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Nightbreeze
Acolyte

Italy
33 Posts

Posted - 19 Apr 2008 :  20:15:11  Show Profile  Visit Nightbreeze's Homepage Send Nightbreeze a Private Message  Reply with Quote  Delete Topic
So, some time ago IMG the group found a small city at the eastern coast of Maztica. It is not the center of the campaign (they are bothered by other things), but it will become of primary important as there's an outsider (actually a human, but from the outside planes) decided to sponsor their city (not directly them! the money has to go for the city) with a HUGE load of gold (I am thinking about 4 millions gp here. Did I mention they are near epic level? And yes, it is a freaking amount anyway).

I mean to make a fast forward of 4-5 years, but I need to get an idea about the amount of money that a normal city/nation sees as taxes and treates...and for this, I'd like you to quote some huge money transaction in the existing manuals , or something like that. For example, in one of the 3.5 manuals there was a section where they said that a merchant that gave ...1 million? not sure...gp to the city got automatically in the reigning council.

Thanks for you help

Edited by - Nightbreeze on 19 Apr 2008 20:16:16

Kentinal
Great Reader

4685 Posts

Posted - 19 Apr 2008 :  20:45:47  Show Profile Send Kentinal a Private Message  Reply with Quote
I do not believe exisit much in print, Basic D&D however did put together a model. Also 1st Edition offered a list of taxes, that appeared to tax anything that moved and anything that stood still.

Tax what you can, over tax people will stop doing that thing being taxed. Your city, you need to decide what is taxed, what tribute is recieved and so on. Balancing the books can be very hard and when you are talking about 4 mill investment not counting personal investment and existing location, taxes to maintain and guard might be as high as 5 percent of value of the city, but it good be lower or much higher it depends on local condictions.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Nightbreeze
Acolyte

Italy
33 Posts

Posted - 19 Apr 2008 :  21:22:12  Show Profile  Visit Nightbreeze's Homepage Send Nightbreeze a Private Message  Reply with Quote
Thanks for the suggestion

I think that a good amount of this money will go in the development of an enormous stone quarry (and I mean enormous...it is up to them to decide, I gave them four possible levels: tier1 (60k), tier2 (180k), tier3(380k), tier4 (530k). Some goes for the gold mine (although the amount of gold, and thus possible tiers is lower).

So a good amount of revenues will come from mines, not taxes. But I am not really interest in the ACTUAL amount.

What is normal? For example, how rich are the richest people of Faerun? How rich is an average, 30k, trading based city? I just need some numbers, to use as guidelines when eye-balling incomes and expenses.
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Nightbreeze
Acolyte

Italy
33 Posts

Posted - 24 Apr 2008 :  01:00:46  Show Profile  Visit Nightbreeze's Homepage Send Nightbreeze a Private Message  Reply with Quote
Ok, another question (don't feel like opening a new thread).


What about fleets? Not only military fleets, also commercial. How much makes a huge fleet and how much an armada? 50 ships? 200? 500?
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 24 Apr 2008 :  02:29:47  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Nightbreeze

So, some time ago IMG the group found a small city at the eastern coast of Maztica. It is not the center of the campaign (they are bothered by other things), but it will become of primary important as there's an outsider (actually a human, but from the outside planes) decided to sponsor their city (not directly them! the money has to go for the city) with a HUGE load of gold (I am thinking about 4 millions gp here. Did I mention they are near epic level? And yes, it is a freaking amount anyway).

I mean to make a fast forward of 4-5 years, but I need to get an idea about the amount of money that a normal city/nation sees as taxes and treates...and for this, I'd like you to quote some huge money transaction in the existing manuals , or something like that. For example, in one of the 3.5 manuals there was a section where they said that a merchant that gave ...1 million? not sure...gp to the city got automatically in the reigning council.

Thanks for you help



In the City of Melvaunt upon the Moonsea a character can purchase/create a seat on the Ruling Council for the paltry sum of 2 million (yep...2,000,000) gold coins.

You should realize of course, that such an amount of money is not actually all that much to look at...let me explain.

Melvaunt has 5,000 soldiers (roughly). To equip that many soldiers alone (from scratch) would cost:

Weapons (for various jobs)
Halberd x5,000 = 50,000
Longsword x5,000 = 75,000
Shortbow x5,000 = 150,000
Dagger x5,000 = 10,000
Total: = 285,000

Armor (and misc. gear)
Breastplate x5,000 = 1,000,000 (yeah...that's right...1 million)
Shield x5,000 = 100,000
Backpack x5,000 = 10,000
Bedroll x5,000 = 1,000
2xblanket x5,000 = 5,000
Tinderbox x5,000 = 5,000
Iron Pot x5,000 = 2,500
Belt Pouch x5,000 = 5,000
Shovel x5,000 = 10,000
Uniform x5,000 = 40,000 (A Cold Weather Outfit with Tabard)
Waterskin x5,000 = 5,000
Whetstone x5,000 = 100
Total: = 1,183,600

Grand Total: = 1,468,600

Now that is a lot of money to be sure...but of course Melvaunt didn't outfit them all at once and from scratch; however, it does have to keep up their gear, feed them, house them and PAY them. All those things alone in a year will eat up a LOT of gold coin in the world of D&D. That of course doesn't count their navy, upkeep of the city streets, shoring up the city walls, bribes to the humanoids of Thar, paying their spies to keep the Zhentarim at bay and LOTS MORE.

