Professional Documents
Culture Documents
PECUNIAE
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1.Introduction
One of the key elements of role-playing games is immersion. Many games are set in alternative worlds with more or less fantastic
elements, but almost all of them have references to our own world, because they are usually easier to interpret, to live in them.
But the truth is that most role-playing games get it wrong when it comes to one specific thing:
The economy.
For us, a new just & occurrent universal system hereby is necessary to help the users, players and GMs alike to enjoy the
economy to feel the Old World more immersive.
Many role-playing games opt for "balance" rather than "realism", because the designers use the economic factor as a balancing
tool rather than as a characteristic of the worlds they create: the best weapons have a higher price, while the cheapest and worst
products are usually bought for less... But that's not what happens in the real world, not even in our past. Product prices were
not set on the basis of "power", but on the basis of supply and demand, elements that involve "production cost", "utility" and a
rather important part of "aesthetics".
The intention of this add-on is to make prices more realistic in WFRP and other RPGs to favour "realism" over "balance", and
with that to favour "immersion". And since WFRP, and many other games, are set in a place with a late medieval/renaissance
economy, we have made a compilation of many historical sources from many different countries, regions and cities, and
translated them all into a unified system that can establish a realistic domestic economy.
Although this add-on has been written with WFRP primarily in mind, it is by no means restricted to it. It can be used by any
other system that has been set in a late Medieval or early Modern society, especially if it is a low fantasy setting with little
relevance of magic to the economy.
1.1 Methodology
For this work, we have taken a reference value, the English shilling in 1500 A.D., and converted the prices found in the different
sources to the average English purchasing power in 1500. In this way, prices from different years have been adapted so that the
multiple devaluations that have taken place on products do not affect this price list. Likewise, prices in other currencies (French
deniers, Venetian solidi, Dutch guilders and more…) have also been adapted, directly or through other coins (especially the gold
florin) when sources were found, or using the most common exchange rate at the time when not: 12 grams of silver for every
gram of gold. During the course of this work we have found that, despite currency devaluations, wages in silver were fairly
homogeneous around all Europe until the Price Revolution, so even when these prices may not be exact, they should be quite
accurate. And for those products where it has been impossible to find a price, an approximation has been calculated by adding
the cost of labour to the cost of the needed materials. For this purpose, we sought information about traditional handicraft
production, to get a good idea about such materials and hours of work.
The result is an approximation of what different prices would be in the year 1500, a kind of snapshot that should allow those
who use it to play with a fully immersive economic system. If you have any comments or criticism, would like me to try to add
more items to this system or, simply, would like to know more, please contact Dessertblade#5261 on Discord or
torrentius922@gmail.com to improve this work. The first version of this work was firstly published in The Ratter Fanzine
Issue #10. Take a look to see this and other wonderful fanmade works!
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2. Wages and Coin
This system is inspired by the English pre-decimal system. The most valuable coin is the Gold Crown, also called Sovereign
(gc), weighing 13.5 grams and made of 95% gold, with 12.8 grams of pure gold, the rest being other metals and impurities. The
shilling (s) is mainly silver, weighing 8 grams and 7.68 grams of pure silver. The pennies (d) are made of alloys of silver and other
minor metals such as copper, weighing 1.7 grams and only 0.64 grams of silver. Finally, there are the Farthings (b), with an
almost negligible amount (0.16 grams) of silver. Because of this, many people cut pennies and use them in quarters as if they
were farthings. The exchange rate would be as follows:
1 gold crown (gc) = 20 shillings (s) = 240 pence (d) = 960 farthings (b).
Coins are relatively rare. In the countryside, peasants are usually paid grain and other foodstuffs, obtaining everything they
need by bartering. Money, although not seen much, is accepted and people usually know the value of the products they see in
their daily lives. On the other hand, coins are much more common in towns and cities, but even there bartering is still very
present. Stores often let buyers buy on credit or admit payment in kind or even in labour, but only from acquaintances, so the
scarcity of coins is not really a hindrance to business for those in good standing. The following table represents the income
related to different jobs and professions. Four levels of professional “quality” can be distinguished: Poor, Common, Good and
Best. For a 4e style of income, look at 6.11 Alternative wages for 4e.
Peasant: The most humble workers. They have no land of their own and are often serfs of a feudal lord. Poor quality ones are
trying to survive on barren or marginal land, which barely provides them with enough to survive in conditions little better than
slavery. Best quality work on exceptionally rich land and represent a very high standard of living.
