Taxes, toll, incomes? Argh!


3.5/d20/OGL


I have gotten myself into a bit of a situation and I've coming looking for wisdom from the good forum folk at Paizo.

My players recently got their hands on grants of nobility and the patches of land that come with those. Saving the kingdom in face of invasion, rescuing the members of the royal house, the works.

Now there is a problem that I thought I could handle but it has clearly gone above my head and it is making me doubt my own decisions namely; taxes. Is there a fast and hard rule for determining taxes for cities and villages? How do you deal with toll on roads and rivers? How much income do mines generate? Do you tax individual goods or just lump it all together? If there's a book or something like it that deals with these matters then I'd like to know and I'll see about getting it into my collection as soon as possible.

I thought I could make this DM fiat but to be honest I have no idea where to start, the only thing I know is that a commoner makes 1sp per day(which includes growing some of his own food and making clothes, etc) but how much does a craftsman make, or how do you deal with religious organizations and their 'gifts'(taxes)?

So to sum it up.

-Taxes for cities and villages.

-Toll on caravans. People and goods? If so, how much and which goods?

-Toll on river barges. People and goods? If so, how much and which goods?

-Income from mines and quaries. Respectively iron and a small diamond mine.

-How much taxes for guilds(churches)? If any at all.

All opinions on the matter are welcome and thanks in advance for the help,

Rift,

Dark Archive

Taxes for cities and villages.

-Toll on caravans. People and goods? If so, how much and which goods?

-Toll on river barges. People and goods? If so, how much and which goods?

-Income from mines and quaries. Respectively iron and a small diamond mine.

-How much taxes for guilds(churches)? If any at all.
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Tolls are different than taxes.

For taxes, assess a flat percentage. Say a flat fee. In ptolus, adventures are assigned a flat 10% tax on coin. They just take their cut and be done...they dont assess items or magic. So go with a flat percentage that even a peasant can understand.

For mines and such: usually in amny stoaries the nobles send a "gift" in yearly tribute. It all depends on how much comes out of the mines.

Churches in general arent taxed. Guilds can be taxed, but can "pay" in kind in deeds of the guild(stone mason guild repairs and builds walls, blacksmiths in arms and armor, goldsmiths in fine works, etc...)

Caravans and river barges? AGain, assigan a flat 10% tax on items moved through. I dont know how much of a trade route your kingdom is...


You can also charge flat fees for tolls at key points on roads and bridges.

10% is a good number. If you want to get more complicated you can adjust to bring in more trade. FOR EXAMPLE: If you need wool, you can lessen the tax on that. Things then get much more complicated if you start siming whole economies though. But hey, I've seen people who love that sort of thing.

Another thing to remember is that people (especially wealthy merchants) like to see what they're paying for. So take into account upkeep on roads and and troops to protect them.

Grand Lodge

Adventure Path Charter Subscriber

I cast Summon Yellowdingo

He should be able to help with this.

That is all.

-Skeld


My opinion is that this sort of boring minutia that bogs down game play. If the Lord of the land is just or needs the pc’s, skim a little off the top; if he’s corrupt or can whisk away their holdings at any second via force, really lean on them hard (maybe they’ll even want to stage an uprising).


How much of your game is going to depend on the economics of the land they own?

In previous games I've had players that acquired land and mining rights. They were more interested in how much money they would get for their PCs, and not so much interested in the land as a role-playing experience.

To make things simple, since they weren't willing to invest game time to the land, I suggested that they hire NPCs to run the daily needs, be in charge of the workers, paying taxes, and whatnot.

Then I said that their mine would make enough to cover expenses of the operations, pay taxes, tributes, etc, but nothing else. I didn't want to throw off their character wealth progression, which I generally try to adhere to.

So what did they get in the end? A great place to live with servants that attended to their every need. All of their mounts were cared for and in some cases improved upon.

For me the biggest deal was not blowing the character wealth chart. But if my players are ever interested to actually run a business, and spend game time and PC resources to do so, I reward them with a bonus.

I never did the nuts and bolts of the operations. It's just easier to settle on a flat boon to the PCs, like a 5% increase to character wealth, or an extra large amount each level for them to improve their characters.

Good luck. Have fun!

Scarab Sages

Honestly, while I could probably provide you with a reasonable fascimile of what a medieval demense might produce (assuming a manor for the lord as well as several villages or towns), I don't think that is what your really want. It sounds like your main concern is to estimate how valuable the lands actually are. That is a question I can address.

Medieval (and thus most fantasy) rulers spend to their means. Thus, if their grant is poor, almost all of its wealth would be tied up in the most basic level of its function. As wealth scales, the money would still evaporate, as increasingly valuable (and expensive to run) industries, and infrastructure would be placed in those lands. ultimately, even the richest domains (still assuming a small size) would provide only a moderate income, especially once the demense pays the king's share.

Remember that a handful of coppers can buy a beer, a silver would purchase a nice diner, and most peasants earn only a few gold per year (after expenses). The wealth your party accumulates adventuring makes most lords green with envy.

Unless you strongly desired to handle this in the opposite direction, the income from an estate would be a pittance compared to what your party earns even on an off night. Really, the reward was in the prestige, the titles and possibly the keep/castle.

I hope this helps you,

The 'Ling


Rift wrote:

My players recently got their hands on grants of nobility and the patches of land that come with those.

SNIP
Now there is a problem that I thought I could handle but it has clearly gone above my head and it is making me doubt my own decisions namely; taxes. Is there a fast and hard rule for determining taxes for cities and villages? How do you deal with toll on roads and rivers? How much income do mines generate? Do you tax individual goods or just lump it all together?

From what I'm reading, it looks like you're trying to figure out how much income the lands your players acquired generate. Is that correct?

Unless your Players want to cease their adventuring career and stop playing D&D to start of game of Crops & Cash then I suggest you not worry about the details.

I had a very similar situation in my campaign where the local domain was ravaged by war and the PCs were rewarded with wardership over various estates. We addressed some Land Management issues during Downtime, but ultimately spent little in-session time on it and simply skipped forward several years on the in-world calendar (including getting several PCs married and siring heirs) and then returned in-session at the point where they were ready to start adventuring again.

Again, unless you're going to go to the trouble of having exact maps of each domain, population figures and demographics, have the Players define tolls and build infrastructure then I'd just skip the whole Land Management details and give them a flat income.

Just ask and I'll give you the details of how I did it in my campaign.

HTH,

Rez

The Exchange

Something to remember also is that a flat toll for a road isn't the profit. Supposedly the people or person in charge of the road provides maintainence, hires toll takers, pays guards to patrol the road and all of that cuts into the toll. Most toll roads could in theory break even, but because of the safer route for merchants, the benefits to the area are seen in a better selection of merchant wares that would thus boost the local economy.
Same thing with mines. They are expensive to run and maintain, but if the ore/gems are there then they can be very profitable. Just don't make a guess that 2 tons of ore are mined each day and then figure out 2 tons of ore's price to find out profit. I would probably have 75-80% of that go back to pay the miners, foremen, pay for tools, shipping of goods, etc.