The sheer volume of money that keeps a D&D city afloat would quite honestly eat away even 4 million gold pieces in no time at all.

Melvaunt is of course a city of roughly 40,000 souls...but you can see that even a small city (where a single building might cost 100,000 gp!) could run into the millions of gold pieces.

Even if every citizen of Melvaunt is taxed the extortionist amount of 100 Gold Pieces in a year...the city would only net 4,000,000 Gold Pieces...the very amount you are talking about.

I wish I could be of more help...but I just wanted to throw down some big numbers so that you could see that even 4 million isn't very much really...

The Old Grey Box and AD&D for me!
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Kentinal
Great Reader

4685 Posts

Posted - 24 Apr 2008 :  04:57:49  Show Profile Send Kentinal a Private Message  Reply with Quote
A fleet is something bigger then the other guy, *wink*
There is not set number, what makes a fleet a fleet is that it is well known and often respected. That could mean honest traders/merchants or preditory pirates. A force known is what gives a group of ships a title of fleet. No you can not have a fleet of one ship. *Grin*

Back to topic. The city already exists, it has a tax base already of 5 to 25 percent (peasants likely paying the 25 precent). No ruler is going to arm and equip his troops at retail prices, he will hire smiths, amoorers, leather workers and so on that will produce product at lower costs. To support a 5000 troop number the payroll and material will be more like 100,000 gold as opoposed to 1 million. There of course is the payroll of the troops, but depending on how the city is set up a tax cut and 10 gold a week could fill the ranks.

None of the rules for craft or profession are really good for building an economy, the rules are geared to the PC. However we are told that in 3.X untrained people earn one silver a day, a trained level one will earn about 5 gold per week. This can be a starting base of building your city within the ruleset. The one silver per day can barely buy food so few of them can survive long, they need to learn a trade or join the army.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 24 Apr 2008 :  05:03:49  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Kentinal

A fleet is something bigger then the other guy, *wink*
There is not set number, what makes a fleet a fleet is that it is well known and often respected. That could mean honest traders/merchants or preditory pirates. A force known is what gives a group of ships a title of fleet. No you can not have a fleet of one ship. *Grin*

Back to topic. The city already exists, it has a tax base already of 5 to 25 percent (peasants likely paying the 25 precent). No ruler is going to arm and equip his troops at retail prices, he will hire smiths, amoorers, leather workers and so on that will produce product at lower costs. To support a 5000 troop number the payroll and material will be more like 100,000 gold as opoposed to 1 million. There of course is the payroll of the troops, but depending on how the city is set up a tax cut and 10 gold a week could fill the ranks.

None of the rules for craft or profession are really good for building an economy, the rules are geared to the PC. However we are told that in 3.X untrained people earn one silver a day, a trained level one will earn about 5 gold per week. This can be a starting base of building your city within the ruleset. The one silver per day can barely buy food so few of them can survive long, they need to learn a trade or join the army.



Aye, I agree with Kentinal...my post was simply to give you an idea of what things might cost.

Melvaunt as an example, the city is full of ironmongers so to equip troops would be much less expensive because of the much larger amount of these sorts of materials available...my examples were only meant to be just that...

As I said, I was only trying to throw some numbers out to show that even 4 Million GP isn't really all that much...

As a matter of fact, I believe the net "value" of Melvaunt is well over 140 million or some such figure; but that's including chamber pots and all I'm sure.

The Old Grey Box and AD&D for me!
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Nightbreeze
Acolyte

Italy
33 Posts

Posted - 26 Apr 2008 :  21:16:26  Show Profile  Visit Nightbreeze's Homepage Send Nightbreeze a Private Message  Reply with Quote
Gosh, we are all aware of the frightening of weapon armor (and they are not unreasonable, after all. But it is kinda funny to know that the best loot for low level pcs are not pouches or stashes, but the armor and weapons of the enemy). Anyway, I am going off topic. As you already said, no one buys: everyone produces. And although the craft rules are geared for PC, they say that producing comes 66% cheaper than buying (if you are an expert crafter).

The point is not to tax or to build everything on your own: the point is to have a reasonable idea of the numbers that are going on. The party doesn't have full control on the government, so I don't have to come up with detailed expenses list. I only need to know the magnitude of numbers. As soon as they finish investing those money, the trade and taxes should cover for the upkeep costs and add up something for investment.
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Jamallo Kreen
Master of Realmslore

USA
1537 Posts

Posted - 28 Apr 2008 :  23:03:20  Show Profile  Visit Jamallo Kreen's Homepage Send Jamallo Kreen a Private Message  Reply with Quote
Three comments:

first, Dalor Darden, that is an awesome bit of math for Melvaunt;

second, Ed has posted the estimated personal fortunes of individual "coin mountains," such as Mirt. Check the index to "So Saith Ed" for 2007;

third, definitely get AEG's Empire, which is very poorly organized, but which helps enormously to keep a realm organized over seasons and years -- it can be used at three scales, from "barony" to "empire," with (fortunately easy-to-understand) rules for adapting it to different scales (e.g., a unit may be 50 soldiers in a "barony," but 5,000 soldiers in an "empire"). A side bonus of reading (and re-reading and re-re-reading) the rules until one understands them is that one can get an excellent grasp of what's really involved when a VERY small party of PCs takes on an enemy which thinks nothing of fielding thousands of men (or orcs or elves or goblins or whatever): "Okay, you use Multi-Fire to hit and kill three soldiers, and the two Whirlwind Attacks kill another six, and that great fireball does in a whopping thirty of the enemy; now it's the turn of the remaining 961, one per cent of whom hit you -- that's ten arrows divided up amongst the party members, with one critical hit which does double damage to <sound of rolling dice>...." That's how I ran the two Battles of the Golden Way in my campaign -- the PCs always hit somebody or something unless they fumbled, but there were always more than 60,000 Tuigan firing back at them. Once their overhead wall of force and gusts of wind expired, the only two options were either running away or just plain dying -- "You each earn 1,000 experience points, now roll up new characters."

