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Let's start with some of the basics of worldbuilding that we will use. Much of this will use real world data and the 5E information provided through the DMG & other materials.
First we'll start with the most basic of worldbuilding tools. We'll start with Demographics.
In any group of humans, demi-humans or humanoids we can start with basic numbers to define classes and level breakdowns. We'll need areas and populations as well.
Page 16-17 of the DMG defines villages as up to 1,000 people. It defines towns as up to 6,000 people. It defines cities as up to 25,000.
This would average to: 500 per village, 3,000 per town and 12,500 per city. Metropolises would be separately defined towns. These base numbers do not include people moving through the area for business, family, shopping, or tourism.
Using these kinds of numbers we can define these populations as 90% non classed. Thus, 9 out of 10 humanoids will just be their base listing from the Monster Manual.
For example, the average human has an average 10 in each stat. They have an AC of 10. They have 4 hit points.
Of the people who are classed, this would be the average breakdown per population. I'll list this against 1,000 potential adventurers, which would average out to per 10,000 people.
For every 1,000 adventurers, the breakdown would be:
600 - 1st level potential adventurers (D rank or Copper rank)
300 - 2nd through 4th level adventurers (C rank or Silver rank)
60 - 5th through 8th level adventurers (B rank or Electrum rank)
27 - 9th through 12th level adventurers (A rank or Gold rank)
9 - 13 through 16th level adventurers (AA rank or Platinum rank)
3 - 17th through 19th level adventurers (S rank or Mithril rank)
1 - 20th level adventurer (SS rank or Adamantium rank)
Of those who have classes, 60% will be fighters. 20% will be Rogue types. 20% will be all other classes.
The vast majority will be Commoners. This does not mean poor in any way, as Commoners can be Merchants that are more wealthy than kings.
So let's take a quick look at coinage for 5E, from page 143 of the PH.
1,000 Copper (1/1000 of a PP)
100 Silver (1/100 of a PP)
20 Electrum (1/20 of a PP)
10 Gold (1/10 of a PP)
1 Platinum piece (1 PP)
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On the other end of the scale is the Nobility.
Emperor or Empress - Literally the Tyrant rulers of several Kingdoms, they are the King of Kings or Queen of Kings / Queens that are ruled by their Empire.
https://en.wikipedia.org/wiki/Peerage_of_England
(This base is used to create the homebrew ranks below. Also note that marriages for peerage more than one rank above or below, must be approved by Royalty. This allows Kings and Queens to maintain some control over possible alliances that could lead to them being deposed. They may also depose of nobles themselves and replace them with more loyal followers, but this often leads to civil war when used to often or to a figure of high rank in the opposing political movement.)
King and Queen - These are the Royal Rulers of a nation. Kings or Queens normally keep control of at least one Duchy for personal land.
Crown Prince or Crown Princess - This is the Heir to the Throne.
Prince or Princess - These are other Royal Children that are often unlanded. They often serve as ministers to Kingdoms and often marry for political alliances outside the Kingdom.
Duke or Duchess - This is the Ruler of a Duchy, consisting of 10 Counties on average each with 10 Baronies. The number of Duchies depends on the size of the kingdom. A Duke or Duchess will always keep control of at least 1 County for personal land.
Marquis/Marquess or Marchioness - These are unlanded child of a Duke or Duchess, that will include the named heir to the Duchy. They often serve as ministers to Dutchies and Kingdoms. They often marry for political alliances outside the Kingdom.
Count/Earl or Countess - This is the Ruler of a County, consisting of 10 Baronies. A Count/Earl or Countess will always keep control of at least one Barony for personal land.
Viscount or Viscountess - These are the unlanded child of a Count/Earl or Countess, that will include the named heir to the County. They often serve as ministers to Counties, Dutchies and Kingdoms.
Baron or Baroness - This is the Ruler of a Barony, this is normally right around 100 square miles and will normally contain four Villages and one town.
Subsequent adjustments of county boundaries mean that some baronies now straddle two counties. The final catalogue of baronies numbered 331, with an average area of 255 km2 (98 sq mi; 63,000 acres); therefore, each county was divided, on average, into 10 or 11 baronies.
Baronet or Baronetess - These are the unlanded child of a Baron or Baroness, that will include the named heir to the Barony. This is also the bestowed rank of a Knight. Only Peerage of this rank may marry a commoner without the permission of Royalty. They often serve as ministers to Baronies, Counties, Dutchies and Kingdoms.
