Man-at-arms, per day | 1 gp 2 sp |
| Knight / banneret, per day | 2 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 overseas | 50–100% on top of wages |
| A campaign season | 100,000–350,000 pp |
| A great two-year campaign with a siege | 500,000+ pp |
| A major castle, built from nothing | 20,000–50,000 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
| Tier | Total capital | Coin on hand | Notes |
|---|---|---|---|
| Chapman / peddler | 2–12 pp | most of it | stock on his back |
| Shopkeeper | 25–120 pp | 5–15% | rest in stock and credit given |
| Provincial merchant | 250–1,200 pp | 5–15% | ventures of 100–500 pp at risk at a time |
| Great merchant | 2,500–12,000 pp | 5–10% | ships, wool contracts, crown loans |
| Banking house / super-company | 50,000–350,000 pp | branch floats of 500–5,000 pp each | sovereign 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
| Rank | Income/yr | Household cost | Coin reserve | Plate & jewels |
|---|---|---|---|---|
| Landed knight | 100–360 pp | 50–60% of income | 10–50 pp | 50–120 pp |
| Baron | 720–1,900 pp | 350–950 pp | 120–500 pp | 500–2,500 pp |
| Earl | 3,600–9,600 pp | 1,700–5,000 pp | 1,200–5,000 pp | 5,000–25,000 pp |
| Duke / greatest magnate | 19,000–29,000 pp | half or more | 2,500–12,000 pp | 25,000–60,000 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:
| Office | Pay | Function |
|---|---|---|
| Steward | 10–25 pp plus fees and robes | the legal head: holds the manor courts on circuit, leases the demesnes, hires and breaks the bailiffs (see the glossary) |
| Receiver-general | 10–30 pp | collects the manor nets, pays the annuities and assignments, keeps the one book that sees everything (see the glossary) |
| Auditors | 5–15 pp for the riding season | hired 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 council | 1–5 pp each in annuities | retained lawyers at the capital courts; a great house is always in litigation |
| Clerks of the chamber | 2–6 pp each | the paperwork |
A worked middle — a baron of ~1,000 pp gross, thirty manors and a borough:
| Line | pp/yr | Notes |
|---|---|---|
| Manor nets, via the receiver | 750–850 | quarter-day lumps, chronically in arrears |
| Borough rents, mills, market and fair franchises | 80–120 | |
| The barony's own court, and its own feudal incidents | 50–150 | lumpy — the baron collects reliefs and wardships from his knights exactly as the crown does from him |
| Against it: household | 500–600 | the dominant line, per the notes above |
| Retainer annuities | 100–200 | the affinity |
| Central administration (the table above) | 40–80 | 4–8% of gross — cheap, because the manors net their own costs |
| Chantries, alms, the chapel | 20–50 | |
| Works, taxes when granted, incidents when they strike | lumpy | one 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."
| Location | Coin | Non-coin |
|---|---|---|
| Village temple box | 5–50 sp | a silver chalice and paten, 1–3 pp |
| Town temple, prosperous | 2–10 pp | plate and vestments, 5–20 pp |
| Manor strongbox, ordinary day | 2–10 pp | ledgers, deeds (worth more than the coin, to the right buyer) |
| Manor strongbox, just after rent day | 10–50 pp | |
| Town chest | 50–250 pp | civic plate, charters, the seal matrix |
| Guild box | 10–100 pp | plate 20–200 pp |
| Livery company treasury | 200–1,000 pp | plate 500–2,500 pp; deeds, bonds, members' pledges in pawn |
| Master craftsman's shop box | 1–5 pp | tools and stock 10–40 gp; the debt book, worth more to whoever can enforce it |
| Merchant's strongbox | 20–200 pp | bills and bonds — named-payee, worthless to a thief |
| Moneychanger's counter | 50–300 pp | in mixed coin; the float is the business |
| Abbey treasury | 100–1,000 pp | plate, relics, pledged valuables held in pawn |
| Baron's castle | 120–500 pp | plate 500–2,500 pp |
| Earl's treasury | 1,200–5,000 pp | plate and jewels 5,000–25,000 pp |
| Royal treasury, ordinary | 5,000–50,000 pp | regalia and jewels 70,000–250,000 pp; fluctuates wildly with war |
| Tax collector's strongbox, in transit | 200–2,000 pp | a subsidy's county proceeds; historically robbed |
| Mint | 1,000–10,000 pp | plus 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.