Rich farmer: These peasants have an extra source of income, either by owning land in their own name or by working in a part-
time occupation that they combine with their work in the fields.
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Shopkeeper: A profession made up of shopkeepers, innkeepers, food vendors... In general, those who perform services by
selling goods at retail. Those of good and better quality have shops in good places and trade in goods requested by their clientele,
while those of poorer quality do what they can to eke out a living.
Mercenary: Any soldier who is not compulsorily conscripted is paid, if only as an incentive. Poor quality mercenaries are
poorly equipped and trained peasants, while the common quality have received training and equipment. The good quality are
veteran soldiers, seasoned in numerous battles, and the best quality are elite soldiers, usually knights. This money does not
include the funds obtained through looting –or “foraging”, a common feature of medieval warfare.
Craftsman: This includes all skilled craftsmanship requiring a high level of knowledge and with a guild structure. Those of
poor quality would be apprentices or those who don’t really know much of the trade, while those of Good quality would be
masters renowned in their trade. Best quality is reserved for master artisans known throughout the nation for their quality, and
whose works are considered to be something very close to art pieces.
Fence: This includes those professions that navigate between legality and illegality, from fake relic sellers and other charlatans
to shopkeepers with a tendency to "bend" the law to make a little more profit. Their quality depends on the success of their
"business", with those of lower quality being little more than knaves and vagabonds, and those of Good and Best quality being
successful businessmen who twist legality for their purposes.
Specialist: Experts and other professions of great prestige and professional competence, here including lawyers, merchants,
physicians, as well as certain especially well-paid crafts such as goldsmiths and silversmiths.
Low nobility: Nobles with a rank of a simple gentleman or above, they are really part of the aristocracy. Landowners, they
would have under their domain a manor, a small village, as well as a few hamlets. Great merchants, crime lords and, in general,
tremendously wealthy common people, may fall into this category in all but name.
High nobility: The real high aristocracy. They have thousands of subjects in their service and a truly splendid wealth. As a
rule of thumb, each vassal (understood as independent adults) under their direct rule earns him approximately 8 shillings of
revenue per annum, to which should be added all kinds of special rents he may have, such as rights to mint coin, rights over
ports, bridge tolls... The limit can be really high.
Priests and other religious professions: Depending on their power and influence, the religious have a very wide range of
salaries. Initiates, seminarians and others would have a rather low salary, at the level of a peasant or a craftsman's apprentice.
Priests would be paid more, the equivalent of a full artisan's salary. However, those higher up in the ecclesiastical hierarchy
could have lands and vassals at their service, constituting low nobility or even high nobility.
Taxes were not like they are today either. The main source of income for kings and nobility was their own feud, their lands,
from their crops, mines and other exploitable resources. Another good source was the right to mint coin, so important that
kings usually kept it for themselves. Additionally, nobles imposed taxes for using certain public structures, like ports, roads,
bridges and mills, or taxing certain people (like the Jews, which were systematically charged with abusive taxes). But probably,
the most common tax was the tithe, a tenth of what any peasant generated, directed to maintain the Church. Nobles were
usually in charge of their collection, keeping a third for such duty. Besides this, taxes were created by high nobility ex profeso to
pay their wars, something that led to numerous revolts from lesser nobles and peasants against the powerful.
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3. Weapons
3.1 Melee weapons
Weapons are highly variable in their prices. Because metal takes a long time to spoil, rusty weapons are very easy to find because
of their abundant manufacture over the decades, which makes them comparatively low in cost, but still a little expensive for
the typical peasant. However, a newly crafted weapon is a totally different thing: while iron ore itself is comparatively common,
it takes vast quantities of charcoal, many steps of processing, and many hours of work from an expert artisan to make a useful
steel weapon. That is why we have such price ranges: for old, rusty or improvised weapons (tools like axes, knives and such) we
have the “Hand Weapon (Poor)” and “Two-handed weapon (Poor)” categories. For the rest, that we suppose that are relatively
new crafted weapons, balanced and in good conditions, we use their respective prices. If one wants premium quality or
beautiful finishes and embellishments, he has to expect to pay more than what is indicated here. Sometimes, much more...
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Crossbows and Firearms: Much more expensive than bows, however they are much more popular due to their greater impact
and greatly decreased need for training to get the full potential out of the weapon. Firearms such as the harquebus were much
cheaper than most fantasy games usually assume, at about the price of a crossbow but with even greater firepower at the cost
of a number of drawbacks: lower accuracy, greater likelihood of the firing procedure going wrong, and very poor performance
in wet weather.
