Hârn HârnWorld Economics
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Contents
Economics
Prices and Incomes
In medieval societies, the use of money was not widespread, barter being more common. We have taken some liberties with this so that players can handle money, find it, earn it, and spend it.
Hârnic prices and incomes are based on 13th century medieval Britain, modified as necessary to relate to Hârn. For example, wood was relatively scarce and expensive in medieval Britain, but on Hârn, which is still heavily forested, the prices for wood products have been reduced. The prices of weapons on the other hand have been increased to restrict their availability.
Hârnic Coins
The first Hârnic coins were minted by the Sindarin. These were tokens of esteem for their human subjects, who were soon trading and forging them, making regulation necessary. When the Sindarin withdrew to the Shava Forest, they ceased minting coins, leaving the Khuzdul with a monopoly for many centuries until the first comprehensive system of coinage was developed in the Corani Empire some 300 years ago. In contemporary Hârn, coins are generally struck at official government mints but sometimes freemaster jewellers will be awarded a license to strike coins for a fixed period. The penalty for making coins without such license is death.
There are no bronze or copper coins minted on Hârn. The Khuzdul of Azadmere mint a gold coin called the Khuzan Crown, but most people will never see one. The coinage system in use throughout Hârn is based on a single coin, the silver penny.
INSERT TABLE
| 4 farthings | = | 1 penny (1d) |
| 12 pennies | = | 1 shilling (12d) |
| 20 shillings | = | 1 pound (240d) |
The farthing (f) is one piece of a silver penny that has been divided literally into four quarters. The shilling (12d) and the pound (240d) are not coins, merely terms used for quantities of silver pennies. Coins contain about 75% of metal value, the difference being due to the cost of minting and the addition of 10% tin for strength.
Most civilized states produce their own silver pennies. Coins from Azadmere have universal acceptance throughout Hârn; coins minted elsewhere are usually discounted 10–20% outside their own territory. Rethemi coins, due to chronic problems of clipping and debasing, are hard to pass outside Rethem. The coins in common use on Hârn as of 720 are illustrated here.
Prices
A price list of basic goods and services is on the following pages. The GM must keep in mind that these are "retail" prices at the indicated source, which may not, of course, be the original source. The selling price of goods must cover not only their buying price and work done to make them saleable, but also levies of tariffs and tolls, transport costs, and losses to shipwrecks, storms, pirates, and brigands. A mercantyler would buy items for as little as 10% of these prices and sell them for roughly 50% of the indicated price to the named source. That is, a beaver pelt is listed as 20d. This would be the selling price for a dressed pelt from the indicated source (Hideworker). A mercantyler in the fur trade would purchase such a pelt from a trapper for as little as 2d, sell it to a Hideworker for 10d, who then cures and dresses the hide and sells it for 20d. Select goods from eastern Lythia change hands many times and sell in the west for up to 100 times their original cost.
All prices should be seen as only a rough guide. Bargaining over prices is as much an art form on Hârn as anywhere. Most items are sold on the basis of quality and volume, not weight. Markets do not have scales and, even if they did, they would probably not be trusted by buyers. The seller, with a shrewd eye on the size of the buyer’s purse, sets a price. Haggling follows and the final transaction can vary 25% or more from the noted prices.
The units of measure noted on the price list are those standard to Hârn. See also "Weights and Measures" in Hârndex. Food and livestock are bought either at a market or directly from the producer. Most meat is purchased live since a live animal is indisputably fresh and will keep without spoiling as long as you feed it.
Weapons and Armour
These are listed by basic type, such as swords, clubs, and spears. Armour is also listed by type, such as mail, scale, and so forth. Kurbul is the Hârnic name for hardened leather.
TO DO - Figure Out Production Chain
- Trade Production Part, ie. Resource,
- Raw Material the basic material from which a product is made.
- Commodity (a raw material or primary agricultural product that can be bought and sold, such as copper or coffee.)
