Taxation
Even a moderately successful adventurer commands wealth and personal power beyond the means of most normal people. While the common folk adore their heroes, the authorities take a more pragmatic view: how can they and their jurisdictions financially benefit? As PCs advance in stature, they gain the notice of collectors — civil leaders, guild masters, religious authorities — who seek a share of their rewards in the form of taxes, dues, tithes, tariffs, or requests for "charitable donations."
These collectors see their attention as the PCs' due for providing safe haven between quests and, at least in theory, protecting them from robbers and swindlers. This section also gives advice on using service in place of taxation as an adventure hook.
Paying taxes should happen between adventures — when PCs enter a new city or return to their base of operations. A good rule:
- Tax the party once per character level.
- Amount: roughly one encounter's total treasure value at the party's APL (see Encounter Design for treasure-per-encounter by APL).
- The GM can split this into multiple smaller fees or tariffs across the level.
Example: A party of 3rd-level PCs on the Medium track should be taxed about 800 gp per level. If the party's wealth exceeds WBL and they are indiscreet about it, authorities notice and actively work to recover more. Shower PCs with flattery and promises of future favors so the tax feels like recognition, not punishment.
Types of Taxes
Though many taxes come as financial transactions, some collectors accept material goods, favors, or services in place of coin.
A share of all proceeds — coinage fees for converting foreign currency, duties on treasure enforced by customs inspectors, or tithes paid by religious characters. Straightforward to implement, but clever PCs can avoid them by concealing wealth with illusion or extradimensional storage. Bragging about evasion, however, can invite divination-based inspections or magical interrogation.
When a collector needs funds, adventurers are a ready and often untapped source. Experienced adventurers routinely carry gold that could equip an army or feed a town. Canny collectors save these requests for dire circumstances and appeal to the PCs' compassion, patriotism, or sense of duty. It's not technically tax evasion to decline — but collectors have long memories.
In feudal systems, subjects swear fealty in exchange for protection — when called, a PC must report to duty, offer a suitable substitute, or refuse and risk imprisonment. Churches expect service from congregants; guilds from members. Willing service may earn a favor in return. If the service suits adventurers (clearing sewers, hunting bounties), reward them less than normal treasure — they should not earn more performing a service than they would have paid to avoid it.
Types of Service
PCs are more useful for the deeds they can accomplish than for any material wealth they possess. Even low-level adventurers have talents far in excess of the typical populace.
Compliance
Forcing taxes on adventurers carries risk for the collector. The consequences of non-payment scale with the PCs' level — and at high levels, arrest is simply not a realistic option.
Tax evaders face arrest, heavy fines, and possible imprisonment if caught. A suitable service may be offered in lieu of punishment — turning the non-payment into an adventure hook rather than a dead end.
Direct arrest becomes impractical — authorities lack the resources to capture and hold capable adventurers. Indirect consequences work better: local businesses refuse to serve them, the thieves' guild is given permission to rob them, city guards ignore their calls for help.
High-level PCs outmatch anyone who might attempt to arrest them. The worst consequences of defiance are cheers from other lawbreakers and snubs from nobles who depend on taxation for income. Collectors at this tier rely entirely on social and political leverage — not force.
PCs who shirk church dues or guild obligations can expect no assistance while indebted and must pay a considerable surcharge to restore good standing. The right service or favor, however, may convince an institution to forgive the transgression entirely — another natural adventure hook.