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Crafting
The PHB page 187 defines crafting as the ability to make a daily amount of items equal to 5 gold. As a matter of homebrew, non magical crafting is set at ten times that or 50 gold worth of production. A suit of plate armor does not take 300 days, but 30 days instead.
Half of said cost is materials bought at normal retail costs. Craftsmen are Skilled Labor paid an average of 2 gold per day's work. Stores buying the creators work are expected to provide materials and pay for said products.
Stores are homebrewed to move 10 days worth of crafting per work day. This works out to 500 gold for 120 gold cost for materials (stores don't pay retail) and 10 gold worth of wages.
After the above expenses, this sets the average sized store to move 370 gold per day. Stores will normally have 4 skilled laborers and 2 unskilled laborers costing another 8 gold 4 silver per day (361 gold and 6 silver). Ignore the Store maintenance cost and hirelings chart on the DMG page 127, use the homebrew here instead.
Noting the standard costs, a Trading post (Store) is 5,000 gold and takes 60 days to build (DMG 128). The maintenance cost is 10 gold per day (351 gold and 6 silver) or 2,000 per year for the 200 day work year (DMG 127).
This leaves 351.6 gold x 200 is 70,320 gold per year.
Stores are taxed at 10% per year. This is 7,032 gold. They also pay an equal amount in guild dues.
Thus, once all the numbers are run thanks to local and transient business, each store earns an average of 56,256 gold per year. The actual profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.
Villages will have an Apothecary, a General Store and a Grocer. Towns and Cities will have even more stores, as well as, the Guildhalls. Towns will have 30 stores. Cities will have 150 stores.
Coach Cab businesses
PHB page 159
Within a city or town 1 cp
Between towns or cities 3 cp per mile
Assuming a town or city can support one professional coach per 100 people. Each coach will normally have a capacity of 6 passengers, with an average of 3 passengers per 5 minutes of operation. Over a 12 hour day, this earns an average of 4.32 gold per day, not including tips, per coach. The horses will be stabled at 5 silver each for 2 gold per day. The driver costs 2 silver as an unskilled worker, but keeps all tips which are untaxed. There are friendly coach drivers that make more than doctors, engineers and barristers that do not own their own business.
Over a 365 day year, each coach will generate an average of 1,576 gold and 8 silver. These coaches will pay 157 gold 8 silver and 6 copper in taxes and an equal amount in guild fees. This leaves a principle or 1,261.44 gold per year. The cost of the horses and driver is 2.2 gold per day x 365 days for 803 gold per year. The actual profit is an average of 458.44 gold per coach. Noting that a carriage costs 100 gold and 4 draft horses cost 200 gold in total (PHB page 157), this will more than pay for itself in a year.
https://www.britannica.com/technology/prairie-schooner
Coaches moving to another town will book a full 6 passengers or make someone pay the difference if they want more room. As the average coach will move 20 miles per day, at a rate of 36 gold or 6 gold per passenger. This would normally be two trips to the closest village or town and back, at half the listed cost for the actual passenger due to half the mileage. These trips would often have mounted guards at a profit loss 2 gold each (average 4 for 8 gold) and the cost of the stabling at 4 gold for the 4 horses also cutting into profits. This is 12.2 gold for operating costs for an average gain of 23.8 gold.
23.8 gold x 365 days is 8,687 gold per year. They are taxed at a rate of 868.7 gold per year and pay an equal amount in guild fees. Thus each carriage risking such routes makes 6,949 gold and 6 silver in profit per year they survive such work. Due to bandits and humanoid raiders, there is a 30% chance of such a carriage being lost on poorly guarded roads or roads in war zones per year. This is only a 10% chance of being lost per year on well guarded roads. Some carriage drivers have to be bribed to take dangerous routes.
The actual final profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.
Overland shipping
Wagons move goods overland at a rate of 1 copper per mile, per pound. The wagons used move the guards and drivers in addition to these items, each carrying 1,600 pounds, with an average of 4 draft horses and a wagon (200 gold and 35 gold {PHB page 157}). These heavily loaded wagons can only travel 10 miles per day. Each wagon ships at an average daily take of 160 gold each. This pays for 4 horse riding guards (8 gold), stabling (4 gold), the wagon man (2 silver), Modest to Comfortable Inn lodging (4 gold), Comfortable tavern daily food (Breakfast, {packed Lunch} and Dinner 2.5 gold) for a total of 22.7 gold per day. This puts the daily profit at 141.3 gold for these teams.
