HAUNT Forum

HAUNT is a PVP guild that has been active since 2003. To name a few, we've been in SWG, COX, WOW, STO, DCUO, APB, SWTOR, GW2, DBD, Overwatch and other games. We are here to help.

Views: 22469

5E DND Demographics...
 
Notifications
Clear all

5E DND Demographics, Farming, Basic Land Economics, Taxation, and Nobility

41 Posts
1 Users
0 Reactions
2,426 Views
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

 

Comfortable Inn

Villages will have an average of 1 Comfortable Inn.  Towns will have 10 Comfortable Inns.  Cities will have 30 Comfortable Inns. 

Comfortable Inns cost 8 silver per day per day.  This adds up to a 36 gold per day.  The Inn itself has a maintenance cost of 10 gold per day.  It requires 4 Skilled employees and 5 Unskilled Employees to run, bringing the operating costs to 20 gold per day.   The Inns will drive a higher profit from their Comfortable Tavern and 60 horse stable.

 

Thus, the Inn portion of the business may make 36 gold per day x 365 days for 13,140 gold per year.   1,314 gold per year is owed in taxes and an equal amount in guild dues.   This leaves a potential profit of 10,512 per year minus the operating budget of 7,300 per year for 3,212 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.

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

Wealthy Inn  (built and maintained at a cost of 3 trading posts each, with the changes to staff below.)  Towns will have 2 Wealthy Inns.  Cities will have 10 Wealthy Inn. 

 

Wealthy Inns are larger chambered with a capacity of 5 beds, each with a unique keyed Bedroom.  They have living rooms and privies with plumbing rather than chamber pots.   The total number of chambers is increased to 20.   Wealthy clients are expected to have guards and servants with them accounting for the extra space.

Wealthy Inns cost 2 Gold per day per day.  This adds up to a 200 gold per day.  The Inn itself has a maintenance cost of 30 gold per day.  It requires 8 Skilled employees and 10 Unskilled Employees to run, bringing the operating costs to 40 gold per day.   The Inns will drive a higher profit from their Wealthy Tavern and 200 horse stables.

 

Thus, the Inn portion of the business may make 200 gold per day x 365 days for 73,000 gold per year.   7,300 gold per year is owed in taxes and an equal amount in guild dues.   This leaves a potential profit of 58,400 per year minus the operating budget of 14,600 per year for 43,800 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.

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

 

Aristocratic Inn  (built and maintained at a cost of 10 trading posts each, with the changes to staff below.)  Cities will have one each.

 

Aristocratic  Inns are larger chambered with a capacity of 10 beds, each with a unique keyed Bedroom.  They have living rooms and privies with plumbing rather than chamber pots.   The total number of chambers is 15.   Wealthy clients are expected to have guards and servants with them accounting for the extra space.

Aristocratic  Inns cost 10 Gold per bed per day.  This adds up to a 1,500 gold per day.  The Inn itself has a maintenance cost of 100 gold per day.  It requires 40 Skilled employees and 20 Unskilled Employees to run, bringing the operating costs to 182 gold per day.   The Inns will drive a higher profit from their Aristocratic Tavern and 300 horse stables.

 

Thus, the Inn portion of the business may make 1,500 gold per day x 365 days for 547,500 gold per year.   54,700 gold per year is owed in taxes and an equal amount in guild dues.   This leaves a potential profit of 438,000 per year minus the operating budget of 66,430 per year for 371,570 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.

 

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

Laundry and Bath

Villages will have an average of 1 Laundry and Bath.  Towns will have 10 Laundry and Baths.  Cities will have 30 Laundry and Baths. 

This is at a cost of one trading house per set up.  This is run by 10 unskilled workers and one skilled manager, three gold.  It costs 10 gold per day to maintain.

Laundries and Bathhouses can process clothing for 2,500 articles of clothing per day (25 gold).  The cost is 1 copper per 10 articles of clothing.  

The area also can create 200 clean hot baths per day (10 baths per unit).  The hot baths go for 3 copper with soap and shampoo (6 gold).  Fancier soaps and Shampoos go for 1 silver for a single use normally (averaging another 6 gold per day).  

This averages to 37 gold per day x 365 days per year for 13,505.   They pay 1,350.5 gold per year in taxes and an equal amount to the guild.   This leaves 10,804 in potential profit.   The operating costs are 4,745 gold per year for 6,059 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.

