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Serfdom in Greyhawk
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<blockquote data-quote="haakon1" data-source="post: 6725437" data-attributes="member: 25619"><p>Here's what I have on Cauldron, where the players are currently. For Bissel when they were there, it was the same, except no slaves or maroons, and traditional nobility.</p><p></p><p>Social Class in Cauldron</p><p></p><p>The socioeconomic classes in the Cauldron region can be roughly understood as follows:</p><p></p><p>Slaves: Slaves are Amedi (Suel taken from the Amedio Jungle) or Olman taken from the Olman islands. They live and work on plantations in the valley between Cauldron and the port of Sasserine. Slaves are not allowed to enter the City of Cauldron. On the mainland of the Flanaess, slavery is illegal in most civilized lands, though it is common among humanoids and in the Hold of Sea Princes and the Scarlet Brotherhood’s lands.</p><p></p><p>Maroons: Maroons are escaped slaves with their own villages, in the jungles and highlands around Cauldron. There is no love lost because the escaped slaves and their former masters, so Maroons not infrequently raid outlying settlements and plantations, or attack travelers on the road between Cauldron and Sasserine.</p><p></p><p>Destitute (Underclass): The destitute have no steady source of funds, and either no living space or a makeshift squatter’s lean to. Typically they what meager possessions they have everywhere they go. They eat poor quality food, mainly scavenged from settlements and stolen from farms and gardens. They wear all the clothes they own, typically a worn peasant’s outfit.</p><p> The destitute are typically vagabonds, drifters, criminals, outcasts, or refugees. Half-orcs are assumed to be of this class, and often are. (In game term, most people in this social class use the Commoner NPC class.)</p><p></p><p>Cottager or Laborer (Lower Working Class): Basic peasant subsistence is 1 sp/day, or 3 gp/month. That's what an unskilled laborer is paid if there is plenty of surplus labor. It's enough to keep an active human male from starvation. It's also the cost of a maidservant in at a great house – she’s not really paid much, maybe an occasional sp at holiday time, but feeding her & keeping her supplied with clean linens and so on adds up.</p><p> This class works for other for wages/subsistence as a hired hand. Farm hands, shepherds who tend flocks owned by someone else, dockworkers, freight handlers, day laborers, and ditch diggers typify this class. They do not own or hold rights to any land of their own. They typically wear a peasant’s outfit (and own two), and can rarely afford to eat meat.</p><p> In the country, a cottager would, of course, live in a small cottage, usually provided by their employer.</p><p>In a city, where the economy is more cash-based and employment may be more informal, a laborer might sleep in a ragged blanket on a dry(ish) reed-covered stone or packed earth floor, shared with 30 other men, for 1 cp/day, eating food from the market with plenty of hot broth and porridge for 5 cp/day. If there’s steady work, that leaves 4 cp/day for patching clothes and drinking plenty of weak beer at 2 cp/gallon. If there’s no regular work, their meager savings can go fast, with hunger or beggary beckoning. (In game terms, typically Commoners.)</p><p></p><p>Crofter, Sharecropper, or Tradesman (Middle Working Class): A farmer in this class might be a crofter, who owns a poorly developed farm on the frontier or a poor quality farm on marginal land, or a sharecropper, who owns very little land – perhaps just a house and a garden – and rents the rest of their land with a share of the crop. These farmers likely share expensive tools and livestock (like oxen and a plow) with their neighbors, or rent it from their landlord as part of a sharecropping agreement.</p><p>Though freemen who grow their own crops and tend their own herd, the lot of the crofter or sharecropper is little better than that of serfs. Most earn about 2 sp/day, or 6 gp/month. They wear a peasant outfit, and own 2-3 each, including a “Sunday best” version.</p><p> In a city, a tradesman of this class is an apprentice artisan, or a semi-skilled laborer.</p><p> A mercenary infantryman also costs about this much. The money nicely covers equipment repairs, good eating, and booze money. (In game terms, typically Commoners or Warriors.)</p><p></p><p>Yeoman or Journeyman (Upper Working Class): A yeoman farmer owns a reasonable amount of land, a sturdy home, and likely at least one beast of burden (ox, mule, or horse). In the militia, they may serve as light crossbowmen or longbowmen.</p><p> In a city, the equivalents are journeymen artisans or the lower professions (such as scribes), or a petty merchant with a market stall. A teamster who owns his own wagon team, or a fisherman with his own boat would also fit in the yeomanry.</p><p> Mercenary soldiers at this level of wealth are elites, perhaps horsemen or junior sergeants.