- Soft Commodity are commodities such as coffee, cocoa, sugar, corn, wheat, soybean, fruit and livestock. The term generally refers to commodities that are grown.
- Hard Commodity are commodities such as oil, copper and gold. The term generally refers to commodities that are mined.
- Material/Component
- Product
- A
- A
Goods, Services. See. Three-sector theory (https://en.wikipedia.org/wiki/Three-sector_theory) The three-sector theory is an economic theory which divides economies into three sectors of activity: extraction of raw materials (primary), manufacturing (secondary), and services (tertiary). Supply & Demand: (https://en.wikipedia.org/wiki/Supply_and_demand)
A supply chain is a system of organizations, people, activities, information, and resources involved in moving a product or service from supplier to customer. Supply chain activities involve the transformation of natural resources, raw materials, and components into a finished product that is delivered to the end customer.[2] In sophisticated supply chain systems, used products may re-enter the supply chain at any point where residual value is recyclable. Supply chains link value chains.
Price List A
Note: ADD a more detailed table of these, with links, highlights, etc.
Note: ADD Joint RowSpan for Same Item Listed, ie. CLUB, CLUB/Mace, Maul, Morningstar, etc.
Note: MODIFY Supplier, to be multi column. ie. Farm/Market.
Note: ADD Resource Type, ie. Livestock, Food, Clothing, etc.
Note: ADD Categories for ITEMs: Food & Drink, Resource, Animal (Food, Livestock), Clothing, Weapon, Tool, etc.
Note: ADD Categories for Occupation
INSERT TABLE
| Item | Unit Volume | Price | Supplier | ● | ● |
|---|---|---|---|---|---|
| ALE | pint | 1f | Innkeeper | ● | ● |
| ANCHOR 12d Shipwright | |||||
| APPLES/bushel 6d Farm/Market | |||||
| ARROWS/dozen 15d Weaponcrafter | |||||
| AXE/Battle 100d Weaponcrafter | |||||
| AXE/Hand 70d Weaponcrafter | |||||
| AXE/Hatchet 12d Metalsmith | |||||
| AXE/Pole 96d Weaponcrafter | |||||
| AXE/Throwing 48d Weaponcrafter | |||||
| AXE/Warhammer 90d Weaponcrafter | |||||
| AXLE 6d Metalsmith | |||||
| BAG/Canvas 4d Tentmaker | |||||
| BARLEY/bushel 5d Farm/Market | |||||
| BARREL/hogshead 15d Woodcrafter | |||||
| BEANS/bushel 8d Farm/Market | |||||
| BELT/leather 10d Hideworker | |||||
| BLANKET/wool 48d Clothier | |||||
| BOOTS/leather 64d Hideworker | |||||
| BOTTLE 6d Glassworker | |||||
| BOW/Crossbow 60d Weaponcrafter | |||||
| BOW/Longbow 36d Weaponcrafter | |||||
| BOW/Shortbow 24d Weaponcrafter | |||||
| BRANDY/pint 8d Innkeeper | |||||
| BREAD/Rye loaf 1f Miller | |||||
| BREAD/Wheat loaf 2f Miller | |||||
| BRIDLE 12d Ostler | |||||
| BUCKET/wood 4d Woodcrafter | |||||
| BUNS/dozen 2f Miller | |||||
| CANDLE 1f Chandler | |||||
| CART/2 wheels 80d Woodcrafter | |||||
| CAULDRON/iron 10d Metalsmith | |||||
| CHAIR 12d Woodcrafter | |||||
