DemoGraph wrote: ↑
March 27th, 2025, 12:07
Irenaeus wrote: ↑
March 27th, 2025, 02:58
Most of the material wealth of Arandia is not in its nobles, but in the merchant families who control trade routes, supply armies with weapons, and bring in goods the kingdom does not produce itself.
This doesn't seem realistic. Traditional agrarian economies were closed (as in, didn't depend on foreign trade). Trade was primarily conducted for goods for prestigious consumption - furs, silks, spices, curiosities, etc.
There were some exceptions (Western Russia had no quality iron and no silver of its own, so it had imported it all from Scandies and Arabs). But, generally speaking, if 90% of population are farmers or agricultural labourers, all your income comes from land. And nobles own the land. Including a right to organize large seasonal fairs (and profit off them).
You are right, in the heartland of the kingdom, the nobles have all the land and that is the most important measure of social status and power. The merchant families might be rich in coin and serve as logistic managers but the nobles may take their stuff with little consequences, forcing them to pay tolls and just confiscating their wealth or expelling them. The kingdom has grown to allow for a cooperative relation being built between the nobles and the merchants, but the latter are usually the junior parties.
There are a lot of settler expeditions to the borderlands funded by either nobles, the church, merchants or even free citizins by themselves, as we will see in the game.
There is slavery and slave markets, yes. Only the rich and powerful own slaves for hard work in stuff like mines or as servants in mansions. The land is usually worked by free farmers, either on their own patches or working in their lords' lands.
DemoGraph wrote: ↑
March 27th, 2025, 12:07
You could say that trading is sinful and organize traders into a guild that is separately taxed by a king (and is overseen by church;
Trading is not sinful, but its not prestigious either. Nobles value might and the Church has its own proselytizing mission. They all use trading for their goals, such as logistics and developments.
There all types of trader and crafter guilds in the capital and other large cities, but the game will be set in the borderlands with very little of the major guild's' oversight.
Good point. It was meant in the way that traders transport and warehouse many goods, though the real powerful people are the nobles. Yet like I said, some merchant families do get materially rich, particularly in the bigger cities in the heartland.
Indeed, nobles swear fealty to the Crown, pay annual tributes to the king in coin or goods. They also support the Church in varying levels of commitments.
DemoGraph wrote: ↑
March 27th, 2025, 12:07
And coins could be rare (and minted from iron, you can even have them have some funny shape, like shield or helmet or sword or grainsack).
Coins are not that rare as coin minting techniques are ancient from older empires that crumbled much before the game's time but the technology and the concept survived. The kingdom uses stander coinage to trade, particularly from its northern ports, with many different nations. The game will begin far from all that.
DemoGraph wrote: ↑
March 27th, 2025, 12:07
In this case church (or royal court) could be responsible for keeping records of taxes and debts (and redistribute some of the gathered taxes as king or patriarch demands).
Both the royal exchequer and the Church's own finance department keeps records of taxes and debts of their own, same goes for high lords in their offices and merchant societies. The game will start far from all that.
DemoGraph wrote: ↑
March 27th, 2025, 12:07
For style points make those debt records be kept on steel tablets with letters made of wire that are stored in METAL LIBRARY. As a saying goes, "What is notched in metal is notched forever." And defaulted debtors are branded with that same wire cut out of their debt books.
I didn't post about the history writing technology in the setting, but suffice to say that proto-writing appeared in ancient empires millennia ago then evolved into alphabets and writing systems for keeping records and literature. Codices and books handwritten with parchment or vellum pages have been popularized but are expensive and rare for the regular Arandian outside libraries and offices. Where we will game, in the borderlands, this will be rare.
As for money lending and indebtedness in general, the debt recording system and the methods collecting are somewhat sophisticated in big cities and there are ubiquitous tax collectors for the nobles and clergy, even bounty hunters for the debts. Again, this is happens far from the lawless frontier.
We'll see about fairies and pagan gods on the course of the adventure. I can't promise they will appear, but the rumors may point to them. As for cold steel killing them, that will can be a rumor with base on facts or just tall tales.
DemoGraph wrote: ↑
March 27th, 2025, 12:07
Also also, there's a legend about a godly white metal that brings wonders and immortality. Alchemists are trying to get its secrets and adventurers are running around looking for old empire artifacts allegedly forged from this metal.
Godly white metal with legendary reputation? That's an interesting idea. Perhaps I can incorporate it to the setting indeed and it might appear in the adventures.
DemoGraph wrote: ↑
March 27th, 2025, 12:07
Also 3. There was AN IRON PROPHET once, who forged wondrous things out of this metal and made the sinful old empire crack, before being killed by drowning him into liquid metal. From metal he came and to metal he returned. And that crack of the old empire got covered in (spiritual) rust and had led to its downfall many years later. Because soul rust gnaws slowly but unstoppably.
Well, that's a fun story. I'll attach it to your characters own lore.
Curse of the soul rust? Not sure what that's about but again sounds interesting and I may incorporate that to your characters' beliefs.
I hope you enjoy my answers!