The two main political movements of any Kingdom is the side that will support the throne against the side that wants more power for the nobility. The stability of any Kingdom depends on this balance. There may be other political movements as well. These struggles can be friendly debate, open warfare, or assassination attempts. Most nobles will have at least one attempt on their life, in their lifetime.
Lifestyle Expenses Page 157 PHB
Wretched -
Squalid 1 silver per day
Poor 2 silver per day
Modest 1 gold per day
Comfortable 2 gold per day
Wealthy 4 gold per day
Aristocratic 10 gold per day
Outside of their hometowns, Unskilled Hirelings may be given 2 silver pieces per day as wages as long as Modest Food, Drink and Lodging are provided. If not, the price is 1 gold and 2 silver per day.
Outside of their hometowns, Skilled Hirelings may be given 2 gold pieces per day as wages as long as Comfortable Food, Drink and Lodging are provided. If not, the price is 4 gold per day.
Food and drink costs per day
Squalid 3 copper per day (30% of Lifestyle expense)
Poor 6 copper per day (30% of Lifestyle expense)
Modest 3 silver per day (30% of Lifestyle expense)
Comfortable 5 silver per day (25% of Lifestyle expense)
Wealthy 8 silver per day (40% of Lifestyle expense)
Aristocratic 2 gold per day (20% of Lifestyle expense)
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Inn Lodging costs per day
Squalid 7 copper per day (70% of Lifestyle expense)
Poor 1 silver per day (50% of Lifestyle expense)
Modest 5 silver per day (50% of Lifestyle expense)
Comfortable 8 silver per day (40% of Lifestyle expense)
Wealthy 2 gold per day (50% of Lifestyle expense)
Aristocratic 4 gold per day (40% of Lifestyle expense)
Medieval farming it's noted that a farmer could feed 2 people per acre of land. Even though the Forgotten Realms is a magic area that has better than average land yields, we'll still place this as 2 per acre due to droughts and other problems that can plague farmers.
The average medieval farm was about 40 acres and we can assume 4-5 farm workers per farm for 8-10 acres worked per farmer. Thus in the Forgotten Realms, thanks to magic and Renaissance era farming styles (3-4 item crop rotations), each farm worker can feed around 16-20 people. We'll assume 16 persons via 8 acres to keep it simple, with 16 people being fed for every farmer.
If 90% of a villages working age people are involved with farming, we can now break some raw numbers down. First, let's reduce the number of potential workers due to children who are too young and the elderly who help take care of said children. We'll estimate that gives us a base of 300, which gives us 270 potential farmers on average.
Note: We'll be using real world averages where possible as DMG page 127 makes it clear that the original intended Total Costs per day wasn't really calculated. If the Skilled rate is 2 gold per day and the cost of 2 Unskilled workers is 4 silver per day, it is not possible for the farm to be covered by 5 silver per day, via chart and verbiage below the chart. It's 1 gold and 9 silver low just for salary. Even taking into account the offset verbiage, it would mean every farm lost money instead of made money. Farming is a net gain business, literally necessary for the life of a society, not a charity.
https://www.quora.com/How-many-acres-are-in-a-square-mile
There are 640 acres per square mile.
About 44% of land can be assumed to be farmable.
640 x .44 = @281 farmable acres per square mile. Thus, we'd need about 10 square miles to produce the farmable land to keep one village gainfully employed with farming.
These villagers would produce enough food to feed 4,320 people, minus the 500 needed to sustain the farming village is 3,820 peoples worth of food per year.
Daily Modest meals are listed as 5 silver per day from a restaurant. Most retail is a 50% mark up, so let's assume the food is gathered and produced at 2 silver and 5 copper. Let's assume shipping and merchants cuts also account for 2 silver of that amount.
This means that each person fed will have contributed 5 copper to the famer that made the food for that day. I'll use this as a base.
3,820 persons worth of daily food would at five copper per person would support 1,910 silver per day x 365 days per year for 69,715 gold produced by the village for farming per year. Let's assume the Feudal lord cut is 34,857.5 gold per year.
This would leave 34,857.5 gold per year left to the 270 farmers. Let's assume 10% again is costs for farming materials, seed, fertilizer and other expenses for a rounded down 31,371 gold per year.
Rounded, this leaves an average yield of 116 gold and 2 silver per farmer. Assuming a 5 day work week for 40 weeks a year, this works out to 5 silver and 8 copper per day after all expenses for a 200 day work year.
