HÂRNMASTER
MERCANTYLISM
WRITTEN BY: ROY DENTON
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
© Author, N. Robin Crossby & Columbia Games Inc., 2004
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MERCANTYLISM _ 1 MODULE CONTENTS
INTRODUCTION Mercantylism is the practice, methods, or spirit of merchants, not just those traveling from place to place buying and selling goods but also the craftsman selling his wares locally; these are just some of the aspects of mercantylism that touches everyone in the Hârnic world. Mercantylism involves not only the large and/or small merchants who buy and sell goods; but also the individuals who assist in the collecting of raw materials, transportation, manufacturing, and a myriad of other activities involved along the way. This module has been developed to bring as many of these aspects together as possible. Instead of focusing on the island of Hârn, this module will look at the whole of Western Lythia and the various aspects that affect the region overall. This is not an allinclusive module, but a base upon which further ideas and concepts can be built.
Merchant Guilds: A description of the three broad guild organizations that make up this group with a focus on the Mercantylers Guild. Guild Halls: A look at guild halls and their use(s). Mercantile Law: A description of the laws governing mercantile operations. Mercantile Operations: A look at how to conduct various aspects of mercantile operations. Commercial Documents: A look at the various mercantile documents a character may run across or use. The Tashal Mercantyler’s Guild Hall: A floor plan and description of the place. The Hall of Circles: A floor plan and description of the Hall of the Mangai in Thay.
WESTERN LYTHIA VS MEDIEVAL EUROPE As with the early and middle periods of medieval Europe, Western Lythia is also experiencing growth within its economic concepts and operational practices. In Europe most of the advanced concepts of banking, contract law, commercial companies, etc. started in the region we now know as Northern Italy and spread north into France, Germany, England, and on up into Scandinavia and the regions bordering the Baltic. At the same time this was happening, these regions were not devoid of any mercantile operations of their own; however, many of these operations were very basic in concept and complexity. This same phenomenon is also occurring within Western Lythia. In this case, the region encompassing the Karejian League, in the Venarian Sea, is playing the same role in Western Lythia as Northern Italy did in medieval Europe. Like the Northern Italian city states, the Karejian League is in a position to intercept and control luxury trade coming from the east and bulk goods coming from the west. It is in this region that the concepts developed within the Italian city states have also come to life. With the decline of the Azeryan Empire and the growing strength of the Karejian League, these concepts have spread throughout the old territories of the Empire. With the arrival of the Karejian Laruns into the far flung ports of Northwestern Lythia, their ideas and practices are just now beginning to arrive within these farthest regions and in time may replace some of the less complex practices already being practiced there. Although an existing system is in place, many see these new ways of as being more efficient as the scale of business grows. However, there are those who believe that their ways work just fine for their own purposes and have no desire to change. As with Europe, the ports or regions that deal predominately with the merchants from these more advanced regions are more likely to adapt or adopt these new ideas. Whereas those who have no contact or limited contact will continue in their own ways until necessity demands some form of change.
CLIPART AND GRAPHICS Medieval/Renaissance Food Clip-Art Collection http://www.pbm.com/~lindahl/food-art/ Medieval Woodcuts Clipart Collection http://www.godecookery.com/clipart/clart.htm Regia Anglorum http://www.regia.org/
RESEARCH RESOURCES Medieval Trade in the Medieval World, By: Robert S. Lopez and Irving W. Raymond Power and Profit By: Peter Spufford The German Hansa By: Philippe Dollinger
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTYLISM _ 2 MERCHANTS VS MERCANTYLERS MERCHANT CRAFTSMEN Throughout Western Lythia, craftsmen can be found selling merchandize they have crafted within their own shops. When shopping for supplies these are the merchants the average character will encounter. They are usually found within their shops, or in a local market, working on or selling their handicrafts. Their incomes are derived from the making and selling of items related to their guild’s specialty. Some of the more affluent craftsmen buy imports (usually items related to their business) at wholesale from the Mercantyler’s Guild and then resell the item(s) from their shops and/or the local market. Local and international guild rules restrict these craftsmen to producing and selling items related to their guild’s charter. However, due to its initiative, the Chandlers Guild buys and sells limited amounts of goods produced by other guilds, at a higher price of course; again, doing this within the limitations set by their guild’s ordinances and the local Mangai’s by-laws. Finally, the key feature of the merchant craftsman’s business is that they generally sell their wares at retail to local customers, seldom endeavoring into wholesale trade unless working with a mercantyler.
MERCANTYLERS Mercantylers are the true adventurers and gamblers of Kethira. The occupation offers a Player Character (PC) the opportunity to travel, have adventures in diverse places, and to make (or lose) money at the same time. A mercantyler’s occupation encompasses the buying and selling of goods at wholesale, acting as an agent for parties interested in trade, or extending loans as a Usurer. Mercantylers are an organized trade that tends to deal within their own organization exclusively, giving themselves a de-facto stranglehold on most trading activities throughout Western Lythia. To this end, most major towns will have a Mercantyler’s Hall for guild member use only. Through this establishment, they are able to control the import/export trade within the area controlled by their home towns.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
THE GUILDS Guilds in Western Lythia are international organizations. However, each local chapter of a guild has its own by-laws describing its operations and the restrictions it has placed on its members. Although a chapter does recognize foreign guildsmen of the same guild, it may restrict their activities within the local chapter’s area of operations.
PROFIT VS. LOSS The chance for profit is a big draw for many individuals to join the ranks of the Mercantylers. However, due to the extreme dangers of travel throughout Kethira, and the fluctuations of local markets, the chance for loss is just as great.
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MERCHANT GUILDS _ 1 MARKET AND FAIR RIGHTS
MERCHANT GUILD GROUPINGS THE MANGAI On Hârn, the Mangai is a joint association of all Hârnic Guilds; throughout the rest of Western Lythia, these joint associations are found within each kingdom instead of each region; local chapters are found in each town in one form or another. The Mangai’s primary function is to regulate guild activities, settle any disputes between them, and work with the local or regional governments concerning guild rights and privileges. The Mangai operates under the Charter of the Mangai; a law enacted by most civilized governments of Western Lythia. This charter fosters and protects the legal monopolies held by all guilds. A Mangai chapter includes at least one representative from each local guild. Each chapter elects an executive council, which oversees the implementation and execution of local by-laws. Although it wields enormous power, the Mangai stays out of feudal and/or imperial politics. Governments respond by limiting their involvement in guild affairs to taxation.
CRAFTGUILDS The craftguilds produces commodities for local consumption and/or export. A specific craftguild is a brotherhood of craftsmen banded together to control economic activities in a specific trade, such as the Potters guild. Throughout Western Lythia, virtually all commercial activities are within the realm of these powerful guilds whose rights are protected by the Charter of the Mangai. Most towns are dominated by their guilds. The prime purpose of a craftguild is to provide economic security for its members. Towards this end they employ their legal monopolies to limit competition. This is done by restricting the number of franchises within a specific market. A franchise is a license granted to individuals, by a guild, allowing them to own and operate a business in a specific area. Most craftguilds are urban while others are rural or both. Some guilds are weak, with loosely defined monopolies; however, most are strong. In Orbaal and among the Khuzdul and Sindarin, the functions of the guilds are performed by clans, equally monopolistic, but simpler in organization.
TRAINING AND ADVANCEMENT Most craftguild’s requirements are not as demanding as the mercantyler’s guild. At most, aspirants need only be proficient with their own native tongue and have the aptitude and ability to perform the necessary skills of the guild. The more prosperous guildsmen will attempt to place their younger offspring into some kind of early educational program. Since the younger offspring do not stand to inherit the family franchise, this enables them to look at other opportunities, such as the priesthood or a more prosperous guild. Once an apprentice has been promoted to the rank of journeyman he may return to the family franchise and wait to inherit it from his father. If his family has no franchise, or he is a younger son, he will travel from location to location improving his skills and awaiting his chance to advance to the rank of master and eventually gain a franchise.
SPECIALIZATION Most craftsmen do not know every aspect of their guild. Instead, they tend to specialize in one or more areas of their craft. As these individuals improve on these specialties, they also seek out others to expand their knowledge and acquire additional specialization’s. Through such endeavors, these individuals advance in their skills, reputation, and wealth.
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A crucial function of the Mangai is its exclusive right to sponsor, and organize, all fairs and markets within its area of operations. The Mangai pays the appropriate fees to whomever governs the area for the right to conduct a market or fair; it then recoups its investment by charging fees (usually 1d per day) to all whom wish to sell their wares within the market and/or fair. However, fees for major fairs can be higher and involve many other charges as well.
MANGAI CONVENTIONS On Hârn, the Mangai holds triennial conventions at alternating sites, moving from one town to another, the representatives of every Hârnic guild and their local chapters attend it. The conventions are democratic gatherings used by the Mangai to standardize guild activities throughout Hârn. Thay will host the next convention in 721. In the rest of Western Lythia, each association follows a similar format, although the time may vary.
CRAFTGUILDS Apothecary Herbalist Pharmacist Chandler Lamp Maker Candle Maker Charcoaler
Locksmith
Metalsmith Coppersmith Toolmaker Perfumer Perfume Maker Soap Maker Clothier Potter Weaver Earthenware Tailor Stoneware Terracotta Glassworker Salter Glassblower Pickling Stained Glass Smoking Salting Hideworker Tentmaker Tanner Canvas Maker Leatherware Tentmaker Jeweler Weaponcrafter Silversmith Swordsmith Engraver Armorer Lexigrapher Woodcrafter Parchment Maker Joiner Mapmaker Cooper Ink Maker Quill Maker NOTES: This is a sample of specializations, not an all-inclusive listing.
DUAL ROLE GUILDS Harper Innkeeper Mason
Miller Ostler Shipwright
NOTES: Most dual role guilds are usually more of a service provider than craft organizations; therefore, most of them have limited specializations.
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCHANT GUILDS _ 2 TRADEGUILDS Unlike the craftguilds, the tradeguilds provide specific services to their communities, such as the Physician’s guild, instead of commodities. However, some of these guilds also serve as craftguilds on a limited basis. One of these dual guilds is the Innkeepers guild; this guild provides a service through its inns and taverns; but they also produce limited amounts of beverages for the local market or for export. Unlike the craftguilds, the tradeguilds are more rural and defend their rights just as doggedly.
THE MERCANTYLER’S GUILD Mercantylers are guildsmen involved in the trading of goods, or acting as agents for other individuals in some economic transaction. Most mercantylers are simple merchants, buying and selling goods within their town’s local area or just within the confines of their own country. The more adventuresome of mercantylers engage in foreign trade, either through caravan or maritime enterprises; although many trade in a variety of goods, some specialize in specific commodities such as furs, slaves, or wines.
TRADEGUILDS Arcane Lore Courtesan Embalmer Herald Litigant Mercantyler
Miner Physician Pilot Seaman Thespian Timberwright
NOTES: Although there is specialization within these guilds, it is not as pronounced as it is in the craftguilds.
A TOWN’S SPHERE OF INFLUENCE A town’s economic and political sphere of influence reaches out for a number of leagues equal to its market size. For example, Tashal has a market size of six and a sphere of influence of six leagues.
The mercantyler’s monopoly is very ambiguous; therefore, enforcing rigid control over all trading activities would be impossible. Because of a town’s limited sphere of influence, numerous areas are free of any guild control. In these areas, anyone can conduct trading activities, as they like; however, once they enter a town’s sphere of influence the chance of being confronted by the guild for a breach of its rights increases significantly. In addition, there are the numerous peddlers, tinkers, and other minor merchants that the guild does not usually bother with, unless they become flagrant in their activities. It is for this reason that most mercantylers will only conduct business with each other. Consequently, most major towns have a Mercantyler’s Hall for guild members only. Non-guild members can participate in this private market only by hiring a mercantyler as an agent for a fee or commission averaging 5-10% of the exchanged good's value. To insure that the guild remains at the center of economic activity, they have acquired one important monopoly that they rigidly enforce. Only Mercantylers can practice usury, the changing and loaning of money for profit (interest). Some mercantylers (usurers) specialize in this activity. The financing of trade generally involves such men; with the proper incentives, they will finance the ambitions and comforts of kings and other prominent individuals. Interest rates are high, ranging from 5-20% per month, compounded monthly. The rate charged is based on risk, collateral, and social standing. Nobles customarily enjoy the benefit of lower rates. Usurers also exchange foreign coinage for a negotiable discount, 20% being normal, and issue various notes for payment, the closest thing to paper money on Hârn, or Western Lythia. Usurers will redeem their own notes in full when presented back to them. A usurer in another city will also redeem their colleagues’ notes at a discount of 5-20%, although higher discounts usually apply to foreign notes.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
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MERCHANT GUILDS _ 3 EDUCATION AND TRAINING
SUBJECTS COVERED BY THE EDUCATIONAL MODIFIER
EDUCATION
Trivium: Language Skills Script Skills Rhetoric Oratory Quadrivium Mathematics Astrology Musician Singing Law
For those characters whose parents have the money and desire to have their offspring receive an education in the liberal arts, there are two ways to achieve their goal. The first is the church of Save-K’nor and the second is through private tutors. By receiving an early education in the arts, the chances of obtaining an apprenticeship in the mercantyler’s guild or another prominent urban guild are greatly improved. In general, most characters are enrolled in these educational programs between the ages of seven and nine. The church of Save-K’nor is the most respected, expensive, and difficult means of gaining an education. The church itself has a reputation for excellence in intellectual matters and teachings. The instruction provided by the church is very similar to those instructed in medieval universities. They instruct students in the Trivium and the Quadrivium. The Trivium covers the subjects of grammar, rhetoric, and dialectics; usually in High Azeryani, but also in the local tongue. The Quadrivium covers the subjects of arithmetic, geometry, music, and astronomy. In addition, a student can also receive additional instruction in additional languages, scripts, and material on urban and/or merchant law. To become a lay student in the church the parents of the character would have to pay a substantial fee for the privilege. This fee is very stiff and is usually no less than £100 a year. The fee covers the student's tuition and living expenses. Once admitted to the school, students will live in the acolytes' quarters and perform the same duties as the other acolytes; in addition; they would be on probation for one year. Students that demonstrate the intellect to continue their education, they may remain until the age of 13. At that time they could leave the school and move on to another profession, or they could elect to join the church as an acolyte. The second method of education, using private tutors, is open to all who can afford their fees and not those of the Save-K’noran church. The parents of a character would hire a tutor to teach their child the same material as taught within the church schools; however, the quality of education received would vary depending on the instructor and the time invested. Most tutors are retired mercantylers, Save-K’noran priests who have been granted permission to act as tutors, and anyone else who fancies themselves knowledgeable in intellectual matters. Because of these variances in tutors, the knowledge a student receives can also vary. This in turn can degrade or improve a character's initial opening skills.
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EDUCATIONAL MODIFIER FOR OML’S Determine a ML for the instructor or school giving the instruction. If more than one instructor or school is involved, then determine a ML for each then average the results. Determine ML as follows: (3d6 x 5) + 10. The church of Save-K’nor adds +10 to this. Determine success of the tutor or school in delivering its instructions and compare the results to the following table to determine an OML modifier. Multiply the resulting modifier by the skill's OML and round up the result.
OML MODIFIER SI
CF
MF
MS
CS
0 1 2 3 4 5 6 7 8 9 10 11 12
0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00
0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15
0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25
0.75 0.80 0.85 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35
Example: A mercantyler has an OML of 32 in Mathematics. He received an education at a Save-K’noran church with a ML of 87. The success roll generates an MS for a modifier of 1.05. Therefore, the OML of the character is now 34. As you can see, the worse the education the character receives, the worse the character's OML will be.
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCHANT GUILDS _ 4 The OML Modifier may also be applied to skills acquired during an apprenticeship; or towards skills opened during the course of play involving an instructor.
TRAINING GENERAL In the first few years of an apprenticeship, apprentices will perform menial tasks within their master’s shop and/or residence or carry their master’s messages to destinations within town. During this time, they are expected to learn the terms used in everyday operations, and how to store and/or pack merchandise. The next few years will have them working with journeymen within the shop learning the basic skills of their trade. In addition, they will learn how to identify and grade samples of various products and may even accompany their master or another employee on local business transactions. During their last years as an apprentice, they are given more responsibilities within the shop. They may be put in charge of simple operations, or conducting minor sales within the shop. As they approach the end of their apprenticeship they will be introduced to the more skilled tasks of their profession and allowed to do assignments that are more complex. A mercantyler’s apprentice will also be introduced to the shop’s books and instructed in how to maintain them. Through this steady increase of responsibility, a master prepares their apprentices for the time when they will be working on their own, keeping records, and conducting transactions as journeymen and eventually masters. After completing their apprenticeship and becoming journeymen, or even advancing to be a master in their craft, most individuals will still seek to improve upon their own skills and knowledge. Since most individuals will never learn all the skills of their craft or trade during their apprenticeship, they will continue their education by seeking out others to acquire further expertise within their chosen field. In doing so, they must expend sufficient time to learn the skill to its base level. This time is equivalent to 80 hours of instruction per their Skill Index (SI) of the skill being learned. Once a new skill has been acquired, the individual may improve it as outlined on SKILLS 7 of HM3.
TRAINING FOR MERCANTYLES Of all the trade guilds, the mercantylers are the most demanding in their requirements for education, training, and admission. Mercantylers must be proficient in their own language and at least one other, know at least one script, be proficient in mathematics, have an understanding of the laws involving trade and contracts, and know the ins and outs of the mercantyler’s art. Parents who have the money and wish to see one or more of their offspring become mercantylers will attempt to get them an education in their early years. This is the best route for those who are not mercantylers themselves. Unlike the other trade guilds, the line between the journeyman and the master in not as well defined in the mercantyler’s guild; it is more a matter of money and reputation. In rare instances, non-mercantylers are admitted to the guild as a master; however, this usually involves large amounts of money and concessions between the parties involved. Overall, a mercantyler’s rise through the hierarchy of the guild has more to do with how much money they control than how well they perform their duties. Although, if they do not know their profession well, the money they do have will disappear quite rapidly.
HOURS INSTRUCTION PER SI SI
Hours of Instruction
0 1 2 3 4 5 6 7 8 9
N/A 80 160 240 320 400 480 560 640 720 If desired, a character can adjust hours of instruction for new skills that are in the same specialization category as ones the character already has. To do this, take the existing skill’s SI and subtract the new skills SI to generate a new SI for the adjusted hours of instruction.
Example: A mercantyler currently has the skill of wool cloth at a ML of 58. He is opening the skill linen cloth, which is in the same specialization category, at ML 35. Since they are of the same category, he can adjust the hours of instruction by subtracting 3 (SI of 35) from 5 (SI of 58) for a result of 2; therefore, he under goes 160 hours of instruction instead of 240 hours.
ACQUIRED SKILLS During a mercantyler’s early education and apprenticeship, they will gain the skills necessary to succeed as a mercantyler. Some of the training will allow them to sharpen their communications skills enabling them to deal with others more effectively and to maintain a record of their business dealings. Along with these skills, they will also learn those skills directly related to a mercantyler. Through repetitive use, study, and further training mercantylers can improve and broaden their skillbase.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
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MERCHANT GUILDS _ 5 TRADE SKILLS Throughout the mercantyler’s apprenticeship, they will receive instruction on mathematics and law. Mathematics enables the mercantyler to make calculations, keep books, and so forth. One specialty of mathematics that most mercantylers focus on is bookkeeping. Through the study of law, the mercantyler learns about local and customary laws, contracts, and how to litigate a legal problem. Specialties for this skill include mercantile law and contracts. In addition to these two skills, the mercantyler also learns the skill of mercantilism.
MERCANTILISM SKILL
MERCANTILISM SKILL
Mercantilism is the ability to analyze the quality and value of merchandise being dealt with. A mercantyler does not have to have the trade skill associated with the item to appraise it; this skill is more dependent on his training and handling of such items that provides this ability. This skill is never open as a general skill, but in a specific skill area such as cloth, spices, wines, etc. In addition, each of these skills is usually broken down into specialties. For example, the cloth skill can be broken down further to woolens, linens, cottons, or silks. See SKILLS 2 in HM 3 for more on specialization. When generating a character, the player can open two mercantilism skills at OML. Additional mercantilism skills are opened at SB. See the side table for details on skill specialties.
This skill is used to determine the quality and an expected price range of desired trade goods. This is a prime skill of mercantylers, but may also be opened by other craftsmen. Mercantyler’s OML: Other’s OML: Skill Base: Sunsign:
SB x 4 SB Eye/Int/Int Tai/Tar +2; Sko +1
MERCANTILISM SKILL (EXAMPLES) Skill Cloth
Specialty Wool Linen Cotton Silk
Metalware
Hides
Pottery
Pewterware Brassware Copperware Leatherware Furs Leather Armor Clay Utensils Ceramics Glazes
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCHANT GUILDS _ 6 ANALYZING QUALITY Using the appropriate mercantilism skill characters can attempt to analyze the quality of an item they wishes to examine. To appraise the item the merchant must have access to it. If the item to be examined is in bulk (for example, grain, wool, wine, cloth, etc) the merchant must examine at least 5% of the goods being appraised. For items that can be broken down into smaller packages the character must expend a minimum of five minutes per ten pounds of goods being examined. This only includes the percentage being examined, not the whole lot. For items such as logs, the time allotment is per 5 square feet. Luxury items, such as jewelry, are examined individually for the same minimum period. For every five minutes not used of the required time, or fraction there of, the character receives a -5 penalty to their EML. For every 10 minutes added to an examination, the character receives a +2 bonus to their EML. The reason being, the time allotted for the minimum is plenty of time to get a good appraisal. However, longer times may not be beneficial, but cutting back on the minimum requirement may cause something vital to be missed. Merchants can only examine a lot once unless they increases the skill’s EML or have acquired an object that will enable them to conduct a better examination of the product. At GM discretion, the merchant’s EML increases when using a device such as a magnifying glass, litmus test, etc. Once merchants have determined their EML, they roll for success on the Quality Check Table. At the same time, the GM determines the lots actual quality by rolling a 2d3-1, comparing the result to the stars on the Quality Table above. The last number of the skill roll is used to determine if the success modifier is decreased or increased. An even number increases the result and an odd number decreases it. The determined quality cannot be more than five stars, nor less than one.