| CHARCOAL/bushel 2d Charcoaler | |||||
| CHICKEN/live 6d Farm/Market | |||||
| CIDER/pint 1f Innkeeper | |||||
| CLUB 12d Woodcrafter | |||||
| CLUB/Mace 84d Weaponcrafter | |||||
| CLUB/Maul 24d Woodcrafter | |||||
| CLUB/Morningstar 48d Weaponcrafter | |||||
| COAL/bushel 6d Charcoaler | |||||
| COFFIN 9d Woodcrafter | |||||
| COURTESAN 12d Courtesan | |||||
| CROWBAR 9d Metalsmith | |||||
| DAGGER 24d Weaponcrafter | |||||
| DAGGER/Keltan 36d Weaponcrafter | |||||
| DAGGER/Taburi 20d Weaponcrafter | |||||
| DONKEY/live 120d Ostler | |||||
| DRUM 36d Harper | |||||
| DUCK/live 6d Farm/Market | |||||
| EGGS/dozen 2d Farm/Market | |||||
| EMBALMING 200d Embalmer | |||||
| FALCON/trained 100d Falconer | |||||
| FLAIL/Ball and Chain 60d Weaponcrafter | |||||
| FLAIL/Grain 12d Metalsmith | |||||
| FLAIL/War 60d Weaponcrafter | |||||
| FLUTE 18d Harper | |||||
| GLOVES/Leather 24d Clothier | |||||
| GLOVES/Silk 48d Clothier |
Price List B
| Item Price Supplier |
| GLOVES/Wool 12d Clothier |
| GOAT/live 10d Farm/Market |
| GOBLET/Pewter 3d Metalsmith |
| GOLD/ounce 400d Miner |
| GOOSE/live 9d Farm/Market |
| GRAPPLE 10d Metalsmith |
| HAMMER 6d Metalsmith |
| HARNESS/Horse 18d Ostler |
| HARP 300d Harper |
| HARPOON 40d Metalsmith |
| HAT/Hood, Cloth 16d Clothier |
| HAT/Leather 16d Clothier |
| HAT/Linen 4d Clothier |
| HAT/Silk 32d Clothier |
| HAT/Wool 8d Clothier |
| HAY/bushel 6d Farm/Market |
| HERB/common/ounce 6d Apothecary |
| HERB/rare/ounce 60d Apothecary |
| HIDE/Beaver 20d Hideworker |
| HIDE/Calf 16d Hideworker |
| HIDE/Deer 6d Hideworker |
| HIDE/ermine/sable 30d Hideworker |
| HIDE/Horse 10d Hideworker |
| HIDE/Lambskin 3d Hideworker |
| HIDE/Otter/weasel 24d Hideworker |
| HIDE/Ox 12d Hideworker |
| HIDE/Pig 5d Hideworker |
| HIDE/Rabbit 1d Hideworker |
| HIDE/Seal 24d Hideworker |
| HIDE/Sheep 4d Hideworker |
| HONEY/gallon 12d Farm/Market |
| HORN/Hunting 20d Hideworker |
| HORSE/Cart 180d Ostler |
| HORSE/Plough 240d Ostler |
| HORSE/Riding 360d Ostler |
| HORSE/War 600d Ostler |
| HORSESHOE/each 1d Metalsmith |
| INK/Black/quart 3d Lexigrapher |
| KEY 2d Locksmith |
| KNIFE/Kitchen 6d Metalsmith |
| KURBUL/Ailettes 20d Weaponcrafter |
| KURBUL/Backplate 60d Weaponcrafter |
| KURBUL/Breastplate 60d Weaponcrafter |
| KURBUL/Coudes 10d Weaponcrafter |
| KURBUL/Greaves 50d Weaponcrafter |
| KURBUL/Half helm 20d Weaponcrafter |
| KURBUL/Kneecops 15d Weaponcrafter |
| KURBUL/Rerebraces 30d Weaponcrafter |
| KURBUL/Vambraces 25d Weaponcrafter |
| LANTERN 12d Chandler |
| LEGAL CONTRACT 24d Litigant |
| LEGAL DEED 18d Litigant |
| LEGAL WILL 12d Litigant |
| LEGGINGS/Leather 176d Clothier |
| LEGGINGS/Linen 48d Clothier |
| LEGGINGS/Silk 384d Clothier |
| LEGGINGS/Wool 88d Clothier |
| LOCK 4d Locksmith |
Price List C
| Item Price Supplier |
| LOCKBOX 12d Locksmith |
| LUTE 200d Harper |
| MAIL/Cowl 120d Weaponcrafter |