As a matter of homebrew, these numbers can be used for Farming, Fishing, Herding, and Lumber production. The Feudal Lord will have the same amount taxed for each of these.
Unskilled Labor
At a rate of 2 silver per day, assuming a 5 day work week for 40 weeks a year for an average of 400 silver per year, the following skilled professions are taxed at a rate of 10% per year or 4 gold each. These jobs are separate from the merchants that sell their goods and services in stores and establishments.
Carriage Driver, Dish Washer, Dock Worker, Farm Hand,
Grave Digger, Hired Muscle, Lamp Lighter (Towns and Cities),
Laundry Washer, Stable Hand, Torch Bearer
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Skilled Labor
At a rate of 2 gold per day, assuming a 5 day work week for 40 weeks a year for an average of 400 gold per year, the following skilled professions are taxed at a rate of 10% per year or 40 gold each. These jobs are often separate from the merchants that sell their goods and services in stores and establishments, for whom they may be apprenticing under if the master is a member of that skill set.
Actor or Actress, Alchemist, Armorer, Baker, Barrister (Lawyer),
Bartender, Blacksmith, Bower / Fletcher, Brewer,
Butcher, Butler, Carpenter, Cheesemaker, Cook,
Courtesan, Dentist, Doctor, Engineer,
Executioner ([City or Estate] also paid for potential days on duty),
Gardener, Goldsmith, Guard (City or Estate), Gunsmith,
Herbalist, Investigator, Jailer (City or Estate), Jeweler, Leatherworker / Skinner,
Librarian, Maid, Midwife, Miner, Mortician,
Musician, Poison Taster, Plumber, Sailor, Scribe,
Sewer Worker, Shipwright, Silversmith,
Singer, Smelter, Soldier, Stone Mason, Tailor,
Teamster / Porter (over land shipping),
Torturer ([City or Estate] also paid for potential days on duty),
Waitress, Weaponsmith, Weaver
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For those interest in Retaining Adventurers or Serving for Pay, the cost to retain a high level adventurers that is still in fighting age, regardless of class. When applicable, the lifestyle of the retained depends on the status of the people they serve. Many will pay 10% of this not only in tax, but also an equal amount in dues to the local Adventurer's Guild. Rogue types often pay this to their Thieves or Assassins guild instead. Many of those that are retained by Lords or Ladies take part of Adventurers on leave or while directly for their Regent (while keeping all looting rights beyond taxes and guild fees).
1st level potential adventurers (D rank or Copper rank) Retained Daily Pay: 2 Gold per day Required Retained Food & Shelter Provided: Modest
Pay for 200 days of service: 400 annually; Pay for 365 days of Service wages and Lifestyle: 1,095 Gold annually
2nd through 4th level adventurers (C rank or Silver rank) Retained Daily Pay: 4 Gold per day Required Retained Food & Shelter Provided: Modest
Pay for 200 days of service: 800 annually; Pay for 365 days of Service wages and Lifestyle: 1,825 Gold annually
5th through 8th level adventurers (B rank or Electrum rank) Retained Daily Pay: 10 Gold per day Required Retained Food & Shelter Provided: Comfortable
Pay for 200 days of service: 2,000 annually; Pay for 365 days of Service wages and Lifestyle: 4,380 Gold annually
9th through 12th level adventurers (A rank or Gold rank) Retained Daily Pay: 20 Gold per day Required Retained Food & Shelter Provided: Comfortable
Pay for 200 days of service: 4,000 annually; Pay for 365 days of Service wages and Lifestyle: 8,030 Gold annually
13 through 16th level adventurers (AA rank or Platinum rank) Retained Daily Pay: 50 Gold per day Required Retained Food & Shelter Provided: Wealthy
Pay for 200 days of service: 10,000 annually; Pay for 365 days of Service wages and Wealthy Lifestyle: 19,710 Gold annually, Aristocratic: 21,900 Gold
17th through 19th level adventurers (S rank or Mithril rank) Retained Daily Pay: 100 Gold per day Required Retained Food & Shelter Provided: Wealthy or Aristocratic
Pay for 200 days of service: 20,000 annually; Pay for 365 days of Service wages and Wealthy Lifestyle: 37,960 Gold annually, Aristocratic: 40,150 Gold
20th level adventurer (SS rank or Adamantium rank) Retained Daily Pay: 250 Gold per day Required Retained Food & Shelter Provided: Wealthy or Aristocratic
Pay for 200 days of service: 50,000 annually; Pay for 365 days of Service wages and Wealthy Lifestyle: 92,710 Gold annually, Aristocratic: 94,900 Gold
Mining and Smelting
As listed above, this assumes a possible yield of 2 tons of ore per day for hard stone and 10 tons per day for soft per 12 hour workday.
