by Iconoclast_ on Sat May 15, 2010 1:32 pm
Social Status (looks like I lost the original document, I'll type up what I remember and edit in the rest later.)
First, the exchange rate: In Panthus, 1 gold piece (weighing about a shekel, or 1/40th of a pound) is worth 20 silver pieces. A silver piece (same weight) is worth about 20 copper pieces. This exchange rate was set by the Emperor millennia ago, and while there are fluctuations in the value of some metals, for example if a silver mine is found, the exchange rate has kept pretty stable throughout the years, as gold pieces are dug off the sea-floor or rich silver deposits are lost at sea. Clipping of coins is illegal, and merchants are careful to weigh every coin to make sure they aren't being shorted by shady criminals. While coins with the imperial seal are now exceedingly rare, most of the nobles have kept to this tradition of coin-making and the merchant classes are especially tough on those who seek to deface coins. Many noble houses place their own face on the coinage they mint, and several merchant groups have been given permission to mint their own coins, but the value of the coin is based on it's weight, not who's face is one the front.
Slaves: While slavery is not illegal in the world of Panthus, it is extremely rare. The owning of another person as property is looked down upon by most of the populace and a slave-owner will find little help in getting an escaped slave returned to them. In fact, most people will be sympathetic to the slave, and try to help them escape. Anyone wanting to own another person as a slave will have to find some way to coerce the person into accepting their position and not trying to escape. Typically, only criminal groups try to employ slave labor, like pirates who own their own island and need someone to work the fields.
Indentured Servant: While slavery is looked down upon, slavery's kissing cousin, indentured servitude, is widely accepted by the populace. Essentially slavery with a time limit, a contract is drawn up and a price paid for a set time of service. This is the typical fate of those who can't pay off a debt, or are simply too unlucky to make it on their own doing day labor. Sometimes, an especially unsavory type will sell their own children into servitude, though the law prevents any term of service longer than 10 years for children. There are only a few laws pertaining to this practice, but they all serve to protect the servant. Among them, the owner of an indentured servant must feed their servant for the duration, cannot do harm to their servant, nor command them to do anything that would cause themselves harm, they cannot be told to perform any crime, and a servant must be released at the end of their term. Often, the servant will have the date of their release tattooed into their body when the contract is signed.
Nobles buy most contracts for Indentured servants, though an increasing number of merchants are also taking up the practice.
Peasant: Most of the world's population is made up of rural farmers who work the many fields in need of planting or harvesting. The life of a peasant is hard, but not unbearable. While the workday is about 12 hours long, and the pay a meager 10 copper a day, there are some benefits to being a peasant farmer (okay, cheap beer).
The most common form of peasant is the wandering freeman. Traveling from crop to crop and field to field, they labor for their money. They are free to go where they please, but are not paid very well for their labor. Typically, peasants will travel in a circuit, from farm-field to farm-field, working the same crops year after year. Typically, they expect poor pay but decent treatment by the landowner. At the end of the day, they receive their pay, provided they filled their quota, and spend their night in the local inn, eating and drinking and resting till morning, only to awake the next day and start harvesting again or move on to the next farm. The advantage to the peasant life is a reduced cost for food, beer, and sleeping arrangements. Prices found in the inn are listed below. Farm owners who don't pay their workers properly or set unreasonable quotas often find they have few people to work their fields, so there is a natural balance built into the system that keeps things fair for the peasant.
1cp A loaf of bread.
1cp A bowl of soup.
1cp A pint of beer.
1cp A hammock for the night.
5cp Half a cooked chicken. (this is worth about 3 silver in the city)
6cp A ham hock. (worth about 5 silver in the big city)
3cp A bed to sleep in for the night. (this is about 10 cp for travelers visiting the inn, the peasants get a discount)
Most peasants will spend all of their money before the end of the night, mostly on beer. A bed can be shared if the peasant finds someone they'd like to share their bed with, though this often results in the creation of children, and the peasant being coerced into becoming a landed peasant.