ASSESSING A PRICE Once the character has analyzed a product’s quality, a range for its expected price can be determined. To do this, add and subtract 10 from the price adjustment percentage listed on the Quality Table. Multiply the result against the actual product price to determine what the character expects the item’s price range is to be.
COMMUNICATION SKILLS The communication skills that a mercantyler works with are broken down into two spheres; intrinsic skills and learned skills. The learned skills include languages and scripts, while the intrinsic skills cover rhetoric and intrigue. Characters start their training knowing their native tongue moderately well. By way of their early education and apprentice years they will improve this skill and learn an additional language. Unless otherwise desired, most mercantylers will learn High Azeryani as a second language, High Azeryani being the common language of the elite and learned of Western Lythia.
QUALITY TABLE 1d6-1 Stars
Rating
Price Adjustment
1
*
Poor
75%
2
**
Inferior
85%
3
***
Average
100%
4
****
Good
120%
5
*****
Excellent 140%
QUALITY CHECK TABLE Success
Result
CS
Extra Details
MS
Correct Assessment
MF
+/- 1 level to actual quality
CF
+/- 2 levels to actual quality
Example: A mercantyler wishes to assess the quality of a lot containing worsted woolen cloth. There are 20 bolts of cloth in the lot; at a minimum the mercantyler must examine at least one bolt to determine the lots quality. Before the attempt, the GM secretly rolls on the Quality Table to generate the quality of the item(s) to be examined. The roll results in a 3 or an average quality product. The GM checks the price list and sees that worsted goes for 24d a square yard. He determines that a bolt is about 45 yards long and about a yard wide, or 45 square yards; this gives a price of 1,080d (45 x 24) for the bolt retail. The GM determines the wholesale value to be a tenth of this and assigns a price per bolt of 108d. The mercantyler has decided to examine two bolts of the load. It will take him 10 minutes to examine the two bolts, five minutes each; however, he has decided to take about twenty minutes for a +2 bonus to his EML of 76, making it a 78. The GM rolls a 1d100 to check his success and generates a 61, according to the Quality Check Table his check was marginally successful or his assessment was right on. Next, the mercantyler determines what he believes is a fair range for the price of the cloth. Since he has assessed the goods to be of average quality, he has also determined that the price range is +/- 10% of the actual price, or 90% to 110% of the price. Since the GM has determined the price of each bolt to be 108d, he tells the mercantyler his price range is 97d to 119d a bolt.
As with languages, a mercantyler will also learn a script during his early education and apprenticeship. The script will usually be common to the area that the mercantyler has received his instruction. Even so, some mercantylers wishing to show their importance will learn to write in Ayaran, the official script of the Venarian Sea region. During the mercantyler’s apprenticeship, they will be instructed in the skills of rhetoric and intrigue. During this time they receive guidance on how to improve these areas and are provided with plenty of opportunities to improve them.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
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MERCHANT GUILDS _ 7 GUILD ORGANIZATION GETTING AN APPRENTICESHIP Throughout most of Western Lythia, apprenticeship is deemed a privilege, usually being granted to the eldest son of an existing master. Most guild chapters also permit the selling of additional apprenticeships, mostly to the younger offspring of masters, or to non-guildsmen able to pay for the privilege. Typically, two masters in nearby settlements will exchange their children as apprentices. Wealthy guildsmen often try to place their children with highly skilled and respected masters, paying such mentors a fee for this privilege. Nonguildsmen will always have to pay a master to take their children on as an apprentice. The fees for this privilege are always negotiable and usually start at no less than £2. In addition, a contract is usually drawn up specifying what duties the apprentice must do to earn his keep and education in the trade. The contract also stipulates any obligations that the master agrees to honor before being paid the fee. Once all conditions have been agreed upon, the new apprentice moves in with his new master to begin his apprenticeship.
THE APPRENTICE An apprenticeship generally lasts from four to seven years, with the average being six years. Most apprentices are between the ages of thirteen and fifteen when they begin their apprenticeship. However, this depends on the influence of the apprentice’s father, how attentive the apprentice is, and on the disposition of the apprentice’s master. The treatment received by an apprentice varies; frequent beatings and long hours of menial labor are considered normal. The apprentices receive room and board; and may receive pocket money if their master is in the mood or is bound by a contract to provide a stipend; even so, it still may be withheld. Generally, apprentices will be treated well by their masters and their households. If there is any trouble to be had, it usually stems from the master’s spouse trying to exercise authority over the unknowing apprentice. Many guilds have passed by-laws dealing with such actions; however, it is hard to police such abuses and then its the apprentice’s word against the spouse’s word. For those apprentices whose families can not afford to provide them with a proper education, prior to their apprenticeship, their masters may arrange for a tutor to instruct them during the evening hours. Of course, this will usually cost the apprentices’ families more when obtaining their apprenticeship. The instruction will be in the same areas as discussed in the section on early education and the educational modifier will still apply to those subjects instructed. During the last years of an apprenticeship, militia duty may be required of male apprentices who reside within a town. If it is determined that the apprentice has performed militia duty during this time he would also have learned to handle up to two different weapons types. However, because of his having to perform militia duty his free time to learn other skills outside his trade will also be curtailed.
COMMON MILITIA WEAPONS Unless the GM allows it, the following weapons are all that can be opened due to militia duty: Shields: Buckler Round Tower Blades: Knife Dagger Shortsword Clubs/Axes: Club Maul Handaxe Polearms: Spear Glaive Bows: Shortbow
MILITIA SKILLS Refer to Character 16 in HM3 when generating optional skills and militia skills.
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCHANT GUILDS _ 8 THE JOURNEYMAN The rules governing promotion from apprentice to journeyman vary from chapter to chapter. The candidate may have to pass a practical and/or oral examination before the chapter’s board of syndics; sometimes the simple vouching of one’s master is generally sufficient. Basically, apprentices have five obligations to fulfill. First supplying a certificate from their master, and past masters if required, stating that they are prudent and loyal. Second, they must demonstrate that they know their craft or trade. Third, they must show that they have the tools and/or capital to function within their chosen profession. Fourth, they must swear an oath to uphold the guild’s laws and customs. Lastly, they must pay an entrance fee to become a guild member. The fee is usually no more than 5s, the norm being 2s. Once apprentices have passed these obligations, they are admitted into the ranks of the guild’s journeymen.
THE EXAMINATION The examination for an apprentice to become a journeyman may consist of the following: 1.
They are presented with a selection of wares of various qualities. They must identify and classify the items correctly. Usually, only a margin of error of 10% is allowed.
2.
They must demonstrate that they understand the skills of their craft or trade.
3.
They must answer questions concerning the by-laws of their local guild.
Journeymen within a guild have numerous positions they can fill. First, there are the journeymen who work in the shops of freemasters. These individuals may be provided with room and board and are paid a monthly salary for their services. They act as clerks, workers, salesmen, messengers, and agents within their employer’s shop and/or business. Second, they can be employed by other wealthy guildsmen to work on their behalf as factors in another location or as traveling agents. Third, they can be employed by wealthy patrons who wish some form of access to the guild’s privileges. In addition, journeymen may start a business on their own in locations that are not within a town or guild’s sphere of influence. During their time as journeymen, most guildsmen will do their best to save or reinvest their funds. One common form, for a mercantyler, is to sign on as an agent for someone who does not wish to travel and then conduct their business for them. By doing so, journeymen strive to acquire enough capital to pay for their advancement to master and have enough capital left over to start their own businesses as a master.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
HârnWorld
MERCHANT GUILDS _ 9 Advancement Fees Based on Market Size
THE MASTER Guilds in Western Lythia have three types of masters within their organizations. First is the freemaster; this individual has been granted a license to own and operate a business. Next is the bonded master, this individual works under contract for a wealthy patron or institution. Last, there are the masters that are neither enfranchised nor bonded. These individuals are simply called master and make up the bulk of individuals of this rank in the mercantyler’s guild and other trade guilds throughout Western Lythia. In most guilds journeymen will need the recommendation of three masters they have worked for and then complete an examination or masterpiece for the guild’s syndics in order to become a master. The examination similar to the examination taken to become a journeyman and will be administered by the syndics. However, these examinations are more complex and lengthy, some examinations taking up to two days to complete. Even after prospective journeymen have their three recommendations in hand, and have passed the examination, the board will not confirm them as masters until they provide proof that they have the assets to conduct their own business operations. The total amount of assets needed varies from chapter to chapter, but the normal amount is no less than £10. Because of this requirement, many mercantylers live out their lives as journeymen attempting to amass the required assets. On average, a large percentage of journeymen will obtain the rank of master within three to four years; however, there will be those who do not make master for a longer period and even some who never attain the rank. Newly created masters are not automatically granted a franchise; these must be inherited or purchased. New masters will return home to work alongside their fathers until they inherit the family franchise, or seek employment as bonded masters until they can afford to purchase a franchise. Those who do not find either will become itinerate until a position is found. The fee to buy a franchise is very stiff, ranging from two to ten years’ of a master’s income, plus the customary bribes. Many masters, either by choice or financial circumstances, never obtain a franchise. A lot of this has to do with the current holders of franchises also being the prominent members on the board of syndics. In an attempt to maintain a balance of power, they also control the number of franchises allowed within their jurisdiction.
ADVANCEMENT FEES Market SizeFee
App Fee
Jour Fee
Mast Fee
Franc
0
£.5
0.5s
£10
£100
1
£1.0
1.0s
£20
£200
2
£1.5
1.5s
£30
£300
3
£2.0
2.0s
£40
£400
4
£2.5
2.5s
£50
£500
5
£3.0
3.0s
£60
£600
6
£3.5
3.5s
£70
£700
7
£4.0
4.0s
£80
£800
8
£4.5
4.5s
£90
£900
9
£5.0
5.0s
£100
£1000
App Fee – Apprenticeship Fee: This is how much a family will have to pay to get their child an apprenticeship. Jour Fee – Journeyman’s Fee: This is how much an apprentice has to pay when he becomes a journeyman. Mast Fee – Master’s Fee: This is how much a journeyman has to pay when becoming a master. Franc Fee – Franchise Fee: How much a franchise would cost in a city of that market size. NOTE: All these fees are base amounts and are negotiable.
BRIBES To determine how much bribe money a character has to pay roll 2d4+2. This is the percentage of the franchise fee paid in bribes. For example, a mercantyler in a town with a market size of 3 has to pay £400 to get his franchise. In addition, his bribe roll comes to 7. Therefore, he has to pay an additional 7 percent of the franchise fee, £28, as bribes.
As stated, the freemasters are enfranchised to run and operate their businesses within a specific location. Within their shops they can sell, store, or buy whatever they desire, within the limits of their guild’s charter. Because they are local franchise holders, they are also exempt from hawking and bonding fees that other masters who are not enfranchised have to pay. Therefore, their profit margins are higher, giving them immense power over their nonenfranchised contemporaries. Within their shops, they employ both journeymen and bonded masters, in addition to some apprentices they may be training. However, many chapters have by-laws stating how many apprentices, journeymen, and masters a shop may have resident, usually no more than ten all together. In addition, a freemaster mercantyler may employ numerous journeymen and masters acting as agents for them in other towns, kingdoms, or regions.
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCHANT GUILDS _ 10 MERCANTYLERS Bonded masters serve wealthy individuals who wish to participate in trading activities, but do not want to get their hands dirty or give up the time to do so. The individuals they serve range from freemaster mercantylers who do not wish to travel; to nobles who want the profits, but do not want to lower themselves to the level of a mere tradesman. Some functions they may have to fulfill are to travel to other markets or to make transactions at the local mercantyler’s hall. They are compensated for their work through wages or a percentage of the profits. A contract describing their obligations and that of their employers is usually drafted once an agreement is made. One usual stipulation is that they are not liable for loss due to market changes, or calamity. However, they can be held responsible for matters of negligence. One form of bonded master is the supercargo. These individuals sign onto a ship to act as its commercial representative and agent. Many of these supercargoes have a desire to obtain a ship of their own. Some however do own their own ship and travel the seas, buying and selling cargoes, and/or letting out space to others for a fee.
CONTRACTS Hârn and Ivinia: Within these regions and even those controlled by the Ivinians, contracts are executed in two ways. First is the oral contact, something done predominately by the Ivinians, and within areas inhabited by the Jarin. Second, there are contracts written out by the parties involved in the deal. Western Lythia: Although the two methods above are present in some backwater areas, most merchants are adopting the methods developed within the area of the Karejia League. See Commercial Documents in this module for more information.
Masters that are neither enfranchised, nor bonded, will work for themselves, although they are always on the lookout for a wealthy patron. These individuals live their lives in constant travel, going from location to location chasing profits. Many accept assignments to carry goods for someone else and a share in the profits, but do not consider themselves bonded to the owner of the goods since the assignment is only a short-term affair. Some masters become caravan masters, organizing and running caravans throughout Western Lythia. Usually these individuals have had a great deal of experience in working with caravans and have the organizational abilities for putting them together. In addition, they are usually very familiar with the area being traveled, its inhabitants and dangers. No matter what a master is doing, many of them have the same goal, to own a franchise or a ship.
CRAFTSMEN Bonded master craftsman are employed for a specific job or period by wealthy patrons. The individuals they serve range from freemasters, to nobles requiring their expertise. Most reside in a workshop provided by their employer, while others may be required to travel from place to place. They receive monthly wages as compensation for their work. A contract is usually draw up describing both theirs and the employer’s obligations. As with mercantylers, masters who are neither franchised nor bonded work for themselves, although they are always on the lookout for a wealthy patron. These individuals will travel from location to location looking for a patron. No matter what a master is doing, many of them have the same goal, to own a franchise.
GUILD LEADERSHIP All masters are members of the local guild’s chapter and have the right to a vote in most guild matters. They elect a board of syndics from among their number, from whom a guildmaster is appointed. The syndics are responsible for the daily administration of the chapter, and except for the very wealthy, continue to be practicing masters. Some may receive a stipend for their position. The guildmaster represents his guild in the local chapter of the Mangai, and at any regional conventions the guild may hold. The way in which a specific chapter is actually run depends mostly on the personalities involved. The organization of the Board of Syndics is consistent throughout all the guilds; but it may be modified when applied to smaller guilds. The leadership of the Mangai also follows the same organization for its leadership.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
GUILD ORGANIZATION All guilds are headed by their elected Guildmaster, sometimes termed Alderman. In addition, the following officers are usually present in the guild’s leadership: Guildmaster (Alderman): Guild leader Mangai representative.
and
Steward: Second in command of the guild; Ensures guild by-laws are observed and violators are brought before the guild court; Maintains guild records and its treasury. Chaplain: Looks after the guild’s spiritual needs, distributes alms, says prayers for deceased members, and presides over guild members' weddings, funerals, and like events. 4 Skevins (Sergeants at Arms): These men are responsible for keeping order during guild functions and assisting the steward in his duties. Usher: Responsible for arranging guild functions, greeting visitors to the guild, and announcing visitors to the guild assembly.
HârnWorld
GUILD HALLS _ 1 THE MERCANTYLER’S HALL
THE MERCANTYLER’S HALL Towns with a market size of 4 or greater will have a Mercantyler’s Hall; however, towns with a market size of 3 or less will usually have one only if they are located on or near the juncture of major trade routes, fairs, or commercial centers. Otherwise, mercantyler’s in the smaller towns will use the local Hall of the Mangai as a Mercantyler’s Hall. If this is done, they will pay rent to the Mangai for the privilege; after all, the Mangai is a joint association of all Hârnic guilds and could not show favoritism towards just one of their member organizations. Smaller towns throughout Western Lythia, that have neither a Mercantyler’s Hall nor a Hall of the Mangai, will do one of the following. First, they could use a local mercantyler’s shop as a hall. Second, they could have an agreement with a local Innkeeper to use their facility for business purposes. Lastly, they could rent a warehouse or similar building to serve as their hall.
HALL OPERATIONS When a mercantyler enters a town, he has three options open to him. First, he could proceed directly to the Mercantyler’s Hall with his goods. Second, he could impound the bulk of his goods within the town’s bonding house and go on to the hall with a small sample of his wares. Lastly, he could take his goods directly to the market place and bypass the hall completely. In the first two cases, the mercantyler goes on to the Mercantyler’s Hall, or the bonding house, and presents his wares to the town’s tax/customs collectors. These officials act on behalf of the town’s Bondmaster. They inspect the mercantyler’s goods, assess any fees (taxes and bribes, at GM discretion) due on the merchandise, and verify product type and quality as declared by the mercantyler. Once the tax collectors have inspected the goods, the mercantyler can then bring them into the hall for display and sale. The steward of the hall will then assign the mercantyler a place in the hall to display his goods. In addition, many towns and kingdoms may charge customs duties on a variety of products, in addition to the normal taxes that the mercantyler has to pay before conducting business.
HALL MANAGEMENT The hall is under the authority of the local guild guildmaster. However, the guildmaster does not usually supervise all the operations. The majority of Mercantyler Halls have a steward that assists the guildmaster in managing the operations of the hall. Besides these two individuals, the guild’s prominent officers also conduct various tasks within the confines of the hall. These officers include the treasurer, secretary, and provost. Before beginning business the mercantyler must first seek out the local guildmaster, or the hall steward, and receives instructions on the rules of business within the hall and with the other mercantylers. In addition, he receives a listing of services, and their cost, the hall has to offer. The mercantyler can then begin conducting his business with the other mercantylers.
HârnWorld
The hall is the guild’s local headquarters and commodities exchange for the surrounding region. Some halls are even strong enough to control commerce within an entire kingdom. HALL SIZE Determine the dimensions of the entire site by multiplying the town’s market size times (750 square feet). Thus a town with a market size of 4 would have a hall measuring on average 3,000 square feet. Most of these buildings will be two stories or more in height.
THE BONDING HOUSE Every town that conducts any large-scale export and/or import operations will have a bonding house. These buildings are nothing more than huge warehouses used to store inbound or outbound trade goods. A Bondmaster, appointed by a town’s authorities, oversees the operations of the bonding house. The town provides him with a detachment of guards to protect the building and its goods. In addition, he may have a variable number of assistants to help him with his duties. These assistants also act as the town’s tax and customs collectors. Some towns also use their bonding houses as impound facilities for confiscated goods. When this happens, the bondmaster and his guards are responsible for confiscating the indicated property and securing it at the bonding house.
CUSTOMS DUTIES Customs duties are imposed in an attempt to raise funds, curtail the import of certain items, stem the export of raw materials, and many other reasons. The town or local ruler imposes them. Custom fees can range from 10-50% of the good’s value. The GM determines what items will be charged a customs duty. He then rolls 2d3-1 to determine the percentage charged on each item or class of items; or the GM can roll the percentage and charge that against the mercantyler’s merchandise as a general rule.
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
GUILD HALLS _ 2 TOWN TAX COLLECTORS
HAWKING TAX
When a mercantyler brings all of his goods directly to the hall, the tax collectors will assess a hawking tax upon his trade goods, if they did not originate within the town. However, if he places the bulk of his trade goods into the town’s bonding house and continues with only a token sample, he will only pay the bonding fee. In the last case, the hawking tax is deferred until the final sale of his goods. Mercantylers, who have placed their goods in bonding and continued on to the Mercantyler’s Hall, must present the bonding receipt to the tax collector at that location to avoid being charged a hawking tax until they have sold their goods. Many Mercantylers conduct their business in the latter fashion; in this manner, they defer the hawking tax until they find a buyer.
A tax payable to the bondmaster or one of his officers on all trade goods brought into a town to be sold. This tax usually excludes foodstuffs, unless they are sold for the purpose of re-export. The tax is usually a percentage of the declared value. Assessments are usually low unless the mercantyler runs across an exceptionally honest collector. The average tax is around 10%.
THE TRADING FLOOR Buying and selling within the hall occurs from noon until dusk. This is done to avoid conflicts with the local market and the Mangai. The only area allowed for displaying trade goods, within the hall, are the great hall and its gallery. When the steward assigns a mercantyler his position he offers the mercantyler a table to use in displaying his trade goods. To conduct business, a mercantyler moves from display to display and inspects the goods presented for sale. When he finds something he likes, he must contact the owning mercantyler and initiate a bargaining session. Upon striking a deal they may draft a bill of sale, a new innovation originating from Karejian practices. The mercantylers can draft the bill themselves or use the services of a notary. The town’s tax collector and/or the hall steward must verify all sales conducted within the hall, either with a signed note or by putting their seals on the bill of sale. Many towns require these actions as a means of ensuring that the appropriate taxes are paid. The bondmaster also checks for tax documentation when goods are recovered from bonding. Most towns also have a standing agreement with the guild that allows them to do periodic inspections of all trade goods within the hall. These inspections are done in order to root out unscrupulous mercantylers, find contraband, and identify any adulterated goods. Anyone found with contraband, adulterated goods or trying to cheat others would have their goods confiscated and held for trial by the guild’s court. The town also conducts inspections at the bonding house and the local market.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
BONDING FEES The mercantyler can delay payment of the hawking tax by placing his goods in bond, which is storing them in the town’s bonding house. Goods temporarily brought into the town, but destined for re-export, must be placed in bond. This service incurs payment of a bonding or storage fee; a percentage of declared value, payable in advance with a minimum one-month fee. The average fee is 1% per month.
ADULTERATED GOODS Adulterated trade goods are items that have been changed or imitated in some way. Spices are some of the most common form of trade goods that are adulterated. An unscrupulous mercantyler will take a low-grade spice and add other materials to it in order to try to pass it off as a higher-grade product. The selling of common weaponry as Khuzan weapons would also fall under this identification. Adulteration of trade goods is considered a felony in many Lythian kingdoms.
