Hârn HârnWorld Economics

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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)
Hârnic Coins

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.

Template:Quote box

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

Price List A
Item Unit Volume Price Supplier Product Type
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 Food Ingredient
BARREL hogshead 15d Woodcrafter
BEANS bushel 8d Farm/Market Food
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
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
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
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.

City Dockscape


Hârn Economic Map

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).


Trade Port Scene


A

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Notes

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