</p><p> A novice or unsuccessful adventurer with income at this rate could sleep 5 to a room (for 1 sp), eat 1 good meal a day (2 sp), with equipment repairs, clothes, booze, and sundries using up the rest.</p><p> Someone of this class typically owns 2-3 artisan or traveler’s outfits, and earns about 10 gp/month. Halflings and Gnomes are often assumed to be this class. (In game terms, typically Commoners, Experts, or Warriors.)</p><p></p><p>Middle Class: The middle class are “middle” between the working class and the gentry. This is not a typical person – that would be a working class Cottager, Crofter, or Yeoman – but one whose socioeconomic status is neither low nor high.</p><p>A middle class person owns a pleasant home and wears appropriate to his role, such as artisan’s, scholar’s, or traveler’s outfit, and owns several changes of clothes. Their income is about 30-40 gp/month.</p><p>In the city, a master artisan, successful merchant, or skilled professional (such as an alchemist or barrister) is middle class. A soldier with similar income and social status would be a lieutenant. Dwarves and elves are often assumed to be of this class. (In game terms, typically Experts.)</p><p></p><p>Gentry/Gentleman/Esquire: The traditional definition of the gentry is those who hold enough assets to live on rents without working. Their income might be 200 gp/month, enough for a stately home, several servants, and a large and fashionable wardrobe. Some gentry may possess great wealth, social respectability, and useful contacts, but they are not nobility.</p><p> Members of the gentry are often well-educated by private tutors. Some even go on for advanced studies in Keoland, Greyhawk City, or Rel Astra.</p><p> Those at this level of wealth and prestige who work are likely to be a guild master, a great merchant, a cleric, in law or politics, or in another educated pursuit, such as an artist or alchemical researcher. Such employment may well be more of a hobby than a source of income.</p><p> Soldiers who attain a rank of captain or higher are according the courtesies, and the income, of this class. (In game terms, typically Aristocrats, but Expert and adventurer classes, particular Cleric, Wizard, and Paladin, are also possible.)</p><p></p><p>Nobles: Nobles in Cauldron, Sasserine, and the Hold of Sea Princes are essentially self-made. Owning a plantation, being a member of the Cusp of Sunrise club in Cauldron, and being accepted by the other nobles are the generally accepted requirements, but there are no written rules. The Lord Mayor of Cauldron is chosen by general agreement amongst the noble families.</p></blockquote><p></p>
[QUOTE="haakon1, post: 6725437, member: 25619"] Here's what I have on Cauldron, where the players are currently. For Bissel when they were there, it was the same, except no slaves or maroons, and traditional nobility. Social Class in Cauldron The socioeconomic classes in the Cauldron region can be roughly understood as follows: Slaves: Slaves are Amedi (Suel taken from the Amedio Jungle) or Olman taken from the Olman islands. They live and work on plantations in the valley between Cauldron and the port of Sasserine. Slaves are not allowed to enter the City of Cauldron. On the mainland of the Flanaess, slavery is illegal in most civilized lands, though it is common among humanoids and in the Hold of Sea Princes and the Scarlet Brotherhood’s lands. Maroons: Maroons are escaped slaves with their own villages, in the jungles and highlands around Cauldron. There is no love lost because the escaped slaves and their former masters, so Maroons not infrequently raid outlying settlements and plantations, or attack travelers on the road between Cauldron and Sasserine. Destitute (Underclass): The destitute have no steady source of funds, and either no living space or a makeshift squatter’s lean to. Typically they what meager possessions they have everywhere they go. They eat poor quality food, mainly scavenged from settlements and stolen from farms and gardens. They wear all the clothes they own, typically a worn peasant’s outfit. The destitute are typically vagabonds, drifters, criminals, outcasts, or refugees. Half-orcs are assumed to be of this class, and often are. (In game term, most people in this social class use the Commoner NPC class.) Cottager or Laborer (Lower Working Class): Basic peasant subsistence is 1 sp/day, or 3 gp/month. That's what an unskilled laborer is paid if there is plenty of surplus labor. It's enough to keep an active human male from starvation. It's also the cost of a maidservant in at a great house – she’s not really paid much, maybe an occasional sp at holiday time, but feeding her & keeping her supplied with clean linens and so on adds up. This class works for other for wages/subsistence as a hired hand. Farm hands, shepherds who tend flocks owned by someone else, dockworkers, freight handlers, day laborers, and ditch diggers typify this class. They do