Metamor Economy

Quasi-Medieval Economics for Metamor Keep

The intent of this is to work through numbers and create some basic ballpark figures for the average yearly income of various basic medieval occupations within Metamor. These are not written in stone, but are logically derived from what we know of medieval economics, and from the work of one Paul Vernon in his article /Designing a Quasi-Medieval Society for D&D/ in White Dwarf magazines numbers 29 and 30 from early 1982. Use them as guideless, and a starting place to work from.

In other words, the intent of this is that if writer A has his character pay a porter one bronze for a day's work, and writer B has her character pay a porter one gold for a day's work, both know whether they are paying their porter a fair wage, a low wage, or a high wage.

Or, they will both agree on which character has the porter steal their possessions so that they can pay basic bills, and which has the porter hire all his friends to mug the obviously stinking rich character.

Basic Coin Values

For an economy to work, the amount of money that a given social class earns must have some relationship to the amount they must spend to survive. There are no credit cards in Metamor!

To recap from existing information:

1 Garret = 5 Gold Suns = 10 Silver Moons = 50 Bronze Crescents = 500 Copper Pennies.

One Bronze Crescent has an estimated 20th C equivalency of $3.

Basic Necessities of a Basic Labourer

This is based on fairly low 20th century fees as a starting point. Assume $400 a month for basic rent. Another $100 for basic expenses — food, clothing. Another $100 for basic taxes. This is $600 a month base expenses. We can ignore things like phone, internet, transit/car,etc., as those do not exist in the Metamor world.

Assume thirty day months. Basic expenses work out to a nice round $20 a day.

$20 works out to just under seven bronze. Let's round it up to seven bronze so that there is some disposable income. We also aren't including holidays and days off, so we can work those in with the round up.

This means that the minimum wage that a person can live off of is seven bronze a day, or 2555 bronze a year. Call it 2600 a year. Any less, and your basic labourer can't buy a drink, and can't pay his/her basic bills. And taxes.

2600 bronze a year. Or 7 bronze a day.

We can use this as a base to derive everything else from.

Daily/Weekly/Yearly Income for various Workers

Occupation Pay (Daily) J/man (Yearly) C/Man (Yearly) Master (Yearly)
Labourer 7 1500 2250 3750-11250
Labour Gang Leader 11 2250 3300 5625-16875
Leatherworker 11 2250 3300 6750-16875
Packhandler 11 2250 3300 6750-16875
Tailor 11 2250 3300 6750-16875
Carpenter 15 3000 4500 9000-22500
Teamster 15 3000 4500 9000-22500
Valet 15 4500
Mason 23 4500 6750 13500-33750
Limner 45 9000 13500 27000-67500
Armourer (<=scale mail) 24 4860 7290 14580-36450
Bower 24 4860 7290 14580-36450
Blacksmith 36 7200 10800 21600-54000
Pole Armourer 38 7500 11250 22500-56250
Great Bowyer 38 7500 11250 22500-56250
Armourer (<=splintedmail) 39 7800 11700 23400-58500
Armourer (<=chainmail) 54 10800 16200 32400-81000
Composite Bowyer 54 10800 16200 32400-81000
Macer 60 12000 18000 36000-90000
Armourer (any mail) 72 14400 21600 43200-108000
Swordsmith 72 14400 21600 43200-108000
Jeweller - Silversmith 54 10800 16200 32400-81000
Jeweller - Goldsmith 164 32454 48681 97362-243405
Jeweller - Gems 1083 216360 324540 649080-1622700
Scribe 27 5400 8100 16200-40500
Architect 120 24000 36000 72000-90000
Mining Engineer 120 24000 36000 72000-90000
Artillerists Engineer 120 24000 36000 72000-180000
Alchemist 360 7200 10800 216000-540000

Values are in Bronze and are rounded off

Metamor Tax Base

Note: One can also assume a 16.6% basic tax to work out the Metamorian tax base— It should be higher for the richer incomes, of course. And would not include tolls and fees.

Some base Item Prices

Again, these are based on real prices where available, or scaled from typical D&D fantasy prices. These are just a guideline, but given an idea as to what a character would pay for something.

Atypical Professions

Realize that there are professions and crafts in the Metamor world that simply have no anologue whatsoever in our contemporary society against which to base an 'income'. As such, the income they can produce varies widely from one to another even on the same street, much less kingdom or region of the world.
These would be persons who have any skill with magic, either your typical Hedge Witch brewing single-use potions or a Master Mage enchanting powerful items, True Diviners, Healers, and the like. Healers tend to fall under the auspice of a government (Hospital) or Faith which tends to fix their income rather stabily whereas Healers operating for a Mercenary company would vary in wage just as any Mage.
Due to the rarity of Mages or Miracle Workers above the rank of Accolyte their services are generally overpriced for the goods recieved. Trade in magic, be it spell, potion, or items are often strictly overseen by very powerful (and monied) guilds that take extreme measures against those practicing outside of the Guild.
Currently no single mage guild has prominently established itself within the lands of Metamor (i.e. the Northern Midlands duchy), though that has begun to change subsequent to the winter siege of 706. As refugees begin arriving en masse from southern lands some are mages, others have the ability, and those mages in Metamor have already begun restructuring the small remnant guild remaining after the Three Gates assault.
Duke Thomas appointed Murikeer Khunnas as his chief counselor of magic upon his return to Metamor, placing oversight of pretty much anything magical within the duchy. Murikeer has never cared for mage guilds (due to the prejudices of his former Master) and takes a firm hand with the bylaws being established, or already existent, in Metamor.
Chiefly - they are to place no restrictions on the creation of or trade in minor magical objects of utilitarian value (enchantments, potions, and similar objects typically made by low level mages in training). The creation of objects whose sole function is war, either offensive or defensive, are strictly overseen by a council of mages from ALL local mage guilds, the Throne (Murikeer), the Temple, and Church. They are subject to the Guard, Scouts, and Watch to be utilized as needed when threats of magical nature present themselves within the Duke's demesnes. All members of these guilds are de-facto members of the military of Metamor, as stipulated by the above requirement. As such they are expected to train with each of the armed forces - specifically to deal with magic, not as instruments or force multipliers utilized in conflict save direct attack on the lands of Metamor. They would establish and retain their own ranking and command structure.

In Metamor specificually the job of 'body servant' has an entirely new meaning and is a service that would likely become highly prized: The job of being a personal 'Groom' would become a very well paid occupation.

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