Repeater Rifle and Repeater Pistol: In order to increase the number of shots a gun could fire without reloading, the first
solution was the addition of more barrels. The concept did not have much development since its advantages were eclipsed by
its disadvantages (a great increase in weight, complexity and cost for a rather limited battlefield benefit). The weapons described
here would have 3 (pistol) and 6 barrels (rifle). The same price could be used for repeater weapons in the style of the Kalthoff
Repeater.
Although we now use the term cannon as a catch-all for gunpowder artillery, in the past different sizes of weapon had different
names. We have given a few examples given in the table below. The guns included ranged from 3 pounders to 36 pounders (the
number referring to the weight of an iron ball of the appropriate diameter to be fired from that weapon). They were made of
wrought iron or bronze, the latter being of better quality but at a higher price (x3). The powder needed to fire a cannon would
be around 25% of the weight of a standard projectile (a 36 pound cannon would need around 9 pounds of powder), although
it could be loaded with more, up to 33%, in case of needing a longer range, something not entirely advisable – the weapons
were dangerous enough without taking such risks, requiring many minutes’ cooling between shots to operate safely.
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4. Armour, clothing and jewellery
4.1 Armour
Throughout the Middle Ages, armour changed as technology developed. Chain mail and scale armour gradually gave way to
plate armour. Initially too expensive due to the price of the material, plate became the main type of protection, from cheap and
efficient munition armour to the armour of knights and lords, made of hardened steel and virtually impenetrable.
The world of Warhammer is home to several races and civilisations with varying levels of technology. The Empire, thanks to
the technology provided by the Dwarves, has been able to create 15th and 16th century plate armour, as well as munition
armour (the armour worn by state troops). Bretonnia, on the other hand, seems to be stuck in 13th and 14th century armour.
We have grouped together different types of armour which, taken together, would give similar protection and which, more or
less correlatively, would be equivalent in price, for which we have defined 5 different levels of protection. For the price per
limb, we have started from existing sources and averaged them.
Light armour: The lightest protection of all, it would be above simple clothing and the group would be mainly represented
by the gambeson, a garment composed of numerous layers of linen or cotton. Its first use was to protect the wearers of heavier
armour from metal chafing and absorbing the shock of impacts, although its use would expand to become the only armour
that less well-off soldiers could afford, providing excellent protection from slashing attacks but less effective against piercing
weapons. Another option is leather, both normal and hardened, the latter probably made with animal glue and offering more
than reasonable protection at a not too high price. There is abundant discussion about whether leather armour was something
real and used or not, but after our research we have decided to include it as it could be something viable, although not very
efficient option (or common).
Light-medium armour: Essentially an evolution of the previous ones: either an aketon, a thicker and stronger gambeson, or
a combination of gambeson and boiled leather for increased protection.
Medium armour: At this level, metal begins to predominate: on the one hand, we have chain mail armour, which protects
with great efficacy from the edge of the swords and, to a lesser extent, from piercing impacts, and which were combined with
gambesons for extra protection. In second place here we would also include certain iron plate armours, the so called “munition
armours”, mass-produced, standardized, cheaper and lighter than those used by the nobility, although with notable weak
points, making this protection partial. Munition armour has completely supplanted chain mail in Imperial regiments by being
quicker and cheaper to manufacture for comparable protection (as technology increased, the price of armour changed
favouring plate over chainmail). However, the chain mail is fairly well preserved and easy to repair, which would allow the
purchase of an old but well-preserved hauberk for a similar price as the munition armour. However, the hauberk made from
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new would be considerably more expensive, costing around 45 shillings. That is why and adventurer may find a chainmail
armour if he look for it, but equipping an army with chainmail would be a totally different matter.
Medium-heavy armour: In this level of protection we would find plate armour that, although they have some unprotected
areas with plate, these are protected with chain mail and gambeson (in the purest style of the 14th century knights), or they are
armour of scales or brigandines. These armours are relatively flexible and provide great protection from numerous blows thanks
to their plates or scales. All three of these styles of armours are an improvement over chainmail, however they do impinge more
on the mobility of the wearer.
Heavy armour: Gothic full plate armour is the paradigm of this level of protection. Armour of this kind leaves very few
unprotected spaces thanks to a large number of articulated parts that effectively protect the wearer. The metal, hardened steel,
is virtually immune to cutting or penetration, the only alternatives being either to attack the very few open joints or to apply
an enormous blunt force with which to pulverize the viscera of the enemy.
