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Liquid Awesome
good story. The only way I could be happy doing that as a player is in a campaign wrap-up... "OK, we defeated the BBEG and averted the Apocalypse, now what are you doing to do?" (well, after the obligatory joke from somebody about, "I'm going to Disney World") I could then see one person saying, "I'm going to sell cure light wounds potions in Waterdeep, using the profits to purchase a nice villa in town, settle down, get married and have a few kids..."
Not to derail the thread but I could easily see such a model in a city based campaign. I ran an Eberron campaign set primarily in Sharn several years ago. None of the players started a business selling spells, but I wouldn't have minded if they did. After all, they'd need a place to operate from, costing them rent, in addition to a variety of other taxes and fees imposed by the city. Then there would be the issue of competing directly with the Dragonmarked House that focused on healing, not to mention whether any of the criminal organizations around might try shaking the PCs down for protection money. I think the idea might spawn a ton of adventuring ideas.
As it happened, even though none of the PCs started a business like that, one of them DID start a gang. The Halfling Rogue/Cleric showed some mercy and kindness on a Kobold in one of their early adventures. Later using that Kobold and some of its cohorts as an information source and then ultimately using them to paint propaganda graffiti around town to slander a faction that opposed the PCs. The player absolutely loved that part of the campaign.
I guess this actually does tie back into the theme of the thread if the question were, "Can I allow a 5th level character to have access to an army of a dozen or more Kobolds without unbalancing the game?" My answer is sure you can, provided that you come up with sensible limitations on what such a gang can accomplish, which make sense in the context of the situation.