Professional Documents
Culture Documents
MERCANTYLISM
HrnWorld
HrnWorld
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 Hrnic 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 Hrn, 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.
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
HrnWorld
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
guilds specialty. Some of the more affluent craftsmen buy imports (usually
items related to their business) at wholesale from the Mercantylers 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 guilds 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 guilds
ordinances and the local Mangais by-laws. Finally, the key feature of the
merchant craftsmans 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
mercantylers 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 Mercantylers 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.
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 chapters
area of operations.
HrnWorld
MERCHANT GUILDS _ 1
MARKET AND FAIR RIGHTS
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.
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 specializations. Through such endeavors, these individuals
advance in their skills, reputation, and wealth.
HrnWorld
MANGAI CONVENTIONS
On Hrn, the Mangai holds triennial conventions
at alternating sites, moving from one town to
another, the representatives of every Hrnic guild
and their local chapters attend it. The
conventions are democratic gatherings used by
the Mangai to standardize guild activities
throughout Hrn. 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.
Miller
Ostler
Shipwright
MERCHANT GUILDS _ 2
TRADEGUILDS
Unlike the craftguilds, the tradeguilds provide specific services to their
communities, such as the Physicians 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.
TRADEGUILDS
Arcane Lore
Courtesan
Embalmer
Herald
Litigant
Mercantyler
Miner
Physician
Pilot
Seaman
Thespian
Timberwright
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MERCHANT GUILDS _ 3
EDUCATION AND TRAINING
EDUCATION
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-Knor and the second is
through private tutors. By receiving an early education in the arts, the chances
of obtaining an apprenticeship in the mercantylers 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-Knor 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-Knoran 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-Knoran 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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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
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 masters shop and/or residence or carry their masters
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 mercantylers apprentice will also
be introduced to the shops 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.
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 skills SI and
subtract the new skills SI to generate a
new SI for the adjusted hours of
instruction.
ACQUIRED SKILLS
During a mercantylers 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.
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MERCHANT GUILDS _ 5
TRADE SKILLS
Throughout the mercantylers 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
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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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 skills
EML or have acquired an object that will enable them to conduct a better
examination of the product. At GM discretion, the merchants 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 products 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
items 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
Poor
75%
**
Inferior
85%
***
Average
100%
****
Good
120%
*****
Excellent 140%
Result
CS
Extra Details
MS
Correct Assessment
MF
CF
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 mercantylers 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.
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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 apprentices father, how attentive the apprentice is, and on the disposition
of the apprentices 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 masters 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 apprentices word
against the spouses 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.
MILITIA SKILLS
Refer to Character 16 in HM3 when generating
optional skills and militia skills.
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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 chapters board of syndics; sometimes the simple
vouching of ones 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 guilds 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 guilds journeymen.
THE EXAMINATION
The examination for an apprentice to become a
journeyman may consist of the following:
1.
2.
3.
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 employers 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 guilds privileges. In addition,
journeymen may start a business on their own in locations that are not within a
town or guilds 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.
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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 mercantylers
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
guilds 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 masters
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
.5
0.5s
10
100
1.0
1.0s
20
200
1.5
1.5s
30
300
2.0
2.0s
40
400
2.5
2.5s
50
500
3.0
3.0s
60
600
3.5
3.5s
70
700
4.0
4.0s
80
800
4.5
4.5s
90
900
5.0
5.0s
100
1000
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.
HrnWorld
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
mercantylers 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
Hrn 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 employers 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 guilds 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.
GUILD ORGANIZATION
All guilds are headed by their elected
Guildmaster, sometimes termed Alderman. In
addition, the following officers are usually present
in the guilds leadership:
Guildmaster (Alderman): Guild leader
Mangai representative.
and
HrnWorld
GUILD HALLS _ 1
THE MERCANTYLERS HALL
HALL OPERATIONS
When a mercantyler enters a town, he has three options open to him. First,
he could proceed directly to the Mercantylers Hall with his goods. Second, he
could impound the bulk of his goods within the towns 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 Mercantylers Hall, or
the bonding house, and presents his wares to the towns tax/customs collectors.
These officials act on behalf of the towns Bondmaster. They inspect the
mercantylers 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 guilds 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.
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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 goods
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
mercantylers merchandise as a general rule.
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 towns 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 Mercantylers 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.
BONDING FEES
The mercantyler can delay payment of the
hawking tax by placing his goods in bond, which
is storing them in the towns 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.
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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.
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.
HrnWorld
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 Mangais 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 Mangais 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 mercantylers 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. Hrnic 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.
HALL OPERATIONS
A Mangai hall serves two basic purposes. First it is used as an
administrative center for the Mangais day to day operations. Secondly, it is
used to host the monthly Mangais council meetings and the nightly social
gatherings of the towns 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 Mangais control over local markets and fairs. Anyone wishing
to do business within a towns market must come to the hall and pay fee;
thereafter having permission from the Mangai to sell goods in the towns market
or any fair under its control.