Barding: The barding, armour for the mounts, is as varied as that of the warriors themselves. The lighter ones would be thick
linen or wool cloaks, while the heavier ones would use iron or steel in chain mail, scales or plates, much like armour for humans.
The depicted prices are for full barding, so partial ones should be lessened in cost.
This system makes it possible to purchase armour pieces by limb and thus better define the level of protection the user has in a
given area of the body. Except for light armour, which is present in all subsequent armour pieces in its padded armour form
(both to avoid metal chafing and to protect from blunt blows), armour classes cannot be layered with each other, although if
the GM wishes it each armour class could be the basis for the next class up. This should not be applied to heavy armour however
which, due to its complexity, requires its own pieces so as not to leave any part exposed and compromise the level of protection.
Here are some example units that broken down into this typology.
Rule of thumb: Do you see plate or chainmail? Then is at least medium armour. If the user is full covered by it, then it is at
least medium-heavy. If the armour is full or almost full plate, then it would be heavy. Light and light-medium are for light and
not so light leather armours and gambesons or aketons.
In addition to this, as a guide, here are prices that can be used as a guide to buy some specific pieces:
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4.2 Clothing
Clothing is one of the most distinctive features of a culture. Beyond just protecting against the cold and enforcing the rules of
modesty and decorum, clothing is a way of clearly showing social hierarchy and status. For example, the most expensive fabrics,
such as silk and velvet, were reserved to the nobility and the wealthiest, while peasants had to dress in linen or hemp. Colours
also indicated the cost of the garments, with brown, yellow and orange being very cheap and common colours, and purple,
gold and silver being the most expensive, to the point of often being illegal for commoners.
Clothing
Apron 1s 2d Gloves 6d
Belt 6d Handkerchief 1s
Breeches 2s 1d Hat, Wide-brimmed 2s 5d
Cap or Hat 1s 5d Hood 1s 8d
Chemise/Tunic 1s 2d Jerkin/Vest 2s 4d
Cloak 2s 4d Loincloth 6d
Coat or Jacket, light 2s Petticoat 4s
Coat or Jacket, heavy 4s 5d Overcoat 2s 4d
Corset 4s 2d Priest Vestments 10s 6d
Doublet 1s 6d Robes 2s 4d
Dress/Gown 2s 2d Scarf 6d
Gridle 1s 5d
Footwear
Boots, Hip High 1s 8d Shoes 8d
Boots, Hobnailed 1s 6d Sandals 4d
Boots, Low 1s 4d Socks 10d
The prices indicated here are a basis for products of normal quality. Poor quality garments, usually second hand and with
visible holes, would cost less while those with more expensive materials would be worth significantly more. For comparison,
here we show the prices of different materials and fabrics.
4.3 Jewellery
Jewellery, like clothing, serves not only as adornment, but to demarcate status and social position. Gems in particular were
highly coveted, and those capable of polishing them while preserving as much of the stone as possible were among the most
respected craftsmen with the best social standing.
Here we present a system that allows not only to calculate the price of a jewel but even to design it. The first step is to choose
the form the jewellery will take itself. The next step is to choose the material: if gold is chosen, it multiplies the price of the
jewellery by 6, if silver is chosen there is no need to apply any multiplier. The third step is to choose if it has a precious stone.
Apply the formula and you would obtain the price of the gemstone. For larger gems multiply the base price by the carats, or
choose the higher values. Especially large or famous gems are even more valuable than described here.
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Some gems are calculated by the carat. The carat is a unit of weight that is equivalent to 0.2 grams, but is also used to calculate
the size of a gemstone (the more weight, the bigger the gem). The most valuable gems tend to increase in price exponentially in
relation to their size, due to their rarity. On the other hand, those with less value are usually calculated based on their quality
when used in rings, earrings or other jewellery.
Example: We want to know the value of a gold necklace with 4 pearls and a huge diamond of ten carats. First we take “Necklace”
for ornament’s price and multiply it by 6 because it’s made of gold. Then we calculate the price of the diamond (28s x 102=2800s)
and the four pearls (let say they are quite big, 60s per pearl). The total amount would be 3160s (120s+2800s+240s) or 158gc, a
jewel out of the reach of even the low nobility. The perfect target for a thief!