Find a simple formula and just go with that. This isn't Accounting and Book-keeping, this is D&D. I don't think your players are gonna try to play a kingdom simulation, they probably would like this to be handled in a fairly simple fashion.
Hope I helped some.


Phew, I guess I was losing it a bit in the face of this challenge.

I've got 5 players in my current campaign and only one of them has has expressed disinterest in his estates(actively) but then I've been fighting with that guy about just everything in my campaign. The rest are keen on improving their cities, armies, militia's(however small they may be) and businesses. I've figured out a way to give them an income from those things(and expenses) that isn't horribly complicated to keep up with it.

Now, the only thing I have a bit of a problem with is city and town incomes. Most of my players have set a 10% tax so I'll go with that...

Tyreen has 1.600 adult citizens, assuming we even everything out and every one makes 30 silver a month(30 days in a month), that would make for 4800 silver a month. Of course they will have to extract some basic costs(guards, personal servants) but does this figure sound reasonable?

The Exchange

WALLESGRAVE MANOR
A KNIGHT’S ESTATE OF SIXTY ACRES LOCATED AT SCARSDALE
DESCRIPTION
A LARGE WOODEN HOUSE WITH TEN ROOMS AND A THATCH ROOF, ALONG WITH AN EXTENSIVE VEGETABLE GARDEN, BARN, AND STABLES ALL LOCATED ON 1&1/2 ACRES OF THE ESTATE. THE REMAINING 58&1/2 ACRES IS DEVOTED TO INTENSE AGRICULTURE SUPPORTING A KNIGHT, LADY, 3 CHILDREN, AND 6 SERFS.

THREE FIELDS IN ROTATION, EACH 19&1/2 ACRES
REGIONAL YIELD=55%

WHEAT, BARLEY, AND RYE
• 6&1/2 ACRES OF WHEAT@0.55 YIELD
36 x 0.55 x 6.5 = 128.7 BUSHELS
128.7 x 50LB = 6,435LB GRAIN,
14,543.1LB WHEATCHAFF
-350LB SEED GRAIN = 6,065LB WHEAT GRAIN
• 6&1/2 ACRES OF BARLEY@0.55 YIELD
28 x 0.55 x 6.5 = 100.1 BUSHELS
100.1 x 50LB = 5,005LB GRAIN,
11,311.3LB BARLEYCHAFF
-350LB SEED GRAIN = 4655LB BARLEY GRAIN
• 6&1/2 ACRES OF RYE@0.55 YIELD
30 x 0.55 x 6.5 = 107.25 BUSHELS
107.25 x 50LB = 5,362.5LB GRAIN,
12,119.25LB RYE THATCH
-350LB SEED GRAIN = 5,012.5LB RYE GRAIN

OATS AND HAY
• 6&1/2 ACRES OF OATS@0.55 YIELD
24 x 0.55 x 0.6 x 6.5 = 51.48 BUSHELS
51.48 x 50LB = 2,574LB GRAIN,
5,817.24LB OATS STRAW
-350LB SEED GRAIN = 2,224LB OAT GRAIN
• 13 ACRES OF HAY@0.55 YIELD
5 TONS x 0.55 x 0.6 x 13 = 21.45 TONS HAY

SHEEP
• 19&1/2 ACRES OF SHEEP WITH FODDER SUPPORT
19.5/3 = 6.5 SHEEP
6 EWES & 1 RAM
1/4 GALLON x 6 @180 DAYS = 270 GALLON OF MILK
(270 x 10.31 x 5/43.25) = 321.81LB CHEESE
7 X 14LB = 98LB WOOL
2 SLAUGHTERED SHEEP = 154LB MEAT,
2 LEATHER HIDES

ESTATE USE
BREAD: (5538.75LB / 50LB) X 73 = 8,086 LOAVES OF MIXEDGRAIN BREAD. THIS IS SUFFICIENT FOR 11 PEOPLE RECEIVING 2 LOAVES PER DAY.
STRONG ALE: 5,005LB / 20LB = 250 GALLONS
FODDER: 25,304LB
WARHORSE (112 BUSHELS),
OXEN (29 BUSHELS)
CHAFF: 15 TON
FIREWOOD: THE ESTATE REQUIRES 110,000LB FIREWOOD REPRESENTED BY 5.5 ACRES PER YEAR (OR 550 ACRES WITH 100 YEAR REGROWTH).

SURPLUS PRODUCE
HAY: 21 TONS (VALUE=47GP)

The Exchange

SWINFIELDS VINEYARD
A BISHOP’S VINYARD LOCATED AT LEDBURY
DESCRIPTION
A VINYARD SUFFICIENT TO PRODUCE SEVEN TUNS OF WHITE WINE.

A BISHOP’S VINYARD OF UNKNOWN SIZE
REGIONAL YIELD=83%

WHITE WINE GRAPE VINYARD
• TUN=216 GALLONS, 7 x 216 = 1,512 GALLONS OF WINE
1,512 / 5 = 302.4
302.4 x 85LB = 25,704LB OF WHITE WINE GRAPES
A TEN ROW VINYARD-ACRE YIELDS 2&1/2 TONS
ASSUMING 83% YIELD
(25,704 / 83) X 100 = 30,968LB
30,968LB / 2240LB = 13.825 TONS
13.825 / 2.5= 5.53 ACRES

WITH THE EXTRA ONE ACRE, A BUILDING AND VEGETABLE GARDEN SUPPORTING SERFS, THE PROPERTY SITS AT 6&1/2 ACRES.

SURPLUS PRODUCE
WINE: 7 TUNS (VALUE=544GP, 3SP, 2CP)

The Exchange

A TENNANT FARM
A TENNANT FARM AT OMBERSLEY
DESCRIPTION
NINTEEN AND A HALF ACRES, MOSTLY WHEAT, BUT ALSO VETCH, OATS, AND RYE.

19&1/2 ACRES DIVIDED INTO THREE FIELDS IN ROTATION
REGIONAL YIELD=55%

WHEAT
• 6 ACRES OF WHEAT @ 55% YIELD
36 x 0.55 x 6 = 128.7 BUSHELS
128.7 x 50LB = 6,435LB WHEATGRAIN,
14,543.1LB CHAFF
-350LB SEED = 6,085LB WHEAT

HAY, OATS, AND RYE
• 2 ACRES OF RYE @ 55% YIELD
30 x 0.55 x 0.6 x 2 = 19.8 BUSHELS
19.8 x 50LB = 990LB RYEGRAIN,
2,237.4LB RYE THATCH
-350LB SEED = 640LB RYE
• 2 ACRES OF OATS @ 55% YIELD
24 x 0.55 x 0.6 x 2 = 15.84 BUSHELS
15.84 x 50LB = 792LB OATS,
1,789.9LB CHAFF
-350LB SEED = 442LB OATS
• 2 ACRES OF HAY @ 55% YIELD
5 TONS x 0.55 x 0.6 x 2 = 3.3 TONS

WITH THE EXTRA 1&1/2 ACRES SUPPORTING A SMALL HOUSE AND VEGETABLE GARDEN, 20 GEESE, 5 PIGS, A COCK AND 4 HENS, TWO OXEN, A COW, AND THE THREE CARTLOADS OF FIREWOOD THAT REPRESENT ACCESS TO A WOODLOT BEYOND THE LIMITS OF THE TENNANT FARM.