Brrrr!







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Icelander
Master of Realmslore

1864 Posts

Posted - 24 Jul 2008 :  01:47:28  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Jamallo Kreen
second, Ed has posted the estimated personal fortunes of individual "coin mountains," such as Mirt. Check the index to "So Saith Ed" for 2007;

I know this is an old thread, but I was wondering if anyone could give me better directions for what to search for in the index to find this bit of lore. I didn't find the terms 'coin mountains' or 'Mirt' anywhere in 2007.

It's a subject that's relevant to my campaign, since my PCs are budding merchant lords. They still count their wealth in thousands of gold pieces, but the company they own collectively with some NPCs has started to deal in hundreds of thousands.

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Icelander
Master of Realmslore

1864 Posts

Posted - 24 Jul 2008 :  02:18:33  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Kentinal
No ruler is going to arm and equip his troops at retail prices, he will hire smiths, amoorers, leather workers and so on that will produce product at lower costs. To support a 5000 troop number the payroll and material will be more like 100,000 gold as opoposed to 1 million.

Not quite. While the nominal price of the weapons and armour might be much less for a government able to buy in bulk and with easy access to a lot of armorers, it's not especially relevant to our purposes. We're more concerned with the opportunity cost.

To illustrate with a simple example. If the government hires a lot of smiths, armorers, leather workers and so on and then tells them to equip an army; you've essentially got a socialised economy geared around the production of military goods. Now, Melvaunt does base its economy around smithing, so no problem there, but the centrally-planned aspect doesn't have a good history in our world and it should function that much worse in a world without an accurate census or much of a civil service.

And for every single sword that the government equips its troops with, there's one sword less that Melvaunt can sell to its trade partners, to earn revenue. And if Melvaunt isn't exporting finished goods, but is still importing raw materials, they'll have a foreign deficit. And caravans and ships won't have much of an incentive to go there if they can't exchange goods for other goods, since they rely on making a profit on each leg of the journey.

In short, every weapon Melvaunt makes for itself costs it as much as the profit it could make of the same weapon if they sold it to the highest bidder. That's the opportunity cost. It doesn't matter whether they ever pay that money or not, the loss of revenue will affect them nonetheless.

quote:
There of course is the payroll of the troops, but depending on how the city is set up a tax cut and 10 gold a week could fill the ranks.

While a tax cut might quite possibly have some positive effects on the economy by stimulating spending and avoiding dead weight loss, for the government it is essentially the same just paying the troops a higher salary.

And it's not enough to just hire troops. You need to recruit men and have a cadre of experienced men to train them. For at least several months after being recruited, a man will be useless to the city and will only be a mouth to feed and pay. For maybe a year, he'll be more of a liability on the battlefield than an asset. Without simple weapons like guns, training a man in warfare took a long time and required a lot of specialised and expensive labour. Just witness how few Medieval nations could afford a standing army.

A feudal levy or militia is much cheaper and doesn't require you to take men away from labour which is actually making money. The drawback is that an army of professional soldiers will be able to outmanuever, outlast and outfight any levy, not matter how many men you can muster. If you have too many men for him to be able to beat you, he can at least avoid a decisive engagement for long enough for your greater numbers to start getting hungry, sick and bored. And if your peasants spend time playing at soldiers, they aren't working, and therefore, work isn't getting done.

In any event, think about the number you mentioned. 10 gp per week and an unspecified tax cut. Even if we ignore the tax cuts, we've still got you paying 2,600,000 gp for your army EVERY SINGLE YEAR. And that's without counting the food you'll have to provide, the housing and all the logistical backbone that the army will need. This payroll is just the start of your problems.

A city of 40,000 just isn't going to maintain a professional army of 5000 men. No sirree. Try several hundred thousand people.

I note that Cormyr, a nation of 1,400,000 people, has a professional military of about 15,000 soldiers. That's a workable number. But a city that's 1/35th of their size simply can't maintain an army that's 1/3rd of their size.

If Melvaunt canonically has an army that big, several things must be true.

1) Trade has made the city fantastically rich. That's a no brainer.
2) The military is actually recruited from the surrounding countryside as well, raising their available manpower somewhat. The city has to have an extensive acricultural backland to feed it, anyway, so it's not a stretch to imagine that these people are taxed by the city and/or provide soldiers.
3) The economy of the city is collapsing under the strain.

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Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
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Jamallo Kreen
Master of Realmslore

USA
1537 Posts

Posted - 24 Jul 2008 :  04:11:58  Show Profile  Visit Jamallo Kreen's Homepage Send Jamallo Kreen a Private Message  Reply with Quote
quote:
Originally posted by Icelander

quote:
Originally posted by Jamallo Kreen
second, Ed has posted the estimated personal fortunes of individual "coin mountains," such as Mirt. Check the index to "So Saith Ed" for 2007;

I know this is an old thread, but I was wondering if anyone could give me better directions for what to search for in the index to find this bit of lore. I didn't find the terms 'coin mountains' or 'Mirt' anywhere in 2007.