For safety, the wagons of various guilds move in groups of 10 wagons, meaning that bandits and raiders must deal with 40 mounted guards. This is often enough to scare off many attackers, even so, the goods and gold onboard still attracts trouble. These teams move at an average of 1,453 gold profit for the shipping guild involved.
This adds up to 1,413 gold x365 days for 515,745 gold per year. This is taxed at a rate of 51,574 gold and 5 silver per year. The guild dues are the same amount. This is a profit of 412,596 gold per team owner if the team survives. If not, you can roll a d12 to figure out how many months it survived before it was destroyed.
The actual profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.
Due to bandits and humanoid raiders, there is a 30% chance of such a wagon being lost on poorly guarded roads or roads in war zones per year. This is only a 10% chance of being lost per year on well guarded roads. Some wagon drivers have to be bribed to take dangerous routes.
Each area can support one 10 per team per 1,000 residents, rounded up. An average barony can support 7 teams moving through its 4 villages and capital town.
Stables
Due to merchant teams moving and shipping goods, each village can support 200 horses worth of stabling. This is usually split between 2 taverns and three normal independent stables. The local farms can normally support any overflow in their family stables at the same cost.
Towns can support 2,000 horses worth of Stables per 3,000 residents (or 2 horses per 3 permanent residents). This is usually split between 20 taverns and 30 independent stables. Towns do not have overflow capacity.
Cities Towns can support 8,000 horses worth of Stables per 12,500 residents (or about 2 horses per 3 residents). This is usually split between 20 taverns and 30 independent stables. Cities do not have overflow capacity.
Inns have the cost and maintenance cost of Stables built into their construction and maintenance costs. Independent stables will have 1 trading posts worth of cost and maintenance for every 100 Horses capacity it has or a division thereof.
Stables make 10 gold per day for every 20 horses. This requires 2 stable hands for 4 silver and feed 5 cp per horse for 10 silver. This leaves a profit of 8 gold and 6 silver x 365 days for 3,139 gold per year per 20 horses. The tax rate would be 313 gold and 9 silver and an equal amount to the guild. This leaves a profit of 2,511 gold and 2 silver per 20 housed horses.
The actual profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.
Taverns
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)
Villages will have an average of 1 Modest Tavern. Towns will have 10 Modest Taverns. Cities will have 30 Modest Taverns. Ignore the Tavern maintenance cost and hirelings chart on the DMG page 127, use the homebrew here instead.
The average modest or comfortable tavern is expected to move about 100 customers per day, not only including meals, but drinks.
Modest 30 gold per day per 100 customer capacity (built and maintained at a cost of 1 trading post each, with the changes to staff below.)
Comfortable 50 gold per day
Wealthy 80 gold per day
Aristocratic 200 gold per day
Drinks are the real money maker, the bell curve on what is consumed over the day for 3 meals has the cheapest customers spending 2 silver 95% (19 gold) and the big spenders dropping 20 gold each 5% (100 gold). This is for Modest and Comfortable Inns. This is also calculated after costs, there is more in sales, but the other sales are figured into the cost of food and drink.
Ale Mug 4 copper
Ale Gallon 2 silver
Champagne Bottle 10 Gold
Coffee Mug 4 Copper
Common Wine Bottle 2 silver
Fine Wine Bottle 10 gold
Fine Hard Drink 10 gold per glass
Hard Drink Common 1 gold per glass
Hard Cider Mug 4 copper
Hard Cider Gallon 2 silver
Mead Mug 4 copper
Mead Gallon 2 silver
Tea Mug 4 Copper
Water Mug 4 Copper
Modest 149 gold per day x 365 days = 54,385 gold per year 5,438.5 gold per year in tax and an equal amount to guild fees. 10 skilled labors and 5 unskilled to staff and run the tavern for 21 gold. The maintenance cost is 10 gold per day, thus the operating cost of any Tavern is 31 gold per day x365 days for 11,315. Thus, after taxes and dues, 43,508 gold per year minus 11,315 gold per year from operating costs, a tavern might make 32,193 gold per year.