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5. Consumer goods
Before the invention of the decimal metric system and the unification of measurements, each region had its own measurement
scales. Within the same country, a great variety of these could be found. Here, for reference, we use the imperial system. Thus:
Quarter = 8 Bushels = 64 gallons = 256 quarts = 512 pints Pound (lb) = 453.592 g / 0.45 kg
Pint = 568.26 cm2 / 0.56 L Cart-load = Quarter
Quart = 1136.52 cm2 / 1.1 L Barrel = 115.63 L
Gallon = 4546.08 cm2 / 4.5 L
Bushel = 36368.64 cm2 / 36.4 L Foot = 30.48 cm
Quarter = 290949.12 cm2 / 290.9 L Yard = 0.915m
Next to the prices of different foods we also write what it would cost to feed a person according to different levels of
expenditure. This includes only the price of the food consumed, not the labour to prepare it.
As a note about fish, fish is usually salted, not only for inland transport, but also for better preservation in coastal areas. Even
so, the price can vary enormously depending not only on the proximity to the sea but also on the season itself, when it is easier
to catch certain fish.
Spices, both in the World of Warhammer and ours, are greatly priced articles that come from far away. While these are the
prices they had in our world, in the Warhammer world, due to the increased danger of the Spice Route, the prices could be
even higher.
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Spices
Pepper, lb 1s 2d Sandalwood, lb 1s 2d
Saffron, lb 8s Almonds, lb 3d
Clove, lb 8s Sugar, lb 3d
Cinnamon, lb 2s 8d Gooseberries, lb 2d
Ginger, lb 1s 3d Raisins, lb 1d 2b
Salt, quarter 3s 2d
5.2 Illumination
Illumination
Candle, tallow 1d Lamp 6d 1b
Candle, wax (1/4 pound) 6d Lantern 1s
Firewood, Cart-load 1s10d Match, dozen 3b
Charcoal, Cart-load 6s8d Torch, treated 3d
Oil, Gallon 1s2d Torch, untreated 2b
5.6 Tools
Tools
Abacus 2s Lock Picks, 12 3d
Animal Call 6d Magnifying Glass 1gc 18s
Anvil 20s Manacles 1s 4d
Axe 6d Nails (10) 1b
Awl 3d Navigational charts 1gc
Bellows 30s Needle, sewing (5) 2d
Branding Iron 3d Pestle and Mortar 2d
Butcher tools 2s 2d Pick, climbing 6d
Candle, Timekeeping 2d Pick, miner's 8d
Chain, 1 yd 1s 6d Pitchfork 2d
Chisel, wood, set 1s 8d Plough 1s
Coin die 1gc Saw 6d
Crowbar 5d Scales 3s
Disguise Kit 1s 5d Scythe 1s 6d
File Set, 6 5s Shovel 5d
Fishhook and line 1d Sledge hammer 8d
Forge 15gc Snare (wire) 3d
Fuse 1b Spade 4d
Gin Trap 6d Spike 2d
Gin Trap, large 15d Telescope 5gc
Glue, 1 lb 3d Twine, roll (50 yd) 1d 1b
Hacksaw 20d Wax, Sealing 3d
Hammer 5d Wedge, wood 1d
Hoe 4d Wheelbarrow 1s 2d
Hourglass 1s 8d Whetstone 4d
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5.7 Carrying equipment and Containers
Carry Equipment, Containers
Backpack 11d Jug, clay, 1 gallon 1d
Basket 8d Jug, clay, 4 gallons 2d
Bottle 4d Kettle 3d
Box, iron, large 3s Pitcher, clay 1d
Box, iron, small 1s Pouch, large 6d
Bucket, metal 9d Pouch, small 3d
Bucket, wood 6d Pot, clay 2d 2b
Cage, large 8s Pot, iron 10d
Cage, small 3s Purse 2d
Case, tube 2d 2b Sack, large 10d
Cask, Barrel 5d Sack, small 5d
Chest, wooden, large 1s Sling bag 12d
Chest, wooden, small 6d Tankard, pewter 3d
Cup, wood or clay 1d Tankard, wooden 2d
Flask, leather 2d Trunk, large 3s 4d
Flask, metal 5d Trunk, small 2s
Glass 3d Vial, 1 oz 1d
Goblet 1s
Livestock
Chicken 1d 1b Ox 13s
Cow 10s Packhorse 1gc
Donkey 15s Pig 3s 4d
Mule 15s Sheep 1s 8d
Horse, draft 15s Goat 1s 5d
Slave 1gc 8s
Riding horses are a different category. Training one to obey orders precisely was an expensive and time-consuming task,
especially if the goal was to make a war horse of it, and they were diligently crossbred to obtain the strongest and most obedient
horses. Rather than "breeds", in the old times horses were differentiated by function and characteristics. Firstly, the most
expensive were the destriers, horses of great strength and bearing, capable of carrying a knight into battle with the weight of
both the knight's armour and the horse's barding. Second were the coursers, lighter and cheaper than the destrier but also fast
and strong, the preferred choice of many knights who could not afford to lose a destrier in battle. There were also the rounceys,
more affordable for men-at-arms, horses of a lower pedigree with training for war. Finally, there were the palfreys, riding horses
whose price could match that of the destrier because of their beauty and training, a luxury product for the nobility.