It's a subject that's relevant to my campaign, since my PCs are budding merchant lords. They still count their wealth in thousands of gold pieces, but the company they own collectively with some NPCs has started to deal in hundreds of thousands.



You can't find it there because the index, unfortunately, has not been updated to include the rest of 2007. That narrows the period to search since it means that the reply must have been posted by The Hooded One after 30 June 2007. I'm sorry that I don't have a more accurate date for you.



I have a mouth, but I am in a library and must not scream.


Feed the poor and stroke your ego, too: http://www.freerice.com/index.php.

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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 24 Jul 2008 :  05:58:40  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
March 6th and 7th of 2006:

quote:
Sigh.
The trouble with this question is that some individuals truly don’t know or realize (or care) how wealthy they are, and don’t use their influence. Others, such as Larloch or Manshoon, have great behind-the-scenes influence and have the means to seize property almost at will. Still others have the high public profiles you allude to (Donald Trump isn’t wealthy at all compared to most Saudi oil sheiks, having built his empire largely with other peoples’ money, but he does have a high public profile - - whereas far more wealthy men like J. Paul Getty went to great lengths to avoid publicity when alive), though most REALLY wealthy individuals in the Realms want to keep their wealth and lives, and so keep themselves as hidden and low-profile as possible, sometimes faking their own deaths and adopting several “identities” to “hide in.”
Some rulers claim to own all land and wealth in their country, and so could claim stupendous wealth, even though they can’t really touch most of it. Others (high priests of faiths) could make the same claim, and augment it with wider influence than the rulers, too - - but although they may control the wealth of their churches, it isn’t “theirs,” and attempts to use it in ways their deity, or just other powerful followers of their deity, disagree with, can also lead to their sudden loss of power or life.
And what about dragons and their hoards? Some of them are very rich (though they’ll never willingly spend anything) and VERY powerful, if they choose to wake up and emerge to scourge lands or try to exert influence - - yet they are unknown to most folk in the Realms, and will probably stay that way.
So, you see, this is a nigh-impossible question to meaningfully answer. Almost as fruitless as “name the ten best movies of all time.”
So, of course, I’m going to try. ;}
First: Arivia, exactly how MUCH money would you like to wager? I’m a poor game designer, you know, and a windfall would come in mighty handy about now, what with RRSP deadlines and property taxes and first income tax instalment payments . . . never mind. That should be hint enough at a reply to your speculation.
Vvornth, you wagered rather more wisely, but see my comments above. I’m disqualifying clergy (though I’m NOT disqualifying devout lay worshippers), but otherwise you’d have been right about eight out of ten. (Well, only two out of ten if I hadn’t also tossed rulers out of the mix.)
I’m also leaving influence right out of things (no matter how much using it allows its wielder to increase their profits in a given field, market, season, or situation). Sorry, Dargoth, but in terms of wealth I’m largely also going to exclude fixed assets (land and buildings), to leave just cash or cash equivalents (like crops and warehouses full of swords or plowshares that were bought with cash for resale at a profit) - - though I WILL include rents (from owned or controlled rental properties).
Which brings us to the following ten “coin mountains” (yes, that’s what folk in the Realms call anyone who’s “stinking rich”). These are the richest ten, but I’m not going to say how rich, because I haven’t enough years left in my life to start counting - - so they aren’t listed in any ranked order, just as I came to them in my notes (yes, I’ve expanded the notes and updated them to 3.5e).

* Colnd Hurthblaer of Amn (NE male Chondathan human Rog7/Exp6), a middle-aged, nondescript recluse who lives quietly (spending little on himself and even less on public show) in Athkatla, running five shipping fleets and two trading costers (most folk, even trade rivals, don’t know he owns more than just one fleet, Brightstar Sails Trading, the one he built from nothing). He’s a large landlord in Amn and, during the Interregnum, became one in Tethyr, too. He particularly likes owning gem mines, and (through various intermediaries) has been hiring adventurers to travel all over Faerûn buying or seizing control of same.

* Ralan Razhiirym of Calimport (NE male Calishite human Ftr6/Ari5/Exp4), a black-bearded, now-ailing adventurer and rake born into wealth and (through smuggling, extortion, and forcible acquisition of drug trade concerns and costers) become much richer. Still acrobatic, he has the remains of flashy good looks, and formerly wenched his way across half Faerûn, shamelessly using the women he seduced to gain favours, information, contacts, and administrative decisions and permissions that his traders profited from.

* Sabbalad Asnam huul Marouk of Darrak’shar (CE male Calishite human Rog9/Exp7), a one-eyed, scarred former gem thief who fell into the service of the Syl-Pasha of Calimport, and was rewarded with his present rank (mayor of a fictitious settlement, which allows him to speak in support of the Syl-Pasha’s aims and policies as a mayor rather than an agent of the Syl-Pasha, and to appear as a selfless patriot, rather than a mouthpiece of the Syl-Pasha, when he travels The Shining Sea region as an unofficial envoy or diplomat for Calimshan, amplifying or backing up the official emissaries). While on his travels, Marouk never misses a chance to enrich himself. Strangely, he’s a friend and sometime ally and partner of Sammereza Sulphontis of Waterdeep, and he’s been known to trade with, and act for, yuan-ti in the region. All of which has armed him with antidotes for most snake venoms that most humans can never get, enabled him to control a lot of drug and ivory trading, and (through hired adventurers who soon fell prey to “accidents” of his devising) plunder rich tombs and dragon hoards (the dragons were slain in the process). He has several hidden lairs in caverns and cellars around The Shining Sea coasts, and most of them contain more gems than a man can carry.