The actual profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.
Comfortable Tavern
Villages will have an average of 1 comfortable Tavern. Towns will have 10 comfortable taverns. Cities will have 30 comfortable taverns.
Comfortable 50 gold per day per 100 customer capacity (built and maintained at a cost of 1 trading post each, with the changes to staff below.)
Drinks are the real money maker, the bell curve on what is consumed over the day for 3 meals has the cheapest customers spending 2 silver 80% (16 gold) and the big spenders dropping 20 gold each 20% (400 gold). This is also calculated after costs, there is more in sales, but the other sales are figured into the cost of food and drink.
Ale Mug 4 copper
Ale Gallon 2 silver
Champagne Bottle 10 Gold
Coffee Mug 4 Copper
Common Wine Bottle 2 silver
Fine Wine Bottle 10 gold
Fine Hard Drink 10 gold per glass
Hard Drink Common 1 gold per glass
Hard Cider Mug 4 copper
Hard Cider Gallon 2 silver
Mead Mug 4 copper
Mead Gallon 2 silver
Tea Mug 4 Copper
Water Mug 4 Copper
Modest 466 gold per day x 365 days = 170,090 gold per year 17,009 gold per year in tax and an equal amount to guild fees. 20 skilled labors and 10 unskilled to staff and run the tavern for 41 gold. The maintenance cost is 10 gold per day, thus the operating cost of any Tavern is 51 gold per day x365 days for 18,615. Thus, after taxes and dues, 136,072 gold per year minus 18,615 gold per year from operating costs, a tavern might make 117,457 gold per year.
The actual profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.
Wealthy Tavern: 80 gold per day per 100 customer capacity (built and maintained at a cost of 3 trading posts each, with the changes to staff below.)
Towns will have 2 Wealthy taverns. Cities will have 10 Wealthy taverns.
Drinks are the real money maker, the bell curve on what is consumed over the day for 3 meals has the cheapest customers spending 2 silver 50% (10 gold) and the big spenders dropping 20 gold each 50% (1,000 gold). This is also calculated after costs, there is more in sales, but the other sales are figured into the cost of food and drink.
Ale Mug 4 copper
Ale Gallon 2 silver
Champagne Bottle 10 Gold
Coffee Mug 4 Copper
Common Wine Bottle 2 silver
Fine Wine Bottle 10 gold
Fine Hard Drink 10 gold per glass
Hard Drink Common 1 gold per glass
Hard Cider Mug 4 copper
Hard Cider Gallon 2 silver
Mead Mug 4 copper
Mead Gallon 2 silver
Tea Mug 4 Copper
Water Mug 4 Copper
Wealthy 1,090 gold per day x 365 days = 397,850 gold per year 39,785 gold per year in tax and an equal amount to guild fees. 40 skilled labors and 20 unskilled to staff and run the tavern for 42 gold. The maintenance cost is 30 gold per day, thus the operating cost of any Tavern is 72 gold per day x365 days for 26,280. Thus, after taxes and dues, 318,280 gold per year minus 26,280 gold per year from operating costs, a tavern might make 292,000 gold per year (per 100 customer capacity).
The actual profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.
Aristocratic Tavern: 200 gold per day per 100 customer capacity (built and maintained at a cost of 10 trading posts each, with the changes to staff below.)
Normal Cities will have 1 Aristocratic Tavern which will be linked to the Aristocratic Inn. Metropolis cities exceeding 25,000 residents and capitals may have more.
Most of the customers will not be Aristocrats, but rather the personal guards and servants of said Aristocrats. This is a display of wealth and power for the Lords and Ladies. Keep in mind the personal guards of nobles are often former adventurers of note and their servants are often unlanded nobles themselves (Baronet or Baronetess (often Knights), Viscounts/Viscountess, Marquis/Marquess or Marchioness, and non succession Prince or Princess).
Drinks are the real money maker, the bell curve on what is consumed over the day for 3 meals has the cheapest customers spending 20 gold each 50% (1,000 gold) and the big spenders dropping 100 gold each 50% (5,000 gold). This is also calculated after costs, there is more in sales, but the other sales are figured into the cost of food and drink.