HârnWorld
GUILD HALLS _ 3 SERVICES
COMMERCIAL CONTRACTS
Most guilds offer a variety of services. Mercantylers can rent an office for conducting business, a chest for storing their belongings, and there are usually some sleeping accommodations available for visiting mercantylers. When finalizing a sale, the guild usually has a notary or two available for drafting a bill of sale, if desired. These notaries are also well versed in contract law and can draft many forms of commercial contracts and other informal papers. In addition, the guild treasurer is a bonded usurer who can issue loans and notes in the name of the guild to interested parties. The hall normally has a detachment of guards who oversee the security of the hall and its storage areas. For a price, mercantylers can arrange to have guards provide security on his quarters and/or belongings. Unfortunately, the kitchen is only open during guild festivals, so a visiting mercantyler must look elsewhere for something to eat.
While most Ivinian and Hârnic mercantyler’s travel with their goods. Most mercantyler’s in the more economically advanced regions of Western Lythia have developed other means to conduct mercantile operations. Most mercantyler’s do not have the capital to conduct long distance trade. To facilitate this lack of capital, many have formed partnerships with other mercantylers or individuals with the funds to spare. To assure both parties are satisfied with the terms, and to cut down on litigation, numerous commercial contracts have been developed. A few of these are listed here and described later. • The Larun Contract – for sea based trade. • The Compagnia Contract – for land based trade.
STORAGE SPACE POLICY
• The Deposit Contract.
Some Mercantyler Guilds have an agreement with the town to allow their members to place their goods in the guild's storage facility, instead of the bonding house. For this service, the mercantyler still pays the required bonding fee and a rental fee of up too one-half the bonding fee. Many mercantylers find this acceptable. However, the guild does not actively solicit this service due to the restricted space available. However, in towns such as Golotha the hall goes out of its way to ensure adequate space is available. This is primarily due to the rampant corruption of its town officials and the lack of security at government facilities.
• The Exchange Contract – used by usurers.
• The Commission Contract. • The Sea Loan – used by usurers. • The Common Loan – used by usurers.
INFORMAL COMMERCIAL PAPERS As with commercial contracts, mercantylers have generated a number of informal commercial papers. Some are listed below: • Bills of Sale. • Promissory Notes – used by usurers. • Documents Ordering Payment
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
GUILD HALLS _ 4 THE HALL OF THE MANGAI The governing body of all guilds within a city, kingdom, or region is the Mangai. Therefore, most towns with a market size of 2 or greater will generally have some kind of structure designated for the Mangai’s use. Some of these towns have given their halls a formal title, while others just refer to the building as the Hall of the Mangai. At a minimum, the hall will consist of its main hall, two or three administrative chambers, and an archive. Most halls house the local Mangai’s administrative officers, host monthly council meetings, and provide a place for other guilds to conduct their meetings. However, most of the smaller halls serve no better purpose than to act as social clubs for the masters of the local guilds. In addition, some of the towns that have no administrative building for their civic authorities make arrangements with the Mangai to use a portion of the hall as a town hall. Furthermore, the mercantyler’s guild may also try to use the hall as a commodity exchange, see above. Of course, the Mangai will charge a fee for either of the last two options. Hârnic towns that do not have a Hall of the Mangai will usually rent space for their officers or have them use their own shops. They will also rent space at an inn/tavern when they conduct their monthly meetings or host a social event.
THE HALL OF THE MANGAI The hall is the focus of all guild activities within a town, kingdom or region. The hall usually functions as a social club for guild members only. HALL SIZE Determine the dimensions of the entire site by multiplying the town’s market size times (300 square feet). Thus a town with a market size of 4 would have a hall measuring on average 1,200 square feet. Most of these buildings will be two stories or more in height.
HALL OPERATIONS A Mangai hall serves two basic purposes. First it is used as an administrative center for the Mangai’s day to day operations. Secondly, it is used to host the monthly Mangai’s council meetings and the nightly social gatherings of the town’s prominent guildsmen. In addition, some chapters rent out some of the hall's rooms in an attempt to raise additional funds. However, the hall is still the primary focus of most of a town's economic activities; this stems from the Mangai’s control over local markets and fairs. Anyone wishing to do business within a town’s market must come to the hall and pay fee; thereafter having permission from the Mangai to sell goods in the town’s market or any fair under its control.
THE FRONT OFFICE Like the guilds themselves, the local chapters of the Mangai are headed by elected officials called chairmen. A chairman is elected from among the sitting members on the local chapter’s Council and sits in his office for two years. The chairman can be re-elected any number of times to this position. As head of his chapter, the chairman’s responsibilities are two-fold. First, he must settle all disputes that arise between the town’s guilds. This includes settling infringements upon guild rights by non-guild organizations or individuals, to include foreigners. Second, it is his responsibility to present the Mangai’s agenda to the local ruling authority. This includes lobbying the local government to pass laws that the Mangai supports and rejecting laws the Mangai opposes. In addition, the chairman represents his chapter when dealing with other chapters of the Mangai and during the triennial conventions.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
HârnWorld
GUILD HALLS _ 5 While the chairman looks after political affairs his right hand man, the steward, sees to the day to day activities of the Mangai. Unlike the chairman the steward is a member of the chapter’s general body and is elected by them. The steward serves in his office for two years, just as the chairman; however, his election takes place on the off year from that of the chairman’s. The steward’s primary duty is to organize and oversee the running of any markets under the chapter’s control. Towards this end, he has four or more sergeants to assist him in his duties. These men ensure that all individuals selling their goods in the market have paid their fee, are in their assigned area, and collect any fines for violations of market privileges. In the meantime, the steward is busy at the hall issuing permits and collecting the market fees from individuals that have come to the hall and wish to sell their goods in the market. When a chapter controls a fair, the steward is responsible for planning the sequence of events, posting laws pertaining to the fair, hiring more support personnel, and coordinating with local officials for any land needed to conduct the fair. Once a fair has started, he oversees all operations until it closes down for the season. After the steward, the next prominent official is the usher. This individual holds the keys to the hall and the chapter’s treasury. The usher has three responsibilities. First, he controls all access to the chapter's leadership; scheduling appointments and keeping unnecessary business directed to the lesser officials. Second, he is responsible for organizing and running the chapter’s common room. This includes maintaining the room’s furnishings, and keeping the pantry and buttery stocked with provisions. To as assist him in this endeavor he will usually hire an innkeeper to run this part of the operation. Depending on the chapter’s influence with the Innkeeper’s guild this individual may be a master or a journeyman. In an agreement with the Innkeeper’s guild, most common rooms can only be open during the fifth watch. The exceptions to this agreement are the Mangai's annual feast day and/or any town festival days.
THE GENERAL BODY The general body consists of all the registered guilds' members within a chapter’s area of influence.
PANTRY Originally, this was a storage room for bread. The area is now used to store any kind of dry goods and food. It is also used to store the chapter’s utensils that are used in the common room.
BUTTERY This is a storage room for beverages.
CHAPTER ARCHIVE This is a secure room where the chapter’s archivist stores all its important documents. These documents include, but are not limited to the following: Guild Charters Council Minutes Reports Account Receipts Market Permits
Finally, there is the chapter’s treasurer. Each day, before the fifth watch, he must ensure that all the day's receipts and cash are locked away in the chapter’s treasury. In addition, he makes sure the chapter’s account books are updated daily. To assist him in these duties the chapter usually hires a clerk to work the books. In addition to the above individuals, the chapter also hires a scribe to maintain the chapter’s archives. The archivist is responsible for recording minutes from all chapter meetings and keeping a record of all-important transaction. At the end of each week, he collects all the documents and manuscripts and catalogues and files them in the archive. In addition, he must be ready to provide members of the chapter with requested items on demand. Along with the archivist, the chapter also employs two or more scribes to act as clerks and private secretaries to the chapter’s leadership. It is these individuals who normally see to the daily reports, transactions, and correspondence of the hall's operations.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
GUILD HALLS _ 6 CONTROL OF WEIGHTS AND MEASURES
FARMING OUT
Throughout Western Lythia, royal and imperial authorities establish their own standards for weights and measures. In most cases, these authorities farm out this responsibility to the towns and feudal lords under their control. In a move to strengthen its economic position, and to gain more control over market activities, the Mangai has sought after and won the right to control and regulate weights and measures. Therefore, the standards across a kingdom and sometimes a region, such as Hârn, are very uniform. For this privilege, the Mangai has to pay the grantor a substantial fee. To recoup their expenses the Mangai charges a penny per 100 pounds or less weighed on the city scales located at ports and/or markets and a penny per measure checked or rented, per day. In addition, the Mangai charges a fee of one shilling to check the accuracy of any scale within its area of control. Failure to maintain accurate weights and measures are punishable with confiscation and/or a stiff fine.
To farm out meant to let someone else maintain or operate an enterprise for a set amount of money.
COUNCIL OF THE MANGAI The governing body of a chapter is the Council of the Mangai. Membership of the council is comprised of the guildmasters of all guilds within the local Mangai. The council’s main purpose is to regulate the activities of all guilds that come under its control. The council usually meets once a month, most chapters using the same day each month. All guild syndics and masters are allowed to attend council meetings. At the meeting, they may speak but they are not allowed to vote on council decisions; only the council members are allowed a vote. When the council does vote on a matter it usually takes a two-thirds majority to pass. In addition, some of the more prominent guilds may have veto rights over any council decision. However, the number of guilds wielding this authority is quite small, usually two or three members at most. The right to veto being a well-guarded privilege that has often lead to heated debates as other guilds grow in strength and wish to gain this privilege. Although many of the decisions that come out of the council are related to guild operations and economics, a large part of the council's deliberations are quite political. This involves factions, intrigues, and posturing by all parties to get their own resolutions passed. Factions usually center around the separate veto powers on the council. In addition to the council, some chapters may also have formed advisory committees. The committee is a subcommittee of five to ten council members who advise a ruler on economic matters; usually these committees evolve in towns where royal, senatorial, or baronial authority resides. The committee also meets once a month; however, some may only meet bimonthly or quarterly. The council, from among its sitting members appoints the committee’s members. To encourage the ruler or his representative to attend these meetings the chapter will pay him an honorarium of 100d to 500d per month.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
HârnWorld
GUILD HALLS _ 7 SERVICES Since the main purpose of the hall is its function as a social club and meeting hall for local guilds, the services it has to offer are limited. In its social capacity these services are as following. First, and foremost, is the enmity the common room of the hall has to offer. When open a guildsman can obtain a mug of ale or any other liquor that may be on-hand. In addition, a guildsman can also pick-up a cold snack of bread, sausage, and cheese. Prices in the hall are set in accordance with an agreement with the local Innkeepers guild to ensure the hall does not undercut any local inns or taverns. However, as a rule these prices are usually set to a mid-range level of what is commonly charged at the local inns. In addition to the common room, most halls have two or more luxury rooms available for anyone who can afford the price, the price usually being 12-18d a night. The remainder of the services offered by the hall's staff deals with various guild operations and local politics. To start with, the hall usually has two or more private meeting rooms available for 1d a day. Next, most chapters are willing to let out their council chamber for 2-4d a day. When an arrangement has been agreed to, some chapters also let out a portion of their halls for civil authorities to use, usually when there is no town hall present. In the same light, a chapter may also let the Mercantyler’s guild use the hall's common room for a commodity exchange when there is no mercantyler’s hall available. In both cases, the fee would be quite substantial. Lastly, the chapter’s archives are open to any local guildsman. However, no original documents may be removed from the hall without the chairman’s approval. Even then, the individual wanting the document would have to pay a deposit of 1-12d, depending on the document’s importance. If a guildsman wants a copy, he can draft it himself or pay 6-12d for the service.
USING THE LOCAL MARKETS As mentioned in the section on the Mercantyler’s Hall above, a visiting mercantyler needs to inform town/Mangai officials that he intends to sell his goods in one of the town’s market places. The officials would then direct him to the town’s bonding house to have his goods inspected, assessed and to pay the appropriate hawking tax. From the bonding house, the mercantyler would go to the Hall of the Mangai and pay rent for the stall he intends to operate in the market place. Once he has paid the hawking tax, the market fee, and had been assigned a place in the desired market place, he may then proceed and set-up his stall.
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
GUILD HALLS _ 8 Most towns require that mercantylers offer their goods to local merchants before offering them to the public. After the mercantyler notifies the Mangai of what he has to sell, they would send word throughout the town to the appropriate guilds. The customary waiting time before opening sales up to the public is from one to three hours after notifying the Mangai. The time is dependent on the size of the town and the Mangai’s by-laws covering this subject (GM discretion). Once the mercantyler has satisfied the time restriction he may start selling his products to the general population. Mercantylers choosing to operate this way in the larger towns usually will encounter no problems, as long as their activities are legal. However, a mercantyler carrying on large scale operations in smaller towns would have to be sure he avoids any actions that looked as if he is imposing on any local merchant’s or mercantyler’s privileges. Such misconceptions could lead to expulsion, loss of goods, trumped up legal charges, or anything else a GM can devise.
TOWN MARKETS The heart of a town is its marketplace, an open space where exchange freely happens. The Mangai administers the marketplace and rents space in it for a penny or two per day. Vendors can sell from their own carts, tents, or stalls, or rent them from tentmakers or woodcrafters. Local craftsmen have an advantage in the town’s economy. For one thing, the aldermen and mayors of most towns are usually local guildsmen. For another, they are the only ones permitted to freely sell their goods within the town. Goods imported into the town are subject to a hawking tax. If a local guild's monopoly covers imported trade goods, the mercantyler must first offer the goods to local guildsmen handling such items.
OTHER GUILD HALLS In addition to the two guildhalls just mentioned, four other guilds maintain halls. However, unlike like the mercantylers and the Mangai these guilds use their halls more as hostels and warehouses than as administrative establishments. Of these four guilds, the miners and timberwrights use their establishments to house visiting members, and store inbound materials before their sale or re-export. The pilot’s and seaman’s guilds also use their halls as hostels for members in transit or looking for a job. In addition, all four of these guilds also use their establishments as hiring halls. If someone needs a seaman, pilot, lumberman, or miner they would go to the appropriate hall and announce their requirements and how many individuals are needed. The guild authorities will then post a notice in the hall or provide the employer with a list of prospective employees. One other guild also maintains a building for its use; this is the Guild of Arcane-Lore. This guild however calls its hall a chantry. The chantry is used in a similar way to the four guilds above; however, the individuals who stay there are more sedentary, and use the chantry as a place of study. Unlike the other halls, the rooms in the chantry are usually not communal and life is more private within its confines.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
HârnWorld
MERCANTILE LAW _ 1 FINES
CRIMES AND PUNISHMENTS The following list identifies crimes a mercantyler can face. Some are economic crimes and others are crimes that can arise from abuse of a position held within a guild or town organization. The penalties for each offence show all the possibilities that could be imposed on an individual convicted of the listed crime. The type of penalty awarded usually depended on the severity of the crime, the status of the individual, money, and friends. Most cases are heard within the local courts, town or feudal. However, royal courts usually try all felony cases; only a royal court can issue a death penalty or banish an individual from the kingdom. Town and feudal courts can issue any other form of punishment; however, these courts are required to give a third of all proceeds from fines or confiscated property to the royal exchequer. Guild courts are only allowed to inflict fines, remove guild privileges, and require restitution of damages.
Fines are based on the crime and the individual's ability to pay. All fines are paid to the court and not the injured party.
RESTITUTION The court determines what damages are due to the plaintiff and orders the offender to pay that amount. The plaintiff is usually required to pay a percentage of this amount to the court, usually about 5%.
SCOLDING This is nothing but a formal reproof by the court, the basic slap on the hand.
PILLORY
PRIVILEGE CRIMES Abuse of Trust: A character that has been caught abusing his office or position through graft, embezzlement, accepting bribes, failing to properly execute customary or legal obligations, or dereliction of his duties may be charged with this crime. If the character is a royal official, the crime is then considered a felony. Penalties: At a minimum, the character can lose his office, title, and connected privileges. In addition, the courts can confiscate his property and imprison him. If he is a royal official, the courts can banishment or sentence him to death by various means. Oathbreaking: Characters who are caught committing perjury (lying under oath), or oathbreaking, or breach of contract may be charged with oathbreaking. Penalties: At most, a character will be charged a fine and if property is involved made to pay restitution. If the charge resulted in payment not being received, the courts can confiscate his property. If the character is an official of some type, he could lose his privileges, title, and office. If the charge involves feudal or royal rights then banishment, severing of the tongue, scolding, or even death by stoning could be ordered.
The individual is set in the pillory for a period determined by the court. This in turn exposed the individual to public scorn and ridicule.
CONFISCATION OF PROPERTY The court orders that any property the offender had used to commit his crime confiscated. Usually he could pay a fine to recover his property.
BANISHMENT Depending on who imposes this verdict determines where they are banished from town, shire, or kingdom.
SOCIAL CRIMES Libel/Slander: A character accused of making a false accusation or conducting malicious gossip can be found guilty of slander. Penalties: At the least the excused will receive a scolding and/or be ordered to pay restitution to the offended party. If the slanderous conduct was directed at an official of standing he may be flogged and/or have his tongue removed.
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE LAW _ 2 ECONOMIC CRIMES Breach of Guild Privilege: A character that is found to be usurping the customary and lawful rights of a guild or guildsman, impersonating a guildsman, or in violation of a guild monopoly will generally be charged with breach of privilege. Penalties: A character found guilty of this crime will most likely have the property he was using in this crime confiscated. In addition he is fined and in some cases made to pay the offended party restitution. If the offence was a repeat occurrence, or a direct affront to the ruling powers, he may even be banished. Tax Evasion: A character found to have avoided payment of any lawful toll or tax will be charged with this crime. In most kingdoms, it is a felony to avoid paying any lawful toll or tax. Penalties: At a minimum, the character will be made to pay a fine and/or restitution. In addition, the character could find himself in the pillory and possibly receive a flogging for his actions, especially if royal privileges were involved. Forgery, Fraud: The counterfeiting of coins or forging of documents, possession of the same, or obtaining benefits by misrepresentation will cause a character to find himself being arrested and tried in court. If any royal privileges are involved the charge will be treated as a felony. Penalties: In the least the character will be fined and/or made to pay restitution. If he were an official or guildsman of some kind he could lose his property, have his privileges suspended, and lose his office. In addition, he could be put in the pillory, imprisoned, or have a hand severed. Smuggling: A character found to be engaged in the transporting, selling, and/or in possession of, any proscribed or contraband goods will be charged as a smuggler; this charge is usually considered a felony. Penalties: If lucky, the character will only lose the smuggled goods and have to pay a fine. Otherwise, he could find himself facing the pillory and/or imprisonment. If the character is extremely unlucky, he could be hung.
TOWN AND FEUDAL LAW JUSTICE WITHIN THE TOWN Mainly freemen inhabit towns; therefore, royal justice is available to most citizens. Some feudal lords and the king have granted the principal towns of their domains the right to hold their own courts. These towns regard their right to operate their own courts as their most treasured prerogatives. The charters of some towns have also given their courts a place in the judicial hierarchy equivalent to a shire. Appeal from these courts is directly to the crown. However, most towns are considered part of the shire in which they lie; appeals being made first to the shire moot. One outstanding feature of all these systems is the length of time it takes to resolve a dispute. If a mercantyler becomes involved with a case outside the town's, or guild’s court system, it could take a year or more before he sees the case settled. At the same time, the process could be very expensive. He would have to face the expense of paying for writs, traveling to where the court is held, expenses while staying at that the location, and any bribes or fees that may be required. As can be seen, the only case most individuals would pursue to such lengths is one where the individual had a great deal to lose or gain.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
HârnWorld
MERCANTILE LAW _ 3 THE KING’S PEACE
ROYAL JUSTICE While royal justice is inaccessible to the unfree majority of the population, it has grown in significance. The royal system is open to any freeman, and generally provides better, faster and cheaper justice to those who have access to it. The preservation of local customs is a high priority of the royal courts, and from these customs uniform laws have emerged. These are referred to as the king’s common-law, a body of legal tradition that is shared by most of the realm. Most feudal kingdoms are divided in shires and hundreds, each with its own legal organs. The sheriff is the chief justice of a shire and the bailiff of the hundred holds the same position within the hundred and is subordinate to the sheriff. Their courts, also known as moots or assizes, comprise the bulk of the royal justice system. They hear cases monthly in each hundred and quarterly for the shire. To assist them in their duties they have a group of prominent knights or freemen assist them in trying cases. These men are known as jurors and perform this service as part of their feudal obligation to the king. These courts attend to just about any kind of case, but tended to stay away from cases involving land titles and inheritance, passing them on to the feudal courts.
FEUDAL JUSTICE Throughout Western Lythia, feudal law is the prominent form of justice; and subinfeudation has created a natural hierarchy of feudal courts. Consequently, all feudal lords are responsible for the administration of justice to the free and unfree tenants within their lands. The manorial lord presides over his own court, which is at the bottom of the feudal hierarchy. Disputes may be appealed from the manorial court to the lord’s liege, and occasionally to a royal court. Each court has the right to decide which cases it will hear, unless an individual presents a writ. If a mercantyler finds himself in a town controlled by a feudal lord, he may find himself in the lord's court trying to right any grievances he may have or to answer for his own crimes. However, the larger towns are usually free or royal towns and fall under royal justice.
HârnWorld
Under feudal law, many crimes are usually matters concerning the rights and privileges of those involved. Only the injured party or an immediate relative can initiate legal action. Any breach of the king’s peace however is deemed a felony. During the moot the jurors are questioned about and must report any know breaches of the king's peace; these cases are then tried or warrants issued for the offending party’s arrest. The injured party, who will usually obtain a royal writ in order to be heard, must still make accusations of crimes not against the king’s peace; such as, civil or financial suits.