| MAIL/Byrnie 660d Weaponcrafter |
| MAIL/Hauberk 975d Weaponcrafter |
| MAIL/Leggings 660d Weaponcrafter |
| MAIL/Mittens 60d Weaponcrafter |
| MAP 12d Lexigrapher |
| MEAD/pint 2f Innkeeper |
| MEAL/Cold 3f Innkeeper |
| MEAL/Hot 1d Innkeeper |
| MILK/gallon 3d Farm/Market |
| MULE/live 180d Ostler |
| NAILS/pound 2d Metalsmith |
| OAR 5d Shipwright |
| OATCAKES/dozen 1f Miller |
| OATS/bushel 4d Farm/Market |
| OIL/Lamp/gallon 12d Chandler |
| OX/COW 96d Farm/Market |
| PAN/Copper 12d Metalsmith |
| PICK 8d Metalsmith |
| PIG/live 24d Farm/Market |
| PIPE/Smoking 2d Potter |
| PITCHFORK 6d Metalsmith |
| PLATE/Ailettes 100d Weaponcrafter |
| PLATE/Backplate 300d Weaponcrafter |
| PLATE/Breastplate 300d Weaponcrafter |
| PLATE/Coudes 50d Weaponcrafter |
| PLATE/Great helm 275d Weaponcrafter |
| PLATE/Greaves 250d Weaponcrafter |
| PLATE/Half helm 100d Weaponcrafter |
| PLATE/Kneecops 75d Weaponcrafter |
| PLATE/pewter 5d Metalsmith |
| PLATE/Rerebraces 150d Weaponcrafter |
| PLATE/Vambraces 125d Weaponcrafter |
| PLOUGH 48d Woodcrafter |
| PROSTITUTE 1d Prostitute |
| PURSE/Buckram 9d Clothier |
| PURSE/Silk 60d Clothier |
| QUILL 1d Lexigrapher |
| QUILT/Cowl 32d Weaponcrafter |
| QUILT/Gambeson 260d Weaponcrafter |
| QUILT/Leggings 184d Weaponcrafter |
| QUILT/Tunic 176d Weaponcrafter |
| QUIVER 8d Hideworker |
| RING/Byrnie 308d Weaponcrafter |
| RING/Halfhelm 28d Weaponcrafter |
| RING/Hauberk 455d Weaponcrafter |
| RING/Leggings 308d Weaponcrafter |
| RING/Vest 196d Weaponcrafter |
| ROBE/Silk 600d Clothier |
| ROBE/Wool 156d Clothier |
| ROPE/fathom 6d Shipwright |
| RYE/bushel 6d Farm/Market |
| SACK/buckram 1d Tentmaker |
| SACK/linen 2f Tentmaker |
| SADDLE/Riding 80d Ostler |
| SADDLE/War 240d Ostler |
Price List D
| Item Price Supplier |
| SALT/bushel 12d Salter |
| SANDALS/leather 8d Hideworker |
| SCABBARD/leather 48d Hideworker |
| SCALE/Byrnie 440d Weaponcrafter |
| SCALE/Hauberk 650d Weaponcrafter |
| SCALE/Vest 280d Weaponcrafter |
| SCROLL/Parchment 2d Lexigrapher |
| SCROLL/Vellum 4d Lexigrapher |
| SCYTHE 24d Metalsmith |
| SHEEP/live 12d Farm/Market |
| SHIELD/Buckler 24d Weaponcrafter |
| SHIELD/Kite 72d Weaponcrafter |
| SHIELD/Knight 60d Weaponcrafter |
| SHIELD/Round 42d Weaponcrafter |
| SHIELD/Tower 96d Weaponcrafter |
| SICKLE 10d Metalsmith |
| SILVER/ounce 20d Miner |
| SLAVE 300d Slaver |
| SLED 80d Woodcrafter |
| SLING 6d Hideworker |
| SNOWSHOES/pair 36d Woodcrafter |
| SPEAR 60d Weaponcrafter |
| SPEAR/Glaive 84d Weaponcrafter |
| SPEAR/Javelin 48d Weaponcrafter |
| SPEAR/Lance 120d Weaponcrafter |
| SPEAR/Pike 96d Weaponcrafter |
| SPEAR/Trident 72d Weaponcrafter |
| SPEAR/Staff 36d Woodcrafter |
| SPURS 18d Metalsmith |
| STABLING/day 1d Ostler |
| SURCOAT/Linen 60d Clothier |
| SURCOAT/Silk 480d Clothier |
| SURCOAT/Wool 104d Clothier |
| SWAN/live 12d Farm/Market |
| SWORD/Bastard 180d Weaponcrafter |