SURPLUS PRODUCE
WHEAT: 6,000LB (VALUE=60GP)

The Exchange

COMMON MEDIEVAL LANDHOLDINGS

HIDE: ORIGINALLY LIKELY THE AMOUNT OF LAND REQUIRED IN SUPPORTING THE GRAZING OF A SINGLE OXEN OR COW SEPARATE TO THE SUPPORT OF A FREE FARMING FAMILY, IT EVENTUALLY REFERS TO “FAMILY LAND” (THE LAND REQUIRED TO SUPPORT A FREE PEASANT FAMILY).
THE PRE-CONQUEST SOUTHERN HIDE REFERS TO 48 ACRES. WHILE THE LARGE MIDLANDS HIDE IS CONSIDERED TO BE 120 ACRES.

SEXTARY: CONSIDERED TO BE AN ACRE OF LAND FOR ITS CAPACITY TO SOW A BUSHEL OF SEED, SEXTARY IS THE NAME OF A PARCEL OF FARMLAND RENTED POST -HARVEST TO A PEASANT THAT THEY MIGHT EXTRACT A SECOND CROP. SEXTARY REFERS TO A QUANTITY OF ONE SIXTH ALTHOUGH THIS MAY BE THE STUBBLE HARVEST YIELD - FALLOW HARVEST YIELD DIFFERENCE.
IT MAY ALSO REFER TO THE AMOUNT OF THE CROP GOING TO THE LORD IN TAX OR THE SHARE OF THE HARVEST GOING TO THE PEASANT AFTER 5/6TH OF THE CROP IS TAKEN IN TAX.

CARRUCAE: OFFICIALLY CONSIDERED 86.5 ACRES, ESTABLISHED DURING THE CRUSADES AS THE QUANTITY OF LAND SUPPORTING A SINGLE FAMILY, A FARM OF 1 - 2&1/2 SUCH CARRUCAE WOULD RANGE THUS FROM 86.5 – 216.25 ACRES.

THE INCOME ESTATE: THE ESTATE OF A CRUSADE KNIGHT. SUCH AN ESTATE IS COMMONLY 1 – 3 VILLAE EACH CONSISTING OF 3-200 FAMILIES (20 AVERAGE), EACH FAMILY WITH THEIR OWN FARM (1-2.5 CARRUCAE). THE KNIGHT MIGHT EXTRACT A TAX CONSISTING OF A SHARE OF THE PRODUCE. SUCH TAX WAS OFTEN AROUND A QUARTER TO A THIRD ON FARMLAND.

The Exchange

QUARRYING & MINING
ALL MINING HAS A MINIMUM COST OF ONE OUNCE OF GOLD PER TON OF ROCK. THIS IS USEFUL BECAUSE IT PUTS A STANDARD VALUE ON BASIC QUARRYSTONE AND SETS A MINIMUM PERCENTAGE ON THE REQUIRED AMOUNT OF A VALUABLE MINERAL PRESENT FOR MINING.

MINE TYPE MONTHLY OUTPUT WORKERS BASIC COST
GRANITE QUARRY 76 TON (1000 CUBIC FT) 5 LABOURERS 76 OZ. GOLD

GRANITE QUARRY(CATEGORY: SMALL, MEDIUMx2, LARGEx3, HUGEx4)
EXTRACTION COST/TON 312.5CP
MONTHLY SUPPLY 76 TONS
WORKERS 5
MONTHLY WORKER WAGE 200CP
GRANITE@QUARRY (1 TON) 350CP
TOTAL QUARRY INCOME 2,850CP

The Exchange

AGRICULTURAL RESOURCES
AGRICULTURAL RESOURCES, WHETHER FOOD, FUEL, OR OTHER. YIELD RATES CAN VARY GREATLY. THE BEST MEDIEVAL FRENCH ESTATES YIELD AROUND 91%-93% WHILE THE BEST ENGLISH ESTATES YIELD AT 83% YET FRANCE HAS A NATIONAL AVERAGE YIELD OF AROUND 35.5%.
BY COMPARRISON, THE VOLCANICLY RICH SOULS OF NEW ZEALAND YIELD EIGHTY BUSHELS OF WHEAT PER ACRE UNDER 1950’S MACHINE FARMING.

Resource Description Yield Limit
FIREWOOD FOREST TIMBER 20,000LB/ACRE
PEATMOSS MINED TO DEPTH OF 15’ 1,639,024,391LB/ACRE
SHEEP, GRAZING 3 ACRES/SHEEP. EWES-MILK @180 DAYS / YEAR. ¼ GALLON/DAY,
2&1/2LB WOOL/YEAR
SHEEP, FODDER FED ALL YEAR @12LB MIX BUSHEL/DAY ¼ GALLONS/DAY
14LB WOOL/YEAR
COWS, GRAZING 8 MONTHS MILKING SEASON, 19 ACRES/COW 140 GALLONS/ YEAR
COWS, FODDERFED ALL YEAR @50LB MIXED BUSHEL/DAY 20LB MILK/DAY
PIGS, 32 WKS FODDERFED 870&1/2LB GRAINMEAL, 1040LB TURNIP 200LB LIVEWEIGHT
PIGS, 20 WKS FODDERFED 500LB GRAINMEAL 100LB LIVEWEIGHT
BEES, SKEPHIVE STRAW ROPE HIVE (NE) 10LB HONEY, 1LB WAX
BEES, BOXHIVE WOODEN BOX HIVE (NE) 30LB HONEY, 10LB WAX
(AU) 800LB HONEY, 100LB WAX
HENS, FREERANGE @20/ACRE 1 EGG/2 DAYS/HEN
HENS, GRAINFED 1/4LB GRAIN/DAY/HEN 1 EGG/DAY/HEN
FISH 9 MONTHS/YEAR, 1 CRAN = 4 FIRKIN 1 CRAN/DAY 37&1/2 GALLONS OF FISH
SALT 36 GALLONS SEAWATER = 9LB SALT 1/4LB PER 1 GALLON
WHEAT, FALLOW FALLOWGROUND 36 BUSHELS/ACRE
WHEAT, STUBBLE STUBBLE GROWTH@60% FALLOWGROWTH 19 BUSHELS/ ACRE
BARLEY, FALLOW 28 BUSHELS/ACRE
OATS, FALLOW 24 BUSHELS/ACRE
RYE, FALLOW ERGOT@1/10LB/ACRE (MARSHY CONDITIONS) 30 BUSHELS/ACRE
MAIZE, FALLOW 32 BUSHELS/ACRE
MILLET, FALLOW 30 BUSHELS/ACRE
RICE 40 BUSHELS/ACRE
LINSEED PRODUCED FOR FLAX 14 BUSHELS/ACRE
TOMATO 600 BUSHELS/ACRE
HAY 5 TON/ACRE
TURNIP 25 TONS/ACRE
RAPE 5 TONS/ACRE
SUGARCANE 20 TONS/ACRE
TEA 7 HARVESTS/YEAR 1240LB/ACRE
GRAPES 10 ROW VINYARD-ACRE 2&1/2 TON/ACRE