* Stort Melharhammer of Mirabar (NE male shield dwarf Ftr4/Rog12), a black-bearded, honey-voiced, well-groomed trader who acts as a moneylender, moneychanger, and go-between for dwarves and visiting shipcaptains, smoothing out negotiations (but often engineering false “shortages” so as to increase gem-prices for the dwarves; he always takes a cut of any increase he engineers). Stort is completely amoral, doesn’t drink, enjoys only watching elf maidens dance and hearing harp music, and lives and breathes to scheme and manipulate and “win the next deal.” When he can’t move in his underground abode for the accumulated coins and gems, he hires some trusted young dwarves (paying them handsomely) to go and buy him some more property in Neverwinter, Waterdeep, and Baldur’s Gate (in each city, he’s now a landlord of more than a dozen buildings, though he’s never seen any of them). If he didn’t spend money to influence politics in Luskan and Ruathym so as to prevent widespread warfare, he’d be even richer than he is (unless, as he judges, said warfare would have hurt trade through Mirabar, and thus cost him more).

* Elmraeda Gondoalyn of Iyrynspire (CN female Mulan human Ari9), the quiet, elegant, shrewd, and aging rich widow (of three wealthy merchants, all of whom she loved and had nothing to do with the deaths of) in Chessenta. Gondoalyn is now gaunt and frail, but protects her person with some powerful items of magic (mainly rings; takes vary as to which ones, which probably means she has a large collection). She dwells in Iyrynspire (a castle in the countryside built for her by her first husband, the shipping merchant Yarlos Melrorn) with a devoted staff and a strong bodyguard of “knights” (a sixty-some-strong private army of full-plate-armored Ftr3-8s), and entertains herself by watching others live their lives through her crystal ball (that can detect thoughts). Elmraeda lavishes money on “her people” (staff and bodyguard; her steward Deln Maerintor is a LN male Mulan human Wiz13 who’s devoted to her) but spends little on herself. Her wealth increases steadily through rents from properties in a dozen cities, and (through several trading costers) ownership of over forty trading caravels. It’s rumored that one of the towers of her home is in truth the only privately-owned Halruaan skyship in Chessenta.


* Fuorn “Fallingstar” Avilanter of Elventree (CG male moon elf Sor19/Exp9), a seller of spells and enspelled gems of his own making (gems of spell storing) who trades discreetly with rich Sembian buyers through trusted adventurers of the Dales. A reclusive master of disguises who wears teleport rings and makes himself impossible for those who come seeking him to find, Fuorn spends all of his profits buying up city properties in Yhaunn and Saerloon, operating through agents and largely-fictitious Sembian trading companies. He also owns a few buildings in Suzail and in Teziir, and spends his free time magically spying on certain humans he’s found by accident, just watching their intrigues and achievements and pratfalls, enjoying their lives vicariously as entertainment in much the same way Gondoalyn [[note from THO: see my previous post]] does.

* Burnyl Talongar of Phsant (LN male Turami human Exp14), known to most Theskians only as “The Lord of Gems,” this unusually tall and thin, taciturn gemcutter and appraiser secretly acts as a bank and sponsor for many merchants through Thesk. His loans and deals are single-handedly responsible for slowing the spread of the Shadowmasters’ influence in the region, but they tolerate him because certain senior priests of Mask owe so much to him that the deity has personally ordered them to “keep him untouched—by anyone.” Talongar is unaware of this, and simply goes about his business, which is to make fair deals with everyone, and adhere to them strictly, dealing always with politeness and honour. As a result, he’s trusted by everyone, gets a LOT of business, and grows steadily and inexorably wealthier. Operating through seacaptain clients, he regularly invests this wealth in farms and warehouses in Impiltur, Alaghôn, and Westgate.

* Gelkul “Goldhands” Alanskul of Heldapan (LN male Durpari human Exp11), the wealthiest trader and investor in Durpar, a bald-from-birth, coldly calculating man who’s always eager to learn more of events, feuds, trade, and the investments of others. As they say in Heldapan, “no one breathes without Alanskul knowing it.” He owns most of Turelve (though he takes some pains to keep anyone from knowing this, owning properties under dozens of aliases and through various merchants’ partnerships), and many of the best upland wells in the country (he covertly sells water in very dry times). Goldhands grows edible broad”moonleaf” (white broadleaf lettuce-like fungi that flourishes in the dark) in damp cellars under his holdings in Heldapan, and makes good coin daily by selling this staple (the poor fry it in various fats and oils, as a main daily ‘hearty vegetable’) in its markets; again, he takes care that no one knows he’s the source. Most Durpari think Alanskul is just what he started out as: a moneylender and landlord to the wealthy.