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Mounts
Destrier 20gc
Courser 10gc
Rouncey 3gc
Palfrey 15gc
Travel
The prices described here take the reference price for one day's travel. If the trip is shorter, especially if the duration is less than
one day, the prices can be reduced proportionally. These prices include driver and draft animals or crew. The price may be
multiplied depending on the quality and luxury of the means of transport. For reference, the average speed of a man walking is
18.5 miles per day, so wagons and carts are mainly rented to move heavy loads or for comfort.
Travel Services
Cart (rent, one day, 7.5 miles per day (Oxes), 12 miles per day (mules) 1s 2d
Wagon (rent, one day, 18.5 miles per day) 1s 10d
Coach passage (outside, one day, 30 miles per day) 5d
Coach passage (inside, one day, 30 miles per day) 10d
River Boat/Barge passage (downriver, one day, 40 miles per day) 4d
River Boat/Barge passage (upriver, one day, 10 miles per day) 2d
Sea travel, passage (one day, 75 miles per day)* 4d
*The speed of sea travels under sail depends greatly on the weather, as well as the condition of the boat and the experience of
the crew. A good range would be between 50 miles/day and 100 miles/day. More or less speed is clearly possible, but would be
very striking cases.
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5.10 Medicines and Poisons
Medieval medicine was somewhere between science and mysticism, with an important dose of show off. Medicines for the rich
were not necessarily more effective than medicines for the poor, as there was little difference in their composition. The
differences in price came principally from their packaging (gold-plated boxes, gold-covered pills...) and not so much in their
contents. Therefore, the prices given here are only a basis, and it should be borne in mind that wealthier people would buy
more expensive medicines, even if they had the same effects as the cheaper ones.
With regard to poisons, the price here had to be deduced. Only for arsenic did we found a real price. The rest had to be
calculated by hours of work, both in the search for ingredients and in the purification of these to extract the poison, and a
surcharge for the obscurity of this business.
Poisons
Belladonna 4s Rabid Dog Saliva* 15s
Cyanide 10s Arsenic (one pound) 3s 4d
Henbane 6s Sagekill 6s
Mandrake Root 5s Thung 8s
*The price of this may seem abusively high. We thought that is not easy to keep a rabid dog and make him bite to get its saliva
(the only way to keep a reliable source, as the virus dies in 24 hours) and such dangerous request should have an adequate
reward. Those of you who feel it should try harvesting the saliva of a rabid dog on demand.
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Candelabra, Iron 14d Incense, 1 oz stick 2s
Candelabra, Silver 5gc Relic Box 5s
Holy Water (one flask) 2s Purity Seal 3d
Common Tavern
Meal, Poor 1b Common Room, 1 night 1d
Meal, Average 3b Spot by the Hearth 2b
Meal, Good 1d 1b Private Room, 1 night 6d
5.14 Properties
Real estate is classified into two types: urban and rural. Outside the city walls, land and properties are much cheaper than inside.
As an approximation, about 12 to 16 acres of land are needed to feed a family without hardship, but much depends on the
fertility of the soil, so poorer soils should need much more acres. For renting, the value would range from 5 to 10% of the
property price as annual rent.
The typical medieval house was 49-75 feet long by 13-20 feet wide, between 650 and 1500 square feet (60 to 140 square meters)
of floor area. To calculate the approximate price of a given house, one must take as a basis the value of the building according
to its construction and then apply the relevant multipliers according to its quality and the relevance of its plot. Those of poor
quality would be in bad areas of the city, far from the main roads and dangerous, while those of good quality would be near
the center and in the main streets, good and well patrolled areas.
Finally, regarding fortifications, these were erected on high ground, which was easier to defend. When this was not possible, a
motte (an artificial mound) was usually made. The price of castles is so variable because it depends on their terrain and size.