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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 chapters 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 chairmans. The stewards
primary duty is to organize and oversee the running of any markets under the
chapters 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 chapters 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
chapters common room. This includes maintaining the rooms 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 chapters influence with the Innkeepers guild this individual
may be a master or a journeyman. In an agreement with the Innkeepers 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.
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 chapters
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 chapters
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 chapters treasurer. Each day, before the fifth watch, he
must ensure that all the day's receipts and cash are locked away in the chapters
treasury. In addition, he makes sure the chapters 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 chapters 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 chapters leadership. It is these individuals
who normally see to the daily reports, transactions, and correspondence of the
hall's operations.
HrnWorld
GUILD HALLS _ 6
CONTROL OF WEIGHTS AND MEASURES
FARMING OUT
HrnWorld
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 Mercantylers guild use the hall's common room for a
commodity exchange when there is no mercantylers hall available. In both
cases, the fee would be quite substantial.
Lastly, the chapters archives are open to any local guildsman. However, no
original documents may be removed from the hall without the chairmans
approval. Even then, the individual wanting the document would have to pay a
deposit of 1-12d, depending on the documents importance. If a guildsman
wants a copy, he can draft it himself or pay 6-12d for the service.
HrnWorld
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 Mangais 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 merchants or mercantylers
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 towns
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.
HrnWorld
MERCANTILE LAW _ 1
FINES
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.
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.
HrnWorld
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.
HrnWorld
MERCANTILE LAW _ 3
THE KINGS 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
kings 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 lords 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.
HrnWorld
ROYAL WRITS
Writs are written commands to any feudal or
royal court that a plaintiffs 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 kings name by the sheriff within his own
shire. Feudal lords within their own jurisdictions
have recently adopted the practice of writs.
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
Mercantylers 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
towns 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 guilds 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.
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 clients 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 notarys
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.
HrnWorld
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 craftsmens 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%
ML
Generation
51-50
(50 + 1d10)
**
61-70
(60 + 1d10)
***
71-80
(70 + 1d10)
****
81-100
(80 + 1d20)
*****
101-120
(100 + 1d20)
HrnWorld
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 towns 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 towns 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.
HrnWorld
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 Hrn. 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.
Hrn is a good example of a region with established regional trade routes.
These include the Salt Route, the Fur Trail, the Silver Way, and Genins 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 Hrnic 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.
HrnWorld
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 Hrnic 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 elses ship.
Most Hrnic mercantylers sail for Western Lythia ports along the western
coast; principally the ports of Parahal, Eshapel, Karamus, and Chelemby are
most frequented by Hrnic ships. With the exception of the occasional Hrnic
mercantyler sailing to Karejia on the Larun, most Hrnic mercantylers will only
go as far as these ports and their surrounding environ.
Being a major importer, Hrn has little to offer the merchant centers of
Western Lythia. Consequently, most ships sailing from Hrnic ports are near
empty, sometimes carrying only ballast. Therefore, most long-range trade tends
to drain capital from Hrn. To combat this Hrnic mercantylers have been
trying to boost the quality and desirability of Hrnic 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, Hrn may
become a major producer and exporter of wool for Western Lythia.
HrnWorld
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 companys 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/SHIPS SCRIBES
The supercargo or ships 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 Seamens 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.
HrnWorld
MERCANTILE OPERATIONS _ 6
The position of supercargo is a relatively new feature in Hrnic 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 ships 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 Hrn around 720 TR.
A supercargos primary duty is to maintain a ships 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 merchants 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 owners 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 ships equipment, the log also
contains the orders to the captain and the names of the ships crew and the
agreements of service arraigned with each.
Being a mercantyler, the supercargo also acts in the ships name when
buying or selling goods. See the Pilots Almanac for information on maritime
trade.
USURERS
INTEREST
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.
HrnWorld
MERCANTILE OPERATIONS _ 7
MONEYLENDER
MONEYCHANGERS
Few usurers are strictly moneychangers, unless they are located in a very
busy port frequented by many foreign ships and merchants, something Hrnic
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.
5%
7%
10%
20%
50%
10%
15%
25%
50%
--
25%
35%
50%
--
--
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.
HrnWorld
CREDIT RATING
NOTE
ORIGIN
Same
Kingdom
Same
Region
Other
Region
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 buyers rhetoric skills to determine
who wins the bargaining session. See the Barraging Chart.
PORT ACTIVITIES
Please refer to Pilots 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
Hrn, 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 Hrn, 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.
SELLERS
RHETORIC
BUYERS 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
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 fairs own scales. Many other duties of a similar
nature can also be devised.
HrnWorld
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 fairs scales and vouch for the weight of all
goods. In addition, they maintained the standards for all means of measuring
within the fairs precincts. The criers are the voice of the fair authorities and
carry messages for them throughout the fairs 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.