The landed peasant has traded the freedom of traveling to where they like and demanding fair treatment, for a small parcel of land on which they can build a house. They are typically paid much less than a freeman, usually per bushel harvested, but they can supplement their reduced income by growing a small garden near their home, and any livestock they can raise. Should a landed peasant decide they are no longer willing to work for the landowner, the forfeit the house they built, as well as all the possessions inside, which is then transfered to the landowner, and then typically to another peasant eager to own a fully furnished home. Few peasants are willing to surrender a lifetime of possessions for the open road, and often a house is passed down to the eldest son or the son-in-law of their eldest daughter. Sometimes, several generations will live in the same house, with several family members going into the field to earn their keep. Children of a landed peasant can become wandering freeman or acquire their own patch of land to build their own house.
The innkeeper is a variation on the landed peasant. Granted a much larger patch of land, they are expected to build a much larger building and house the various rough peasants that show up to harvest the crop. While they are not expected to harvest the crops themselves, they need to make sure that the peasants are fed and housed when they finish their work in the fields. Often they grow extra food in a garden and keep a large henhouse to feed the people who visit the inn. Stables for horses and a pigpen to raise extra meat are also common. Usually the entire family works to make sure the peasants are fed and kept in booze. Sometimes the family running the inn will hire an indentured servant to work at the inn, typically the young children of peasants who shared a bed and had an unexpected surprise several months later. Inns typically have two floors, with beds on the top floor, and several support beams on which hammocks are strung up on the lower floor. The proceeds the innkeeper collects from the peasants (and any other people who visit the inn) are usually split evenly between the innkeeper and the landowner. Some innkeepers brew their own beer, while others just purchase whole tankards of booze from merchants, or have the landowner purchase the booze or brew it at another site.
City Folk.
Freeman Laborer. Many peasants move to the big city to make it big and earn more money, only to find out what a poor choice they've made. While a person working in the city has a much shorter workday, usually 6 to 8 hours, and 1 silver for that work, they find that money doesn't go as far in the expensive city. While the choice of what a person can purchase with their money is much more varied in the cities, from spiced breads and exotic fruits to clothing made on other continents or out of magical cloth, this extensive choice is much more expensive than people in rural areas are used to. Even simple staple foods, like bread and beer, are typically twice or three times what they are closer to the farms. Likewise, rent is usually much more expensive, and a common laborer can find even a small room costs more then they'll make in a month. Not surprisingly, crime is common in the cities, as everyone is struggling to get ahead.
Still, many people do try to make it. A couple can make their rent if they both work, or if they agree to share their place with another couple. Though this requires finding someone you can trust, and that's not easy. Some chose to take a more dangerous job, to make more money, or hire themselves out on ships, making a living at sea and returning home with the earnings. Still, for unskilled labor, the jobs are easy to find, but don't pay as well as they should.
Tradesman and Skilled Labor. The best way to make it in the big city is to get a job as an apprentice and learn a trade. This pays even worse than day labor, but includes room and a meal (and usually 1 cp for extra food or beer). An Apprenticeship can last for two to five years, after which the student becomes a journeyman can can go into business for themselves. However, becoming a journeyman means you have to find people to hire you, and many students (the smart ones) spend their apprenticeship making connections and learning who's hiring as much as they learn their trade. Tradesman usually get paid by the job, rather than by the day, and usually not until after the work in complete. After several years of working at a trade, a tradesman becomes a master, and can hire apprentices of his own.
Criminals. Since it's so hard to make a living in the city, many people turn to crime to fill the coin-purse. Muggers, who rob people at knife-point, are the most obvious of these, though they make up a small part of the crime in a city, and usually get the most attention from the city guard. Burglars sneak into buildings to steal money or goods. Sometimes this is from people's homes, but more often it involves robbing shops and warehouses. They often have to contend with complex locks and armed guards. Those that are caught stealing are usually not brought to the authorities, and few authorities ask questions when a burglar is found floating down the river. In larger cities, the criminals can form a syndicate, where they rob merchants by bribing caravan drivers to "forget" items on the journey. Criminal gangs who manage to acquire a ship are known as pirates. Most pirates end up suffering from some unpleasant fate, either severe malnutrition or a violent death, but a few manage to make it big, and claim whole islands for their domain. These "Pirate Kings" often take people as slave labor to work in the fields and grow food for the crew. Typically this ends in a violent revolt, or with the "king" getting unlucky at sea and leaving the slaves free to make their own fate in the aftermath.