The Exchange

SECONDARY PRODUCE
THE PRIMARY PRODUCE IS CONVERTED THUSLY.

PRODUCE DESCRIPTION
MEAD HONEY(LB)/5 =GALLONS
WINE 85LB-90LB/5 GALLONS
ALE STR: 20LB GRAIN/GALLON, WK: 12LB GRAIN/GALLON
BREAD 73 LOAVES/50LB BUSHEL
FLOUR 0.72 X GRAIN(LB) =FLOUR(LB)
CHEESE MILK X 10.31=MILK (LB), MILK(LB) X (5/43.25) = CHEESE(LB)
LINEN 700LB FLAX= 448LB LINEN COTTAGE INDUSTRY=64%
PRESERVED SAUSAGE 50LB MEAT, 2LB SALT

MEAT FROM LIVESTOCK IS ESTIMATED AT THIS LEVEL.

LIVESTOCK YIELD
SHEEP 50% LIVEWEIGHT=77LB
PIG 70% LIVEWEIGHT(200LB, 100LB)=140LB, 70LB
RED DEER 70% LIVEWEIGHT=220LB
OXEN 70% LIVEWEIGHT=1000LB

The Exchange

RESOURCE REQUIREMENTS
RESOURCES SUPPORT PEOPLE AND ANIMALS, AND ULTIMATELY IT IS THESE TWO GROUPS WHO SUPPORT AGRICULTURE, INDUSTRY AND TRADE AND ALL THE OTHER CRUCIAL COMPONENTS OF OUR CIVILIZATIONS.

Human Requirements Quantity
FUEL (FIREWOOD|PEATMOSS) 10,000LB|28,500LB
GRAIN 587LB
VEGETABLES 365LB
MEAT 365LB
WOOLCOLTH 6LB
LEATHER 5LB
CHEESE 182LB

Animal Requirements QTY
WARHORSE 24%GRAIN|56%CHAFF|20%HAY 18,250LB
WATER
COW/OXEN MIXED BUSHEL 4,727LB

The Exchange

D&D HOLDINGS & ESTATES
THERE ARE AN ASSORTMENT OF LANDHOLDINGS

• SHIELD: AN ESTABLISHED HOLDING OF 1700 ACRES OF WOODLOT, HARVESTED AT A LICENCED RATE OF 17 ACRES PER YEAR THUS PROVIDING THE FOREST WITH A HUNDRED YEARS OF REGROWTH. A SHIELD PRODUCES 20,000LB OF FIREWOOD PER ACRE, OR 340,000LB OF FIREWOOD ANNUALLY (290,000LB SURPLUS). WORTH 1CP/20LB OR 145GP.

• SWORD: A FAMILY FARM OF 170 ACRES. THE FARM IS A THREE FIELD FARM (TWO FIELDS ACTIVE – THIRD FALLOW). PRODUCE-LIMIT: WHEAT& HAY: 28 ACRES OF GRAIN @ 36 BUSHELS PER ACRE = 1,008 BUSHELS (50,400LB GRAIN)-28 BUSHELS SEED = 900 BUSHELS (45,000LB). 28 ACRES OF HAY@5 TON PER ACRE = 140 TONS OF HAY (313,600LB HAY). FODDER SUPPORT-SHEEPFEED: (5LB HAY/SHEEP/DAY) = 32,850LB HAY & (6LB GRAIN/SHEEP/DAY) = 39,420LB GRAIN, OXENFEED: 2.5LB GRAIN/DAY, 2LB HAY/DAY, GRAIZING: HUMAN USE: 5,580LB GRAIN – (5 X 10 BUSHELS = 50 BUSHELS) = 3,080LB. ALE: 2,160LB/20LB = 108 GALLONS STRONG ALE. SURPLUS: 920LB GRAIN, 280,750LB HAY. SHEEP: 18 SHEEP GRAISING 56 ACRES (WITH FODDER SUPPORT) -WOOLCLOTH: 18 SHEEP X 2.5LB WOOL = 45LB WOOLCLOTH. EWES-MILK CHEESE: 16 EWES X ¼ GALLON OF MILK/DAY@180 DAYS=720 X 10.31 X (5/43.25) = 858LB CHEESE, PRESERVED SAUSAGE: 77LB MEAT PER SHEEP X 4 SHEEP=308LB MEAT/YEAR (50LB OF SAUSAGE REQUIRES 50LB MEAT AND 2LB SALT). HIDES: 4 SHEEP = 4 HIDES/YEAR. SURPLUS HAY IS WORTH 1,403GP. SALT IS 1000GP/FIRKIN.

• MANTLE: A CLERIC MIGHTBE GRANTED A CLUSTER OF FARMS AND A VILLAGE OVER WHICH THEY COLLECT TITHE (A PARISH). A SECOND MANTLE WOULD MEAN THEY CONTROL SEVERAL MANTLE (AS A BISHOP), A THIRD MANTLE DENOTES EVEN MORE DISTANCE FROM THE COMMON PEOPLE AND CONTROL OVER THE BISHOPS IN A PROVINCE (AS AN ARCHBISHOP).

• COWL: A QUANTITY OF LAND GRANTED FOR THE ESTABLISHMENT OF A MONASTARY. USUALLY IT CONSISTS OF THE EQUIVELENT OF A SHIELD AND TEN SWORDS (3,400 ACRES).

The Exchange

Estat di Marilenev

Marilenev Estate

Area: 940 square miles
Population (AC1000):10,000 (8,500 in farm, 900 Village & others)

One of the earliest estates established in Traladara, It occupies some of the better agricultural lands. Marilenev is self-sufficient in the production of grains, vegetables, fodders, meats, fowl, fish, salt, wine, honey & wax, timber & wood, and even a range of cheeses.
Although it has all ways been the power in the region, there has been a distinct shift since the arrival of Duke Stephan Karameikos some thirty years previous which culminated in the destruction of her family. It is from this that the lady marilinev has overseen the rise of the Estate as an Economic power. As of1000AC Marilenev Estate alone produced more than the rest of the Duchy of Karameikos.
Compared to the rest of Karameikos even the peasant farmers of Marilenev are well off, with reasonable stability. No longer do armies of Knights ride through farms, torching vital crops, seize grain harvests, or march their children off to die in castle sieges. Now the small lanes that crisscross the estate and divide farmland are being paved in stone and even being repaired and maintained, as thousands of wagons continuously move vital produce to market.