ROYAL WRITS Writs are written commands to any feudal or royal court that a plaintiff’s case is to be heard. Because all courts decide which cases they will hear, a writ ensures a case will come before the court. Although not mandatory, their use in shire courts is almost a prerequisite. The formula for writing writs has become standardized with its common use, and is sold by the crown for a nominal fee, usually 20-50d. Most writs are issued in the king’s name by the sheriff within his own shire. Feudal lords within their own jurisdictions have recently adopted the practice of writs.
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE LAW _ 4 THE COURTS TOWN COURTS In order for a case to be heard, the parties to a dispute must make an appointment for adjudication. At the appointed time, the case is then argued, with or without litigants, before a single alderman. The financial interests of the participants often lend themselves to a quick execution of justice. The presiding alderman will pass judgment, and levy and collect fines with dispatch. Appeals are made to the town court consisting of all the assembled aldermen. Important or complex cases will usually go directly to the town court. Aldermen may also issue writs and warrants at a price. In most prominent trade centers, the Mercantyler’s Guild has a charter allowing them the right to try minor cases within their own court involving members of the guild. However, there is usually a clause allowing that the agreement can be vetoed by 50% of the town’s aldermen; when the agreement is vetoed the case will be heard in the town's court. Town law is quite different from rural justice and is sufficiently complex to support a guild of litigants. As centers of trade, there is a somewhat greater dependence on written statute and precedent. Financial transactions are much more common and civic penal code may view economic and civil cases as dimly as crimes of violence. The importance of a suit is often a matter of how much, and whose money is involved.
GUILD COURTS Guild courts are run very similarly to the town courts. The plaintiff approaches a guild officer and presents his complaint. At that time, the officer decides if the case warrants a full guild court or if the guild provost can handle the case alone. From this point on, the hearing is conducted in the same fashion, as one would be for the town. However, all fines are kept by the guild, and all decisions may be appealed to the town court. The entire guild court will hear all cases passed on to the guild by the town, for whatever reason. The guild court is usually presided over by the guildmaster and his immediate lieutenants. In the smaller towns, the Mangai would fulfill the position as a guild court for those guilds that do not have enough members to make a separate court practical. Of course, this would depend on the local guild’s size and its influence within its community and the local government. If not allowed to run its own court, then its cases would be heard in the local government courts: municipal, feudal, or royal.
© Author, N. Robin Crossby & Columbia Games Inc., 2004
THE LITIGANT Litigants do not have a monopoly in legal matters, just expertise. They handle legal transactions on behalf of various clients and are hired to argue a client’s case before a court. This is a powerful urban guild; some litigants often holding prominent position within the administration their towns. They are also adept at drawing up wills, deeds, and contracts. Their usual fee for these documents being 12-36d and ranging from 12-48d a day for court appearances.
THE NOTARY Notaries are usually litigants or individuals who have had a minimal amount of training in legal matters. However, they are all well versed in the drafting of legal documents of all kinds. These individuals are in high demand by anyone wishing to ensure a document's legality or needing a witness for economic transactions. For an individual to become a notary, he must pass the notarial examination that is given by the municipal government once a year. The notarial examination tests an applicant's knowledge and ability to draft the standardized legal instruments currently in use and the laws pertaining to them. Applicants need only pass the examination once every two years. After passing the examination, and paying a 100d fee, he is sworn in for one year and presented his seal of office. Once the notary’s term is up, he must surrender his notary seal back to the town. If he wishes to remain a notary, he retakes the notarial examination, and he pays the 100d fee. All notary positions are franchises held by the town and sold annually to individuals who have passed the notarial examination. However, once enfranchised notaries are allowed to work independently or bond themselves out for the duration of their terms. Those notaries who bond themselves out work for a fixed wage, whereas those that are not bonded are paid for each transaction witnessed or document drafted. As usual, payment terms are negotiable; however, most salaries range from 60-80% of what a litigant makes.
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MERCANTILE OPERATIONS _ 1 LOCAL TRADING ACTIVITIES Local trading activities center on the provisioning of towns with victuals, drink, and raw materials for the local craftsmen and its citizens. These activities center around three areas. Each area provides a service to the community either directly or indirectly.
THE SHOP The shop is the central focus for most craftsmen’s activities. Each local guild regulates how many shops/franchises their guild allows to operate within a specific location. A guild controls this number by only allowing only enfranchised master craftsmen to own and operate a shop. In addition, the guild also sets limits on the number of apprentices, journeymen, and masters a shop can employ. Other restraints put on the owners of shops are price controls, fixed work hours, usually signaled by a bell in the Hall of the Mangai, and the limiting of on site commercial activities to retail trade only. Most shops lack the resources to conduct large-scale export operations and tend to focus on supplying the needs of the town and its surrounding environs. Owners acquire materials from mercantylers at the Mercantylers Hall, the Hall of the Mangai, or in the local market. Most shops are required to close their doors on market days and to operate out of a stall in a market place if they wished to sell their wares. Those shops that do produce items desirable for export will have to deal with mercantyler who control the import/export trade. Remembered, most guild regulations are developed to protect the consumer and local craftsmen from outside competitors, and to reduce competition from within its own ranks. A shop is not just a place of business; but also serves as a home and storage facility. The front of the first floor is usually the shop and work area, most shops will have a large window opening onto the street. The window shutters fold out to form a counter and an awning allowing customers to see finished goods and to see into the shop and observe the craftsmen at work. Other shops have open fronts that are covered by large screens when closed, such as the metalsmiths and potters who required good ventilation while working. Behind the shop is a hall and attached kitchen for meals and social activities of the owner, his family, and employees. The upper levels are the residences for the owner, his family, and employees. Supplies are stored in a cellar or in spare rooms. Sometimes owners acquire extra funds by renting out spare rooms. Shops are rated by a number of stars to signify their quality, price range, and mastery level and a number to designate size. The size rating states how many guildsmen work within the shop. A shop rated as a five would have the master and four other employees, at least one of whom may be an apprentice. In addition to the guildsmen, some shops may employ unguilded help as labors, clerks, messengers, etc. The star rating identifies the approximate quality of goods produced in the shop, the price range as a percentage of the base price, and a mastery level range for each shop.
QUALITY TABLE Stars Rating
Price
Adjustment
*
Poor
75%
**
Inferior
85%
***
Average
100%
****
Good
120%
*****
Excellent
140%
CRAFTSMAN QUALITY TABLE Stars
ML
Generation
*
51-50
(50 + 1d10)
**
61-70
(60 + 1d10)
***
71-80
(70 + 1d10)
****
81-100
(80 + 1d20)
*****
101-120
(100 + 1d20)
The ML designated for a craftsman’s shop is not the ML of the proprietor, but an average of al the individuals working within the sop. A freemasters primary concern when hiring new employees is to maintain or improve the shop’s ML. Overall, the score will stay fairly constant over long periods of time. When ownership changes due to death or purchase, the ML should be regenerated.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 2 THE MARKET The market is a weekly or biweekly event held on specific days and controlled by the local chapter of the Mangai. In larger towns/cities like Coranan markets may be held every day to ensure that the population stays supplied with food and other necessities. On non-market days, the market places and streets of a town will still be active with victualers, tinkers, peddlers, and the town’s regular merchants. The primary function of the market is the selling of produce brought in from the outlying lands of the town by the peasantry and manorial officials. In addition, it gives these individuals a chance to acquire supplies that they can not obtain in their own villages. In Western Lythia the Mangai holds the rights to all markets and pays a fee to local governments or kingdoms for the privilege. To defray the costs, and acquire profits for its own needs, the Mangai imposes market fees, stallage fees, sells or rents awnings, and rents permanent structures within the market place. In some regions, the Mangai is also responsible for collecting the hawking tax on all goods sold at the market. Each town has established its own market day(s) and has identified the times during which the market shall be open. It is customary that the first half of the market day is open to the town’s population so they can acquire their weekly needs before the Innkeepers and cooks come in to gather goods for their establishments. In addition, the market is a purely retail establishment, no wholesale activities are allowed to take place within the market or during the hours it is open. Most towns also have an ordinance that calls for shops to close during market days or hours. If these establishments wish to conduct business they must obtain a stall for the day and conduct their business at the market. To police the market and ensure taxes are collected, the Mangai assigns a sergeant and some assistants to check for tax receipts, ensure that the official weights and measures are being used, break up improper commercial activities, and look after the peace in general.
PEDDLERS Peddlers are individuals who travel about with their wares looking for buyers and profit. Most peddlers are minor operators who carry their goods on their back or on a single pack animal. Peddlers are not just limited to traveling from village to village, but also include individuals reselling items within a town from carts or sacks. The goods they sell range from ribbons and caps, to pots and pans; mostly items a villager could not obtain locally and townsman has no time to shop for. Within the towns, another trade akin to the peddler is the victualer. The victualer sells hot and cold foods from a cart. The items they cook up themselves or obtain from an inn or tavern, and vary from meat pies to pastries. The Mangai has been attempting to control the victualers by incorporating them with the Innkeepers Guild or getting them to form their own association. Thus far, they have resisted both movements. Although some towns have tried to restrict their activities, they realize that the majority of the townsmen would resist abolishing this activity. The reason being that most townsmen have no way of preparing their own meals and the fare at inns or taverns are expensive or bland.
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 3 REGIONAL TRADING ACTIVITIES Regional trade involves the movement of surplus produce and materials within a region. The items moved are usually bulk goods, dry stuffs, and ores. This kind of trade rarely involves luxury items, unless it is the redistribution of such items from a major port. Mercantylers are the main players in this kind of activity. The funds involved are minimal and the merchants who take part in these activities are rich, but not excessively so; the main reason being the limited profits available from trading in bulk trade goods. Goods moved within a region; travel by pack animal, wagon/cart, or on water. Where possible, most items are shipped on boats/barges upon navigable rivers and by ships along coastal areas. Pack animals are the most desirable means of transportation for overland trade. Most routes are nothing but mere tracks and not very good on wagons and carts. The mule and horse are the prominent animals used as pack animals on Hârn. Wagons and carts are used primarily within a specific area or kingdom to relocate bulk goods and items to large for pack animals. When possible, goods are usually transferred to boats/barges to cut down on transportation costs. Hârn is a good example of a region with established regional trade routes. These include the Salt Route, the Fur Trail, the Silver Way, and Genin’s Trail. Each year major caravans move from the start points of each trail to Tashal, the junction point of them all. In Tashal goods brought from each area are redistributed and at the end of the trading session taken back to the start points and redistributed in those areas. Luxury goods from Lythia find their way to Tashal along the Genin Trail after being moved from the port of Cherafir to Thay. Goods destined for Lythia return along the same route. The Fur Road serves the same purpose, but from the north. The majority of Hârnic mercantylers will be taking part in this kind of trading activity. In effect, collecting surplus goods in their area of operation, transporting it to a collection point for a major caravan or moving it to another area themselves, obtaining goods needed for their area, then returning and distributing these goods for a profit.
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 4 LONG RANGE TRADING ACTIVITIES Unlike regional trade, long range trade involves the movement of luxury goods, rare items, and items that are in high demand in other regions. This kind of trade requires large amounts of capital and good contacts in far off regions. For Hârnic mercantylers, all long-range trade is conducted by ship. Because of this, most form partnerships to buy shares of a ship or to pool their resources to purchase freight space on board someone else’s ship. Most Hârnic mercantylers sail for Western Lythia ports along the western coast; principally the ports of Parahal, Eshapel, Karamus, and Chelemby are most frequented by Hârnic ships. With the exception of the occasional Hârnic mercantyler sailing to Karejia on the Larun, most Hârnic mercantylers will only go as far as these ports and their surrounding environ. Being a major importer, Hârn has little to offer the merchant centers of Western Lythia. Consequently, most ships sailing from Hârnic ports are near empty, sometimes carrying only ballast. Therefore, most long-range trade tends to drain capital from Hârn. To combat this Hârnic mercantylers have been trying to boost the quality and desirability of Hârnic wool. They have had moderate success in the area of Northwestern Lythia and are gaining some headway in Southwestern Lythia. If these efforts are successful, Hârn may become a major producer and exporter of wool for Western Lythia.
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 5 MERCANTYLER SPECIALTIES AGENTS AND FACTORS FACTORS A factor is the employee of a master mercantyler, a company of merchants, or a long-term partnership. This position was originally developed by rich Karejian mercantylers not wishing to travel long distances and looking for ways to employ members of their families in the family business. Factors are contracted to manage business offices in remote location. Factors are usually entrusted with receiving goods, selling the goods, purchasing goods, shipping goods to the home office, excepting bills of exchange and promissory notes, etc. In addition, they are sent frequent letters of instruction and required to answer promptly. Even so, the factor is usually given freedom of action so he can respond quickly to changing economic situations. The factor is usually not liable for the obligations of his employer. They receive a fixed salary and do not share in the profits. In the case of gross negligence or dishonesty, he is only accountable to his employers. If successful, he can look forward to an increase in salary or promotion as a junior partner. Once made a partner he can then be jointly liable for all partnership debts. The salary of a factor can range from 200d to 400d a month. From this amount, the factor has to pay for his room and board, clothing, and miscellaneous needs. At no time is he to use any of the company’s funds to provide for his own needs or debts.
AGENTS Agents are mercantylers appointed by another mercantyler who cannot personally attend to a particular business transaction. The agent can be a relative, friend, or an employee who is given power of attorney over the business to be conducted. The use of agents is a common method used throughout Western Lythia. Most agents work on commission; however, a few do work for a fixed salary. The agent is usually entrusted with carrying money and/or moveable goods to trade with and to carry or send back the proceeds of the transaction to their employer as instructed. Not all agents traveled with the goods. Some worked out of a fixed location and received contracts from distant merchants to handle their business. Such contracts are issued by letters to the agent and arrived with the goods, both being transferred to the agent upon arrival. Agents who work in this way usually have a standing agreement with their contacts to accept all contracts upon arrival and can terminate any agreement by letter to their contact, usually going out with the previous consignment. At no time will an agent draw on the funds under his control to provide for his own needs. A typical commission can be between 1% and 5% of the total value of the net profits.
AN AGENT For example, Sion of Peron is the agent of a Thayan merchant and has been given 50£ of wool to sell in whatever Lythian ports he could and to purchase spices and silk with the proceeds, his commission is set at 3%. Upon his return he handed over 250£ of spices and silks to his employer. From this his commission would 3% of 200£ or 6£.
SUPERCARGOES/SHIP’S SCRIBES The supercargo or ship’s scribe is a bonded-master mercantyler specializing in marine trade. Many of these individuals are young men with no hope of acquiring a franchise and have a flare for adventure and travel. A supercargo usually holds an “Associate Membership” in the Seamen’s Guild (12d/year). His duties include the purchase and sale of cargoes, calculation of freight rates, cargo stowage plans, etc. As a guilded mercantyler, a supercargo generally negotiates better deals with his associates.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 6 The position of supercargo is a relatively new feature in Hârnic waters. The trend started with the Karejian League in the Venarian Sea. Trade there is so brisk and complicated that the league passed an ordinance around 650 TR that all of their merchant ships will carry a bonded mercantyler to record transaction and conduct the ship’s business when in port. On the great Laruns, as many as three supercargoes may be employed. Over time, the trend has slowly spread west, coming to Hârn around 720 TR. A supercargo’s primary duty is to maintain a ship’s account log. In this book he copies all agreements between the owners and merchants or logs in copies of agreements he files into his chest. As cargo is loaded he records its weight, the merchant’s trademarks, the nature of the cargo, and its value. He then issues a receipt to the merchant in view of possible later claims for damages. If the merchant or passenger is also carrying money, the supercargo will also record the amount in his log. At all ports of call, the supercargo repeats these actions. This is done so that the proper freight rate can be charged for new cargo items. Similarly, whenever cargo is unloaded the supercargo checks the unloaded cargo against the owner’s receipt. Then the supercargo records the freight paid in his log for the unloaded cargo, even if the cargo may be loaded again at a later date. In addition to the above entries, the supercargo keeps a record of the shareholders in the ship. In this record he records their names, the number and fractions of shares held, and the names of anyone whom the control of shares had been transferred in regards to payment of profits. In this log he also records the expenses and incomes the ship accrues. Along with freight payments, merchandise sold or bought, and expenses for the ship’s equipment, the log also contains the orders to the captain and the names of the ship’s crew and the agreements of service arraigned with each. Being a mercantyler, the supercargo also acts in the ship’s name when buying or selling goods. See the Pilot’s Almanac for information on maritime trade.
USURERS
INTEREST
The Mercantylers’ Guild has one important monopoly, which is rigidly enforced. Only mercantylers can practice usury; the changing and loaning of money for profit (interest). Some mercantylers (usurers) specialize in this activity. Like the trade side of the guild, usurers specialize in small local operations (pawnbrokers) or those that deal in large transactions (moneylenders). In between are the moneychangers. On Hârn, this is as complicated as it gets. However, within the Venarian Sea the beginnings of large banking firms are starting to emerge. These organizations conduct various operation, o include: make loans, take deposits, issue letters of exchange and credit, and act as a sort of foreign exchange.
The interest rates for loans are high, and compounded monthly. For secured loans, a normal rate of interest is one or two percent per month. Unsecured loans to finance trade are another matter. These range from 5% per month for local trade loans, to 10% per month for caravan trade, and 20% per month for sea trade. Such are the comparative rates of land/sea travel and the profits expected from trade.
PAWNBROKERS Within most large towns, you can find the shops of usurers who deal solely in local loans of small amounts. The pawnbroker takes personal items as security for these loans and charges interest. Most of these loans range from a few shillings up to a hundred pounds. The usual duration for these loans is a month and can be extended a month at a time up to six months. If the loan defaults, even by a day, the goods securing the loan are forfeited and available for resale by the usurer.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 7 MONEYLENDER
USURER CREDIBILITY TABLE
At least one usurer in each major town operates as a moneylender, as opposed to a pawnbroker. These individuals usually make large unsecured loans to mercantylers involved in regional or long distance trade. Sample contracts of the various loans issued by a moneylender can be found in the document section below. The basic loans issued are the straight loan for those conducting commerce by caravan and the sea loan for those conducting trade on the high seas. Since money is always in short supply, the moneylender also issues promissory notes instead of money, see below. To insure there are sufficient funds on hand, some moneylenders allow non-mercantylers to deposit funds in their money chest in return for a small percentage, 4% to 6%, compounded annually. A sample deposit contract can be seen in the Commercial Documents section. Transactions such as these are fairly new to most of Northwestern Lythia and will only be encountered in large commercial centers.
MONEYCHANGERS Few usurers are strictly moneychangers, unless they are located in a very busy port frequented by many foreign ships and merchants, something Hârnic ports have nothing to worry about as of yet. Instead, many moneychangers are also moneylenders. The moneychanger is highly involved in buying and selling foreign coinage. The discounts charged average 10-20%. For example, 100d Aleathian might be exchanged for 80-90d in Tashal. There is considerable distortion with Rethemi coins (notoriously debased) and they may be discounted as much as 50% in other areas. Golothan usurers, on the other hand, pay high prices (par to 120% in Rethemi pence) for foreign coins, coveting them as security and to invest with those who are reluctant to accept Rethemi coinage. Moneychangers also issue promissory notes as stated above and letters of exchange see the Commercial Documents section.
MARKETS AND FAIRS
A
B
C
D
E
5%
7%
10%
20%
50%
10%
15%
25%
50%
--
25%
35%
50%
--
--
To use the table, cross-index the credit rating of the usurer issuing the note, with the location of the usurer cashing the note. The credit rating is based on a usurer’s quality-rating, see above. A usurer with five-star quality is (A), four-star (B), three-star (C), etc. If the note originates from the “Same Kingdom” use that line of discounts, etc. The “Same Region” defines regions as Hârn, Ivinia, Trierzon, “Other Region” implies; for example, a note that was issued in Ivinia and then being cashed by a Hârnic usurer.
MARKET SIZE
LOCAL MARKETS As stated above, the local market is a clearinghouse for local produce and goods grown and manufactured by local farmers and craftsmen. The heart of any town is its market(s), an event where money and goods are exchanged more or less freely. It is illegal to sell anything within five leagues of most towns except within its market. In practice though, most towns are only able to enforce this stricture up to a radius equal to its market size as stated above. Impromptu highway sales within this zone are forbidden by royal laws – the minimum penalty is confiscation. The Mangai who rent space for a penny or two per day administers the market and its activities. Vendors can sell from their own carts, tents, or stalls, or rent them from tentmakers or woodcrafters. Local guildsmen are the only ones permitted to freely sell their goods within the town. Goods imported to the city are subject to payment of hawking fees and, if they are covered by a local guild monopoly, they must first be offered to local guildsmen handling such wares to be marked up and resold. In addition to daily market activities mentioned above, each town has a prescribed market day held one to three times a week. On these days, all sales must take place in prescribed areas and the time for selling and buying starts and ends with the fourth watch. On these days, peasants bringing foodstuffs into the town for sell are not charged the hawking fee or only half the fee. During market hours, no wholesale trading can take place. The sole purpose of the market is the provisioning of towns with foodstuffs and raw materials.
HârnWorld
CREDIT RATING NOTE ORIGIN Same Kingdom Same Region Other Region
Markets are assessed on a scale of [1] through [9]. Market size is an assessment of a market’s volume of trade and activity. A market with a size of [1] is considered a very minor market, [5] an average market, and [9] a very major market. Size does not depend only on the population of the settlement, although this is a major factor. Some settlements have small populations but large hinterlands, and some, like Cherafir, also are regional trade centers. Almost all manorial villages are rated at [1], while baronial centers are generally rated between [2] and [4]. Settlements located on navigable waterways will have a higher rating than a comparable settlement on a road. The same holds true for settlements situated at major crossroads, at fords and bridges along caravan routes, the seats of government, fairs sites, etc. For example, Cherafir is rated a market size of [6] in the Pilot’s Almanac. Tashal situated at the junction of four major trade routes and the site of an annual fair could be rated as a [6] or [7] market since it is similar in size to Cherafir and a regional trade center. For charts on ports/markets for the regions of Northwestern Lythia, please refer to the Pilot’s Almanac.
