Thoughts on Urban Heortlings and their Economics

From: joe_at_...
Date: Fri, 05 Oct 2001 13:19:40 -0000


The recent city thread coincided with a little time for myself on the keyboard.

Let's start with social rank. Few urban Heortlings will be able to claim Carl status by the original definition (a team of oxen and a plough), but craft masters or master traders will be reckoned as carls for their non-agricultural achievements. Still, the cottar-class population of cities is likely to be greater than in rural communities, with a slight increase in thane-status population as well. Thus, there will be some urban stead-equivalents with a wide range of "in-house services" and quite a lot of cottage-equivalents which combine only workshop and sleeping area.

Most ordinary craftspeople or shopkeepers will operate on cottar-level economics. With the absence of the multi-functional economy of steads, even everyday activities like cooking, buttering, making cheese, baking etc. will become cottage industries handled by specialists, services rendered for some means of keeping tap. Actual exchange of coins might occur, but residents most likely have a barter or contract system for services and supplies. This does however enable a household to concentrate on pursuing its activity to the fullest. Any ordinary urban cobbler or tailor will be as productive in his craft as a rural craftsmaster sponsored by a chieftain or wealthy thane.

The hearth fire in urban "cottages" may be much reduced in social importance, although as winter source of heating and with a clay pot of slowly simmering porridge it will be present in every household worth the name. Fuel has to be "imported", and will be used niggardly.

The still unresolved concept of ownership in Heortling society will be slightly different in urban settlements. "Land ownership" will be personalized - each parcel of the city will be registered on one (head of) household. This is probably an office whose holder is appointed by that household.

There are bound to be urban land owners who let residents live in their property for a rent. These residents will have a less direct relation to their "steadholder" than in rural areas, but they will have to provide an amount of their family speciality (craftsman's product, shop supply or work force) or some other means of exchange as per "tribute" contract.

A house owner renting out to a cobbler's family might well end up with a rent paid in pairs of shoes he has to market himself, or he may demand that the family exchange their shoes for whatever services or goods the house owner requires. Harst the Reeve might be a common occupational cult in cities, to keep on top of the exchanges. This same cobbler's family will need to buy cured hides, sinews, glue and thread from other craftsfolk in the city, as well as occupy part of a redsmith's activities with keeping their tools functional. To keep their working time up, they will likely receive a loaf of bread a day from a nearby baker, and a lump of cheese or bowl of butter from some dairy grocer.

All of these exchanges are more likely to be regulated by contracts of obligations rather than on spot payments. It is quite possible that a number of these cottage industries share a patron who oversees the flow of values. The patron may be a thane-class household head, a guild, or a resident traditional clan.

Cash is required only if you move outside of this web of contracts and obligations. The clan trader who drives 20 cattle (i.e. cash) to town will deal with the butcher's patron or the cattle merchant for all of the supplies he requires in return. The urban trade partner will barter the services or products of craftspeople obligated to him for the cattle brought by the clan trader. This requires a previous arrangement of exchange rates. For this reason, it will be extremely hard to establish a business outside of the existing network.

Adventurers visiting town better had a clansperson or a trade contact with an obligation/contract to their home community if they want to survive in the city, or a ready amount of cash.

Quite likely paying cash - even after haggling - will rob you of whatever rebates the existing economy has established, so paying cash will raise the price.

Reducing material exchange to a network of obligations and contracts, the concept of ownership of these items becomes a bit more abstract again. My household is the owner of the house it inhabits when inhabiting the house doesn't result in the household having to pay any form of tribute beyond simple tithes. The tools the household uses in pursuit of its activities belong to the household, unless they are personalized items ("my adze", "our large saw"). Clothing will be personalized, although some items may have to be shared with other household members. Some items will be passed on regularly - the case with ceremonial clothing - while many items are worn until worn out.

Acquisition of services or products on the household tab will need some precedent or contract. This includes visiting the pub, the public bath, on occasion the barber, or the specialist magician for a magical service. Initiatory fees will be treated as long-term contracts with the household where possible, which makes drastic switching of cults a challenge to family wealth.

This entire model is quite unusual for our "fixed monetary price" mentality, but perfectly suited for the wealth rating mechanic in Hero Wars. Whether the individual can afford a certain item or service is decided by a contest between family relation and worth rating of the item. Can we manage to churn out the additional number of pairs of shoes to finance young Heortarl's initiatory fee with the local Elmali, will this be balanced by getting the contract for their guards' sandals?

Thoughts, anyone?

Powered by hypermail