Marilenev Castle and Village
Population (900)

Marilinev Village is not a muddy little Cul-de-sac of wood, mud, and straw huts and diseased serfs in the shadow of a stone fortress. Every alley and lane paved, and every building is stone.
This is a storehouse for the continuous handling of the vast volumes of produce created by the Estate. Whether it is the Brewing of Ale from the Lady marilenev’s stock of grain, the manufacture of Smoked mutton and beef sausages, or the maintenance of a thousand wagons and carts and the stabling of draft animals that move produce from farms to markets.

The Lady Marilenev
The karamekians consider her a bitter old crone in a crumbling gothic monstrosity of a Castle with little power and no friends yet It is thirty years since her family led an army to throw down the usurper Duke Karameikos only to be betrayed and crushed yet she Still holds the Title to the estate and it is wealthier now than it has ever been.

Agricultural Produce in the marilenev Estate

The Logging Camps
With 358,400 acres of light forest, there is a managed harvest plan to ensure a permanent supply of firewood and timber for the estate.
There are 200 families employed across this region, each family harvesting 17 acres of wood per year.
17 acres x 20,000lb = 340,000lb
340,000lb x 20 families x 10 hexes = 71,680,000lb

The Fishing Communities
Occupying some 40 miles of coastline are 100 families employed in fishing and salt production. 8 months a year, six days a week they fish from their small fishing boats.
Salt Production for fish preservation provides for the
manufacture of 4,800 firkin of preserved fish only
leaving 96 firkin of Salt. This is representative of
12 Cran of fish per year per fishing family
(1 Cran = 37.5 gallons of fish or 750 fish).
Firkin of Preserved fish requires ¼ Cran fish & 50lb salt.
12 Cran x 4 firkin x 100 families = 4,800 firkin of preserved fish.
36 gallons of seawater x 6 days x 4 weeks = 216lb Salt
8 months x 216lb x 100 families = 1,296 firkin of Salt
4,896 firkin required.

The Vineyards
The Vineyards along this part of the river are the work of thirty years, and the families who own these vineyards have reaped considerable wealth from the distinct change in Estate Policy that they represent: A change from warfare to commerce and production.400 vineyards x 70 acres @ 63% yield +20% (Bees)
2 x 200 families x 71 acres = 28,000 acres
28,000 acres x 2.5 ton x 0.83 = 58,100 ton
58,100 ton x 2,240lb
= 130,144,000lb grapes produced annually.
130,144,000lb/90lb=1,446,044 (x 5 gallons)
Wine produced is 7,230,222 gallons per year.
(7,230,222 gallons / 9 gallons)
= 803,358 firkin of wine per year.

Honey & Wax
400 vineyards x 7 skep hives
400 x 7 = 2,800 hives
28,000 lb honey
2,800 lb wax
1.4129 x 10 lb= 1 gallon of honey
28,000lb / 14.129=1981.7 gallon of honey
1981.7 gallons/9 gallons=220 firkin of honey
803,577 firkin required.

The Dairy District
Grazing on some 14,000 acres are 200 dairy farms
200x70=14,000 acres
1&1/2 acres per cow.
14,000/1.5=9,333 cows x 0.63=5,879 cows
29 cows per family
Milking season 8 months per year
29 x 140 gallons = 4,060 gallons
10.31 x 4,060=41,858lb milk
41,858 x (5/43.25)= 4,839lb cheese
4,839lb x 200 farms= 967,800lb cheese/year

The Cattle herds
Tended by 200 families over 35,640 acres of reasonably good grazing land, each family runs a herd of 74 cattle
200 families, 178 acres, 74 cattle
35,640 / 1.5 x 0.63=14,968 head
Every year each family sends 20 head to the sale yards.
20 x 200= 4,000 head

The West Country
These are perhaps the oldest and earliest parts of the estate of Marilenev.
Consisting of 168 square miles of agricultural land, it includes in its heavily populated region the capital city (the once guild town) Specularum and the village and castle Marilenev. Of the 105,600 acres only 42,600 acres is held by farming families. This leaves over 98 square miles of countryside. Marilenev Village is a veritable storehouse of goods.
With Six hundred families farming in the West
71 acre farms: 3 fields of 23 acres @63% efficiency
23 acres of barley x 57 bushes x 63%=825 bushels barley.
825 x 50lb= 41,250lb grain
825 x 213lb chaff= 175,725lb chaff
23 acres of turnip x 25 ton x 63%=362.25 ton
9 sheep overgrazing 23 acres with thirty ton of chaff as fodder support.
9 sheep x 2.5lb wool= 22.5lb wool
& Dairy 180 days @ ¼ gallon
8 ewes x 45 gallons=360 gallons
360 x 10.31 x (5/ 43.25) = 429lb cheese

808,473 firkin are manufactured across the estate each year using 7,276,257lb wood.

Total Annual Production Yields

Produce Marilenev Salt Tax Church Tithe
Timber &
Wood 25,088,000lb 7,168,000lb 4,300,800 lb
Wine 281,175 firkin 80,335 firkin 48,200 firkin
Honey 77 firkin 22 firkin 13 firkin
Wax 490lb 140lb 84lb
Fish 1,640 firkin 480 firkin 336 firkin
Salt 40 firkin 5 firkin 3 firkin
Cheese 338,730lb 96,780lb 48,390lb
Cattle 1,400 head 400 head 240 head
Turnip 760,725 ton 21,735 ton 13,040 ton
Wool 4,725lb 1,350lb 945lb
Cheese/
Ewes-milk 90,090lb 25,740lb 15,444lb
Barley 8,662,500lb 2,475,000lb 1,485,000lb
Chaff 10,080 ton 2,880 ton 1,728 ton

Farm Type Produce Share
1,700 acre woodlot 175,616lb (219.52 Cord)
Fishing family, Small Boat 230.4 firkin fish
0.48 firkin salt
178 acre Cattle Herder 9.8 head
71 acre Vineyard 984.1075 firkin wine
1.715lb wax,
0.27 firkin honey
70 acre Dairy Farm 2,371.11lb cheese
71 acre Farms 355 ton turnip,
11.025lb wool,
210.21lb cheese,
18.62 ton chaff,
20,212.5lb barley grain

ORIGINAL (MYSTARAN) D&D ECONOMIC RULES

Produce @ Marilenev Village Income
Winefirkin 280,000 firkin @ 50gp/firkin 14,000,000gp
Sack(Turnip) 9,000,000 Sacks @ 2gp/40lb sack 20,000,000gp
Sack(Barley) 200,000 Sacks @ 2gp/40lb sack 400,000gp
Firewood Cord 30,000 cord @ 25gp/800lb cord 750,000gp
Coin Income 35,150,000gp

Item Cost
Civilworks (maintenance- stone paved Roads) 5,000,000gp
Wages (1000 servants) 120,000gp
Tool Maintenance (wagons, farm tools, Draft Animals) 30,000gp
Lady Magda’s Purse 30,000,000gp

The Exchange

Barony Of Vorloi

The Baron’s Timber
While it proved expedient to establish the substantial timber export structures on a scale equal the Marilenev Estate, Baron Phillip Vorloi does not provide this timber to the Fuel hungry Capital of Specularum. Instead, most of it is directed into the Timber is shipped into the timber devouring Thyatian Empire (the remainder to the Vorloi Shipyards).