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 8 WORKSHOPS
BARGAINING CHART
This is the standard shop from which master craftsmen and their staffs construct and sell the goods related to their guild profession. As stated above, most laws state a craftsman must perform his duties in view of the public. Therefore, most shops have a large window, which opens onto the work area of the shop and serves as a counter and awning when the shutters are open. In areas where guilds control economic matters, only a freemaster can own and operate a shop. In order to get a franchise a master craftsman must approach his guild and comply with its regulations as outlined above. Customers come to the counter or into the shop and inspect goods for sell or order items custom built. Prices are based on the listed retail price of an item in the price guide and adjusted based on the star rating of the shop, see above. If you do not wish to act out the bargaining, use the seller and buyer’s rhetoric skills to determine who wins the bargaining session. See the Barraging Chart.
Whenever players do not wish to act out a bargaining session, use the following routine to determine what the outcome would be. When two characters, or more, are engage in a bargaining session use their rhetoric skill to determine success. The GM may adjust the ML of either character as he sees fit based on the conditions and circumstances.
PORT ACTIVITIES Please refer to Pilot’s Almanac for information on maritime economics.
FAIRS Unlike the markets above, fairs are normally regional in character and on the continent there are even some international fairs. Where the markets draw in produce and materials from the surrounding area; a fair draws in products and materials from the surrounding region and imports from farther a field. On Hârn, the Tashal Fair is the only one of any real significance; although there are numerous smaller fairs throughout the island. On the continent they are more numerous and diverse than the one at Tashal. Fairs are held annually, although some may be held biannually, and tend to last from three days up to six weeks. The organization and conduct of the larger fairs are based on the fairs found in Azeryan and Karejia. To ensure maximum attendance and income, the rulers of areas containing a fair will issue safe conducts and grant relief from most duties enroute to the fair. It is customary that once a fair is open no regularly scheduled markets may be held within any adjacent settlements. Instead, they are moved into the precincts of the fair. On Hârn, the Mangai has been given control of the Tashal Fair by the King of Kaldor. Currently the Thardic Senate is debating the establishment of an annual fair at Coranan or some other suitable location.
SELLER’S RHETORIC
BUYER’S RHETORIC CS
MS
MF
CF
CS
Inc
+1d5%
+5d2%
+5d5%
MS
-1d5%
Inc
+1d5%
+5d2%
MF
-5d2%
-1d5%
Inc
+1d5%
CF
-5d5%
-5d2%
-1d5%
Inc
Inc – Inconclusive result, the session continues. +/- #d#% - This represents the result of the bargaining session and adjusts the value accordingly. For example: Sellis wants to but a halter for his horse, the cost is 40d. He approaches a local leatherworker who has a rhetoric skill of 45; Sellis’ rhetoric skill is 51. The GM has decided there are no modifiers required so the rolls are made against both parties’ rhetoric ML. The leatherworker rolls a 43 and Sellis rolls a 23. The result is MS for both parties and therefore inconclusive so the session continues. The Leatherworker rolls a 67 next and Sellis rolls a 45. The leatherworker’s result is MF and Sellis’ result is CS. Therefore, the result on the above table is – 5d5% of the item’s price. The GM rolls 5d5 and generates a 17, so the price is reduced by 17% to 33d.
ORGANIZATION Each fair will have up to two Keepers of the Fair appointed to oversee it. This appointment is made by the organization that controls the fair, such as the Mangai, a great lord, the monarchy, etc. The number of keepers depends on the size and importance of the fair. The keepers are responsible for the overall operations of the fair. This includes setting up the site, establishing the routine for the daily activities during the fair, the arrangement of the separate divisions within the fair, the policing of the fair and any judicial matters arising from fair activities. To assist them in this matter the keepers have up to ten assistants, sometimes known as Sheriffs of the Fair, to see after the separate details; in addition, they act as the eyes and ears of the keepers. The sheriffs are assigned specific duties in addition to their police function. One may be in charge of assigning positions to the merchants as they arrive. Another would be assigned to checking all weights and measures used in the fair and insuring that all items needing to be weighted use the fair’s own scales. Many other duties of a similar nature can also be devised.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 9 In addition to the keepers and their assistants, the fair has a number of other officials that secure and maintain the privileges of the fair. These included notaries, brokers, measurers, criers, and porters to name a few. The notaries draw up bills of sale and other contracts, affixing the seal of the fair to them, thus providing the legal authority of the fairs granter on the documents. Brokers would assist merchants in finding specific goods or arranging deals behind the scenes. The measurers run the fair’s scales and vouch for the weight of all goods. In addition, they maintained the standards for all means of measuring within the fair’s precincts. The criers are the voice of the fair authorities and carry messages for them throughout the fair’s precincts. Merchants frequenting the fair who do not have their own servants can avail themselves of the fairs porters to transports goods from one point to another. Finally, in order to maintain the peace, the keeper maintains a force of sergeants or men-at-arms to act as a police force within the precincts of the fair. These individuals will patrol the grounds looking for law breakers, unruly customers, or complaints about merchants dealing unfairly. Justice is swift and final, no appeal is allowed to a higher court. When a breach of the peace or fair rules are encountered, the offending parties are brought before a keeper, the keeper being the judicial authority for most offenses. Only cases involving royal prerogatives or felonies are deferred to the royal courts. Most offenses are dealt with through fines and/or confiscation and occasionally the pillory.
THE TASHAL FAIR The traditional starting date for the Tashalan Fair is the 1st of Nolus or the first day of summer. Before this date, fair officials have already started planning sometime in Nuzyael. On the 1st of Kelen construction of the stalls and halls have begun on the East Commons, within 15 days a temporary suburb has sprung up. The area will be the primary site for the fair, consisting of stalls, shops, taverns, storage halls, and administrative offices. These are all temporary structures, meant only for the duration of the fair. Sometime around the 20th of Kelen, the first caravans begin arriving in Tashal. The fair officials assign space as requested on a first come first serve basis, although prior arrangements can be made for an additional fee. Until the prescribed day for unloading, all goods are placed in bonded warehouses and guarded by the fair’s guards. The fair is divided into four divisions to better control the commercial dealings of its attendants. On the 1st of Nolus the fair officially begins with the unloading and displaying of goods as prescribed by the keepers. During this time the merchants are usually given ten days to register, unpack and display their wares before any trading begins. This gives everyone a chance to see what is available and precludes rare items being bought up by unscrupulous merchants in secret. Although some of this may be happening behind the scenes, it is a practice punishable by confiscation and/or expulsion from the fair. The first division is the Cloth Market; it lasts for 15 days. During this time, the tables are a rainbow of colored bolts, ranging from ecru to highly prized scarlet cloths. The cloth available ranges from semi finished goods to the most exquisite brocades. In addition, one can find: Tashalan woolens, Aleathian worsteds, linens from Emelrene, silks and cotton stuffs from the eastern seas, and many other basic and exquisite cloths can be found for sale during this part of the fair. In addition to the bolts of cloth, merchants and individuals can find sacks, purses, and clothing. Hempen products such as rope, bow strings, nets and measuring lines to name a few are also available at this time.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
MERCANTILE OPERATIONS _ 10 At the close of the cloth market merchants are given five days to conclude and notarize their deals, and arrange for the transfer of goods to their own storerooms. This is a standard practice at the end of each major division of the fair. This takes us to the 1st of Larane. The next division is the Pelter’s Market; this division also lasts for 15 days with the five day closing period at its end. In this market the buyer can find everything from common rabbit and squirrel skins to the expensive furs of marten and sable. Most of the expensive furs come down the fur trail from the north, some as far away as Harbaal and its hinterlands. In addition to furs, all manners of items made of leather and skins are sold. Here you can find shoes, saddles, harnesses, various qualities of skins and leathers, etc. The most sought after division follows on the 20th of Larane, it is the Spice Market. The name itself is quite deceiving though. Although spices are a main part of the market, the selling of items that need to be weighed is also the focus of the spice market. Items sold during this 20 day period included salt, sugar, alum, potash, lacquers, dyes, grain, wine, etc. The goods in this market are some of the most traveled in the entire fair, ranging from as far a field as Diramoa and Molnasya. The final division of the Fair commenced on the 15th of Agrazhar and lasted for 15 days. The Money Market is a time to settle debts contracted over the previous year or during the fair itself. It is also a time to contract new loans for the coming year’s trading activities and to acquire promissory notes and bills of exchange. Anything that deals with money and credit is transacted during this final part of the fair; to include the paying of all fees related to sales and services provided. Anyone failing to settle their accounts before the end of this division will have their goods held until payment is arranged in a satisfactory manner. The four divisions mentioned above are not the only activities going on during the fair dealing with commerce. Throughout the period of the fair there are other markets going on simultaneously. The largest of these is the Stock Market where various animals are purchased and sold. It is at this market that lords and peasants replenished their stock or sold excess stock. This market is usually held on the west bank of the Kald River. Other items being sold throughout the period of the fair are items for everyday use such as pots and pans, metalware, weapons and armors, foodstuffs, knickknacks, etc. This part of the fair that allows the local craftsmen and merchants to maintain their businesses while the fair is open. Finally, the fair is not only a commercial enterprise but also a place of amusement and entertainment. As individuals of every class arrived on foot or horseback they all have something in common, the desire for a bargain, to sell something, or just to see the sights. Besides the items that are on display, the visitor can see dancers, jugglers, acrobats, bears, and monkeys performing throughout the fair and the city. Musicians, minstrels, and storytellers perform on stages and in the inns. The inns and taverns are boisterous places thronged with amateur and professional prostitutes alike. In conclusion, the fair is a chance for individuals to see and experience sights from far away places.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 1 GENERAL As stated above, most trade by land moves in caravans whenever a suitable water route is not available or feasible. A caravan is an organized expedition of mercantylers journeying from one town to another. The long established routes are often patrolled by various interested parties, seeking to encourage such traffic. Within the borders of well-established and secure kingdoms, organization tends to be more lax, focusing more on speed than security. Way stations such as Trobridge Inn are built at strategic points to provide guides, horses, repair services, etc. The taxes and tolls charged at such facilities are a lucrative source or revenue for their owners. Goods hauled in caravans are of two basic types, luxury items of great value and medium to light weight or bulk commodities that abundant at the point of origin and scarce in other areas. Of these two, only the luxury items offer the potential for a profit to compensate for the risks involved in long range or greater transportation. Western Lythia eagerly seeks luxury goods such as silk, spices, lacquers, gems, etc. from the east. In return, the west sends its gold, silver, cloth, etc. to the east. Items from the east come by caravan to the ports of the eastern Venarian Sea and from there are transported by sea to ports throughout Western Lythia. At the ports mercantylers purchase these goods and redistribute them throughout their own regions. Caravans moving regionally are not only redistributing these exotic wares but also moving surplus goods of the second group mentioned above from one area to another. In this way, areas that are crop poor can obtain their grain supplies, while areas that grow crops can acquire raw material in exchange. In areas where security is assured and/or safe conduct guaranteed by the local authorities, caravans are not the norm but the exception. In these areas, transportation consortiums have been developed that provide a carrying service for merchants between specific towns. These groups charge a fixed rate based on the items to be carried and the destination. From this fee they are responsible for paying all the tolls and fees involved in the transportation of the goods. As of now, Hârn has no such groups, but they can be readily found in the major Western Lythia kingdoms. Such groups are usually run by organized groups of teamsters.
ORGANIZATION THE CARAVAN MASTER Major caravans of throughout Western Lythia are operated by specialist members of the Mercantylers’ Guild known as caravan masters or Hansgrafs. It is not illegal for any mercantyler to organize a caravan, but the organizational complexity involved has led to the prevailing custom specialist caravan masters. 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 mercantylers, innkeepers, officials and tribesmen along the route. Caravan masters organize all aspects of a caravan and its journey. They are responsible for hiring teamsters and guards, deciding who may join a caravan, and establishing departure dates, campsites, defense measures, etc. In addition, they have the power to abandon goods (and their owners) if they deem their presence hazardous to the caravan. Most caravan masters employ one or two lieutenants, the most competent of them eventually become caravan masters themselves.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 2 CARAVAN MASTER’S LIEUTENANTS These individuals, like the caravan master, have had some military training and have a fair knowledge of the terrain and its inhabitants that they will be traversing; most have aspirations of becoming a caravan master. Most lieutenants are armed as medium horse and assist the caravan master in organizing the details of the caravan before it moves out. Once on the road, each one is assigned to one of the guard positions or the main body.
SCOUTS Most caravans traveling in unsettled regions usually employ tribesmen or adventurers who are familiar with the terrain and inhabitants as scouts. Scouts may travel up to a day in advance of the caravan checking the route.
CARAVAN GUARDS In addition to the scouts, larger caravans will deploy a mounted advance guard of light to medium horse to its front. The strength of the advance guard can very from five men to half a company in strength. Their main task is to clears the way of any possible ambushes and blockages and acts as a quick response force for the caravan if it is attacked. In most cases it will travel no more than two or three miles in front of the caravan. Depending on the size of the caravan the main body of guards can be quite sizeable, sometimes up to two or three companies in strength. These forces may be mounted or on foot and usually take up flanking position when on the move. It will consist of light to medium forces to include bowmen. Their duties on the march are to provide support on the flanks of the caravan, operating in half company units. When in camp they provide perimeter security for the entire campsite. Finally, larger caravans will also deploy a rear guard of light to medium horse up to half a company in strength. This is the caravan master’s reserve and has the responsibility of keeping the rear of the caravan from being surprised. In addition, the rear guard has the responsibility of straggler control, keeping those who fall behind in line and providing protection to breakdowns when feasible.
TEAMSTERS AND PACK ANIMAL DROVERS These individuals are responsible for the care and wellbeing of their teams and vehicles. In addition, each man is required to arm himself with a sidearm and spear to be used in defense if the caravan should it be attacked. Some caravan masters even stipulate that one out of every four or so men will be armed with a bow. Each wagon or cart will have a teamster assigned to it and up to every five pack animals will have a drover assigned.
SPECIALIST Caravan masters will also hire carpenters to repair vehicles and other various woodworking tasks; a blacksmith to maintain weapons, repair vehicles, and shoe animals; a physician to care for any sick and wounded; a scribe to maintain a journal and record transactions, contracts, and daily activities. Others specialists can be hired depending on the needs of the caravan.
MERCHANTS/TRAVELERS Any mercantylers/travelers accepted into a caravan must provide their own provisions, shelter, utensils, and servants. They have the option of using their own transportation or renting it from the caravan master. Like the teamsters and drovers, these individuals must arm themselves with a shield and spear at a minimum.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 3 OPERATIONS PLANNING Planning for a large caravan such as the annual ones on Hârn and the great caravans to Eastern Lythia starts up to a year in advance, usually just before the return trip of the current caravan. During this time a caravan master and his lieutenants busy themselves arranging safe conducts from local officials, laying on supplies for the following year, and arranging for the billeting of their men. On the return trip, they make arrangements at each way station to ensure the route is set for their next trip. Once they are back at their point of origin, planning is suspended until a few months before the next trip, unless the next trip is coming sooner. During this time, the lieutenants see to the maintenance of vehicles and harnesses, the pasturing of animals, and the dismissal of unnecessary employees. Any animals that are deemed unfit are sold off and new animals purchased. In addition, the caravan master continues to monitor the condition of the route. Once planning resumes, the caravan master arranges for additional animals and large transport vehicles as needed. His lieutenants begin hiring guards, teamsters, drovers, and all the other necessary individuals. About a month out for annual caravans, shorter intervals for others, notices are posted announcing the departure date of the caravan, its master, and where merchants or interested parties may sign on. The final weeks are used for planning the route of travel, identifying campsites along the way, and acquiring supplies. The planning for smaller caravans may not be as extensive, but will still take up some considerable time.
DAILY OPERATIONS A day on the trail starts an hour or two before daybreak. The watch has the wake up call sounded by drum or horn and the caravan members’ turn out of their bedrolls to begin the day. The first task of the day is to pack their belongings and have a light meal of bread and cheese. After everything is loaded for the day’s journey everyone takes their place in the order-of-march. Everyone must be ready by the prescribed time, or be left behind. An hour before the caravan heads out the scouts are dispatched along the proposed route. At the prescribed time the march-signal is sounded and the advance guard moves out on the trail. Behind it comes the main body of the caravan with its contingent of guards flanking the column. To the rear, the rear guard follows urging stragglers to keep moving along. While on the march, and in camp, merchants are usually aligned by nationality or in like groups. Each group has an elected leader who answers to the caravan master and his lieutenants for the conduct of their fellow members. A caravan usually travels no more than eight hours a day. This is to ensure there is enough daylight at the evening campsite to setup security, establish the camp, and maintain their animals. About four hours into the day the caravan makes an hour stop to rest the animals and take in their midday meal. Upon reaching the prescribed stop for the day, the signal for the halt is given. At this time campsites for each group are designated, guards posted, animals put to pasture for the night, and goods are unloaded for the night in a secure area. No animal is left burdened for the night, only wagons and carts will stay loaded. Guards are assigned two-hour shifts with a half company up at any time. The guards themselves provide perimeter security and for the trade goods, while groups merchants/drovers guard the main camp. It is figured that any raid at night will be made on the stock or the trade goods. Once all evening tasks are completed the camp is then allowed to prepare its evening meal and relax. Usually within an hour or two after sunset, the caravan master signals for quite and all bed down. In the morning, it all starts again.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 4 AT THE DESTINATION At the caravan’s destination, the caravan master notifies the merchants of the prescribed departure date and where he can be located if a merchant’s travel plans change. He and his lieutenants see to the pasturage of the stock and the procurement of replacement animals and vehicles if needed. The caravan’s employees are notified of their reporting date for the return trip and issued half their pay for the trip. Once all is settled the caravan master and his assistants begin making arrangements for the next year’s caravan and preparing for the return trip.
VARIATIONS ON THE CARAVAN CARRIER COMPANIES In some regions, the teamsters have banded together to form carrier companies. These companies provide carrier service between two points for merchants and others. These groups usually operate in settled regions only and along secure route. They run on a set schedule and are well know by all along their designated route. When carrying goods for merchants they charge for freight as discussed below. For other carrying services, the charge is 1d per 20 km to be traveled.
MERCHANT ADVENTURERS
MERCHANT ADVENTURERS
When a group of merchants joins to form a traveling association, they usually have no specific route in mind, the route is to be determined as news of trading conditions and opportunities arise. Like a caravan, there is a master, guards, teamsters and drovers; but unlike a caravan they can sign on to travel indefinitely or to a specific designation. Instead of paying a fee to join the caravan, a merchant buys into the common fund of the caravan using his own capital. He is then assigned shares based on his capital investment. As the caravan travels and sells its wares, the merchant receives a cut of the profits based on his assigned shares. Whenever a merchant decides to leave the caravan, the caravan buys out of his shares and pays his initial investment and a cut of the profit based on his shares. Some young merchants have been know to travel with such caravans on the continent for years and have seen all of Northwestern Lythia and all it has to offer.
Example: Zerin, a young mercantyler from Kaldor, has recently arrived in Parahal. While considering his options, he hears of a band of merchant adventurers planning an expedition. After further inquiries he discovers that the band has been in operation for the last three years and follows a circuit as follows Parahal, Engaritane, Quarelin, Karemus, Eshapel, and back to Parahal. Zerin’s current capital on hand, in goods and money, is 100£. Zerin approaches the leader of the band and buys his way into the company with his capital investment, the GM determines that the company’s total capital investment are 2,000£. A share in this company is worth 50£; therefore, Zerin has 2 shares in the company. After about a year on the road Zerin decides to drop out of the company at Karemus. The GM determines how far the Zerin has traveled with the company and consults the Voyage Data Table below; in this case, it has been a long voyage. Zerin’s initial investment is increased by the multiple of 6d10/10, a 43 is generated. Zerin’s receives (100£x4.3) 430£ for a profit of 330£.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 5 TRANSPORTATION
TRANSPORTATION TABLE MODE
LOAD
HORSES
Horses Donkeys Mules Oxen Camels Carts Wagons Porters
200 lbs. 220 lbs. 250 lbs. 300 lbs. 400 lbs. 2500 lbs. 8000 lbs. 60 lbs.
Horses are used as pack/draft animals, but are more commonly used as mounts. The load noted is for the average workhorse; superior or inferior animals may be modified, and GMs may wish to modify for other types of horse. Each animal requires about 15 pounds of (average) fodder and 80 pounds (8 gallons) of water per day. Higher or lower quality food will change the feeding requirements accordingly. Animals may founder, go lame etc.; this is reflected as an event in the encounter tables. If, however, the animal is forced marched, the chance of foundering etc., is 2% per watch moved. Increase the base chance by 10% for each consecutive day of inadequate food/water. That is, a horse without sufficient food/water for three consecutive days has a 30% chance per watch of foundering. The GM must handle partial availability of food/water at his discretion. If a horse or other animal is denied food/water for any length of time they will tend, when food/water becomes available, to gorge themselves, resulting in bloating, illness, and in extreme cases death or incapacitation. GMs should generally try to prevent players using animals, particularly horses, as though they are four legged, maintenance free, sports cars.
DONKEYS
PACK HORSE Str
19
Spd
14
Int
--
Mob
70
End
15
Eye
12
Aur
01
Dge
40
Dex
--
Hrg
19
Wil
10
Ini
37
Agl
08
Smt
19
FR
01
Hoof: 40/5b
Bite: 35/2t
Armor: B4 E3 P1 F3 S1 T3 (except eyes)
DONKEY
Rarely used as mounts, donkeys are used as pack animals. Their daily requirements for food, water, foundering, etc., are similar to horses.