* Indamu Dundardir of Chavyondat (NE male Arkaiun human Ari10/Exp5), a noble of Estagund, is a darkly handsome glutton of a man who keeps his thin frame (and resists poisons) only because he allows a small beast (of unknown identity) to live symbiotically with him, fastened to his body. A loner, he gets his satisfaction by successfully manipulating everyone and outdealing rivals. Dundardir secretly controls an ancient portal network linking various cellars in his home city with a trading compound he owns in the countryside east of Sheirtalar. One of the cellars belongs to a rival, and Dundardir’s men use it (very rarely) to pilfer certain cargoes; the others all belong to Dundardir, and he shuttles goods (usually wines, cheeses, and other perishables, or contraband) back and forth, concentrating on items of high worth so that the volume of goods passing through the portals need not be high to bring handsome profits. Dundardir spends a lot of coin training, paying, and rewarding (with perks) his personal bodyguards and armed staff, to buy their loyalties. Thus far (aided by the spying his hired wizards do, on everyone else) he’s kept betrayals to a minimum and earnings VERY high. Much of Dundardir’s profits are put into discreetly buying up property all over the Tashalar.

* Nalune Tassarat of Ormpur (CE female Tashalan human Rog7/Exp6) is an aging former prostitute who invested her earnings lifelong in shady smuggling, slaving, drug-dealing and thieving concerns, making much coin that in later life she invested in building luxurious brothels and palatial city towers that were from the first split into rental housing, floor by floor, and proved a huge hit with Ormpurrians who weren’t quite wealthy enough to own and maintain large mansions, but wanted luxury and haughty addresses. “Old Nalune” always wanted hidden tunnels and chambers in her buildings, and made quite a lot of sideline coin servicing persons who needed to go into hiding for a time, or who wanted to meet pleasure-lasses VERY discreetly. Now, in the twilight of her years, she’s increasingly investing in clever traders from Tharsult and Lantan, sponsoring them on fair terms - - and raking in coins as a result. It’s said she sleeps on a bed of cabochon-cut (smooth-polished) rubies, and is beginning to consort with necromancers with an eye to achieving undeath for herself.


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Icelander
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Posted - 24 Jul 2008 :  06:26:45  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Many thanks, Wooly. I was growing bleary-eyed at wading through the raw and unfiltered 2007 scroll.

I'm disappointed to see no numbers, though, as I could always use more benchmarks for what's a lot and what's too much, in Realms terms.

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Purple Dragon Knight
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Canada
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Posted - 24 Jul 2008 :  08:20:04  Show Profile Send Purple Dragon Knight a Private Message  Reply with Quote
Icelander: use the NPC detailed at the end of the "Play the Market" section of Power of Faerun (i.e. Dabron Sashenstar), which shows the total profit modifier of this merchant prince. It uses the business rules detailed in DMG2.

http://forgottenrealms.wikia.com/wiki/Dabron_Sashenstar

Cheers!
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Icelander
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Posted - 24 Jul 2008 :  12:51:17  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Purple Dragon Knight

Icelander: use the NPC detailed at the end of the "Play the Market" section of Power of Faerun (i.e. Dabron Sashenstar), which shows the total profit modifier of this merchant prince. It uses the business rules detailed in DMG2.

http://forgottenrealms.wikia.com/wiki/Dabron_Sashenstar

Cheers!



I have the Power of Faerun, but I don't have DMG2. I'll buy any Forgotten Realms tome with any hope for lore, but I have no desire to reward WotC for creating splatbook after splatbook of crunch. I stopped playing D&D after 2nd Edition AD&D, i.e. at the time they released a version dumbed down for kids. I hear they're releasing another such dumbed down version now, this time to emulate WoW and Warhammer Online.

Besides, D&D 3.x economics are messed up. Ed's Realms usually make sense. D&D game rules, as a rule, do not. For example, a 23rd level character like Dabron can expect to possess assets worth 1,500,000 gp or 290,000 gp depending on whether he's a PC or NPC. Yet, his annual profits are the same 1,400/month or 16,800/year, regardless of whether he's a PC or NPC, meaning that a PC receives a 1.12% return on his investment yearly, but an NPC receives 5.79%.

The latter number might be okay, if a bit low, but the former number is terrible. As in, a real business couldn't function with it. And, a quick analysis of Dabron reveals that he's equipped with items worth far more than 290,000 gp, so I guess he's being treated as a PC.

I understand that when characters buy mithril shirts with powerful enchantments on them, the money spent on that is not available for other projects. But I don't understand why a merchant lord would have most of his assets in the form of magical weapons and armor, instead of investments that yield him an acceptable rate of return.

I don't want a profit margin tied to levels. I don't even want levels. I'll do my own calculations based on the investments in question.

I'm just looking for Realmsian canon about how much money there is in circulation, how much other merchant companies are making and how much a fabulously rich person owns. And that's something that I'm reluctant to take from a D&D table based on levels, if only because such tables make no sense at all and make half-orc barbarians who don't value money exactly as rich as Sembian merchant lords, because of the level system.

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Purple Dragon Knight
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Posted - 24 Jul 2008 :  17:46:35  Show Profile Send Purple Dragon Knight a Private Message  Reply with Quote
Icelander, the 1400gp a month is the net profit he gains from this one business (i.e. merchant league). It includes all costs (salaries, capital investments, input materials, etc.)

I have used the DMG2 in my game and it is very well balanced. A PC can have multiple businesses, run by NPCs he appoints to run the show (but the PC remains the founding member/owner/original investor), and having multiple businesses is when this system becomes profitable (just like serial venturers in real life!)