HrnWorld
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 Pelters 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 years 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.
HrnWorld
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, Hrn 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.
HrnWorld
CARAVAN OPERATIONS _ 2
CARAVAN MASTERS 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 masters 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.
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.
HrnWorld
CARAVAN OPERATIONS _ 3
OPERATIONS
PLANNING
Planning for a large caravan such as the annual ones on Hrn 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 days 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.
HrnWorld
CARAVAN OPERATIONS _ 4
AT THE DESTINATION
At the caravans destination, the caravan master notifies the merchants of
the prescribed departure date and where he can be located if a merchants
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 caravans
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 years caravan and preparing for the
return trip.
MERCHANT ADVENTURERS
MERCHANT ADVENTURERS
HrnWorld
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
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
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
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
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.
HrnWorld
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
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
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.
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
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.
HrnWorld
MODE
TOLL
0.25 d
Per Horse/Mule/Etc.
1.00 d
Per Sheep/Goat/Etc.
0.25 d
0.50 d
Per Cart*
0.25 d
Per Wagon*
1.00 d
CARAVAN OPERATIONS _ 7
GENERATING A CARAVAN
GENERAL
Cart
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
Camel
Porter
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
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 towns market
size.
Market Size
8-9
6-7
4-5
1-3
Roll
1d12-1
1d8-1
1d6-1
1d2-1
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
HrnWorld
CARAVAN OPERATIONS _ 8
SUPPLIES AND GEAR
GUARD EQUIPMENT
I suggest using the Pilots 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
VEHICLE REPAIRS
(CARPENTER/SMITH)
Success Roll
Watches Required
CS
1 Watch
MS
1d4 Watches
MF
2d4 Watches
CF
HrnWorld
Watches Required
1 Watch (1 day no load)
MS
MF
CF
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 caravans
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.
Guard
%
01-20
21-55
11
56-85
11
16
86-00
11
16
22
Type
Merchant
Unknown
Craftsman
Noble
Merchant
Adventurer
Diplomat
Priest/.Priestess
Percentage Filled
Poor
Fair
Good
Excellent
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 characters assigned assets is 5% on a d100.
HrnWorld
CARAVAN OPERATIONS _ 10
GORLENS CARAVAN
HrnWorld
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 Pilots 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 markets 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 mercantylers
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
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.
HrnWorld
COMMERCIAL DEALINGS _ 2
LOADS PER LOT
A locations 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.
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.
VALUE TABLE
Loads Per Lot
1
2
3
4-5
6-7
8-9
10-13
14-17
18-21
22+
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%
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%
HrnWorld
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
locations 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.
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 lots initial value.
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.
HrnWorld
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.
COMMERCIAL DEALINGS _ 4
DRY MEASURES
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
FOOT
3 FEET
YARD
ELL
45 INCHES
BOLT
32 ELLS
FATHOM
6 FEET
CABLE
100 FATHOMS
LEAGUE
4400 YARDS
MEASUREMENTS OF WEIGHT
HrnWorld
27 GRAINS
DRAM
16 DRAMS
OUNCE
16 OUNCES
POUND
25 POUNDS
QUARTER
4 QUARTERS
HUNDREDWEIGHT
20
HUNDREDWEIGHT
TON
COMMERCIAL DOCUMENTS _ 1
COMMERCIAL DOCUMENTS
COMMERCIAL CONTRACTS AND PAPERS
Commercial contracts have made their way to Hrn by way of the Venarian
Sea and Karejian mercantylers. Before this, Hrnic mercantylers conducted
their business dealings based on ones faith in anothers oath and reputation.
However, as Hrnic mercantylers encountered the mercantylers of mainland
Lythia they have found that ones oath is not good enough. Consequently, many
of the old ways of conducting business within the Hrnic 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.
HrnWorld
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.
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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 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 depositors request. The
usual failure to pay back the stipulated amount is a penalty of double the
amount due to the depositor.
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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 employers
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.
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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 mercantylers
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.
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.
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COMMERCIAL DOCUMENTS _ 6
USURY CONTRACTS AND DOCUMENTS
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.
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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.
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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] MERCANTYLERS HALL
CELLAR
(2) This area is used to store supplies for the halls kitchen.
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(1) This is the main storage area for the hall. It is entered
from the base of the halls tower.
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 anothers 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 citys
aldermen know when a particular assessor will be
assigned to the hall and for how long.
(3) Next to the halls tower is the office of the guilds
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 chapters 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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TASHAL _ 15
SECOND FLOOR
(1) The galleries overlook the trading floor and the guilds
Chapter House. Some trading also takes place on the
gallery above the trading floor.
(2) This is the chamber of the guilds 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
mercantylers control. So far, the guild has expended
large sums towards this end.
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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
(1) The halls 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.
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THAY _ 12
SECOND FLOOR
THIRD FLOOR
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