With 358,400 acres of light forest, there is a managed harvest plan to ensure a permanent supply of Export Timber.
There are 200 families employed across this region, each family harvesting 17 acres of wood per year.
17 acres x 20,000lb = 340,000lb
340,000lb x 20 families x 10 hexes = 71,680,000lb

The Cattle herds

Tended by 400 families over 71,280 acres of reasonably good grazing land, each family runs a herd of 74 cattle
400 families, 178 acres, 74 cattle
71,280 / 1.5 x 0.63=29,938 head
Every year each family sends 20 head to the Docks in Vorloi for Export.
20 x 400= 8,000 head

The Baron’s Sausage
(50lb Meat + 5lb Salt) 2800 head x 1000lb=2,800,000lb
56,000 preserved sausages (40lb each)

Barony of Vorloi
Produce Baron Vorloi Salt Tax Church Tithe Farmers
Timber &
Wood 25,088,000lb 7,168,000lb 4,300,800 lb 35,840,000lb
Cattle 2,800 head 800 head 480 head 4,000 head

An extensive population devoted to the building of Ships.

Vorloi Sausage 40lb Salted Beef
@ Port Vorloi 10gp

Vorloi Shipyards Value
Small Sailing Ship 4000gp
Large Sailing ship 16000gp

The Exchange

Barony of Kelvin

Barony of Kelvin

Area: 650 square miles
Population: City of Kelvin (20,000 people)

The Barony has little in the way of farm land. Instead it is very dependent on passing trade. Those few farmers it employs produce sufficient produce to feed and fuel themselves and the Baron’s eight hundred and twenty soldiers, staff and their stabled mounts. That leaves over nineteen thousand people hungry and in the cold that must find the income needed to support themselves and live off food and fuel from outside the estate. Certainly it is a centre of trade and commerce but it is definitely a centre of poverty and exploitation.

Production on the Estate
Peat Farming
1.6 ton/acre (20 x 4 families)
80 ton/day x 6 x 48 weeks
=23,040 ton/year (51,609,600lb)

Logging
3x 20 families
20,000 lb / acre
17 acres / year / family
17 x 20,000 x 60=20,400,000lb

Farming the Strip
Along the river are the only farm lands in the Barony. 600 families are employed in the farming of these 100,000 acres.

Wheat
33,333 acres @ 63% x 20 bushels=419,995 bushels of grain
& 42,000 tons wheat chaff
-1,999,980lb seed=18,999,777lb

Barley
33,333 acres @ 63% x 23 bushels=482,995 bushels of grain
& 46,682 tons barley chaff
-1,999,980lb seed=22,149,770lb

In this small 168 square mile corner of heavy forest, wild boar can be found at 7 per square miles. There are six families on the edge of the forest who hunt boar for Baron Kelvin. On occasion he does conduct hunting parties. The Baron Black Eagle was most impressed by it.
3 x 168 =504 boars/year

Produce Kelvin Salt tax Church Tithe Farmers
Peat/Fuel 8064 Ton 1152 Ton 806 Ton 11059 Ton
Timber/Fuel 3187 Ton 455 Ton 318 Ton 4371 Ton
Wheat/Grain 2968 Ton 424 Ton 296 Ton 4071 Ton
Barley/Grain 3460 Ton 494 Ton 346 Ton 4746 Ton
Wheat/Chaff 14700 Ton 2100 Ton 1470 Ton 20160 Ton
Barley/Chaff 16338 Ton 2334 Ton 1633 Ton 22407 Ton
Wild Boar 176 Boar 25 Boar 17 Boar 241 Boar
Value 3543826gp 506260gp 354382gp 4860104gp

Hunting Boar in the Dymrak
Farming Type Income
Boar Hunting 400gp
Farming the Strip for Grain 17434gp
Peat Mining 6790gp
Woodlot Harvest 10199gp

Baron’s income
Baron Kelvin sells a surplus of firewood and fuel peat for income.

Barony Income=312 500gp

Budget (Annual)
Item income
Wages: 200 Heavy Horsemen 126000gp
Wages: 120 Staff & Servants 21600gp
Civil works: City maintenance 120,000gp
Festival Budget 20,900gp
Baron’s annual wage 24,000gp

The Exchange

Black Eagle Barony

Area: 610 square miles
Population: 10,300
Fort Doom: 10,000

The very economy of the Black Eagle Barony is designed to keep the populace poor and in their place. Those who cannot pay their rents in cash do so in labor.
Beyond the numerous humanoid War-bands, the Baron has 200 heavy Horsemen (Knights of the Black Eagle) to field in any battle. About the border of the Barony are a thousand humanoids.
The Baron and his wizard are reviled and despised, yet the management of the Baron ensures that the serf populace is provided their ration share of food and fuel needed to maintain the population. Illness amongst the serf populace is purely a result of exposure to ergot during it’s separation from the rye harvest.

Rye & Ergot

As part of his Agricultural reforms, the Baron has some 17, 920 acres of Marsh farmed as rye crop.
The Rye is yielding 12 bushels of rye grain per acre.
12 x 17,920 =215,040 bushels=
10,752,000lb grain
45,803,520lb Rye Thatch
This is tended by workers from Fort Doom. Under these marsh conditions the rye is supplying the Baron with 1/10 lb/acre of ergot.
The Baron makes good use of this ergot in various schemes to contaminate crops, grain shipments, and poison wells.
17,920 x 0.1lb = 1,792lb Ergot

He certainly has no problem feeding the tainted rye to his serfs after they have picked out the ergot by hand.

The Baron’s Boars

The woods are off limits to peasants looking for fire wood. Timber felling here is very much illegal. It is here that eight families are employed to hunt boar for the Baron (and work as warden of the woods) when he is not doing so himself (although boar is not the only thing hunted here).
These woods yield 1 boar/ square mile per year.
4 x 56 square miles =224 boars per year

The Timber Plantations

Because of the Baron’s management, the peasants of the Black Eagle Barony have a regular supply of fire wood.
112 square miles of farmland are used to produce the firewood fuel needs of the Barony. These Woodlots occupy the hill country in the north of the Barony.