Give Dabron a break! he just came back from the Endless Waste!! give him a few years and he will have a few businesses running (i.e. he's got all 5 levels of merchant prince, and he gets a 50% discount on capital investments, for the sake of Waukeen! )

Edit: the real estate market in Waterdeep is way above the costs listed in DMG2, and that's fine... you got to think out of the box. A half-elf, dwarf or elf would not care to take a 100-year mortgage; and most humans who chafe at not being the full owners of their land can always still take a 100-year mortgage and sell it at the end of their life, keeping whatever they've invested in it so far... so nothing is lost (remember, there's no lawyers yet in Waterdeep! )

Edited by - Purple Dragon Knight on 24 Jul 2008 17:50:03
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Wooly Rupert
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Posted - 24 Jul 2008 :  18:15:05  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Purple Dragon Knight

(remember, there's no lawyers yet in Waterdeep! )



There were... But they broke their contract with the city and can no longer operate there. It was in issue 23 of the AD&D comic, the one that has my all-time fave artwork of Kyriani.

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Icelander
Master of Realmslore

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Posted - 24 Jul 2008 :  18:25:23  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Purple Dragon Knight

(remember, there's no lawyers yet in Waterdeep! )



There were... But they broke their contract with the city and can no longer operate there. It was in issue 23 of the AD&D comic, the one that has my all-time fave artwork of Kyriani.


I remember this bit of lore being alluded to in a short story about The Society of Stalwart Venturers in Suzail.

Do you remember when this happened? And what it was that the lawyers did?

And do you know where in Faerun lawyers are particularly strong as a group?

I'm afraid I have to confess some partiality to lawyers, since I happen to be one.

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Icelander
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Posted - 24 Jul 2008 :  19:41:01  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Purple Dragon Knight

Icelander, the 1400gp a month is the net profit he gains from this one business (i.e. merchant league). It includes all costs (salaries, capital investments, input materials, etc.)

It probably doesn't include capital amortization, does it? At least, when I checked the system, investments cost money and you used your net profit to recoup those.

quote:
I have used the DMG2 in my game and it is very well balanced. A PC can have multiple businesses, run by NPCs he appoints to run the show (but the PC remains the founding member/owner/original investor), and having multiple businesses is when this system becomes profitable (just like serial venturers in real life!)

Give Dabron a break! he just came back from the Endless Waste!! give him a few years and he will have a few businesses running (i.e. he's got all 5 levels of merchant prince, and he gets a 50% discount on capital investments, for the sake of Waukeen! )

Multiple businesses shouldn't necessarily be more profitable than one big one.

quote:
Edit: the real estate market in Waterdeep is way above the costs listed in DMG2, and that's fine... you got to think out of the box. A half-elf, dwarf or elf would not care to take a 100-year mortgage; and most humans who chafe at not being the full owners of their land can always still take a 100-year mortgage and sell it at the end of their life, keeping whatever they've invested in it so far... so nothing is lost (remember, there's no lawyers yet in Waterdeep! )


I thought about the presence of long-lived races and whether that would lead to a very low time preference across the economy. But I don't buy it. For one thing, I don't subscribe to the Austrian school belief that a person's time preference is an exogenous personal characteristic (one that could be influenced by race or long life). I believe that it's an equilbrium price, which is determined endogenously by the production possibilities facing the person (or economy).

Therefore, it beggars belief that a market which includes such high-risk, high-yield investment opportunities like low-tech trade over pirate infested waters and adventuring expeditions would have a low real interest rate on capital. Capital is scarce, given that we have plenty of undeveloped land, and therefore should have a high positive real marginal productivity.

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Wooly Rupert
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Posted - 24 Jul 2008 :  20:00:43  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Icelander

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Purple Dragon Knight

(remember, there's no lawyers yet in Waterdeep! )



There were... But they broke their contract with the city and can no longer operate there. It was in issue 23 of the AD&D comic, the one that has my all-time fave artwork of Kyriani.


I remember this bit of lore being alluded to in a short story about The Society of Stalwart Venturers in Suzail.

Do you remember when this happened? And what it was that the lawyers did?

And do you know where in Faerun lawyers are particularly strong as a group?

I'm afraid I have to confess some partiality to lawyers, since I happen to be one.



1358, according to the old Presenting... Seven Millennia of Realms Fiction chronology.

The lawyers were manipulated by Khelben into having to enforce a marriage contract. The lawyer assigned to the task failed to see that it was carried out, instead choosing to run in a panic. As he was leaving, Khelben warned him that leaving would break the contract the lawyers had with the city. The lawyer was so determined to escape that he didn't care.

The whole thing was a plot set up by Khelben to get the lawyers out of the city.

I don't know that lawyers are particularly strong anywhere in the Realms. I wouldn't imagine that there's more than a handful in any but the most lawful cities... And even then, it would depend in part on how the city was ruled, and on the culture of the city/nation.

Here's a tidbit I read the other day:

quote:
In Japan, there is one lawyer for every 7325 people.
In France, there is one lawyer for every 1634 people.
In the US, there is one lawyer for every 288 people.


Now, I don't know how accurate those numbers are, but if they're even close to correct, they show how each culture is different. The source I got these numbers from was discussing how the Japanese, with their more group-oriented society, don't litigate civil disputes as much, and that their laws are structured (according to that author) in a more common sense manner.