The cheapest would be little more than small fortresses and towers, while the largest would be authentic fortified towns. The
tower house is the simplest defensive construction, but very capable to offer shelter against enemies in dangerous lands. Land
that has been inherited or awarded to a noble through feudalism usually comes with an existing manor or tower house, although
the standard of repair varies wildly. Many a noble has been driven into poverty trying to maintain their ancestral pile.
Properties
Arable land, acre 1gc 5s
Kind of property
Wooden cottage 1gc 13s
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Wooden house 2gc 7s
Wooden/stone mix house 3gc 7s
Full stone house 8gc
Large building (stone) 200gc
Plot
Outside city walls x 0,25
Plot, bad x 0,5
Plot, common x1
Plot, good x2
Quality of the building
Poor quality x 0,5
Normal quality x1
Good quality x2
Castles
Tower house 25gc
Motte (16ft high, 50ft wide) 30gc
Castle Between 2.000gc and 50.000gc
Repairs (to castle, annually) 40-100gc
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6. Warhammer specifics
The following prices are exclusive to the Warhammer world. Almost all of them have been obtained by adapting them from
official sources, especially from 2e. If anyone is interested in introducing others from other sources, please get in touch.
6.1 Wages
Sorcerer Lord: This salary represents those Magisters who work to gain wealth. The Golden College would be the best
example, although others could do so as well. Only Master Wizards and Wizard Lords, Magisters of true power, would be at
this level. Poor Quality ones would be recently promoted Master Wizards, while the Best Quality ones would be Wizard Lords
with powerful skills and great reputation, in the service of the wealthiest nobles.
Wizards who have not reached the rank of Master Wizard would use the income table of Specialists, while Apprentice Wizards
would earn like craftsmen, but not much more.
If you would like to port this system into 4e, all that is required is to adjust the income of each career. We have provided values
for both the amount left over after living expenses - as with the Income endeavour in the 4e core rulebook - or the amount
earned before living expenses for those GM's who prefer more granularity. This is another option on how to calculate PC and
NPC income, alongside Chapter 2: Wages and Coin.
Example: Jim is a rookie recruit that has recently joined the army. His Status is Silver and his Standing is 1, so after a week
working he earned 1d3 + 1d3 =2d3 shillings. He rolls obtaining 2 and 3= 5 shillings, an overall good week. As he does not want
to keep the accounting in detail, he could deduct 2/3 of his salary, so he keeps 1 shilling and 8 pennies and has paid all his basic
needs, or roll directly in the “After living expenses” column, where he rolls 1,5 and 8 = 14 pennies.
6.2 Weapons
White Wolf Hammer 7s
Hochland Long Rifle 2gc 10s
Repeater Crossbow* 3s/1gc6s
*The most proximal thing to Warhammer’s repeater crossbow would be the Chu-Ko-Nu, a Chinese and Korean repeater
crossbow able to shoot many times. The problem is that Warhammer Repeater Crossbows don’t work in the way the Chu-Ko-
Nu does, especially when considering range and power, as these weapons were weak and their bolts had to be poisoned to
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increase their lethality. The first price is if you have in mind a Chu-Ko-Nu style Repeater Crossbow. The second is for a more
fantastic repeater crossbow, with a complex mechanism.
6.5 Miscellanea
Miscellanea
Amulets and Talismans 2d Grimoire* 10gc
Antitoxin Kit 1s 10d Lucky Charm 2s
Bezoar 8s Religious Relic 5gc
Healing Poultice 2d Scroll 1s 8d
Garlic, 12 cloves 1d Toadstone 1gc 15s
*The Grimoires have been priced as handwritten books by a Wizard Lord of Poor or Common quality, but the price could be
ostensibly lower if you think that inferior spell casters could write them.
6.6 Draughts
Draughts
Cure-All 1s 6d Healing Draught 5s
Bugman's XXXXXX 12s Healing Poultice 6s
Esmeralda's Calming Nectar 1gc 15s Mamma Melching's 1s
Essence of Chaos 1gc 5s Moot Milk 8s
Feyeyes 2s Saltwort 3s
Greta's Boon 6s Vitality draught 10s
6.7 Poisons
Poisons have been calculated by assigning prices according to the dangerousness of the material - collecting poison from a plant
is not the same as collecting it from a chimera!
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Crimson Shade 7s Ranald’s Delight 1s 9d
Dark Venom 15gc Spider Spittle 3gc 10s
Green Scorpion Venom 12gc Spite 2s 8d
Heartkill 20gc Viper Kiss 13gc 8s
6.8 Potions
The prices of all these potions (Realms of Sorcery, 2e sourcebook) have been made assigning the period of searching for
materials (with an average of two weeks to find them) with the salary of a Specialist and the rest of the time as working days of
a Sorcerer Lord, so prices may vary depending on who are those who work on them.