Copper
Heap Leaching is the process of using percolating chemical solutions to leach out metals. Heap leaching is very commonly used for low-grade ore, which would otherwise not be economical to send through a milling process. Following mining, transporting, and crushing to a consistent gravel or golf ball-size, the crushed ore is piled into a heap on top of an impenetrable layer, on a slight slope. The leaching reagent (dilute sulfuric acid) is sprayed through sprinklers on top of the heap pile and allowed to trickle down through the heap, where it dissolves the copper from the ore. The resulting “pregnant” leach solution of sulfuric acid and copper sulfate is collected in a small pool. The copper compound can now be seen at concentrations of between 60-70%.
Iron
https://www.bhp.com/what-we-do/products/iron-ore
Abundant element
Iron makes up close to 5% of the Earth's crust.
Steel
It takes around 1.6 tons of iron ore to produce one ton of steel.
Key ingredient
The world uses 20 times more iron (in the form of steel) than all other metals put together.
Silver
https://www.britannica.com/technology/silver-processing
Although some silver-bearing ores contain silver as their largest metal value, virtually none has silver as its main constituent. A typical ore might contain 0.085 percent silver, 0.5 percent lead, 0.5 percent copper, and 0.3 percent antimony. After flotation separation, the concentrate would contain 1.7 percent silver, 10 to 15 percent lead, 10 to 15 percent copper, and 6 percent antimony. Approximately 25 percent of the silver produced comes from ores actually mined for their silver value; the other 75 percent comes from ores that have as their major metal value either lead, copper, or zinc. All these ore minerals are sulfides; typically, lead is present as galena (PbS), zinc as sphalerite (ZnS), and copper as chalcopyrite (CuFeS2). In addition, the mineralization usually includes large amounts of pyrite (FeS2) and arsenopyrite (FeAsS). The silver mineralization is usually argentite (Ag2S), proustite (Ag3AsS3), and polybasite [(Ag,Cu)16Sb2S11].
Gold
https://www.quora.com/How-much-gold-is-in-a-ton-of-ore
The amount of gold in a ton of ore can vary greatly depending on the type of ore and the mining location. However, on average, a ton of gold ore might contain about 5 grams of gold.
Due to inferior techniques, pure metal that can be smelted from this is assumed to be relative to the actual value of a metal:
2 tons of iron ore are needed to make 1 ton of steel. [soft]
2 tons of copper ore are needed to make 1 ton of copper. [hard]
1000 tons of Silver ore are needed to make .85 tons of silver (1,700 pounds). [soft]
500 tons of gold ore would make 1.1 pounds of pure gold. [soft]
PHB page 157
1 pound of iron sells for 1 silver (10 tons per miner makes a potential of 5 tons of iron or steel per day) 1,000 gold for final product after smelting, shipping and trading.
1 pound of copper sells for 5 silver (2 tons per miner makes a potential of 1 ton of copper per day) 1,000 gold for final product after smelting, shipping and trading.
1 pound of gold sells for 50 gold. 50 miners worth of production to make that pound, not counting smelting, shipping and trading.
As a matter of Homebrew, we'll say the percentage of product mined will standardized so that the final daily product is 1,000 gold. With retail, that means its 500 silver per day's work bought for the store. Shipping will account for 400 silver per day's work. Mining and smelting earns 100 silver per day's work or 10 gold.
As the mine will be the Feudal Lord's land, the cut is 50% of the 10 gold. Once the miner and the smelter are paid their daily wages, the company makes 1 gold per day's work.
Using a Mining Village as a base, 270 miners will make 2,700 gold per day's work. That 5 days a week for 40 weeks for 200 days. This will clear 540,000 gold per year until the mine runs dry. This is 270,000 gold per year for the Feudal Lord. This makes 54,000 gold per year for the mining/smelting company or guild which is not taxed any further. All workers are paid at the Skilled level for 2 gold per day for 400 gold per year. They'll be taxed for 40 gold per year each by the Feudal Lord.
No more than one mine will exist per Barony. These numbers can also be used for a stone quarry, with different stones from each kind of quarry being desired by different buyers. A Barony can have a Quarry or a Mine, but not both.