| Metal | Boxed and dry | Buried or damp |
|---|---|---|
| Silver | slate-dark discs, edges shot with purple-blue; the strike stays crisp under the black, and a firm thumb-stroke streaks it bright | a waxy gray-violet crust ("horn silver") no thumb will shift; coins stacked in a rotted purse fuse into a loaf that snaps apart |
| Copper | salmon dulls to an even chocolate brown, still legible | blue-green verdigris eats inward — detail gone, edges pitted, a purse become one green concreted clod with the cloth's weave printed in it |
| Gold | unchanged | unchanged; 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
| Season | Coin 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:
- Shift coin, gem, and art values one denomination.
- Recompose coins toward local silver and the age and origin of the hoard.
- Generate magic from the 2e category tables without converting it into a cash budget.
- Make the composition fit the former owner.
| Source | Likely contents |
|---|---|
| Household cache | mixed small coin, jewelry, clothing, tools, title papers |
| Tax or rent chest | current local silver, tallies, arrears lists, a little seized plate |
| Military pay convoy | weighed and sealed coin, payroll rolls, emergency credit |
| Temple treasury | offerings, plate, relics, endowment deeds, ritual magic |
| Merchant reserve | coin, gems, bills, samples, account books, portable magic |
| Noble strongroom | plate, jewels, charters, ransoms, heirlooms, little ready coin |
| Monster lair | accumulated mixed-age loot with poor liquidity and unclear provenance |
| Older dungeon | obsolete 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 §§1–2 — 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.
| Society | Who takes the skim | As what | Fiscal signature |
|---|---|---|---|
| Free village (allodial) | the commune, then crown and temple | self-assessed rates, tithe, militia days | no manorial court; assessment fights replace rent fights |
| Free city-state | the commune and its guilds | gate and market excise, citizenship rates | excise-heavy, no fee farm; walls are the first budget line |
| League of cities | member dues | convoy fees, a common war chest | a treasury without a territory |
| Clan / pastoral country | the kindred, then the chief | herd-tribute, hospitality, feud-price | wealth counted in cattle; silver arrives by trade or raid |
| Frontier / free march | nobody, yet | shares, land, and kind | labor scarce, coin scarcer; wages ×1.5–2 |
| Temple lands | the temple | tithe as tax, fees, offerings | the 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 Value | Significance | Normal acquisition |
|---|---|---|
| Up to 750 | Minor permanent item | found, gifted, inherited, or occasionally commissioned through a known creator |
| 751–1,500 | Significant item | institutional commission or exchange between established patrons |
| 1,501–3,000 | Major item | great-house, temple, guild, or crown bargain involving patronage and special materials |
| 3,001–5,000 | Great item | strategic project and campaign-scale obligation |
| Above 5,000 | Strategic or relic-grade | no 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
| Item | Working price |
|---|---|
| Potion of healing | 30–40 gp |
| Common utility/control potion, XP 200–350 | 30–60 gp |
| Extra-healing or strong utility potion, XP 400–500 | 50–90 gp |
| Rare control potion or oil, XP 550–750 | 90–150 gp |
| Scroll, 1st–2nd-level spell | 10–30 gp |
| Scroll, 3rd–4th-level spell | 30–100 gp |
| Scroll, 5th–6th-level spell | 100–300 gp |
| Scroll, 7th–9th-level spell | no routine commission; an existing scroll is negotiated as a major asset |
| Protection scroll | 50–250 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 resale | Typical recovery |
|---|---|
| Known, legitimate consumable | 60–80% of replacement cost |
| Useful permanent item with an identified institutional buyer | 30–60% |
| Restricted, suspicious, curse-risk, or strategically dangerous item | 10–40% |
| Unique or relic-grade item | no 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
| Item | Significance | Normal acquisition |
|---|---|---|
| Counting purse | minor permanent | commission through a known creator; institutional asset |
| Warded strongbox | minor permanent | treasury commission |
| Assayer's touchstone | significant | mint or goldsmiths' guild commission |
| Signet of attestation | major institutional | chartered-house project; never retail |
| Touch-plate | minor permanent | made with its signet family; issued, never sold |
| Courier's twin satchel | great/strategic | joint 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 §§8–9) — 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 66⅔ sp (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 datasets — economics.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 dataverse — datasets.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.