Warriors: If a person has any skill at all with weapons, they can try their hand at being a mercenary. Politically, a soldier is not much above a peasant. They fight for whoever will pay them, and this can be a dangerous occupation. When two people are involved in a conflict, one of them will likely lose, and when there are swords and axes involved in this conflict, that can mean losing a limb. The wars are mostly over now, and the nobles aren't hiring mercenaries like they used to. This means people trained to fight must find someone who's looking for their skills, and thankfully there are several groups now in need of a good sword-arm. Many cities are growing tired of the crime that has some to infest their streets, and the need for city guards, people willing to patrol the city and fight the criminals that have been having a field day in their towns. Likewise, the same criminals are looking for someone to protect them from overzealous city guards, though mostly they prefer to simply bribe the town guards to look away while they pull off their heist. This has led several merchants to hiring their own guards, to protect their assets while on land and then at sea. Caravan guards have always been able to find work. More recently, adventuring groups have been looking for skilled warriors to guard them from whatever may decide an adventuring party would make a good snack. This last group may be the most dangerous employer of all.
In the times when a warrior cannot find work in the city, they can become entertainers in the local pit-fighting scene. Gladiatorial combat among pugilists can make a bit of money and a lot of fame for the fighters, and the "five bags" armed combat is often popular among the spectators, where the gladiators, armed with swords and wearing light leather armor, attempt to cut open five blood-filled goat's stomachs sewn onto the armor, with a prize for the last warrior without "popped pouches". The fame and prestige these fights bring is often better than the money, and there are sometimes casualties in these supposedly safe sports.
One notable type of warrior is the Guardian. While it's possible for a person to simply purchase the enhancement from a Weaver, few people (much less common soldiers) have the kind of money it takes to purchase it outright. As such, a Weaver will sometimes enhance a person with the powers of a Guardian, in exchange for that person serving as the personal bodyguard of the Weaver for a set amount of time. This is typically done via a contract, similar to Indentured Servitude, though sometimes this is far less formal. A Guardian can boost their Strength and Reflexes for a short time when they enter combat, making them more effective (and valued) than the average warrior.
Merchants: Among the most egalitarian of groups in civilized society, this is the highest that a Canine, Bovine, or Spirit Beast can rise in political power, though usually this is adequate for most people. Since only humans can join the nobility, as the only way one can become a noble is though birth or marriage, and it's unheard of for a senator to be anything but human (though, technically, it's not impossible). From the lowly peddler making coin on the street, to the merchant prince, negotiating his future marriage to a baron's daughter, the merchant class is the highest most people will ever rise to in life. Merchants have the potential to make it rich, and for a merchant, wealth is rank. This tends to make merchants a bit paranoid, as losing wealth means losing rank, and no one ever wants to lose either.
The peddler is the lowest rung on the ladder of the merchant class. Street vendors and wandering salesmen, they ply their goods to whoever will pay the most for them, or anything for them, quite often. Peddlers often have little money and must buy the cheapest items they think they can sell, and then sell it to whoever is willing to pay the most for it. Often, this will require a lot of travel. Street vendors, who typically sell food they cooked themselves, are the most common type of peddler, though sometimes a tradesman will hire a peddler to sell the wares they make.
A Shopkeeper is simply a peddler who has made enough money to purchase a building to work out of. Often this can mean a better quality of goods, but not always. Since a Shopkeeper has a steady location to work from, sellers will know where to go to sell to the shopkeeper, and buyers of his goods know where to go to complain if the quality isn't worth what they paid for. A shopkeeper will often work with a tradesman, the shopkeeper out front selling the goods that a tradesman in the back mass produces. Unfortunately, a shop also means criminals know where to go to rob someone, so shops must invest more in protection.
A caravan leader travels from some place where goods (usually food) are produced, and takes them to where they are to be sold and consumed. There are many different types of goods a caravan will haul, from hay for livestock, to cheese wheels from dairy farms, to lumber for a city, or ore from a mine to a smelter. Sometimes the caravan itself is hired to haul the goods, but more often the caravan leader will purchase the goods at one location and then sell them in another. Because a caravan is a massive target on the roads, a large flag for the criminal types, large numbers of guards must be hired to protect the cargo. This cuts into the profits, but a caravan leader will still usually make a living in this trade.
