Merchant wagon for the party


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oh yes go with the master work everything.. remember they are adventurers bold daring, dynamic etc... need to show off..

have a similar situation with my players, they also collect every last weapon, blood from creatures..etc... they have bought 2 houses, a mansion fixer upper, confiscated a small ship, now travel with three wagons, hirelings- cooks, hunters, merc guards, and porter/teamsters... it all costs them a fortune... so they have to keep adventuring to pay for it..
they groan at tax time... great info on this in 2 ed books. dont forget the churches cut.. the cleric will get hit the hardest...
I do try and steer them away from actually starting a biz (or expecting a fortune from it) as this isnt Cpa's and business models...its D and d...lol
several of their biz ventures pay for the taxes on or upkeep on their properties... and we left it at that. like their used weapon shop, that also gives a big discount to the fighters school/guild they are now working on a magic shop......not magic items per say, but all the parts and spell components etc... (maybe some of the minor ones...potions - crafted wands ready for enchanting etc... not sure what to do with this one yet...

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Cormyr has two things that require a large secondary income as a government, it's standing army is massive and the total population of the region is 1.36 million people.
While it does have an impressive income from their use of government licensed magic users, this creates a void where there should be a thriving group of magical item selling businesses. If arcane casters have to buy licensing just to make items, the total cost of production goes up and prevents low/mid level casters from doing it.
This, in turn, drives up the price on magical goods, which means fewer can afford them, which drives away business, and prices raise just so that the business can stay afloat by selling a handful a month to rich clientele.

Because there is a very limited amount of business in magical goods, the other businesses have to be taxed more in order to provide enough income to take care of 1.36 million people and one of the largest standing armies in the Forgotten Realms.

Set their tax rate at 30% for non-magical goods, and 15% for magical goods. If the PC's intend to craft items in Cormyr, and they're making magical goods, have a 5,000 gold licensing fee every month for each person casting any non-healing/curing spell in the party.
In total, your party will make 20% of the total profit by selling mundane goods, and 35% of the total profit for selling magical goods.

This means that if they craft a 1,000 GP magic item, the shop will sell it for between 1,100 and 2,000 gold (+10%-+100%) to ensure that everyone involved makes a small amount of money as profit, and all costs are taken care of in the sale.
Some goods will not sell easily, so take the total value of the item (lets call it a 100,000 GP ring) and divide it by the population of the area able to afford or want such an item.
Lets assume Cormyr has a 1% population of Adventurers and Nobility able to afford/want the item.
100,000 / 13,600 = 7.35%.
In any given month, there is a 7.35% chance of selling that item. You can make that easy by making it a d20 roll (slightly better than 1 in 20).
 

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