Aged Famous Wine Bottle 100 Gold
Aged Famous Spirit Bottle 100 Gold
Ale Mug 4 Copper
Ale Gallon 2 Silver
Champagne Bottle 10 Gold
Coffee Mug 4 Copper
Common Wine Bottle 2 Silver
Elite Champagne Bottle 10 Gold
Fancy Coffee (think Starbucks) 1 Gold
Fancy Tea (think Starbucks) 1 Gold
Fine Wine Bottle 10 gold
Fine Hard Drink 10 gold per glass
Hard Drink Common 1 gold per glass
Hard Cider Mug 4 copper
Hard Cider Gallon 2 silver
Mead Mug 4 copper
Mead Gallon 2 silver
Tea Mug 4 Copper
Water Mug 4 Copper
Aristocratic 6,200 gold per day x 365 days = 2,263,000 gold per year 226,300 gold per year in tax and an equal amount to guild fees. 50 skilled labors and 30 unskilled to staff and run the tavern for 53 gold. The maintenance cost is 100 gold per day, thus the operating cost of any Tavern is 153 gold per day x365 days for 55,845. Thus, after taxes and dues, 1,810,400 gold per year minus 55,845 gold per year from operating costs, a tavern might make 1,754,555 gold per year (per 100 customer capacity).
The actual profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.
https://www.medievalists.net/2015/02/ye-ol-bed-breakfast-look-medieval-inn/
The inn resolved that issue by providing stables an food for horses and ample space to host guests and their goods. Inns had a main hall, chambers (could be anywhere from 5 to as many as 17 with 1 to 3 beds a piece), a kitchen, innkeeper’s quarters, stables, and common area. Inns also seemed to attract a certain type of clientele – a more wealthy one. Inns often catered to the gentry and well to do, with many guests being merchants, members of wealthy families and government officials.
Innkeepers weren’t just there to run the day to day activities of the inn, they often engaged in outside commercial activities such brewing, importing wine, and cloth trading. The Inn was more than just a place to crash, according to Hare, it was also a marketplace, a warehouse and occasional bank. It sounds like a lot of work but it wasn’t all bad – innkeepers were also some of the wealthiest people in town. They often came from elite families and could be found on administrative councils and other forms of town government.
Inns are Homebrewed into being an average of 15 chambers, with an average of 3 beds per chamber for people that may stay in groups or with strangers. Rooms have 2 keys, one for the main shared door and one for the private bedchamber. Cribs can be provided for those with infants traveling. As married couples are expected to share beds, there may be as many as 6-7 per chamber (no more than one infant assumed.)
Inns are thus assumed to have a capacity of 45 single guests, 90 married guests, or up to 105 guests with infants traveling. The build for this is assumed to be 1 trading post in cost and maintenance for a Modest Inn and a Comfortable Inn. Ignore the Inn maintenance cost and hirelings chart on the DMG page 127, use the homebrew here instead.
Wealthy and Aristocratic Inns will be broken down below. Each Inn will have a tavern connected which will feed more than just the guests there. Each Inn will also be able to absorb 40-200 horses within its stables on average. They also partner up with local laundries and bathhouses to provide such services to customers within the comfort of their rented chamber. These considerations will cost extra to build and maintain. They will also increase the number of staff needed to run such operations well.
People who want privacy, that are not in a group, are expected to rent all the beds in a chamber. Otherwise, they may get stuck with strangers.
Inn Lodging costs per day
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)
Modest Inn
Villages will have an average of 1 Modest Inn. Towns will have 10 Modest Inns. Cities will have 30 Modest Inns.
Modest Inns cost 5 silver per day per day. This adds up to a 22 gold and 5 silver per day. The Inn itself has a maintenance cost of 10 gold per day. It requires 2 Skilled employees and 5 Unskilled Employees to run, bringing the operating costs to 15 gold per day. The Inns will drive a higher profit from their Modest Tavern and 40 horse stable.
Thus, the Inn portion of the business may make 22.5 gold per day x 365 days for 8,212.5 gold per year. 821.25 gold per year is owed in taxes and an equal amount in guild dues. This leaves a potential profit of 6,570 per year minus the operating budget of 5,475 per year for 1,095 gold in potential profit for that part of the business.
The actual profit will be (60% + 1d8 x 5% of what is listed) accounting for the owners profit after all the fixed expenses above. Taxes and guild dues do not change do to the fickleness of business.