| SWORD/Battle 230d Weaponcrafter |
| SWORD/Broad 150d Weaponcrafter |
| SWORD/Estoc 150d Weaponcrafter |
| SWORD/Falchion 120d Weaponcrafter |
| SWORD/Short 90d Weaponcrafter |
| TABLE 36d Woodcrafter |
| TANKARD/Pewter 4d Metalsmith |
| TENT/Pavilion 200d Tentmaker |
| TINDERBOX 6d Chandler |
| TUNIC/Leather 192d Clothier |
| TUNIC/Linen 48d Clothier |
| TUNIC/Silk 384d Clothier |
| TUNIC/Wool 88d Clothier |
| VEST/Leather 112d Clothier |
| VEST/Linen 30d Clothier |
| VEST/Silk 240d Clothier |
| VEST/Wool 56d Clothier |
| WAGON/4 wheels 220d Woodcrafter |
| WHEAT/bushel 8d Farm/Market |
| WHEEL 18d Woodcrafter |
| WHIP 12d Hideworker |
| WINE/pint 2d Innkeeper |
| WINESKIN/one gallon 10d Hideworker |
Incomes
Listed here are the average wages earned from various occupations on Hârn. The incomes shown are monthly, based on working 24 days, the average number of days worked per month after various holidays. Dawn to dusk hours are the norm for most work; hence in reality, summer wages are higher and winter wages are lower due to the number of hours that can be worked.
Guilded Occupations
Wages shown are for bonded masters; room and board may also be provided. The employer would bear the additional cost of providing materials and supplies, but tools are generally owned by the master. A highly skilled master, such as a mason-architect building a new castle or an exquisite sword craftsman, could earn fees up to six times higher, but such incomes are rare. Apprentices, in most cases, receive only room and board but sometimes get pocket money from generous masters. A journeyman would receive 30–60% of a master’s wages depending on experience, plus room and board.
Freemasters tend to have variable incomes, possibly even a loss. Their expenses would include rent, taxes, and supplies, and demand for their services is obviously crucial. Unless the GM wishes to take these factors into account and calculate a "profit and loss" statement for a freemaster, we suggest their net income (profit after all business expenses) is equal to the bonded master rate, varied at GM discretion.
Unguilded Occupations
Wages given are for experienced workers; others might earn 20–80% of this amount, depending on skills. Wages would also be dependent on the availability of labor.
Military Wages
The income of a man-at-arms is given. These wages apply to common legionnaires of Tharda but may serve as a guideline to all mercenaries of the lowest rank. Wages are usually paid quarterly but are listed monthly for comparison with other incomes. Considering the danger, military wages are low, but there are some perks such as booty. Traditionally, a soldier may keep two thirds of booty collected, giving one third to the next highest rank, who gives one third to the next highest rank, and so on. The commander of a large army can acquire quite a tidy sum in this way.
