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<blockquote data-quote="Loonook" data-source="post: 5911044" data-attributes="member: 1861"><p>Personally I would need to know the following to be able to make any real headway:</p><p></p><p>On your first example: </p><p></p><ul> <li data-xf-list-type="ul">What is the number/percentage of produce the Church is requiring for the right of fiefdom over the tithe? </li> <li data-xf-list-type="ul">What taxes are your characters levying?</li> <li data-xf-list-type="ul">How many Adult Commoners do you have?</li> <li data-xf-list-type="ul">Does the community Produce anything that can be traded?</li> <li data-xf-list-type="ul">Cattle are a risky business in a fantasy medieval setting, unless you're using them for multiple purposes. Do you have tanners/cheesemakers/dairyfolk/butchers/bakers?</li> <li data-xf-list-type="ul">What kind of lifestyle are these people to live in? </li> <li data-xf-list-type="ul">I do not know the module... But the fact that this place is isolated so far is another one of those issues I have with D&D's ideology regarding how cities work. </li> <li data-xf-list-type="ul">How many buildings exist? A good rule of thumb is that an acre of land can host around 330 people in relative comfort... This is based on the entire Acre being filled with Basic Residential clusters (each room sleeps 2 individuals, there are privies, kitchens, and main dining halls for each group). If separated into individual homes it is around the same amount.</li> <li data-xf-list-type="ul">Upkeep: The basic Upkeep of each Residential square is 6 GP/month, and the average laborer's Meager upkeep is 2 GP/month. For a lord to feed, bathe, and house these people will run upwards of 8700 (8712 GP) year... An awful lot for charity.</li> <li data-xf-list-type="ul">Labor/Crafting: You're so far describing a closed economy, with no monetary circulation, unskilled laborers who have nowhere to travel to make their money, and having to actually do most of their work in trade. And Survival checks just to feed the group is going to be quite high... </li> <li data-xf-list-type="ul">Primary Trade: Your people CAN trade with the Dwarves for charcoal, but the Dwarves may actually hire some of your townsfolk to work in their mines and smithies as hands... Dwarves are slow to reproduce, and if they are Trained (if not skilled) they can still attempt Aid checks to assist smiths. If your Commoners still have animal traits they could also serve a purpose for the Dwarves in scenting, tracking, and hunting, making themselves a nice little income through feeding the Dwarves that could barter for handcrafts preventing the need for Smiths of their own (essentially converting their Survival into a Craft skill).</li> <li data-xf-list-type="ul">Secondary Trade: Do these folk have contact with your ferrymen? If so they could have an opportunity to trade with those who would come up river. Skills in carpentry, Survival crafts (herbalism, food) etc. could provide a hearty secondary income for your order.</li> </ul><p></p><p>Questions for you mostly, but the big bullets: Population, Skilled vs. Unskilled Labor, desired Upkeep range, desired Income. </p><p></p><p>I'll look over the second once I get info on the first <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5911044, member: 1861"] Personally I would need to know the following to be able to make any real headway: On your first example: [LIST] [*]What is the number/percentage of produce the Church is requiring for the right of fiefdom over the tithe? [*]What taxes are your characters levying? [*]How many Adult Commoners do you have? [*]Does the community Produce anything that can be traded? [*]Cattle are a risky business in a fantasy medieval setting, unless you're using them for multiple purposes. Do you have tanners/cheesemakers/dairyfolk/butchers/bakers? [*]What kind of lifestyle are these people to live in? [*]I do not know the module... But the fact that this place is isolated so far is another one of those issues I have with D&D's ideology regarding how cities work. [*]How many buildings exist? A good rule of thumb is that an acre of land can host around 330 people in relative comfort... This is based on the entire Acre being filled with Basic Residential clusters (each room sleeps 2 individuals, there are privies, kitchens, and main dining halls for each group). If separated into individual homes it is around the same amount. [*]Upkeep: The basic Upkeep of each Residential square is 6 GP/month, and the average laborer's Meager upkeep is 2 GP/month. For a lord to feed, bathe, and house these people will run upwards of 8700 (8712 GP) year... An awful lot for charity. [*]Labor/Crafting: You're so far describing a closed economy, with no monetary circulation, unskilled laborers who have nowhere to travel to make their money, and having to actually do most of their work in trade. And Survival checks just to feed the group is going to be quite high... [*]Primary Trade: Your people CAN trade with the Dwarves for charcoal, but the Dwarves may actually hire some of your townsfolk to work in their mines and smithies as hands... Dwarves are slow to reproduce, and if they are Trained (if not skilled) they can still attempt Aid checks to assist smiths. If your Commoners still have animal traits they could also serve a purpose for the Dwarves in scenting, tracking, and hunting, making themselves a nice little income through feeding the Dwarves that could barter for handcrafts preventing the need for Smiths of their own (essentially converting their Survival into a Craft skill). [*]Secondary Trade: Do these folk have contact with your ferrymen? If so they could have an opportunity to trade with those who would come up river. Skills in carpentry, Survival crafts (herbalism, food) etc. could provide a hearty secondary income for your order. [/LIST] Questions for you mostly, but the big bullets: Population, Skilled vs. Unskilled Labor, desired Upkeep range, desired Income. I'll look over the second once I get info on the first :D. Slainte, -Loonook. [/QUOTE]
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