Str
20
End
14
Eye
13
MULES
Dex
--
Hrg
20
A crossbred horse/donkey, the mule is an efficient pack animal, but almost impossible to train as a draft animal. On difficult routes, such as the Silver Way (Tashal/Azadmere), they are the common mode of transport. Mules require the same amount of food/water per day as horses. Their chance of foundering when force-marched is 3% per watch moved.
Agl
10
Smt
19
OXEN Oxen are sometimes used as pack animals, but more often as draft animals to pull wagons, carts, and ploughs. They are capable of pulling heavier loads than any other beast, but because of their sensitive, unshoeable hooves, they must be driven slowly and with great care. Each animal requires 35 pounds of food and 100 pounds of water per day. Their chance of foundering when forced marched is 3% per watch moved and 15% for each consecutive day of water/food shortage.
CAMELS
Hoof: 40/4b
Spd
14
Int
--
Mob
Aur
01
Dge
50
Wil
10
Ini
37
FR
01
Bite: 35/1t
70
Load: 220lbs
Armor: B4 E3 P1 F3 S1 T3 (except eyes)
MULE Str
21
Spd
14
Int
--
Mob
70
End
15
Eye
13
Aur
01
Dge
50
Dex
--
Hrg
20
Wil
10
Ini
37
Agl
10
Smt
19
FR
01
Hoof: 40/5b
Bite: 35/2t
Load: 250lbs
Armor: B4 E3 P1 F3 S1 T3 (except eyes)
OX
This is the most common beast of burden on the long distance caravan roads of Dalkesh and Beshakan. They are often used as mounts in those areas. Their movement rate is the same as for horses. Each animal requires 10 pounds of food and 70 pounds of water per day. Their humps contain a fat reserve that is burned under adverse conditions. They can last for some time with inadequate food and water depending on load and weather conditions. Camels are notoriously ill tempered and intractable; they will sometimes refuse to move for no apparent reason. Their chance of foundering when force-marched is 3% per watch moved, and 10% for each consecutive day of food/water shortage after their hump is exhausted.
HârnWorld
Load: 200lbs
Str
24
Spd
12
Int
--
Mob
60
End
18
Eye
10
Aur
01
Dge
35
Dex
--
Hrg
12
Wil
10
Ini
45
Agl
07
Smt
16
FR
02
Hoof: 40/5b
Bite: 35/7t
Load: 300lbs
Armor: B4 E3 P1 F3 S1 T3 (except eyes)
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 6 CAMEL
CARTS A cart is defined as any two-wheeled vehicle for hauling goods. Carts are generally used for transporting produce about the farm and from the farm to the local market. These vehicles usually have no place for someone to ride. Therefore their movement rate is generally the same as foot rate on roads/trails, and they can be used on rougher trailed than can wagons. In addition, carts have no suspension, so fragile items need to be packed carefully to avoid damage. Carts are generally pulled by a single ox and the load and speed given assumes this. If a pair of oxen is used, increase load by 50%, but decrease speed by 10%. Horses may be used instead of oxen; for horses, decrease load by 20%, but increase speed by 50%. The chance of mechanical breakdown is 5% per watch moved. The GM may vary this based on terrain and force-marching.
Str
26
Spd
14
Int
--
Mob
70
End
18
Eye
12
Aur
01
Dge
40
Dex
--
Hrg
19
Wil
10
Ini
45
Agl
08
Smt
19
FR
02
Hoof: 40/5b
Bite: 35/2t
Load: 400lbs
Armor: B4 E3 P1 F3 S1 T3 (except eyes)
WAGONS A wagon is defined as any four-wheeled vehicle for hauling goods. Generally, wagons are used to haul items that are too heavy or bulky for pack animals to handle, such as stones, timber, grain, etc. Wagons have no suspension and can only be used on the best of roads and are almost useless for off-road travel. Two oxen generally draw them, and the load speed given assumes this. If four oxen (never three) are used, or horses are used instead of oxen, percentage adjustments to load/speed are the same as for carts. The chance of mechanical breakdown is 8% per watch moved, varied as for carts at GM discretion.
FEES AND FREIGHT RATES To join a caravan mercantylers must pay a fee. The fees, given in the Caravan Fee Table, assume a mercantyler provides their own transportation, food, etc. Some caravan masters own carts, wagons, and pack animals which they will lease for double or triple fees, but this includes the fees to join the caravan. Most caravan masters will allow individuals who are not mercantylers to join a caravan for double the normal fee, perhaps for free if the traveler agrees to “work his passage” with mercenary assistance. Some teamsters offer freight service of goods between two points. They will generally join caravans when practical. Freight rates are expensive, largely due to the poor roads, and assorted high risks involved in the movement of goods by land or water. Generally, it can be assumed that the freight rate per 20-km (one hex on a regional map) is 1d/100 lbs. by land transport and 1d/1000 lbs. by water transport.
CARAVAN FEE TABLE Caravan
Wagon
Cart
Horse*
Man
Golotha / Tormau
30d
15d
10d
5d
Coranan / Aleath
24d
12d
8d
4d
Coranan / Golotha
24d
12d
8d
4d
Coranan / Shiran
24d
12d
8d
4d
Coranan / Tashal
96d
48d
32d
16d
Tashal / Azadmere
48d
24d
16d
8d
Tashal / Burzyn
42d
21d
14d
7d
Burzyn / Thay
48d
24d
16d
8d
Tashal / Leriel
60d
30d
20d
10d
Leriel / Geldeheim
36d
18d
18d
9d
* This includes all pack animals.
TOLLS
TOLL TABLE
Tolls may be levied by anyone who thinks they can collect them. Travelers passing through the smallest village, or the range of any tribe, may be challenged and ordered to pay a “toll.” Such unofficial tolls may be avoided if the travelers are well armed. Throughout civilized Lythia, various authorities have established official tollhouses on major highways and caravan routes. Toll stations are usually found at fords, bridges, major crossroads, borders, and cities. Many of these tolls were originally established for the maintenance of a road, bridge, or similar structures. Each merchant is responsible for paying the tolls on his own goods, transportation, and attached attendants. Such tolls can vary; some standard rates are listed in the sidebar.
HârnWorld
MODE
TOLL
Per Man/Woman Afoot
0.25 d
Per Horse/Mule/Etc.
1.00 d
Per Sheep/Goat/Etc.
0.25 d
Per Camel/Ox/ Etc.
0.50 d
Per Cart*
0.25 d
Per Wagon*
1.00 d
* Draft animals extra, one teamster free. In addition, some authorities charge tolls on specific commodities or on each bale of goods being carried. Sort of a customs fee charged on incoming goods, whether they stay in the area for sale or are just passing through.
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 7 GENERATING A CARAVAN
AVERAGE CARGO SPACE Wagon
40 pack loads (8,000-lbs)
GENERAL
Cart
12.5 pack loads (2,500-lbs)
The following outline and tables can be used to generate a caravan. I have put much of this together using the Gamelords publication: Thieves’ Guild 10, Bandit Gangs and Caravans. This is one of the most comprehensive rule sets that I have ever come across dealing with caravans and bandit organizations.
Pack Animal
1 pack load (200-lbs)
Camel
2 pack loads (400-lbs)
Porter
.25 pack loads (50-lbs)
CARAVAN SIZE
CHARACTER CARAVANS
Number of Spaces
When a character wants to start a caravan they need to consider how much merchandize and supplies they will be hauling, the distance of the trip to be under taken and how much hired help they will need. By following these steps a character can generate their own personal caravan. If the character is to be the Caravan Master ignore all rolls for that position during the hiring process. Characters wishing to hire men for a caravan need to post a notice in the Hall of the Mangai and local taverns/inns. In addition, criers can be hired to spread the word around town.
CARAVAN SIZE
Mode
Small
Med
Next, the character must choose the mode by which they wish to carry their goods. Wagons and carts work best on well maintained roads over fairly flat terrain. However, they are unreliable when used on rural tracks, wilderness routes that are not maintained, and off-road. Pack animals are excellent for all the terrain types wagons/carts are not, especially hilly or mountainous terrain. However, large numbers of animals are needed in order to transport the same amount of cargo as a couple of wagons. Once you have chosen your mode of transport, divide the total load to be carried by the load capacity of the chosen transport to determine the number needed. Keep in mind that additional units may be needed to carry supplies for men and stock.
PERSONNEL
Hg
Wagon
2-12
8-17
14-34
2065+
Animal
14-58
44-80
65160
103400+
Porter
35-80
64140
109280+
-
GUARDS NEEDED Caravan
The size of a character’s caravan will be determined by the amount of merchandize to be carried. Overland trade is measured in pack loads. A pack load is equal to one-tenth of a tun; Plot’s Almanac designates a tun as 96 cubic feet (4x4x6) or 2,000-lbs. Therefore a pack load is equal to 200-lbs or 9.6 cubic feet (1.5x2x3.2). A character must first determine the total amount of goods to be carried in either tuns or pounds.
Lg.
Size
Transport Wagon
Animal
Small
3:1
2:3
Porter 1:3
Medium
3:1
2:3
1:3
Large
5:2
1:2
1:4
Huge
2:1
2:5
-
HIRING PESONNEL GM determines the number of applicants appearing each day, based on the town’s market size. Market Size 8-9 6-7 4-5 1-3
Roll 1d12-1 1d8-1 1d6-1 1d2-1
For each applicant, roll 1d100 on the following table to generate his rank and primary skill.
CARAVAN PERSONNEL GENERATOR
The first task is to hire teamsters to drive your vehicles and/or pack animals. If the character is using wagons or carts, he will need one teamster per vehicle. If pack animals are being used, then one teamster per three to five animals will be needed. Next, the character must hire guards to protect his caravan. More guards will be needed for unsettled regions than settled ones. Using the tables to the right, determine the size of your caravan and then use that to determine the number of guards needed to adequately protect the caravan in unsettled regions. Settled regions can get by with up to 50% of this number.
Roll 01-10 11-20 21-30 31-35 36-65 66-90 91 92-95 96-00
Position Medium Foot Light Foot Light Horse Medium Horse Teamster Animal Drover Caravan Master Specialist Other
Primary Skill See Guard Equip See Guard Equip See Guard Equip See Guard Equip Teamster/3d6+60 Teamster/3d6+45 GM discretion GM discretion GM discretion
Use HM3 to obtain monthly wages for each position.
Additionally, the character may want to hire specialist such as carpenters, physicians, smiths, etc. Specialist are important for caravans traversing unsettled terrain, they can repair vehicles and bridges, shoes animals, heal the injured and perform may other jobs not accessible in the wilderness. The character can use the adjacent tables to determine number of applicants and the positions being sought each day.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 8 SUPPLIES AND GEAR
GUARD EQUIPMENT
I suggest using the Pilot’s Almanac calculation for stowage of rations. This means one tun for every one hundred mandays. To come up with the total required, determine the number of personnel and multiply by the number of days you will stock for. Divide this result by 100 to generate the space needed to carry them. Consider 80% of this total to be water and the remainder dry rations. Using the rational above, you will need one tun for every 20 horses, mules, or donkeys; for every 16 oxen; and for every 25 camels. 80% of this can also be considered water and the remainder fodder. If water is available along the route you can reduce the space needed by 80%. Thus, if you need 20 tuns of rations for stock and the route has water readily available then you need only provide space for 4 tuns of fodder.
Light Foot
GAC1 (Leather/Quilt) 50% Spear/3d6+45 50% Bow/3d6+60 Shield/3d6+35 Dagger/3d6+30
Medium Foot
GAC2 (Ring/Bezant) Spear/3d6+60 Shield/3d6+50 Shortsword/3d6+45 GAC1 (Leather/Quilt) Spear/3d6+45 Shield/3d6+35 Dagger/3d6+30 Riding/3d6+50 GAC2 (Ring/Bezant) Lance/3d6+60 Shield/3d6+50 Sword/3d6+45 Riding/3d6+65
Light Horse
Medium Horse
In addition, the caravan needs to provide space for personal gear. For every 20 men assume one pack load of gear or 10 pounds per man. This is in addition to gear the individuals will normally carry on themselves. This includes cooking gear, tents, sleeping rolls, extra weapons, etc.
BREAKDOWNS/FOUNDERING
Once you have determined the additional space required you must then lay on additional transportation to carry it if you do not have enough room. Be sure enough is laid on to cover the additional supplies for the new transport and its attendants.
Wagon
Cart
Animal
Man
Paved Road
1d2
1d2
1d2
1d2
Trail Flat Terrain
1d2
1d2
1d2
1d2
BREAKDOWNS/FOUNDERING
Trail Hilly Terrain
1d4
1d4
1d4
1d2
Breakdowns and foundering can be handled per watch per animal which would be labor intensive and time consuming. Alternatively you can roll one percentage roll against breakdowns and foundering each watch instead of rolling for each vehicle and animal. If you obtain a positive result roll the appropriate die from the table to the right to see how many vehicles or animals are involved.
Trail Mtn. Terrain
-
-
1d6
1d4
Wild Flat Terrain
1d4
1d4
1d4
1d2
Wild Hilly Terrain
1d6
1d6
1d6
1d4
Wild Mtn. Terrain
-
-
1d8
1d6
Breakdowns can be repaired by a carpenter/smith per the repair table to the right. Depending on success level a repair can take a watch at the least to repair. If an Ostler is present he may attempt to treat injured animals. Again, it can take up to a watch to teat the animal; however, it may not carry a load for a number of days.
VEHICLE REPAIRS (CARPENTER/SMITH) Success Roll
Watches Required
CS
1 Watch
MS
1d4 Watches
MF
2d4 Watches
CF
Damaged Beyond Repair
ANIMAL HEALING (OSTLER) Success Roll CS
HârnWorld
Watches Required 1 Watch (1 day no load)
MS
1d4 Watches (1d6 days no load)
MF
2d4 Watches (1d10 days no load)
CF
Animal must be put down
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 9 NPC CARAVANS
CARAVAN GENERATION
When a character wants to join a caravan the GM can follow these steps to generate an acceptable caravan. Using the following, the GM will be able to populate it with personnel and merchandise. In addition, the GM will be able to inform a character of how much space there is for his own goods.
Number of Spaces Mode
Small
Med
Lg.
Hg
Wagon
2d6
3d4 +5
4d6 +10
5d10 +15
CARAVAN SIZE
Animal
4d12 +10
4d10 +40
5d20 +60
3d100 +100
First of all choose the type of transportation to be employed. Once type has been determined, the size of the caravan is determined with a 1d100: 01-25 Small; 26-60 Medium; 61-90 Large; 91-00 Huge. The GM may also choose a size instead of generating it randomly. At this point roll the indicated number of dice to determine the number of vehicles or animals included in the caravan.
Porter
5d10 +30
4d20 +60
9d20 +100
-
Guards
4d8 +5
Guard Contingent 5d12 +10
4d20 +20
5d20 +50
PERSONNEL The most important individual in the caravan will be its master. Roll 1d100 to determine his reputation: 01-15 Poor; 16-40 Fair; 41-90 Good; 91-00 Excellent. His reputation will be a key factor in other aspects of the caravan’s generation. Next, the GM generates guards for this caravan. Use the Guards Contingent table to determine the actual number of guards protecting the caravan. Using the Guards needed table above and the number of guards on hand; determine what the adequate percentage of guards is. For example, a small caravan of 10 wagons needs 30 guards and only 24 were generated. This means the caravan has 80% of its adequate guard contingent; this number will be needed below. The GM may choose the type of troops representing the guard force or roll on the troop table for each member of the force.
Number of Special Passengers Master’s Reputation
Guard %
P
F
G
01-20
1
2
4
7
21-55
2
4
7
11
56-85
4
7
11
16
86-00
7
11
16
22
Special Passenger Background 1d8
Type
1
Merchant
2
Unknown
In addition, the GM determines the number of teamsters to drive the vehicles and/or pack animals. If the caravan is using wagons or carts, it will need one teamster per vehicle. If pack animals are being used, then one teamster per three to five animals will be needed. The GM may also want to choose specialist such as carpenters, physicians, smiths, etc.
3
Craftsman
4
Noble
5
Merchant
6
Adventurer
7
Diplomat
Finally, the GM needs to determine the number of special passengers all ready with the caravan. Cross index the caravan master’s reputation with the adequacy percentage of the guard force on the table to the right. Roll on the background table to identify who they are.
8
Priest/.Priestess
AVAILABLE STOREAGE SPACE In this step the Gm will determine the amount of stowage space for the caravan and how much of it is available for additional stowage. Using the caravan master’s reputation and the stowage space used chart generate a percentage of space used.
E
Stowage Space Used Master
Percentage Filled
Poor
[40 + (2d3 x 5)]%
Fair
[45 + (2d4 x 5)]%
Good
[50 + (3d4 x 5)]%
Excellent
[60 + (3d4 x 5)]%
If the figure generated is greater than 100% this indicates that some of the passengers have provided their own transportation. Characters wishing to join the caravan must pay the fees outlined above depending on the mode of transportation and how much they need to transport themselves and their goods.
BREAKDOWNS/FOUNDERING Breakdown are handled the same as for a character caravan. However, the chance that it affects one of the character’s assigned assets is 5% on a d100.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
CARAVAN OPERATIONS _ 10 GORLEN’S CARAVAN
JOINING A SILVER WAY CARAVAN Alex of Torec wishes to join a medium sized caravan leaving Tashal for Habe. He has 2 tuns of various items he has acquired from the fair and plans on trading them for Khuzan and Jarin goods. He has approached Gorlen of Sayn the caravan’s Master to arrange passage. The GM rolls for Gorlen’s reputation using a d100 and generates a 65 giving him a good reputation. Since the caravan will be traveling the Silver Way its mode of transportation will be pack animals. The number of animals used in this caravan is generated by rolling 4d10 + 40. He rolls 1, 2, 2, 3, 3, 4, 6, 6, 7, and 9 for a total of 43 + 40 = 83 animals. This gives the caravan a total of 83 pack loads or 8.3 tuns for stowage. Next the GM determines the number of guards needed. The above chart shows that a medium caravan of pack animals needs 2 guards per 3 animals. This caravan has 83 animals and therefore should have a total of 55 guards. However, most caravans do not carry the total number of guards needed, so the GM roll 5d12+10 to see how many guards are on hand. He rolls 3, 6, 7, 8, and 10 for 34 + 10 for a total of 44 guards on hand. This give a guard force adequacy percentage of 80%.
Caravan Master: Gorlen of Sayn Master’s Reputation: Good Caravan Size: Medium Transportation Mode: Pack Animals Pack Loads (Stowage): 83 Guards Needed: 55 Guards on Hand: 44 Guard Force Adequacy: 80% Drovers: 15 Specialists: 1 Ostler Passengers: 11 Stowage Used: 90% (75 pack loads) Stowage Available: 10% (8 pack loads) Alex’s Mounts: 13+1 Caravan Fee: 480d
As far as teamsters go, the GM as determined that Gorlen is a penny pincher and is providing only one drover per five animals for a total of 15 drovers. In addition, he has hired an Ostler to assist in maintaining the stock. The number of special passengers is now generated using the adequacy percentage for the guards on hand of 80%. With the master’s good reputation this gives 11 additional passengers. Using a d8 the following types are generated: 2 merchants, 3 nobles, 2 adventurers, 1 diplomat, 1 priest/priestess, 2 unknowns. Finally, the GM determines the amount of stowage already in use for supplies, gear, and merchandise. Referring to the Stowage Space Used table and the master’s reputation of good, he must roll [50 + (3d4 x 5)]. The 3d4 generates a 2, 3, and 3 for a total of 8 times 5 which results in 40, plus 50 for a total of 90%. This means of the 83 pack load available in the caravan, only 8 pack loads are available for Alex’s goods. In order for Alex to join this caravan he will have to acquire an additional 13 pack animals to transport all his goods and rations. With this in mind he will pay 16d for 21 pack animals plus his own mount. The caravan master is also going to charge him an additional 16d rent for the 8 animals that belong to him. This means Alex will have to pay an entrance fee of 480d plus whatever it costs him for the extra 14 animals.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
COMMERCIAL DEALINGS _ 1 GENERAL Trade is an extremely complex issue. The following is a simplified method for dealing with matters of wholesale trade, the main providence of the mercantyler. The following guidelines provide a basic system for conducting wholesale operations, with the exception of maritime trade. See the Pilot’s Almanac for information on maritime trade. I have developed this land based system to mirror that of maritime trade in order to provide as much integration as possible. How to buy/sell loads is discussed in sufficient detail for most players. Those who wish to make the process more detailed will have to add on to the basics provided here.
BUYING GOODS CARGO LOTS When a mercantyler enters a market, there may be one or more lots available for purchase. The number of lots available in any market, on a given day, is determined according to the market’s size from the Supply & Demand Table, under Supply Lots. Each lot will have a specific number of loads, value, and destination and/or origin (optional). The GM should generate and give the merchant a list of available lots for the day. The mercantyler can accept or decline any and/or all lots as he wishes. Lots that are accepted are entered into the mercantyler’s Merchandise Log. Lots that are declined may still be available (GM discretion) on the following day when another list of lots is generated and offered to the mercantyler. To add to game play, the mercantyler can haggle over the value with the seller (played by the GM), see the Bargaining Chart below.
CARGO IDENTIFICATION
SUPPLY & DEMAND TABLE Market Supply Supply Demand Size Lots Loads Loads 0 1d2-1 1d2 1d2-1 1 1d3-1 1d3 1d3-1 2 1d4-1 1d4 1d4-1 3 1d5-1 1d4 1d4-1 4 1d5-1 1d6 1d6-1 5 1d6-1 1d6 1d6-1 6 1d6-1 1d8 1d8-1 7 1d6-1 1d10 1d10-1 8 1d8-1 1d12 1d12-1 9 1d8-1 1d20 1d20-1 For example: Kerin of Siln has arrived in Thay, market size 4. This means that 1d5-1 lots may be available. Assuming a roll of 4, three lots are available.