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

Gaming houses

 

These are additions to Inns and Taverns that allow for gambling in Towns and Cities.   For the cost of 1 Trading Post a Comfortable Inn can add ten tables for 100 persons to gambling.  Each customer will play an average of 10 games with the house winning an average of 60% of the games or an average of 600 games a night at a loss of the equal value for being in the game for 400 games per night.

These tables run alcohol at an equal level to the Tavern of the same level.   Unlike the tables in our world, this isn't free.   These are broken down by bar and winnings for each level below.

 

Note: Due to its legitimate value, as well as, its value for learning information and spreading rumors, the Duchy's Thieves /Assassins Guild will normally try and take a control in such places under the disguised name of a legitimate trading guild.   If they can't own it, they will place operatives in every unowned operation to monitor what's going on and pass rumors. 

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

A town can support two Comfortable Gaming Houses.  A normal city can support up to ten. 

Comfortable Gaming house run games for a minimum independent entry fee of 1 copper and a maximum total wagers of 1 silver.  The average ends up being 5 copper per person per game.   Running these tables requires 10 Dealers, 1 Manager, 4 Bouncers, and 5 waitresses, all skilled workers for a cost of 40 gold per night, plus the 10 gold per night maintenance rate.

Gambling at this level normal runs in tables of 2 to 10, with an average of 5.   The average winner bets 5 copper and wins an average of 25 copper for the trouble.   For the house this ends up being an average of 25 copper times 600 games for 15,000 copper or 150 gold.     The house has an average loss rate of 400 games per night at an entry fee average of 5 copper for 2,000 copper lost or 20 gold.   This leaves the house taking an average profit of 130 gold per night.

Drinks are the real money maker, the bell curve 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

 

 

The Gambling operation will take an average of 546 gold per night x 365 nights per year for 199,290 gold annually.   The taxes are 19,929 per year with an equal amount going to the guild.   This leaves 159,432 gold minus the 50 gold per night operating cost x 365 for 18,250, thus the total possible profit of 141,182 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.

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

Wealthy gaming houses must be built and maintained for a cost of 3 trading posts.   The hirelings are listed below. 

A town can support one Wealthy Gaming House.  A city can support up to five. 

Wealthy Gaming houses run games for a minimum independent entry fee of 1 silver and a maximum total wagers of 1 gold.  The average ends up being 5 gold per person per game.   Running these tables requires 10 Dealers, 1 Manager, 4 Bouncers, 10 Guards, and 5 waitresses, all skilled workers for a cost of 60 gold per night, plus the 30 gold per night maintenance rate.

Gambling at this level normal runs in tables of 2 to 10, with an average of 5.   The average winner bets 5 silver and wins an average of 25 silver for the trouble.   For the house this ends up being an average of 25 silver times 600 games for 15,000 silver or 1,500 gold.     The house has an average loss rate of 400 games per night at an entry fee average of 5 silver for 2,000 silver lost or 200 gold.   This leaves the house taking an average profit of 1,300 gold per night.

Drinks are another money maker, the bell curve 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

 

 

The Gambling operation will take an average of 2,310 gold per night x 365 nights per year for 843,150 gold annually.   The taxes are 84,150 per year with an equal amount going to the guild.   This leaves 674,520 gold minus the 90 gold per night operating cost x 365 for 32,850, thus the total possible profit of 641,670 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.

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

Aristocratic Gaming houses must be built and maintained for a cost of 10 trading posts.   The hirelings are listed below.  These must be approved by the local lord, Duchy or the Kingdom's Royalty.

A normal city can support one Aristocratic Gaming House.  A huge city or capital may be able to support more.

Aristocratic Gaming houses run games for a minimum independent entry fee of 1 gold and a maximum total wagers of 100 Gold.  The average ends up being 50 gold per person per game.   Running these tables requires 20 Dealers, 1 Manager, 4 Bouncers, 20 Guards, and 10 waitresses, all skilled workers for a cost of 110 gold per night, plus the 100 gold per night maintenance rate.

Gambling at this level normal runs in tables of 2 to 10, with an average of 5.   The average winner bets 50 gold and wins an average of 250 gold for the trouble.   For the house this ends up being an average of 250 gold times 600 games for 150,000 gold.  The house has an average loss rate of 400 games per night at an entry fee average of 50 gold lost or 20,000 gold.   This leaves the house taking an average profit of 130,000 gold per night.