Income Table
INSERT TABLE
Note: ADD links for each profession skill, seperate (or Background Colour!) Guilded and Unguilded. Then expand the list to include recources, with background colouring etc.
| Incomes | |||
| Guilded | Day | Month | Year |
|---|---|---|---|
| Apothecary 10f 60d 720d | |||
| Arcane Lore Variable | |||
| Chandler 9f 54d 648d | |||
| Charcoaler 9f 54d 648d | |||
| Clothier 10f 60d 720d | |||
| Courtesan Variable | |||
| Embalmer 8f 48d 576d | |||
| Glassworker 11f 66d 792d | |||
| Harper 7f 42d 504d | |||
| Herald 13f 78d 936d | |||
| Hideworker 10f 60d 720d | |||
| Innkeeper 10f 60d 720d | |||
| Jeweller 11f 66d 792d | |||
| Lexigrapher 11f 66d 792d | |||
| Lia-Kavair Variable | |||
| Litigant 12f 72d 864d | |||
| Locksmith 10f 60d 720d | |||
| Mason 16f 96d 1,152d | |||
| Mercantyler Variable | |||
| Metalsmith 12f 72d 864d | |||
| Miller 14f 84d 1,008d | |||
| Miner 14f 84d 1,008d | |||
| Ostler 13f 78d 936d | |||
| Perfumer 11f 66d 792d | |||
| Physician 12f 72d 864d | |||
| Pilot Variable | |||
| Potter 10f 60d 720d | |||
| Salter 8f 48d 576d | |||
| Seaman 8f 48d 576d | |||
| Shipwright 15f 90d 1,080d | |||
| Tentmaker 12f 72d 864d | |||
| Thespian Variable | |||
| Timberwright 13f 78d 936d | |||
| Weaponcrafter 18f 108d 1,296d | |||
| Woodcrafter 11f 66d 792d | |||
| Unguilded Day Month Year | |||
| Animal Trainer 12f 72d 864d | |||
| Beggar 4f 24d 288d | |||
| Cartographer 14f 84d 1,008d | |||
| Cook 5f 30d 360d | |||
| Farmhand 4f 24d 288d | |||
| Fisherman 8f 48d 576d | |||
| Herdsman 4f 24d 288d | |||
| Hunter/Trapper 7f 42d 504d | |||
| Laborer/Porter 7f 42d 504d | |||
| Longshoreman 7f 42d 504d | |||
| Man-at-Arms 5f 30d 360d | |||
| Prostitute Variable | |||
| Ratter 10f 60d 720d | |||
| Sage/Tutor 14f 84d 1,008d | |||
| Scribe 11f 66d 792d | |||
| Servant 4f 24d 288d | |||
| Teamster 12f 72d 864d | |||
| Thatcher 9f 54d 648d | |||
| Toymaker 8f 48d 576d |
Taxes and Tolls
Most Hârnic taxes noted below are urban in character. The levies charged on rural folk, namely aids and heriot, are discussed under feudal obligations. Average tax rates are given but they can vary. Other Hârn publications provide specific tax rates at various locales.
Property Tax
An annual tax charged on the assessed value of real estate, most of which is owned by wealthy guildsmen or gentlefolk. Bribery of civic tax assessors to deflate values is widespread. Landlords are responsible for payment of property taxes, generally on the first day of Savor in late autumn. There are two tax rates, a business rate (6%) applicable only to guildsmen and a residential rate (8%) for everyone else. Properties outside a city wall but still under civic jurisdiction (generally within one league of the citadel) probably pay lower taxes (30–70%). Tax-exempt status applies to many legal temples.