112 x 640 x 20,000lb x0.63 =903,168,000lb
903, 168,000lb/8,000lb=112,896 cord
112,896/5 year re-growth=2,579.6 cord

Four hundred families work these timber plantations year round. As a consequence each family of the Barony gets a ration of firewood (1 cord). Although this is only 1/5th of the firewood needs of a family, they must make due.

Fishing the Halag

Eighty Families fish the Gulf of Halag each producing one Cran of preserved fish per month.
80 families x 8 months x 4 firkin = 2,560 firkin of salted fish.
(16lb x 80 x 8)/200lb = 51 firkin of Surplus Salt

All fifty one firkin of Salt and some five hundred and sixty firkin of salted fish go to the Baron. The remaining Ration of fish provides the families of the Barony with the fish to take them over the winter.
Fort Doom, a town surrounded by Gardens

2,000 acres are available surrounding Fort Doom to provide each family with their own 1 acre vegetable.
2,000 acres x 25 ton x 0.63
=70,560,000lb of vegetables each year.

Barley & Hay
112 square miles of prime agricultural land is farmed for Barley and Hay. Unfortunately none of it goes to the peasant farmers. Considering the Serfs get a good ration of untaxed Rye, a goodly share of salted fish, and firewood ration as well as the produce of their market gardens, the Baron looks on this as the Tax they didn’t pay.
112 x 640 acres= 71, 680 acres
71,680/3=23,893 acres
Barley: 23,893 acres x 57 bushel x 0.63=857,997 bushels
857,997 x 50lb=42,899,850lb grain
857,997 x 213lb chaff=182,753,361lb barley chaff

Hay: 23,893 acres x 5 ton/ acre= 119,465 ton of Hay

The Barons Knights

In the far south of the estate is 28 square miles of Estates that the baron has issued to his two hundred Knights. Each has a 60 acre estate. The Estate is sufficient to support the Knights, warhorse and their families when in residence. It is here that Bargle the infamous has a nice estate by the sea.

Production Yield Incomes

Produce Baron Salt tax Church tithe
Barley Grain 12,869,955lb 3,677,130lb 1,838,565lb
Barley Chaff 54,826,008lb 15,664,573lb 7,832,286lb
Hay 83,625 ton 23,893 ton 11,946 ton
Ergot 1,792lb
Boars 224
Salted Fish 392 firkin 112 firkin 56 firkin
Salt 36 firkin 10 firkin 5 firkin
Wood (cord) 405 cord 116 cord 58.6 cord

Produce Farmers
Rye grain 10,752,000lb
Rye Thatch 45,803,520lb
Salted Fish 2,000 firkin
Wood (cord) 2,000 cord

Export Produce @ Fort Doom Income
300,000 barleysacks(40lb) 2gp/40lb sack 600,000gp
Budget Item Value
Wages (200 heavy Horsemen) 120,000gp
Wage (Bargle the infamous) 12,000gp
Wages (1,000 humanoids) 120,000gp
Wages (100 servants) 12,000gp
Civil works (FortDoom) 100,000gp
Baron’s Purse 120,000gp


yellowdingo wrote:
A Bunch of Crap

Good Lord, man ... learn to use the Spoiler Button !!!

Rez


Skeld wrote:
I cast Summon Yellowdingo

Well .. it worked :-( Curse you, Skeld, curse you !!!

Grand Lodge

Spoiler for what?

Grand Lodge

Adventure Path Charter Subscriber
Rezdave wrote:
Well .. it worked :-( Curse you, Skeld, curse you !!!

MUAH AH AH AH AH AH!

My evil plans are almost complete. All I have to do is figure out how to redirect Yellodingo's estate planning and management rule creation energy in developing nerf bombs and I will be able to hold the world's guacamole supplies hostages!

-Skeld

Shadow Lodge

Rift wrote:


-Taxes for cities and villages.

-Toll on caravans. People and goods? If so, how much and which goods?

-Toll on river barges. People and goods? If so, how much and which goods?

-Income from mines and quaries. Respectively iron and a small diamond mine.

-How much taxes for guilds(churches)? If any at all.

All opinions on the matter are welcome and thanks in advance for the help,

Rift,

I know that a lot of other people have replied, and I haven't read all of them. Here's my suggestion (in my rambling style): Decide, in a meta-game fashion, how much money you'd like them to get from it as usable income. That's how much they get per 'period'. A good period is weekly, monthly, quarterly. If it's weekly, they get say, 1/50th or so of it. If it's monthly, they get 1/10th or 1/12 or so. If it's quarterly, they get 1/4th of it. Give them/Provide them with/etc a majordomo to administer their properties and get them the money regularly. Unless they are really interested in the minutia of the simulation.

Give them some options for improving the area-Recovering an old dwarven mine that fell to some dark threat ages ago, perhaps negotiating a trade route for some diplomancy/bluff/skill challenge excitement.

As DM, you decide, in a metagame fashion, what challenges they are going to face, what rewards they get from them, etc. Do that here, and save yourself a lot of economy simulation. Of course, if you enjoy that part, other posters have useful information.

The Exchange

Ninjack wrote:

I know that a lot of other people have replied, and I haven't read all of them. Here's my suggestion (in my rambling style): Decide, in a meta-game fashion, how much money you'd like them to get from it as usable income. That's how much they get per 'period'. A good period is weekly, monthly, quarterly. If it's weekly, they get say, 1/50th or so of it. If it's monthly, they get 1/10th or 1/12 or so. If it's quarterly, they get 1/4th of it. Give them/Provide them with/etc a majordomo to administer their properties and get them the money regularly. Unless they are really interested in the minutia of the simulation.

Give them some options for improving the area-Recovering an old dwarven mine that fell to some dark threat ages ago, perhaps negotiating a trade route for some diplomancy/bluff/skill challenge excitement.

As DM, you decide, in a metagame fashion, what challenges they are going to face, what rewards they get from them, etc. Do that here, and save yourself a lot of economy simulation. Of course, if you enjoy that part, other posters have useful information.

I can appreciate that. Even the above stuff is like a sledgehammer for most. It was why I came up with this instead:

ESTATE INCOMES

An Income producing estate consists of 3-200 Farms (Average 20) per 56 square mile (6 square miles of compulsory 1400 acre Woodlots – category 100gp-200gp).

INDIVIDUAL FARMS, PRODUCE VALUE, AND PRODUCE

PROFESSION (FARMING) PRODUCE VALUE
4-8 100gp-200gp
9-12 1,000gp-2,000gp
13-15 10,000gp-20,000gp
16-18 100,000gp-200,000gp

PRODUCE VALUE
216 GALLON TUN OF COMMON WINE 864sp
54 GALLON HOGSHEAD OF ALE 108sp
3 GALLON BOTTLE OF FINE WINE 128GP
50LB WHEEL OF CHEESE 100sp
50LB SACK OF WHEAT 5sp
200LB FIRKIN OF SALT 1000gp
50LB SALAMI 52GP

KNOWLEDGE (ESTATE MANAGEMENT) RANK = %TOTAL PRODUCE VALUE IN COIN.