Although not essential to this system, the composition of any lot (amber, brandy, silk, wool, etc.) may be assigned by the GM after taking into account the number of loads, value, destination and/or origin of the lot, and then examining the economic maps provided in the Lythia module. This will give a more realistic feel to the routine, but must be done with care because supply, demand, and price are inevitably intertwined with specific commodities. With the introduction of the new kingdom modules, a GM or character can identify items that are either surplus or in demand for key settlements. In this way, the GM can identify local items that are surplus as items being available. In addition, when it comes time to sell items the character can check the appropriate module and see where he can readily sell his goods at that location.
THE STANDARD PACK LOAD The standard size of a pack load is 200 pounds, the max load for a horse, or 20 gallons. Therefore, a pack load is equivalent to a tenth of a tun, 2000 pounds or 200 gallons. Any animal or vehicle loaded over its max weight capacity will suffer an additional 1% chance to founder or breakdown for every 10 pounds over its max load.
HârnWorld
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
COMMERCIAL DEALINGS _ 2 LOADS PER LOT
LOADS PER LOT EXAMPLE
A location’s market size is used to determine the number of loads per lot according to the Supply & Demand Table, under Supply Loads. The number generated assumes that larger markets have larger lots available.
A Thayan mercantyler who has three lots for sale approaches Kerin of Siln. The mercantyler’s lots are being sold in a size 4 market and the number of loads per lot is therefore determined by rolling 1d6; a 2, 4, and 5 are generated giving the lots 2, 4, and 5 loads respectively.
LOT VALUE Smaller lots tend to be comprised of high value light weight goods, while larger lots tend to be cheaper bulky cargoes; therefore the value or buying price of a lot is determined by its size. The Value per Load of any lot may be declared by the mercantyler or randomly generated with the Value Table. Roll the dice indicated for Loads per Lot.
LOT VALUE EXAMPLE For the lot of 2 loads from above, the GM rolls 16d6 which results in a overall total of 63 giving a value per load of (63x5) 315d; the total value of the lot is (2x315) 630d.
LOT DESTINATION OR ORIGIN (OPTIONAL) Unlike maritime trade detailed in the Pilot’s Almanac, the mercantyler determines the destination of lots bought by him. Like maritime trade there are five general voyage lengths: Local, Short, Medium, Long, and Maxim; however, the lengths have been adjusted to reflect land and river travel. For NPC mercantylers, the GM may roll 1d20 on the Voyage Data Table to generate a voyage length, and then choose a specific market within this range. Except for voyage lengths, the descriptions of each voyage are just as applicable for land voyages. Local range is for the redistribution of locally manufactured goods, produce, and luxury items coming into the area. Short range is for the redistribution of regional surpluses and luxury items. Medium voyages focus on moving goods available from their source only or items not found within the destination region, to include luxury items. Long hauls are for exotic and valuable loads such as amber and glass. Finally, the Maxim haul is generally relegated to the most precious of cargoes, moving them to distant markets that have no access to such items but through this kind of trade. Since the mercantyler’s deal in wholesale trade and the redistribution of goods, not all the lots purchased in a market will have originated from it or the surrounding region. As on optional rule, the GM can determine the actual origin of a lot and increase its value by the Price Multiple found on the Voyage Data Table. This would then depict the international flavor of wholesale trade.
VALUE TABLE Loads Per Lot 1 2 3 4-5 6-7 8-9 10-13 14-17 18-21 22+
Value Per Load 20d6x5 16d6x5 12d6x5 10d6x5 8d6x5 6d6x5 5d6x5 4d6x5 3d6x5 2d6x5
LAND VOYAGE DATA TABLE 1d20 01-03 04-10 11-17 18-19 20
Voyage Name Local Short Medium Long Maxim
Voyage Leagues 1-20 21-60 61-120 121-240 241+
Price Multiple 10d2/10 8d4/10 7d6/10 6d10/10 5d20/10
Profit Claim 150% 200% 250% 350% 500%
PILOT’S ALMANAC VOYAGE DATA TABLE 1d20 01-03 04-10 11-17 18-19 20
Voyage Name Local Short Medium Long Maxim
Voyage Leagues 1-100 101-300 301-600 601-1200 1201+
Price Multiple 10d2/10 8d4/10 7d6/10 6d10/10 5d20/10
Profit Claim 150% 200% 250% 350% 500%
DETERMINING THE ORIGIN OF ITEMS Kerin has bought a lot from a mercantyler in Thay. The GM decides to determine the lot’s origin by rolling 1d20 on the Voyage Data Tables. Because Thay is a port, the GM has the option of checking either of the above tables. Since Kerin wishes to travel to Tashal, the GM decides to use the Pilot’s Almanac table. The GM rolls a 15 (Medium Haul) and decides that the goods came from Eshapel. The price multiple for these goods is 7d6/10; a 25 is rolled, for a multiple of 2.5. The actual value of the goods being purchased is (2.5x315d) 787.5d per load.
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COMMERCIAL DEALINGS _ 3 SELLING GOODS Once the merchandise has been moved to the desired destination, the mercantyler can approach the local merchants to initiate a deal. The seller must determine local demand and then decide whether to sell any or all of his lots and/or loads.
DEMAND When merchandise is delivered to its intended destination, the GM will randomly determine the number of loads that the market can absorb and the price per load. Because each lot is presumed to have a different composition, each is sold separately with its own rolls for demand and price.
DEMAND LOADS The number of loads that a market can absorb is determined using the Supply & Demand Table; roll the die indicated under Demand Loads for the location’s market size. If a low or zero demand is generated, it may be assumed that the supply of that type of merchandise has been good or some other mercantyler may have recently sold a similar lot.
DETERMINING DEMAND LOADS Kerin’s 2-load lot is delivered to Tashal. Tashal’s market size is 6; therefore the GM determines demand by rolling 1d8-1. He rolls a 2, indicating an immediate demand for one of the two loads in the lot.
SELLING PRICE
DETERMINING SELLING PRICE
The selling price per load is based on a price multiple which is itself based on the distance the merchandise has traveled from its purchase point. Roll the dice indicated on the Voyage Data Table for voyage length, divide the result by ten, and then use this factor to multiply against the lot’s initial value.
Kerin’s two load lot, transported from Thay to Tashal (Long Haul), would have a price multiple of 6d10/10. Assuming a roll of 35, the PM would be 3.5, and the selling price per load would be 315d (value per load) times 3.5, or 1,102.5d per load. Hence the one load that can be sold would provide a revenue of (1x1,102.5d) 1,102.5d. After considering the profit margin and expenses incurred during the trip (tolls, hawking fees, etc.) Kerin decides that this price is fair and sells the load.
When there are unsold loads in a lot, a mercantyler has two options, take them to another market, or dump the goods in the current market. The first option needs little explanation, except that the trip length for alternate markets may not change unless the distance from them to the original source also changes. It is possible that the goods may be perishable or not suitable for any other market and must be dumped. An exception would be during the period of a fair. During this time the merchant can attempt to sell his loads each day the fair is open and if it is set up in divisions as above, then only during the proper division.
DUMPING It is generally possible to create additional demand for unsold loads by dropping the price. If goods are to be dumped, drop the price by 10% (randomize 3d10% if desired) and roll for Demand Loads again. The generated loads may be sold at the reduced price. If after dumping, there are still leftover loads, the demand price may be reduced again by an additional 10% (total of 20%) and another demand roll made. This may be repeated until the entire lot is sold off or the price is reduced to the point where it might be cheaper to burn the goods or dump them into a river than pay any fees for unloading them. Dumping is rarely profitable in small markets.
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Kerin has arrived at Tashal for the fair. The two loads of his lot consist of linens from Emelrene. Since the fair is divided into divisions, see above, he can only attempt to sell his lot during the Cloth Market of the fair. If he finds no buyers on the first day, he may attempt to sell on the following days until the Cloth Market period ends.
DUMPING GOODS Kerin decides to dump his last load, having arrived in Tashal after the fair. He drops his price 10% from 1,102.5d to 992.25d per load. Demand Loads are rolled again, generating 4 loads. The remaining load is sold for 992.25d. The total proceeds are therefore (1,102.5 + 992.25d) 2,094.75d.
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
COMMERCIAL DEALINGS _ 4 DRY MEASURES
WEIGHTS AND MEASURES The use of certain units to quote a price is not meant to imply that the unit is in common use (or even used at all). They are given to allow the gamemaster to calculate and compare prices. The square foot and cubic foot are modern measures and are unknown on Lythia. Most items priced on area, or volume, are judged by eye or rule of thumb. The tables to the right give some standard measurements based on those used in Tashal and its associated fair. Many of these same measurements are used commonly throughout Western Lythia, but may vary in actual size by as much as 10% to 50%. The one exception is the Mangai on Hârn, which is trying its best to establish a universal scale throughout Hârn.
4 GILLS
=
2 PINTS
=
PINT QUART
8 QUARTS
=
PECK
4 PECKS
=
BUSHEL
8 BUSHELS
=
QUARTER
36 BUSHELS
=
CHALDRON
5 QUARTERS
=
LOAD
LIQUID MEASURES 4 GILLS
=
2 PINTS
=
PINT QUART
4 QUARTS
=
GALLON
50 GALLONS
=
HOGSHEAD
2 HOGSHEADS
=
PIPE
2 PIPES
=
TUN
LINEAR MEASURES DIGIT
=
.75 INCHES
PALM
=
3 INCHES
HAND
=
5 INCHES
SPAN
=
9 INCHES
12 INCHES
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FOOT
3 FEET
=
YARD
ELL
=
45 INCHES
BOLT
=
32 ELLS
FATHOM
=
6 FEET
CABLE
=
100 FATHOMS
LEAGUE
=
4400 YARDS
MEASUREMENTS OF WEIGHT
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27 GRAINS
=
DRAM
16 DRAMS
=
OUNCE
16 OUNCES
=
POUND
25 POUNDS
=
QUARTER
4 QUARTERS
=
HUNDREDWEIGHT
20 HUNDREDWEIGHT
=
TON
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
COMMERCIAL DOCUMENTS _ 1 COMMERCIAL DOCUMENTS COMMERCIAL CONTRACTS AND PAPERS Commercial contracts have made their way to Hârn by way of the Venarian Sea and Karejian mercantylers. Before this, Hârnic mercantylers conducted their business dealings based on one’s faith in another’s oath and reputation. However, as Hârnic mercantylers encountered the mercantylers of mainland Lythia they have found that one’s oath is not good enough. Consequently, many of the old ways of conducting business within the Hârnic isles and the feudal kingdoms of Northwestern Lythia are being replaced by the written oath. However, the mercantylers of the Ivinian kingdoms and their offshoots in Northwestern Lythia still follow the old ways of doing business. In time, the new ways will over take the old, the words of a contract replacing those of an oath. As time moves on, the number and types of contracts expand. Even so, there are only a few used universally throughout Western Lythia. The advent of these contracts has enabled the mercantylers to gain access to capital that they did not have before; and standardized mercantile operations throughout Western Lythia for the good of all.
THE LARUN CONTRACT
A LARUN (UNILATERAL) CONTRACT
The Larun was a development of the Karejians; and used as a means to finance their overseas commercial ventures. The Larun derives its name from the sea going merchant convoys of the Karejian government. The Larun can be a unilateral or bilateral agreement usually lasting only for the duration of a round trip sea voyage. The unilateral Larun involves the capital of just one individual, while the bilateral contract involves the capital of both parties. The unilateral version is the basic form of a Larun contract. It involves an investor and a traveling partner. The investor provides the capital, while the traveling partner uses the capital in sea-going commercial ventures. Upon the traveling partner’s return, the investor’s capital is returned together with a previously determined share of the profits. The usual breakdown of profits is for the investor who remained home to receive three fourths of the profits and the traveling partner receiving one fourth. Any loss is borne by the investor, the traveling partner loosing the reward for his labor. The traveling partner is to keep a record of all transactions and expenses during his venture and balance his account with the investor before the division of the profits. Though this system may lead to dishonest record keeping, the traveling partner needs to keep his reputation intact so he may gain further Larun contracts from his investor or others that the investor recommends the mercantyler too.
I, Ingo of Bedoth, declare that I am carrying £41 [Palithane] of goods belonging to Gwelemo of Chiri invested in silk and paper to Cherafir, and from there to Parahal where I shall place the proceeds in the power of Gwelemo or his messenger. Gwelemo is not under any obligation to contribute towards the expenses except in furnishing the original capital. Ingo on his return will place the proceeds in the power of Gwelemo or his messenger, and after deducting the capital, he is to have one fourth of the profit. Witnesses: Berniz of Sera, Ramo, Crini, and Pietr of Vinatti. Done in the Parahal chapel of Halea, on the 7th of Ilvin 763.
A LARUN (BILATERAL) CONTRACT Stabile and Ansal Garraton have formed a partnership in which, as they mutually declared, Stabile contributed £88 [Melderyn] and Ansal £44 [Melderyn]. Ansal carries this capital, in order to put it to work, to Eshapel or wherever goes the ship in which he shall sail – namely, the ship of Balzo Gratz and Girard. On his return, he will place the proceeds in the power of Stabile or his messenger for the purpose of division. After deducting the capital, they shall divide the profits in half. Witnesses: Sinom of Bucio, Obras of Pelos, Ribald of Saur, and Genodel of Tasca. Done in the Cherafir chapter house, on the 29th of Savor 763. In addition, Stabile gave his permission to send the proceeds to Cherafir by whatever ship seems most convenient to Ansal.
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COMMERCIAL DOCUMENTS _ 2 The bilateral Larun is gradually gaining favor as itinerant mercantylers come into more capital. In this type of Larun the investor provides two thirds of the capital and the traveling partner invests one third of the total capital, in addition to his own labor. The profit is usually divided in half; losses are borne by both investors according to their respective investments. Both contracts identified the investor, the traveling partner, and how much capital is involved between them. Next, the length of the contract is mentioned and any penalties involved when the stated term is exceeded are explained. Finally, it mentions how the profits will be divided or how any loss will be handled if the contract is bilateral.
THE COMPAGNIA CONTRACT Azeryani mercantile families, during the empire’s expansion throughout Western Lythia, first used the Compagnia. The term Compagnia comes from the old Azeryani word for companion. The Compagnia was by far the most important contract during this time, based on the size of the capital and the scope of business involved. Of all the contracts, it is the closest to a true partnership. Family partnerships seem to have existed throughout the early empire, but appeared to have become obsolescent for a time. However, with the increased solidarity of the political, military, economic, and social environment during the expansion years of the fifth century, families began to invest their undivided estates in trade. Thus the Compagnia was born. Gradually membership ceased to be composed of family members alone. It soon evolved to the point that only members of the family who wished to participate and outsiders who were grafted into the family by intermarriage or clientship were included. In addition, during this time the period of the contract went from being unlimited to a fixed period, usually with the provision that it could be renewed. Throughout, the contract has preserved its character as a group in which all full members, both investors and managers, are bound together in joint and unlimited liability. This is probably the main reason why the contract found little favor in sea trade, where the risks were higher. The Compagnia that exists today is still nothing more than a written agreement to form a partnership between two or more mercantylers. These individuals can live in the same town or reside in different kingdoms, as long as they agree to and abide by the terms of the contract. At a minimum, the terms of a Compagnia contract covered the following issues. First, who is party to the contract and what capital and assets are they bringing into the partnership. The capital can be anything from money to trade goods; either way the sum of each member's contribution is listed in the contract. Second, each member agrees to and identifies where they would have their business. Third, they identify how they will conduct business and the terms for deciding business matters in future operations.
A BASIC COMPAGNIA CONTRACT In the name of the maker of bargains, Halea; Pesera of Gril; Denyl of Gril; Melia of Gril; Beran and Narin of Condard; Mariel of Brida; and Antin of Gril, acknowledge that they have formed and made a Partnership. This partnership is for the purpose of maintaining a usurer’s shop in the town of Cherafir and engaging in commerce in Cherafir and throughout other parts of the world, according to what shall seem proper to the partners themselves. The partnership is to continue, Halea willing, for the next two succeeding years. This partnership they acknowledge to be of £9,450 [Melderyn], in which sum they acknowledge that each of them has deposited as below: said Pesera, £3,500; said Denyl, £2,000; said Melia, £1,000; said Beran and Narin, £2,000; said Mariel, £450; and said Antin, £500. This capital they acknowledge to be in the hands of Pesera in money, credits, notes to be received in Emelrene, and in a vein of iron in Tharda. The partners have waived the exception and legal right by which they could speak against or oppose the above statements. Pesera is to use this money in the shop which he maintains, in the buying and selling of wares, and in exchange both in Emelrene and throughout other parts of the world, by sea and by land, personally and through his factors and messengers, according as Halea may dispose better for him, up to the time limit mentioned above, at the risk and fortune of the partners. He has promised said partners to act in good faith and efficiently for the increase and preservation of said partnership. The partners promise each other to guard, to preserve the goods, wares, and money that may come into the hands of any one of them from the partnership, and not to defraud one another in anything. The profit, which Halea may grant in the partnership, shall be allocated to each of them pro rata to his capital; and if any accidents befall said partnership or the goods of said partnership it shall be allocated similarly to each of them pro rata to his capital. They have promised each other in good faith to come to the accounting of the capital and profit of said partnership at the end of the time limit; and each of them is to deduct his capital and to divide among them the profit pro rata to the capital of each one. They swore to undertake and to observe everything as above stated and not to do anything or to act contrary in any way by reason of their being minors or by another cause. They made the agreement with the consul of the witnesses written below, whom for this purpose they call their relatives, neighbors, and counselors. Done in Cherafir in the chapel of Halea, in the year 708, Nuzyael 19. Witness list omitted.
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COMMERCIAL DOCUMENTS _ 3 Fourth, they would identify how long the contract would last, whether it would be renewable, what the terms would be to settle the final account, and the terms for sharing out profit or loss. Lastly, they would identify the terms for using additional capital (personal or deposits) over the common capital of the Compagnia and how profit or loss would be attributed to it. In addition, the mercantylers could add any other details as they saw fit to the contract.
THE DEPOSIT CONTRACT The deposit contract also came about during the economic prosperity of the fifth century. With Azeryan controlling the Venarian Sea and mercantile activity flourishing, every one was looking for a way to cash in on the profits being garnered by the mercantylers. Because of this prosperity, many new mercantylers were spawned; however, not everyone was inclined to travel from town to town in order to make a profit. As a result of the increased amount of trade throughout the region, prosperity was being realized among the common tradesmen and government officials of the empire’s towns. These individuals were looking for ways to increase their fortunes and the activities of local mercantylers offered them a chance to achieve this goal. At first the deposit contract was nothing more than a mercantyler’s friends and family members giving over some of their surplus capital for an unspecified time. The mercantyler could use this capital in any way he wished, as long as he returned the funds when requested. Usually he would return the deposited capital with a premium he thought was sufficient. Over time, the deposit contract has evolved into its present form.
A BASIC DEPOSIT CONTRACT I Obras of Crel, mercantyler of Tashal, acknowledge that I have received from you, Rolyd of Gened, £50 [Kaldoran] in deposit. I am to keep it in my business and employ it in Tashal for trade as long as it shall be your pleasure. I promise to give you the profit according to what seems to me ought to come to you. Moreover, I promise to return and to restore the previously mentioned £50 myself or through my messenger within eight days after you tell me, and make the request. Similarly I will give you the profit; otherwise the penalty of the double and the seizure of my goods as security. Done in the shop of Shotro of Quiribor in the town of Tashal. Witnesses: Rufo of Arato and Tarl of Barda, woodcrafter. In the year 700, the seventh day of Navek.
The deposit contract involves a depositor and a receiver. The receiver can be a mercantyler, craftsman, a group (such as the Compagnia) or any other individual or organization needing cash to carry out some form of commercial operation. The contract identifies the depositor, who has received the capital, and the amount of capital involved. Next it goes into the terms for returning the capital and what the premium will be when returned. Finally, the contract describes any penalties that could be imposed for failure to pay and who witnessed the transaction. Premiums usually range from 4% to 12% of the capital; with 8% being the median figure. Most deposits had to have the capital and the premium returned within five to ten days of the depositor’s request. The usual failure to pay back the stipulated amount is a penalty of double the amount due to the depositor.
THE COMMISSION CONTRACT As the volume of trade increased throughout Western Lythia, merchants were finding that they could not keep up with all their ongoing ventures. Consequently, mercantylers of the Karejian League began hiring lesser mercantylers to act as agents in these far-flung ventures. These agents would work as a mercantyler’s factor for a number of years or as his agent for a specific short-term venture. To bind these agents to their will the Karejians developed commission contracts. The contract comes in two variants, one for the short-term agent and the other for the commissioning of a factor.
HârnWorld
A BASIC COMMISSION CONTRACT Burand of Lecar acknowledges that he is carrying to Thay 9 pounds in weight of silk and 10 pieces of Emelrenian linen of 43 yards from the goods of Goshal of Mallo. All of which Goshal himself values at £32 [Melderyn] and all are at the risk and fortune of Goshal. Burand himself is carrying these goods to Thay, and he is not to make any expenditure from them when going, either for the vessel or eating. He is to sell as best he can and to invest the proceeds in wool or wool cloth, whichever seems better to him; or, if neither seems better, in silver. He is to send back those wares as quickly as possible and deposit them, witnesses being present, under his own name. He is to have and keep £6 out of the proceeds. Done in the Cherafir chapter house, on the 16th of Nolus 761.
© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
COMMERCIAL DOCUMENTS _ 4 The first bonds a mercantyler for a specific short term commercial venture; usually no more than a year or one round trip sea voyage. The commissioned agent receives, transports, and sells a specified lot or lots and uses the proceeds to purchase goods specified by his employer. He then returns the purchased goods or the proceeds from the sale if no goods were purchased to his employer. For doing this, he receives a fixed commission or salary for his services, but he will not share in the profits of the venture. The contract will identify the employer and the agent, and how long the commission is to last. Next the contract would designate the merchandise that is invested to the agent, where he is to sell it, and if so desired what he should purchase with the proceeds. The majority of these contracts also stipulated that the agent is not to use any of the invested capital for his support, transportation costs or any other such expenses. Finally, the contract will identify what the agent's commission will be for taking on the commission. The second form of the commission contract bonds a mercantyler as a factor to another mercantyler, Compagnia, or other mercantile organization. Thus bonded, the factor is invested with managing and conducting business in a specified location for a specified term, usually three to four years. A factor receives a fixed salary and is usually not liable for any of his employer’s liabilities. However, he is accountable to his employer for gross negligence and dishonesty. Such a contract is very broad in the terms it covers; but at the same time, it is also very restrictive on the actions of the factor. A basic contract starts out by identifying the factor, his employers, and how long the contract will remain in effect. Next, the contract designates where the factor will operate; either a specific shop, a town, or a region. Finally the contract discusses his salary; any personal restrictions placed on him; and the terms for balancing his account when the contract ends.
A BASIC CONTRACT FOR A FACTOR In the year 682, 13 Azura. I, Ugo of Gigon, entering into a solemn and legal written stipulation for fee and salary, promise and make agreement with, Aloras and Gyandy of Salim, to stay and remain as a factor and agent of your partnership from the last day of the next Banquet of Delights up to the end of the four years directly following that date. I promise to go and to remain wherever you wish throughout Tharda, Kanday, and elsewhere. I promise to do business and gain a profit, advantageously, and lawfully; and to act in good faith and without fraud to your advantage and to that of your partnership. In addition, I promise to preserve and guard your property that comes into my hands, whether as gold and silver, notarial instruments, books, letters, or other things of whatsoever kind. I promise to return to you a correct and legal accounting of all that I have managed. In regard to your goods that come into my hands I promise to return these goods intact to you whenever and as many times as you express the wish; and I promise not to do anything fraudulent, nor to conceal or retain any money except the salary granted to me by you. I also promise you that whatever may be donated in money, gold, silver, or anything else by any person or locality in any way, so long as I remain your factor, I shall turn over to your partnership, keeping back nothing. I promise that as long as I remain your factor I shall not gamble with pledge or money. Nor shall I have carnal relations with any married woman; nor shall I make any expenditure on them out of your goods. I also promise to observe and carry out all that you order me by word of mouth, messenger, or letter, acting in good faith and without fraud. I shall keep everything stated in confidence that you shall order and not disclose anything without your permission. Furthermore, I promise not to make or form any partnership without your permission. I acknowledge that I do not have and did not invest in your partnership or any other any amount of money, except the said salary of mine. I promise to undertake and observe all these conditions, article by article, under penalty of 100 marks of silver, which I promise to give you, just as is stated, if I do not observe or if I act contrary to the conditions. For these conditions, I pledge my heirs and myself to you and your heirs, and I pledge as security my goods. I designate myself to have and to hold them meanwhile in your name. I promise to do this for you because you promised to give me £450 [Shiran] as my fee and salary for the said four years because of the said service; wherefore I waive the exception that the promise and obligation has not been made and that the salary has not been established. I swear to observe all articles, and not to violate it nor to act contrary to it.
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© Roy Denton, N. Robin Crossby & Columbia Games Inc., 2003
COMMERCIAL DOCUMENTS _ 5 BILL OF SALE Initially, commercial transactions were nothing more than the exchange of goods between two interested parties. However, as commercial ventures spread over Kethira, and in value, mercantylers began to deal more on credit than exchange. Consequently, they had to develop ways to keep track of their transactions so they could balance their accounts. The bill of sale is one of the instruments that have appeared because of these advancements in accounting techniques. Its primary function in the world of commerce is to record a sale and act as a receipt for future entries into a mercantyler’s account books. The bill of sale is a simple document usually drafted by the mercantyler himself or by a notary if the sale involves a significant amount of goods. Most of these documents will identify the seller, the buyer, the date, and where the transaction took place. In addition, they will show what has been sold and how much was paid for the items. Guild and municipal authorities usually verify these documents. When thus verified they also act as tax receipts.
DOCUMENTS ORDERING PAYMENT With money being primarily silver or gold coins, large sums are very hard to transport from one place to another. Over time mercantylers have been making purchases based on credit and their ability to pay later. Many forms of personal letters and notarial documents are used for this purpose. The primary form of these letters being the letter of payment. These documents are usually drafted by the mercantylers themselves, although, if a mercantyler is not well known a notary may be brought in to draft a notarial letter of payment. In either case, both of these documents are the same and command someone at a designated location to pay the individual or his designated representative in the name of the owing individual. Standard practice is that once the payment is received the order is endorsed showing who paid, when, where, and how much. Again, these documents are used as receipts when completed and used to update the mercantyler’s account books.
A BASIC CONTRACT FOR A FACTOR (CONTINUED) Orland, notary undersigned, admonished Ugo, willing and acknowledging the agreement, that by reason of the oath and of the guarantee he must observe this instrument, article by article, in regard to Aloras and Gyandy mentioned above. Done in Shiran in the presence of Jaco of Uone, and Ven of Aelin, and Gorsine of Nashel, witnesses invited. I, Orland of Ottav mentioned above, was present, and having been invited, I wrote and published these things.
A BILL OF SALE On Larane 13, 711, in Tashal. Let it be known that I, Gern of Verin, have sold to Dornil of Jorsk 26 sacks of wheat at one and a half bushels per sack. Each bushel is valued at 10d. The whole lot was let go at £16 s.5 [Kaldoran]. Done in the chapter house in Tashal. Witnesses: Boas of Sernil, steward, and Thom of Boal, tax auditor.
A BASIC ORDER OF PAYMENT On Savor 21, 692, in Aleath. Please pay from my account by the next 15 of Ilvin to Glavin of Spinsal £134 s.17 d.8 [Kandaian] that is one hundred thirty-four pounds seventeen shillings eight pence. The amount is for his share of the profit from grain of Dyrisa, in which he was a participant.
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COMMERCIAL DOCUMENTS _ 6 USURY CONTRACTS AND DOCUMENTS
A BASIC STRAIGHT LOAN
With the expansion of trade throughout Western Lythia, and the increased needs for large sums of capital, usurers have developed numerous contracts to cover their loans and exchange operations. These documents are just as diverse as the commercial documents listed above. However, there is only a couple that has gained universal use throughout Western Lythia. As with the commercial documents, these usurer documents have enabled the stabilization of loan and exchange operations throughout most of the areas of Western Lythia.
THE STRAIGHT LOAN The straight loan was developed as a result of increased commercial activities in the region surrounding the Venarian Sea. The period and location of its development are unknown, although the mercantylers of Hacherdad claim to have learned the art from ancient Diramoa. Since straight loans have always been used to finance caravan traffic, and Hacherdad is the terminus of the caravan route from Diramoa, many believe their claim. After all, it is an old saying that Hacherdad is full of nothing but thieves, cutthroats, and usurers. At first, straight loans were for financing many kinds of trade; however, recently it has only been used to finance caravan and local commercial activities. The amount of interest charged depends on whether it is a secured loan or not, and the loan's purpose. A basic loan contract will identify the lender, the borrower, and who will pay-off the loan if different from the borrower. Next, the amount borrowed is entered, although this is not done on the majority of loan documents. Then the terms for repaying the loan are listed; this includes when the payment is due, where it is due, and how much is due. Last of all, the contract lists the penalties for late or non-payment and who witnessed the contract. In addition, some contracts also list the purpose of the loan.
THE SEA LOAN Unlike the straight loan, the sea loan goes only back to the expansion of sea trade under the Azeryan Empire during the fifth century. Its main difference is that the loan is only payable when the ship carrying the goods or money safely completes its voyage. A sea loan may be extended for a one-way or round trip voyage. Many sea loans include a clause designating the goods bought with it as security for the loan. Sea loans used for a one-way trip are often termed a sea exchange; because the payment is in a different currency from that given. The body of the contract is exactly like a straight loan; however, the money given and the destination are always entered. In addition, the terms of payment include the number of days after a voyage’s completion that payment is due, this usually being from ten to thirty days. In addition, interest on a sea loan is usually larger than that of a straight loan.
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In the name of Halea. In the year 708, in the month of Larane, in Tashal. I, Torm of Ostin, openly declare to you, Juran of Qweurn, that I have received £100 [Kaldoran] belonging to you. With these I am to go and to do business wherever it seems good to me. I am to return to Tashal this coming Savor or I am to send a reliable man. Then, within thirty days after arrival in Tashal, I am to give and to deliver, personally or through my messenger, to you or your messenger, £110 [Kaldoran]. The previously mentioned goods, however, are to remain at your risk from hostile people, provided the risk is proved. If I do not observe all these conditions for you as written above, then I am to restore to you all the aforesaid pounds in the double out of all that I am known to own in this world. Let the same capital and the penalty of the double bear interest of three per two every year from that time forward.
A BASIC SEA LOAN In the name of Halea. In the year 658, in the month of Morgat, in Tarkain. I, Pietr of Cornar, together with my heirs, openly declare to you, Astian of Zian, and to your heirs that I have received from Stefa of Zian, your brother, 100 gold crowns of the old weight belonging to you. With these I am to go and to do business wherever it seems good to me. I am to carry with me the goods purchased with the crowns by the convoy of ships that will come to Livelis from Tarkain or Parahal in this first coming Savor, or I am to send the same goods from the aforesaid territories to Livelis by a reliable man in the witness of good men. Then, within thirty days after that convoy of ships from the aforesaid territories enters the waters of Livelis, I am to give and to deliver, personally or through my messenger, to you or your messenger in Livelis, 125 gold crowns of the old weight. The previously mentioned goods, however, are to remain at your risk from sea and hostile people, provided the risk is proved. If I do not observe all these conditions for you as written above, then I, together with m heirs, am to restore to you and to your heirs all the aforesaid crowns in the double out of my lands and houses and all that I am known to own in this world. Let the same capital and the penalty of the double bear interest of six per five every year from that time forward.
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COMMERCIAL DOCUMENTS _ 7 PROMISSORY NOTES With the expansion of trade throughout Western Lythia, there are not nearly enough coins in circulation to cover the value of goods traded. In addition, mercantylers are reluctant to transport bulky, heavy, coinage, not to mention the risk of robbery. Most trading activity involves bartering, but when large purchases or sales are involved, nearly all such transactions are made by way of promissory notes. The promissory note first appeared in the regions surrounding the Venarian Sea. Its exact origin is unknown; however, its use has spread throughout Western Lythia. These notes are written by usurers, usually for the full cash payment, but often a loan is given for all or part of the note at an agreed interest rate. The notes themselves are either personal notes or bearer notes. The main difference is that a personal note is redeemable only by the named individual or his designated representative. However, a bearer note may be redeemed by anyone. At a minimum, promissory notes will list the issuer, where his business is located, and the amount of the note. In addition, the note will designate whether it is a personal note by listing who may cash it; or it will state that it is redeemable by the bearer. 90% of all promissory notes are bearer notes. If an individual signs a personal note over to another, he must endorse the note stating who is now allowed to redeem the note.
THE EXCHANGE CONTRACT Though the promissory note holds prominence throughout Western Lythia, the usurers of Karejia, Dalkesh, and Hacherdad have adopted a new form of transaction called an exchange contract. The prime function of exchange operations is to convert one currency into another. So long as an exchange is carried out in one place and from hand to hand, the transaction could be completed at one time and there was no need for a contract. However, the very fact that the specialized changer needed a large stock of money tended to transform him into a professional moneylender who accepted deposits and extended loans. Since most promissory notes also involved a loan, the usurers of the eastern Venarian Sea have combined the functions of a promissory note with those of a loan contract and exchange operation. For this to occur, a usurer needs to have correspondents in other towns who would honor exchange contracts drawn on them and who in turn would draw exchange contracts against him. To date, only the mercantylers within the eastern Venarian Sea are organized enough for such transactions, but as they extend their operations further west, this form of contract is sure to replace the promissory note. Until then, most mercantylers of Northwestern Lythia will only see the contract on rare occasions.
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A BASIC PROMISSORY NOTE (PERSONAL) I, Pesera of Hendel, have received £25 [Kaldoran] from Jonis of Wahl and issued him this note. Upon receipt of this note from said Jonis, or his designated messenger, I will pay the above amount within five days of receipt. Done in my shop, in the town of Tashal, 7th of Halane, in the year 718. May Halea bless all involved.
A BASIC PROMISSORY NOTE (BEARER) I, Kirlin of Pasena, am writing this mote based on the £100 [Kaldoran] that I have received for it. As agreed upon with the buyer, this note may be redeemed by who ever presents it. I promise to pay the presenter or his messenger the stated amount within ten days of its receipt. Done in my shop, in the town of Tashal, 1st of Peonu, in the year 719.
A BASIC EXCHANGE CONTRACT Obro of Falz acknowledges that he shall give Ricer of Cavili £50 [Azeryan] by the next Morgat 7. If he does not pay then, he promises to give Karejian currency at the rate of 12d [Karejian] for every 15d [Azeryan] at the next fair of Hebos. If the coins be deteriorated by alloy or by weight or be debased, he promises to give a mark of good silver for every 48 shillings up to the total of the entire debt. He also promises to accept the word of the creditor without oath concerning expenses, losses, and capital of the loan, and he pledges his goods as security. Otto of Marin and Rufo of Belard constitute themselves as debtors and payers, and pledge, both liable for the whole amount, their goods as security, waiving exemptions under the legislation on joint liability and the legislation by which it is provided that the principle debtor be sued first. Witnesses: Gando of Acqui, clothier. Under the portico of the Livelis market, on Savor 12.
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COMMERCIAL DOCUMENTS _ 8 The contract gives usurers the opportunity to forecast and speculate on fluctuations in the rates of exchange from one place to another and from one time to another. Furthermore, it takes some time before the exchange contract reaches the correspondent on whom the contract was drawn and before he in turn draws on the drawer to recover the money he paid. Thus, long-distance exchange transactions always involved a credit operation, the giver of local money being the lender and the giver of foreign money being the borrower. An exchange contract thus becomes an instrument of credit, which took the place of hard coins, although it was not payable to the bearer but only to the designated persons and to their agents. Therefore, a standard contract identifies the lender, the borrower, how much was given out, and how much is due back and in what currency. In addition, the contract describes where the contract is to be completed. Some contracts, however, have a clause covering the eventuality of the contract not being paid at the designated place, but at an alternate location and if it would include another type of currency. Finally, the contract would cover any penalties, witnesses, or co-debtors.
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TASHAL _ 13 [4] MERCANTYLER’S HALL
CELLAR
Tashal is the principal town of Kaldor and seat of the kingdom's government. It sits at the junction of three major trade routes and has a market size of 4. The Tashal Mercantyler’s Hall is a prominent site within the town and is just off the Mangai Square, its principal market. The hall serves as the regions local headquarters for all mercantyler guild activities.
The hall has a large cellar underneath it. Local and visiting mercantylers use this cellar for secure storage, for a price. Although guards patrol the area, the Lia-Kavair is still a threat; therefore, the guild expends a huge sums in bribe money to ensure that they stay away from the facility.
This magnificent structure, besides its economic importance, fulfils two symbolic functions for the community. First, it helps to display the town’s importance as a major center of trade within its region. Second, through its grandeur and prominence within the town, it displays the wealth and power of the Mercantyler’s Guild. Built primarily of stone, the hall facilitated these impressions with its lavish decorations and carvings depicting the area’s history and the prominent position of the guild in that history.
(2) This area is used to store supplies for the hall’s kitchen.
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(1) This is the main storage area for the hall. It is entered from the base of the hall’s tower.
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TASHAL _ 14 GROUND FLOOR (1) The central feature of the site is the great hall. This is where the mercantylers can display their goods and look at another’s wares. (2) This office is rented by the city for its tax collector. The same tax collector never sits more than a week in this position. The city switches its assessors regularly to try to prevent graft and corruption; only the city’s aldermen know when a particular assessor will be assigned to the hall and for how long. (3) Next to the hall’s tower is the office of the guild’s steward. The current steward is Bryam of Valain, younger brother of Querene of Valain (45). He takes his position seriously and has shown that he is adept at bookkeeping and administration. His appointment came on the heals of the former stewards beheading in 719. This also opened a vacant franchise within Tashal that is currently being contested by many of the local masters. Bryam can find himself making a pretty penny because of these struggles. (4) This is the local chapter’s Chapter House. Guild bylaws permit only registered members of the local guild on the floor during meetings. The main feature of this chamber is it's raised dais for the guildmaster and his officers. In addition, pews bought by the local master mercantylers line the outer wall. The guild's other members, journeymen and apprentices, sit upon benches placed between the pews and the dais. When matters of law arise, this chamber turns into a court of law. At that time, any registered member of the guild could enter the chamber, regardless of his origin.
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(5) These chambers are used by members as private meeting rooms while conducting business. During the fair season, they are also used as dormitories for visiting mercantylers, costing no more than 1d a night. (6) The Mercantyler’s Hall Tower is a feature particular to Tashal. Its building was a result of the guild loosing some of its privileges at the annual Tashal Fairs to the Mangai. To assist them in improving their position at the fairs the guild decided to build a watchtower. The purpose of the tower was to let them keep a watch for approaching caravans. As a caravan approach, a watchman in the tower would signal the caravan with a mirror. At that time a mercantyler who had been placed with the caravan for this purpose would answer the signal. Once contact was made the mercantyler traveling with the caravan would pass along to the watchman information on what the caravan was carrying with it. The guild leadership would then use this information to assist their members in the purchase of those goods by passing on misinformation about what the caravan was carrying. Eventually the king’s officials caught on and punished the whole board of syndics for their actions. The tower still stands as a sign of the guild's power and profits. (7) The hall also has a kitchen attached to the chapter house for festive occasions. The guild hires an innkeeper during these occasions to prepare the meals.
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TASHAL _ 15 SECOND FLOOR (1) The galleries overlook the trading floor and the guild’s Chapter House. Some trading also takes place on the gallery above the trading floor. (2) This is the chamber of the guild’s guildmaster, Pesera of Hendel. Although he runs a successful business (44), he takes his duties as guildmaster very seriously. It was he who had the last steward tried for numerous charges against the guilds and the crown. His primary concerns for now are how to rest control of the annual fairs from the Mangai and get them back under the mercantyler’s control. So far, the guild has expended large sums towards this end.
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(3) This is the syndic's council chamber. The syndics meet monthly on the 15th. All masters are allowed to attend the meeting; however, only members of the syndic have a vote. (4) These two rooms are luxury apartments available for rent at 6d to 12d a night. The rate depends on the individual looking for a room. (5) This is the social room for the guild’s masters. Each night a barrel of wine and/or ale is set-up for their refreshment.
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TASHAL _ 16 THE TOWER LEVELS The tower has an additional two floors above the second. These two levels are identical and are usually vacant, being used as dormitories during the fair months. Otherwise, they are used for storage.
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THAY _ 11 [4] HALL OF CIRCLES
GROUND FLOOR
Since the chapter's founding in 580, it has seen its power and prestige within the region grow significantly. An example of the chapter’s power is reflected in its right to nominate replacements for vacant alderman positions. They have never had a nominee rejected. In addition, the chapter has regulatory control over all weights and measures within Thay. A sign of the chapter’s growing prestige is its choice as the host for the 721 triennial Convention of the Mangai.
(1) The hall’s common room serves as a social club for the masters of any Thayan guild. It is here that an individual master may come and meet with others in an informal environment and share their concerns on just about any topic.
The chapter’s prominence within the Hârnic economic system comes from Thay’s position at the head of the Genin Trail and as the terminus of all sea trade coming into eastern Hârn. The Hall of Circles position on the east side of Poleryn Square places the hall in the center of Thay and its economic activities. The hall primarily serves as a social club for the masters of Thay’s guilds. As with most chapters, political intrigue is rampant. Most disputes revolve around three prominent guilds the Potters, Mercantylers, and Miners, each of which holds veto power in the Council of the Mangai. The majority of the remaining guilds ally themselves with one of the prominent guilds; often changing sides as events and circumstances change.
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(2) The pantry is usually well stocked with plenty of tasty treats. A patron may order a cold snack or a guild conducting a meeting may have something cold to eat if things go longer than planed. All at a reasonable price, usually 1d a person. (3) The buttery is the pride of the Thay. The steward has done his best to ensure that the best in ales, ciders, and wines are kept in stock. Currently the steward is trying to store up on the finest Lythian wines for the coming triennial convention. (4) These four chambers serve as meeting rooms for guilds that have no halls or meeting places of their own. In addition, when the council breaks down into committees they also use these rooms.
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THAY _ 12 SECOND FLOOR
THIRD FLOOR
(1) These are the chambers of Gwayn of Uzel. Gwayn is the chapter's steward and has been in the position since 709. She is considered a very shrewd administrator. Those who must work under her supervision believe she uses supernatural powers to achieve her overall goals. Since no one knows for sure about her past history, many believe she may be a renegade Shek P’var in hiding.
(1) These are the chambers of Chyniel of Ekair, the current chairman of the chapter. A gifted clothier whose brother inherited the family franchise, Rasha of Ekair (47). Until his appointment, Chyniel had been working with his brother in an attempt to get a franchise. It is assumed by some of the lesser guilds that the clothier’s guild made a deal with the Mercantylers and Potters guilds to win Chyniel his chairman ship in 715. Since then, he has shown himself to be quite competent in the position; as a result he has managed to stay in power thus far. Chyniel is in reality a fair and incorruptible man who takes his position seriously; however, there are some that believe a franchise will be his due for some unknown bargain.
(2) These are the administrative offices of the chapter’s various under officials. (3) The Council of the Mangai meets in this room on the 5th of each month. In addition, the mayor’s advisory committee meets here on the 9th of each month.
(2) Private luxury rooms for visiting guildsmen, who can afford the price, usually based on the individual’s character and ability to pay. (3) The chapter’s archives are some the most ordered on Hârn. However, the chapter’s archivist has recently past away and they are in search of a competent replacement.
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