Like a Caravan, cargo can be transported over the sea to a destination. Sea travel allows larger amounts of goods to be hauled much faster than overland caravans, but with pirates, sea-serpents, and freak storms, it's just as dangerous, if not more. A small crew can carry several tons (depending on the ship) half way around the world, as long as food supplies hold out and the cargo doesn't spoil before the destination is reached. Some merchants hire out ships to haul their cargo, while other merchants purchase the ships and own them outright. The richest of merchant princes own whole fleets of ships, though this is rare.
Nobles: The Nobility are descended, they claim, from the ministers who originally served at the first Emperor's court. While just about every claimant to the imperial throne died in the massive explosion that rocked the world and split the land into three continents, several ministers, bureaucrats, and scholars managed to escape the fighting and flee to the far corners of the empire before the disaster. Originally hired as mere administrators over the lands, they eventually began to think of the lands as their own and started to rule over them not as hired overseers, but instead as princes ruling their domains. They hired armies to keep the peace, and then to enforce their rule over the people. As little really changed at this time, most of the peasants just ignored the change in leadership, and went about their business trying to survive and produce another generation of the endangered human race. Over time the Nobles grew in power, but recent events have caused the authority of the noble class to shift to the senate, and this will likely cause strife in the future, as the two groups struggle to come to terms with who really lead the nations.
Arch-Duke: The highest rank among the nobility. This rank is reserved for people who rule several dukedoms, and thus, a notable percentage of the continent. The only current Arch-Duke is the aging Duke Hawthorne of the northern continent, though his death will likely mean his lands are divided up among his sons, who will likely start a war over who controls which territory.
Duke: A duke owns a grant of land consisting of several counties. Typically a Duke rules at the Capitol city or Castle. Usually, a Duke will allow several counts and barons rule the lands under his domain, receiving a regular stipend from the lesser nobles in exchange for rule over their domain. The Duke is responsible for overseeing disputes between nobles under his rule. When a Duke dies, the Duchess takes the throne until the eldest prince comes of age.
Viscount: A viscount is simply a Count who rules over more than one county, usually achieved through marriage. At the rare times when a Viscount rules 50% or more of the counties of a Dukedom, they are instead titled a Marquise, and eligible to marry into the royal family (usually an illegitimate female heir) or alternately, put in line to ascend to the throne as Duke behind the royal princes.
Count: A Count rules over a county. A county is a territory that exceeds 500 square miles in size. Smaller than this and the territory is a Barony. Typically a prince is given a county to rule over to prove he has what it takes to administrate the dukedom. Counties sometimes are divided into two or three baronies, with the count ruling over these territories in the same way the Duke rules over his domain, but more often the Count is administrator over all of the territory.
Baron: A Baron rules over a Barony, a territory of less than 500 square miles. Baronies are typically carved out of a county if the noble ruling the territory has two or three heirs and doesn't wish to have a power struggle for rule of the domain. Often, a pair of Baronies can be united by the intermarriage of two noble houses, and this is sometimes enough territory to qualify as a county, dealing a promotion in rank to the married couple.
Often several territories can be split up between two heirs, only to be combined into different territories when the sons marry nobles of neighboring lands. This makes cartography very hard for map-makers.
Sire: The lowest of the noble classes, often given to illegitimate heirs, a Sire rules over a Shire, a parcel of land consisting of less than 25 square miles. Sometimes the title is given to those outside the nobility as a reward for performing a service to the nobility (it was especially common for rich merchants to receive this title after helping fund the war a noble was waging.) or particular valor in battle alongside a nobleman, though in these cases the title is just that, and doesn't necessarily include a land grant. Not much more powerful, politically, than a mayor, the Sire does have the one advantage of the nobility, the right to demand hostel from any landed peasant in the Dukedom, though the peasants are allowed to request compensation if the noble stays more than one night. A Sire, while technically a noble, does not have the right to ascend to the throne.
Disclaimer: These titles are assigned as such for the game. Do not use the above information as research for homework or tests at school, should the information be required in your studies.
Okay, that's it for now. I'll add more to the list later.
Last edited by
Iconoclast_ on Sun Jul 11, 2010 3:55 pm, edited 3 times in total.
Bwa-ha-ha-ha! No one expects the Gnomish inquisition!