Then all you needed to do was calc what farms, the profession rank of farmers who worked them - and the value of produce for each, followed by a percentage for your self based on your ranks in estate management.

It reduces everything to a simple, easy to use concept.

Liberty's Edge

yellowdingo wrote:
... It was why I came up with this instead...

Very nice.

The Exchange

Civil Works

DESCRIPTION Stone Paved Road (1 Mile x 20’ wide x 1’ thick)
COST TO QUARRY 25,080gp/mile
TIME TO QUARRY 1 year/mile
QUARRY WORKERS 45

The Exchange

Tolls for crossing a bridge

For Each foot passenger..............4cp
For each Horse.......................26cp
For Every Cart or carriage............16cp

Dues and Fees

Licence to dig for coal..............5sp
licence to Woodlot (per acre)........1gp
Licence to Export Coal...............1sp

Harbour Entry,
Permit of entry to a merchantmen with articles for sale)..........75cp
Ditto, A Whaler with articles for sale............................75cp
Ditto, a Foreign Ship with articles for sale......................25sp

Other Harbour Charges
General permission to trade..........5sp
Permit to land/remove alcohol........6cp
Wharfage per ton of cargo............6cp


Rift wrote:

I have gotten myself into a bit of a situation and I've coming looking for wisdom from the good forum folk at Paizo.

.
Now there is a problem that I thought I could handle but it has clearly gone above my head and it is making me doubt my own decisions namely; taxes. Is there a fast and hard rule for determining taxes for cities and villages? How do you deal with toll on roads and rivers? How much income do mines generate? Do you tax individual goods or just lump it all together? If there's a book or something like it that deals with these matters then I'd like to know and I'll see about getting it into my collection as soon as possible.

Well it all depends on how complex v. simple you want to make it.

The following table is an abreviated form I use assigning a numerical value to social standing. I would guess in your situation your Pcs are around 13 to 15. Social standings have different monthly upkeep based on their expected expenses (see variant: upkeep 3.5 DMG p 130)
TABLE
Spoiler:

Peasants (Lower Class„o some Serfs, most Freemen)
3 Poor farmer, craftsman, or professional 10gp
4 Successful farmer or entertainer 15gp
5 Wealthy farmer or entertainer 20gp
6 Successful craftsman or professional 25gp
Middle Class (some Freemen, most Citizens)
7 Poor soldier or merchant Page 30gp
8 Poor scholar or clergy Squire, Esquire 40gp
9 Successful soldier or merchant Armiger 50gp
10 Successful professional, scholar, or clergy Chevalier 75gp
11 Wealthy soldier or merchant Knight, Sir or Madam / Mistress 100gp
12 Wealthy professional, scholar, or clergy Baronet, Thane or Dame 150gp
Upper Class (some Citizens, Most Nobility)
13 Improverished official or nobility* Baron or Baroness 250gp
14 Successful official or nobility* Earl / Viscount or Marem / Viscountess 500gp
15 Wealthy official or nobility* Count or Countess 1,000gp
* May instead be a constable, sheriff, mayor, military officer, magistrate, or similar official.
Titled Nobility - must be Titled Nobility
16 Improverished titled nobility Marquis or Marchioness 2,000gp
17 Successful titled nobility Duke or Duchess 5,000gp
18 Wealthy titled nobility Arch Duke or Duchess 10,000gp
High Nobility normally NPCs only
19 Ordinary king or other supreme ruler High Prince or Princess 20,000gp
20 Successful king or other supreme ruler King or Queen 30,000gp
21 Wealthy king or other supreme ruler High King or Queen 40,000gp
22 Emperor or other ruler of many kings Emperor or Empress 50,000gp

I have more details about the rights of each social calss and what the monthly fee pays for, but won't post here at this time (unless you request it, of course).
In addition - a character can make an influence roll (1d20 + social standing + charisma modifier) for various reasons.
Benefits for aristocracy/nobility include: influence NPC attitude, monthly stipend, requisition ability, land grants, etc. Bat as far as taxes go..
Prerequisites:
Aristocracy, Social Standing 9+, Character Level 9th
Special: Your character cannot gain the full benefits of taxation for social standing 13 or higher without having a keep or stronghold of some sort (housing a small garrison of at least twenty soldiers, initiates, or acolytes, a full domestic staff, and living quarters for you). However, if these conditions are not met, you may still collect a normal stipend and normal taxes for social 12.
You may collect taxes 1/month with an influence check, DC 20
For social standing 9-12, you gain 10 gp times your social standing, at 13 you gain 200 gp; at 14 gain 500 gp; then 1000 gp; 2000 gp; 5000 gp; 10000 gp; for social 15 to 18. In addition you gain an additiona 10 gp per point by which you beat the DC, (this increases to 20 gp, 50 gp and 100 gp at social 16 through 18 respectively). This is net taxes after paying for all civil expenses, (soldiers,road upkeep, tax collectors, etc.)
A character with social 15 and avg charisma on a roll of 10, should collect 1050 gp in taxes. His upkeep (all personal expenses including food, housing, servants, etc) runs 1000 gp per month. So the character pays for all his upkeep and still has 50 gp left over to show for it.

This assumes a 'fair' tax rate - A DM could allow more money for higher taxes or for reduced civil expenses (not maintaining a city guard, or letting the streets go into disrepair), but the character runs the risk of being hated by his people and any other sociao-economic problems from such decisions (this would mostly be ad-hoc by the DM). Also the character does not need to personally be around, the taxes can be collected even if the character is away on adventure.

Finally some 'real world' facts I dug up when researching this. Take these with a grain of salt as I didn't dig to deep into it.

Spoiler:

Approximately 40% of the land in any village, town, or city is dedicated to farming and agriculture in order to meet the needs of its own population. Towns which export such commodities may have considerably higher percentage of farmland. Some towns may import foods in order to support their own populace, in which case the population density may increase.
SPECIAL note REGARDING TAX INCOMES
Tax income generated monthly is an amount of gp equal to 30% of the population. However, the ruling forces must also pay for support of the militia, guard, and other civic figures and projects, etc. roughly 40% of the taxes collected from a thorp or hamlet are spent on such projects. In a metropolitan area this rises to as much as 80%, the numbers given in the above table reflect the net taxes collected after paying for all such projects. Some nobles may share control of regions.

Lastly the Stronghold Builders Guidebook (while not 3.5) is a good resource for building castles, keeps, etc. And has some information on income from natural resources mines, etc. (If I am not mistaken)

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