Table of Contents
Economy
All D&D based worlds have a fractured, and questionable economy. It sort of worked in AD&D I, but hasn't really evolved as the game has evolved, and see it as breaking down into the following social classes.
The Copper Economy
Copper pieces are the everyday currency of Commoners and equates to the Poor cost of living category. The majority of their food, clothing and equipment is priced in copper pieces. Light comes from candles and torches, they eat a lot of bread and vegetables such as potatoes, peas and onions, cottage cheese might appear in the countryside, but harder chesses and meat are a treat or for special occasions. That doesn't mean they don't have more expensive items, just that they don't have many of them. Those they do have, are more commonly priced in silver pieces, rather than gold pieces, and anything costing more than one or two gold pieces is a real rarity. This is the equivalent to the Poor Cost of Living.
This doesn't mean that all commoners are starving, dressed in absolute rags, with no gear to their name - just that their lives are based on the cheapest, most readily available, food, clothing and equipment.
Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.
Many commoners are unskilled, in that they don't have skill ranks in Craft or Professional skills, and work as labourers or, in similar occupations. They dig fields, fetch things, load ships, work in a stable, do laundry, serve in a bar, wash up in a restaurant or perform similar basic tasks. They might have skill ranks in diplomacy, handle animal or other skills, just not craft, knowledge or profession. If they have weapon skills, it is probably with a quarterstaff, club or sling.
Some commoners do have useful skills, or some other training that, opens up semi-skilled jobs and generates a slightly higher income - perhaps an extra gold or two per month. This might come from regular 'work experience' in a specific field or on-the-job training, and is represented by a Commoner Occupational Trait. For example, a foundry labourer might pick up basic Craft:Blacksmith skills-1, a kitchen hand might pick up Craft:Cooking-1, while a boat-hand might have Profession:Fisherman-1 or Profession:Sailor-1, or a member of the watch might be trained to use a couple of minor weapons. Commoners with an Occupational Trait
The Silver Economy
Most NPC classes, and lower level PCs, fit into the silver economy - which equates to the Average cost of living category. NPCs probably have one or two useful skills, work in the businesses and organizations that make the world work. Small businesses are run by Experts, the local guard is mainly composed of Warriors and, local chapels are staffed by Adepts. Local hunters might be warriors, the Town Clerk is probably an expert, and the local wise-woman is probably an adept. However, The Silver Economy also includes a few commoners, who have managed to gain a level and some extra skill points, and a few low-level PC classes, with lowish stats and little ambition.
Average (10 gp/month: The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1gp or less.
This is an average, and is about 3sp per day, however, some people will earn less, others more. A very few will earn significantly more, perhaps putting them up to 20 or 30gp per month.
Day to day transactions can be counted in either silver or copper pieces - so better food, better clothes and a better living standard all around. There are, as always, a few more expensive items, although they rarely exceed 10gp in values. However, many people in this part of the economy will have access to better, and more expensive, tools and equipment while they are at work. For example, an apprentice smith might have access to masterwork tools and anvil at work, but only have a few small hammers to work with a home. A town guard might pick up a chain shirt and crossbow when she gets into work - although her 'personal' armoury might just be Padded Armour, Small Wooden Shield, Dagger and Spear.
They provide the basic structure, support and organization that the world needs and, overall, they live a fairly comfortable life.
The Gold Economy
Characters in this category think in Gold Pieces, although their ability to spend, and the items they have available varies. For the vast majority, this is the Wealthy Standard of living.
Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
Again this varies, the Downtime Managers Page lists managers earning from 2gp per day (60gp/month) to 5gp per day (150gp/month)
Player Characters
PCs tend to think in Gold Pieces, they get their initial wealth in GP, and when they start adventuring they gather loot in Gold Pieces - a handful of Silvers generally means nothing to them. While they don't have a lot of influence to start with, they gain influence as they progress, and by fifth or sixth level are generally as wealthy as most aristocrats and could have a minor title or a business of their own - although their wealth is often found in equipment, rather than businesses or land. By tenth level, many PCs are as wealthy as aristocrats and may have lands or estates that cement their status. At higher levels, a few PCs might even have strongholds that elevate them into the realms of the nobility and perhaps even lesser royalty.
Aristocrats
These guys have both money and influence at a local level, although they may seem somewhat parochial to the Nobles. Senior administrators, military officers, established priests, skilled professionals, most mid-level PCs and many others fit into this category. They make enough money that they can afford some expensive items, but not enough to live on the best foods and wines. They might have a few magic items, can dress, convincingly, as courtiers, and can eat at good restaurants - and they might even live in a mansion. These people make sure the world keeps running, providing the management and leadership that the other need.
These are the people who make sure that the world works properly. Examples include: -
- The Town Mayor.
- Military Officer.
- Abbot of the local temple / Monastery.
- The Local Squire - who 'owns' half a dozen tenanted farms, and whose own fields supply most of the grain for the town.
- A successful business person.
- Dwarf Clan-holder.
- The Sleazy Landlord - who rents housing to the working classes.
- A Local Crime Lord.
- A Powerful Wizard who everyone is in awe of.
- The Headmaster of the local college, Guild Head, Military Officer, senior Lawyer etc etc …
The possibilities are endless, and not always obvious.
Note: While it is seen as inappropriate today - historically (and in my fantasy worlds) wealthy and influential people are expected to use their positions and influence to improve their own wealth and influence - and to do the same for family members. The Town Mayor, for example, has probably appointed her brother in an important position ….
The Really Wealthy
This is when things get a bit silly, and we reach the Extravagant standard of living.
Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home — he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any non-magical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.
Nobles
The wealth and influence of nobles vary dramatically - but they probably have a noble estate, or even a palace, as their main home and may well have other homes spread around the country. They can dress flamboyantly, and often choose to do so, they flaunt their jewellery and wealth, often appear unconcerned about money and probably have a title such as a Baron, Count or Duke.
They have significant local influence, and can often influence decision at a regional or national level.
Royalty
Lesser royalty often have the same sort of wealth and influence as Nobles. However, Monarchs, such as Kings, Queens, Sovereign Princes and Sovereign Dukes might have absolute power and the wealth of a nation to spend. Their projects can include beautifying whole cities, building a great road (that might go nowhere) or diverting a river to make their own personal lake - all for their own pleasure. Some monarchs use their wealth to better their country and the lot of their people. Most royals come somewhere in-between those two extremes.