not own or hold rights to any land of their own. They typically wear a peasant’s outfit (and own two), and can rarely afford to eat meat. In the country, a cottager would, of course, live in a small cottage, usually provided by their employer. In a city, where the economy is more cash-based and employment may be more informal, a laborer might sleep in a ragged blanket on a dry(ish) reed-covered stone or packed earth floor, shared with 30 other men, for 1 cp/day, eating food from the market with plenty of hot broth and porridge for 5 cp/day. If there’s steady work, that leaves 4 cp/day for patching clothes and drinking plenty of weak beer at 2 cp/gallon. If there’s no regular work, their meager savings can go fast, with hunger or beggary beckoning. (In game terms, typically Commoners.) Crofter, Sharecropper, or Tradesman (Middle Working Class): A farmer in this class might be a crofter, who owns a poorly developed farm on the frontier or a poor quality farm on marginal land, or a sharecropper, who owns very little land – perhaps just a house and a garden – and rents the rest of their land with a share of the crop. These farmers likely share expensive tools and livestock (like oxen and a plow) with their neighbors, or rent it from their landlord as part of a sharecropping agreement. Though freemen who grow their own crops and tend their own herd, the lot of the crofter or sharecropper is little better than that of serfs. Most earn about 2 sp/day, or 6 gp/month. They wear a peasant outfit, and own 2-3 each, including a “Sunday best” version. In a city, a tradesman of this class is an apprentice artisan, or a semi-skilled laborer. A mercenary infantryman also costs about this much. The money nicely covers equipment repairs, good eating, and booze money. (In game terms, typically Commoners or Warriors.) Yeoman or Journeyman (Upper Working Class): A yeoman farmer owns a reasonable amount of land, a sturdy home, and likely at least one beast of burden (ox, mule, or horse). In the militia, they may serve as light crossbowmen or longbowmen. In a city, the equivalents are journeymen artisans or the lower professions (such as scribes), or a petty merchant with a market stall. A teamster who owns his own wagon team, or a fisherman with his own boat would also fit in the yeomanry. Mercenary soldiers at this level of wealth are elites, perhaps horsemen or junior sergeants. A novice or unsuccessful adventurer with income at this rate could sleep 5 to a room (for 1 sp), eat 1 good meal a day (2 sp), with equipment repairs, clothes, booze, and sundries using up the rest. Someone of this class typically owns 2-3 artisan or traveler’s outfits, and earns about 10 gp/month. Halflings and Gnomes are often assumed to be this class. (In game terms, typically Commoners, Experts, or Warriors.) Middle Class: The middle class are “middle” between the working class and the gentry. This is not a typical person – that would be a working class Cottager, Crofter, or Yeoman – but one whose socioeconomic status is neither low nor high. A middle class person owns a pleasant home and wears appropriate to his role, such as artisan’s, scholar’s, or traveler’s outfit, and owns several changes of clothes. Their income is about 30-40 gp/month. In the city, a master artisan, successful merchant, or skilled professional (such as an alchemist or barrister) is middle class. A soldier with similar income and social status would be a lieutenant. Dwarves and elves are often assumed to be of this class. (In game terms, typically Experts.) Gentry/Gentleman/Esquire: The traditional definition of the gentry is those who hold enough assets to live on rents without working. Their income might be 200 gp/month, enough for a stately home, several servants, and a large and fashionable wardrobe. Some gentry may possess great wealth, social respectability, and useful contacts, but they are not nobility. Members of the gentry are often well-educated by private tutors. Some even go on for advanced studies in Keoland, Greyhawk City, or Rel Astra. Those at this level of wealth and prestige who work are likely to be a guild master, a great merchant, a cleric, in law or politics, or in another educated pursuit, such as an artist or alchemical researcher. Such employment may well be more of a hobby than a source of income. Soldiers who attain a rank of captain or higher are according the courtesies, and the income, of this class. (In game terms, typically Aristocrats, but Expert and adventurer classes, particular Cleric, Wizard, and Paladin, are also possible.) Nobles: Nobles in Cauldron, Sasserine, and the Hold of Sea Princes are essentially self-made. Owning a plantation, being a member of the Cusp of Sunrise club in Cauldron, and being accepted by the other nobles are the generally accepted requirements, but there are no written rules. The Lord Mayor of Cauldron is chosen by general agreement amongst the noble families. [/QUOTE]
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