Alusian Economics

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Alusian Economics Trade Merchants Ships

This is my 10 cents view for DQ - Jono 16/04/21

Overview

I think it is more interesting to play in a fantasy role-playing game which has a strong society which is in flux and has strong obvious signs of change. The change I see is - The beginning of the end for feudal power and the rise of merchant princes and guild power.

In general there are four obvious types of wealth and trade in DQ. Mostly it is based around power and laws. Loosely speaking these are -
Feudal, Church, Trade Guilds, and Adventuring.

  • The Feudal system, it’s all about labour & food & land & law & and military service & Nobility. In the late Feudal period, silver coins became a larger part helping everyone balance service & food payment. Its been done to death, I assume the everyone gets is, so I will move on.

Nobility - Men-at-arms, Knights, Barons, Counts, Dukes, Kings.
Populous - Serf, Freeman, Soldiers Townsmen, Guildsman (Apprentice, Journeyman & Master).

  • Unified Church - (Powers of Light) has the support of the general populous and its supporting wealth. The wealth, power & support varies from duchy to duchy. Some locations have orders which at its core are either knowledge & military Orders. The Unified Church is in a polite (for the most part) conflict of ideas between themselves with new knowledge and ideas and the old gods. The Unified Church has the power of standardised faith by way of doctrine and the written word (and literacy), and Old Gods are most fragmented locally but engaged with adepts, magic, superstition, word of mouth stories & knowledge and old skills like herbalism. Mostly the Elven, Dwarvish & Ivinian old gods are more unified.
  • Guilds - and in particular ‘crafting guilds’ are the new successful system for training with specialised knowledge and hidden secrets resulting in wealth. Key is the generational wealth these guilds have generated and accumulated. These standard guilds have created the environment and infrastructure to allow for storage of food and the resulting trade. Powerful guilds - Millers, Masons and Trading Guilds.
  • Merchant Princes - are individuals or families that have amassed a large fortune by way of trade. This trade is often a monopoly. The Merchant Princes’ wealth skillfully applied in the open marketplace in the pursuit of profit allows for greater actions and greater success and the accumulation of wealth. These Merchant Princes have stuff - soldiers, guards, military, guildhalls, warehouses, docks, ships & crew.
  • Adventuring - in general righting wrongs, defending the weak, killing those of evil intent, stopping wrongs, recovering things of wealth. This is the view of adventurers by the common person. Adventurers like Merchant Princes or High Nobility revolve around personal skill, prowess & power.

In short -
Guilds & trade are on the rise and feudal system is in decline. The feudal system is undermined by the guild training, knowledge, literacy and coins made available by Guilds.

Merchant Guilds & Services

Economics

Business Rating System

The list below are a possible list and will be modified over time.


Ratings specific to Inns and taverns

These ratings will be graded between 0 and 10 in terms for each of the items below.


Rating Grades

  • 0 -
  • 1 -
  • 2 -
  • 3 -
  • 4 -
  • 5 -
  • 6 -
  • 7 -
  • 8 -
  • 9 -
  • 10 - The highest standard representing a product / service of impeccable quality and value. Typically this rating represents the best the reviewer has ever encountered in the category.