Drinks are another money maker, the bell curve on 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   136,000 gold per day    x 365 days = 49,640,000 gold per year  4,964,000 gold per year in tax and an equal amount to guild fees.  This leaves 39,712,000 gold annually.  The operation cost is 210 gold x 365 day for 76,650 gold annually.  This leaves a potential profit of  39,635,350 gold.

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.

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

Houses of Ill Repute

 

There are Specialized services in Towns and Cities that cater to lonely men and women with large amounts of cash to burn.  It would be easy to assume this was simply prostitution, but the actual practice at all levels is much closer to the of European Courtesans or Japanese Geisha.   These are people trained to be perfect companions, practicing the arts, conversation, gaming and filling the void in lonely hearts.  Many can be bribed into sleeping with their clients if they are not specifically contracted against it by the payee. 

Bards and very heavy Charisma Rogues often train themselves to excel at these arts as the rewards can be high.  Not only do these companions get paid as skilled labor, but they get free housing and food with the package.  They are only taxed for their salary and may keep any gift given, tax free.   This small detail has made many of the profession very wealthy in their youth.

 

 

It may be hard for many to wrap their heads around why women would pay for such services.   There are a few factors.  First, unlike women, many men are too intimidated to go out with truly lethal adventuring women.   Second, many women do not find their fellow male adventurers that attractive.

What the male companions offer is not a typical dating experience, but instead the carefully cultivated romance of a novel of such persuasion.  They offer the illusion of fictional romance without the typical reality of dating actual men.

This isn't just limited to adventuring women.   It is completely socially acceptable for Wealthy and Aristocratic women to be escorted by such men as to give them the dating experience without the worry that such men will violate their daughter's chastity with the family themselves paying for this, contracting against anything happening.   It should be noted that Wealthy and Aristocratic concerned mothers also do the same often for their sons whom they will not entrust local women with for the very same reason.

That doesn't mean that men and women using these services haven't lost their hearts to such escorts.   After all, these services are literally crafted to offer the illusion of the pinnacle of Romance.  There is one famous example of two customers coming to blows over an exceptional handsome human Bard in Waterdeep.   

An SS rank or Adamantium rank Paladin of the Order of the Gauntlet named Erza went to all out war against an SS rank or Adamantium rank Red Wizard named Narvonna after spotting her kissing the object of her own affection.   The two women leveled five city blocks with their highly destructive rage and fury.   As Narvonna herself went on to become the Thay's Zulkir of Evocation in 13th century DR this isn't exactly an unknown incident.  

Both ladies were banned from Waterdeep for life.   The legend grew into a Bard's song known as the "Quarrel of Erza and Narvonna" that is still requested and sung about to this day, by the women of the Realms who find it proof that their hearts are not to be trifled with.

Most of the men of the Realms have never been that fond of the Ballad.  It tends to bring out the more agitated sides of their neighbors, mothers, wives, and daughters.

 

Note: Due to its legitimate value, as well as, its value for learning information and spreading rumors, the Duchy's Thieves /Assassins Guild will normally try and take a control in such places under the disguised name of a legitimate trading guild.   If they can't own it, they will place operatives in every unowned operation to monitor what's going on and pass rumors. 

Reply
Laylyn
Posts: 3498
HAUNT Webmaster
Topic starter
(@haunt2003-com)
Illustrious Member
Joined: 2 years ago

Comfortable Houses of Ill Repute

 

A town can support one Comfortable Houses of Ill Repute.  A normal city can support up to five. 

Comfortable Houses of Ill Repute employee 20 male courtesans, 20 female courtesans, 1 Manager, 4 Bouncers, and 5 waitresses, all skilled workers for a cost of 100 gold per night, plus the 10 gold per night maintenance rate.

Each Courtesan is rented for their time at a rate if 1 gold per hour.   During their 12 hour workday, each will spend a minimum of 8 hours thus employed.  Courtesans who can't book at this rate are simply let go, after all most rapidly get booked up with clients having to reserve a spot up to a week in advance to spend time with such an escort.   This works out to an average daily take of 320 gold per day.

When not actively employed inside or outside of the club, they normally hang out in the drinking area of the club while on duty meeting other potential clients.    If not doing so they might be freshening up from their last gig. 

Drinks are also a 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

 

The operation will take an average of 760 gold per night x 365 nights per year for 277,400 gold annually.   The taxes are 27,740 per year with an equal amount going to the guild.   This leaves 221,920 gold minus the 110 gold per night operating cost x 365 for 40,150, thus the total possible profit of 181,770 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.

Reply
Page 3 / 5