Potions
Boar's Musk 14s Nectar of Beauty 3gc 18s
Channelpath Potion 16gc 18s Potency Draught 6gc 19s
Debauch's friend 1gc 12s Potion of Comeliness 5gc 10s
Draught of Lizard Limbs 8gc 19s Potion of Pain Denied 4gc 1s
Draught of Power 19gc 7s Potion of Perceptive Clarity 5gc 15s
God's Spit 2gc 1s Potion of Teeth 1gc 19s
Hair Tonic 1gc 18s Slimming Liquor 4gc 9s
Lucidity Tonic 7gc 1s
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7. References
Books
Allan Williams. The Knight and the Blast Furnace: A History of the Metallurgy of Armour in the Middle Ages & the Early
Modern Period
James E. Thorold Rogers. A history of agriculture and Prices in England, Vol III.
James E. Thorold Rogers. Six Centuries of Work and Wages: The History of English Labour.
https://socialsciences.mcmaster.ca/~econ/ugcm/3ll3/rogers/sixcenturies.pdf
Jessie M. Sweet M.B.E. B.Sc. (1964). Matthew Guthrie (1743–1807): An eighteenth-century gemmologist, 20:4, 245-302,
https://doi.org/10.1080/00033796400203104
James Shaw and Evelyn Welch. Making and marketing medicine in Renaissance Florence
F.H.H.Guillemard. The life of Ferdinand Magellan and the first circumnavigation of the globe.
https://archive.org/details/lifeofferdinandm00guilrich/page/n9/mode/2up
Articles
Jose María Peláez Valle . La espada ropera española en los siglos XVI y XVII Gladius XVI (1983), pp. 147-199 ISSN 0435-
029X
Tonija Andrić. Commoners’ Ownership in Medieval Cities: Real-Estate Trading of Split’s Craftsmen in the Mid-Fifteenth
Century https://bib.irb.hr/datoteka/745139.16_Andric_zavrsna_verzija.pdf
University of Toronto. Money and coinage in late medieval and early modern Europe.
https://www.economics.utoronto.ca/munro5/MONEYLEC.htm
Jane Humphries & Jacob Weisdorf. Unreal wages? Real income and economic growth in England, 1250-1850.
http://www.ehes.org/EHES_121.pdf
James P. Ward. Prices of Weapons and Munitions in Early Sixteenth Century Holland during the Guelder’s War
http://james.wardware.com/J-Europ-Econ-Hist.pdf
Melvin Flanagan. Myths of the Blunderbuss. American Society of Arms Collectors Bulletin 96:59-66
Roberto Suárez Menéndez. La industria militar española anterior a 1808. MILITARIA. Revista de Cultura Militar nº7.
Servicio de publicaciones. UCM. Madrid, 1995
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Adrian R. Bell, Chris Brooks & Helen Killick. The first real estate bubble? Land Prices and Rents in Medieval England c.
1300-1500.
Sevket Pamuk. The Black Death and the origins of the ‘Great Divergence’ across Europe, 1300–1600.
Margaret Spufford. The cost of apparel in seventeenth century England, and the accuracy of Gregory King.
https://www.jstor.org/stable/2598600
Michelle O'Malley. A Pair of Little Gilded Shoes: Commission, Cost, and Meaning in Renaissance Footwear.
https://doi.org/10.1086/652533
Steven Rowan. Imperial Taxes and German Politics in the Fifteenth Century: An Outline
https://www.jstor.org/stable/4545897
Jack A. Goldstone. Urbanization and Inflation: Lessons from the English Price Revolution of the Sixteenth and Seventeenth
Centuries. https://www.jstor.org/stable/2779085
Jan L. Van Zanden. Wages and the standard of living in Europe, 1500-1800. https://www.jstor.org/stable/41377849
Denys Hay. The Division of the Spoils of War in Fourteenth-Century England. https://www.jstor.org/stable/3678853
Juan Antonio Barrio Barrio. El abastecimiento y venta de carnes en Orihuela durante el reinado de Alfonso V (1416-1456).
https://rua.ua.es/dspace/bitstream/10045/6953/1/HM_09_15.pdf
Databases
List of prices of medieval items. http://medieval.ucdavis.edu/120D/Money.html
ORBIS, the Stanford Geospatial Network Model of the Roman World https://orbis.stanford.edu/
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