Hawking Tax
A tax payable to the bondmaster on all goods brought into a city to be sold, including raw materials for further processing but excluding foodstuffs. The tax is usually a percentage of the consignment’s value but since the bondmaster tends to rely on "declared values," assessments are generally low unless the mercantyler neglects the appropriate bribes. The average tax is 10%.
Bonding Fees
The mercantyler can delay payment of the hawking tax by placing his goods in bond, which means storing them in the government bonding house. Goods temporarily brought into a city but destined to be exported must be placed in bond. This service incurs payment of a bonding/storage fee (a percentage of declared value) payable in advance, with a minimum one-month fee. The average bonding fee is 1% per month.
Maritime Taxes
Owners of ships berthed in a port must pay the harbormaster a wharfage fee that averages 1d per foot of vessel length per day. Vessels at anchor in a port pay roughly 20% of the wharfage rate. The pilotage fee is typically 24–48d per vessel. A vessel can reduce its wharfage (but not its pilotage) in a given port by 50% by paying an annual registry fee for that port.
Tolls
Government tollhouses exist along most major roads and tolls are often charged by various parties, not always legitimately, at bridges, fords, etc. Typical tolls are:
INSERT TABLE
| Per Person (afoot) | 1f |
| Per Horse | 3f |
| Per Cart (2-wheels) | 2f |
| Per Wagon (4-wheels) | 4f |
| Per Ox/Sheep/etc. | 1f |
Guild Dues
All master guildsmen pay 10% of their gross incomes to their guild, which then pays half of this amount to the town government. Unguilded occupations pay no guild dues but do pay the higher residential property tax.
Hârn Economic Map
Trade
Most regions of Hârn are self-sufficient with the exception of salt and mineral ores. The Economic Map shows only resources and products that are available in sufficient quantity for trade. That is, there is a surplus of these items for the specific area, allowing them to be "exported" to another region. Most trade goods are exotic wares or basic goods that are scarce in specific areas.
Caravans
Nearly all land trade is transported via caravans, organized expeditions of mercantylers journeying from one town to another. The long-established routes are often patrolled by various interested parties seeking to encourage such traffic. Way-stations such as Trobridge Inn or Oselbridge have been built at strategic points to aid the caravan trade.
Tashal is the major trading center of eastern Hârn. In early summer, four large caravans converge there: from Orbaal and the north down the Fur Road, from Azadmere via the Silver Way, from Coranan and western Hârn along the Salt Route, and from Thay by way of the Genin Trail. The diverse goods brought to Tashal are traded during the summer months, mostly Larane, before the caravans begin their trips home.
Coranan is the major trading center of western Hârn. Caravans journey between Aleath and Coranan throughout the year. Goods from Golotha and Shiran move to Coranan at irregular intervals, usually by barge on the Thard River. The traditional departure date of the Salt Route caravan from Coranan to Tashal is the fifteenth of Peonu. Mercantylers from Aleath, Golotha, and Shiran join the caravan at Coranan before this date. A few mercantylers join the caravan at Moleryn.
Caravan Masters
The major caravans of Hârn and Lythia are operated by specialist members of the Mercantylers’ Guild known as caravan masters. It is not illegal for any mercantyler to organize his own caravan but the organizational complexity involved has led to the prevailing custom. Most caravan masters are individuals (often ex-military officers) who have demonstrated some skill at getting the job done. Several have become dominant because of the special relationships they have developed with guildmembers and tribesmen. Fees are charged to journey with a caravan. The GM may calculate fees based on a rough charge per ten leagues (two hexes on a regional map) of: wagon/6d, cart/3d, horse/2d, and man afoot/1d. Fees do not include tolls and might be waived or reduced if someone "works his passage."
Maritime Trade
With few exceptions, overland roads are very bad and wheeled transport slow and crude. Land trade is the preserve of a few hardy mercantylers and most commercial movement of goods is by water, although this is less true on Hârn than elsewhere. Maritime trade is dealt with in detail in the Pilots’ Almanac expansion module (COL #4002).
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Notes
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