Waterdeep Goods and Services

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Waterdeep
The Gem of the North
Waterdeep-seal.jpg
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Taxes
  • If something is in great demand and short supply, prices rise.
  • If there is a glut, prices fall.
  • If a guild is involved in the price-setting, that is mentioned at the end of the entry (independent operators usually undercut the Guild by 5-10% unless their product is in such demand that they need not compete with guild prices).
  • Prices for unusual services— - bounty hunting, for example, or for the sale of monsters and monster eggs or young—are not given herein.


Taxes

Waterdeep collects no annual taxes, but raises its revenues by the charging of fees, as follows:

  • 1 copper piece per market stall per day, collected between sunrise and sunset by any city watch patrol, who issue receipts for fees (to show later patrols the fee has been paid). This buys the exclusive use of that location from sunrise to sunset, security patrols by the watch, and freedom to sell goods at whatever the market will bear, rather than at prices set by guilds. Guilds pay these fees for members, out of guild dues.
  • 1 silver piece (above any fines) from any person convicted in a Magisterial or Lord’s Court, per conviction.
  • 1 gold piece per caravan wagon leaving the city, empty or full.
  • 1 gold piece per sword sold (fee included in the price, and submitted by the vendor to a Magister or the watch within ten days); all blades sold in Waterdeep are thus taxed and registered, and Magisters deem anything with a blade over one foot long to be a sword. Other weapons are not so taxed; hence, many citizens of Waterdeep use clubs and daggers (shady characters use garrotes, hidden daggers, and lassos).
  • 5 gold pieces per ship that docks in Waterdeep, collected from the captain. It covers a stay of up to fourteen days, provided the ship does not leave the harbor and return during that time, which ends the stay and begins a new one. This fee covers watch patrols, the dock space, fresh water, ballast supplied if desired, and the right to dump ballast or spoiled cargoes in an agreed-upon area under the direction of the watch (and a complement of mermen guards).

In times of trouble, direct taxes may be imposed:

  • a “fire tax” (1 gp per household), levied whenever fire destroys a large portion of Waterdeep
  • a “wall tax” or “harbor tax” (1 gp per household), raised to pay for needed repairs or expansions
  • a “lance tax,” raised for a payroll for mercenaries hired by the City when required (usually 1 silver piece per household each week until the Lords repeal the tax).

Coinage

  • Waterdeep honors all coinage, trade bars and electrum in 10-, 25- and 50-gold piece weights from throughout the Realms, as well as gems (which are traded as currency, rather than simple art objects, due to generations of dwarven influence).
  • Toal (2gp): A square, flat brass coin issued and honored by the Lords' treasury. Very little value elsewhere.
  • Harbor Moon (50 gp): Technically worth 25 taols, harbor moons are crafted of platinum inset with electrum, in the shape of a crescent with a hole cut into the center of its curve. Traditionally used for buying large amounts of cargo. Worth about 2 platinum outside Waterdeep.

Goods

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Services

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Coin & Wealth Services

  • Moneychanging: 10% fee, keeping "one coin in ten", for smaller amounts. Larger amounts tend to be nearer to 5%. Explicitly includes all minted currencies, gems, trade bars, furs and similar goods.
  • Moneylending, under 100 gp: 15% interest, for one or two months. Written promise of collateral in the form of property required.
  • Moneylending, over 100 gp: up to 30% interest, for one or two months. Written promise of collateral in the form of property required.
  • Wages, Unskilled: 3 cp/day. Taking or issuing chits, blocking a shop exit, or similar unskilled jobs.
  • Wages, Unskilled, Strong: 4 cp/day (2cp/half-day). Basic, unskilled tasks requiring strength, such as loading and unloading goods.
  • Wages, Bearers of Responsibility: 5sp/day. For messengers and similar folk.
  • Wages, Hired Bodyguards: 8sp/day to 1gp/day. Rate depends on armor, weapons, skill and reputation.