With laws in the Realms often being very straight-forward, and with sometimes capricious rulers in place, I just don't see there being much room for lawyers in the system.

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Purple Dragon Knight
Master of Realmslore

Canada
1796 Posts

Posted - 24 Jul 2008 :  20:06:14  Show Profile Send Purple Dragon Knight a Private Message  Reply with Quote
quote:
Originally posted by Icelander

Therefore, it beggars belief that a market which includes such high-risk, high-yield investment opportunities like low-tech trade over pirate infested waters and adventuring expeditions would have a low real interest rate on capital. Capital is scarce, given that we have plenty of undeveloped land, and therefore should have a high positive real marginal productivity.

Look... for the purposes of owning businesses within the D&D game framework, DMG2 works fine. You're overanalyzing things here. If you want to run an economic simulation in lieu of a D&D game, you can do so... but good luck! even real-world economic models can't represent reality perfectly...
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Icelander
Master of Realmslore

1864 Posts

Posted - 25 Jul 2008 :  01:22:10  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Purple Dragon Knight
Look... for the purposes of owning businesses within the D&D game framework, DMG2 works fine. You're overanalyzing things here. If you want to run an economic simulation in lieu of a D&D game, you can do so... but good luck! even real-world economic models can't represent reality perfectly...


I don't run a D&D game. I run a GURPS game set in the Forgotten Realms. I try to keep the lore accurate, but I don't care whether the lore fits into the D&D rules.

And assuming such a low real marginal productivity of capital in the Realms hurts my brain and doesn't fit with the lore. We know the interest rates of moneylenders in several places (City of Raven's Bluff being one example, written by Ed, no less) and we therefore know that capital is scarce and productive in Raven's Bluff, for example.

I'm not trying to model reality exactly. I am trying to model the Realms well enough so that they feel real and vibrant, not unrealistic and forced. Yes, I know that there is magic, gods and monsters, but I want to ask the questions: 'What if the world was really like that? What would happen? How would people behave?'

An imaginary garden with real toads, if you're familiar with the expression.

And, by the by, my game focuses heavily on trade, currency speculation and high finance. We've found that negotiating a huge loan and then succeeding with a risky enterprise to repay it can be every bit as exciting and adventurous as slaying dragons. Doing both at the same time, of course, is even better.

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Icelander
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Posted - 25 Jul 2008 :  01:31:25  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

The lawyers were manipulated by Khelben into having to enforce a marriage contract. The lawyer assigned to the task failed to see that it was carried out, instead choosing to run in a panic. As he was leaving, Khelben warned him that leaving would break the contract the lawyers had with the city. The lawyer was so determined to escape that he didn't care.

The whole thing was a plot set up by Khelben to get the lawyers out of the city.

Why did Khelben want lawyers out of the city?

I've often heard prejudice against lawyers, but the more complex society becomes, the more they are needed. And Waterhavian trade practices can presumably get a bit complex sometimes.

quote:
Originally posted by Wooly Rupert

I don't know that lawyers are particularly strong anywhere in the Realms. I wouldn't imagine that there's more than a handful in any but the most lawful cities... And even then, it would depend in part on how the city was ruled, and on the culture of the city/nation.

Are they allowed in Cormyr, for example? What about Sembia? Does the Church of Tyr anywhere function as lawyers in some capacity (I've found in my campaigns that they often arbitrate disputes, at least)?

quote:
Originally posted by Wooly Rupert

Here's a tidbit I read the other day:

quote:
In Japan, there is one lawyer for every 7325 people.
In France, there is one lawyer for every 1634 people.
In the US, there is one lawyer for every 288 people.


Now, I don't know how accurate those numbers are, but if they're even close to correct, they show how each culture is different. The source I got these numbers from was discussing how the Japanese, with their more group-oriented society, don't litigate civil disputes as much, and that their laws are structured (according to that author) in a more common sense manner.

With laws in the Realms often being very straight-forward, and with sometimes capricious rulers in place, I just don't see there being much room for lawyers in the system.


Where there are laws, there is a need for people who specialise in applying and interpreting it.

We can maybe assume that civil litigation is rare, in the absence of clear cut breach of contract cases, and that magistrates in most places actively investigate the cases, rendering prosecutors and defence counsel unnecessary; but I can't see how you escape the need for large-scale merchants and moneylenders to have experts who write, interpret and enforce their contracts.

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Wooly Rupert
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Posted - 25 Jul 2008 :  02:15:53  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Icelander

quote:
Originally posted by Wooly Rupert

The lawyers were manipulated by Khelben into having to enforce a marriage contract. The lawyer assigned to the task failed to see that it was carried out, instead choosing to run in a panic. As he was leaving, Khelben warned him that leaving would break the contract the lawyers had with the city. The lawyer was so determined to escape that he didn't care.

The whole thing was a plot set up by Khelben to get the lawyers out of the city.

Why did Khelben want lawyers out of the city?

I've often heard prejudice against lawyers, but the more complex society becomes, the more they are needed. And Waterhavian trade practices can presumably get a bit complex sometimes.


He didn't see a need for them. He felt they were not only unnecessary, but undesirable.

quote:
Originally posted by Icelander

quote:
Originally posted by Wooly Rupert

I don't know that lawyers are particularly strong anywhere in the Realms. I wouldn't imagine that there's more than a handful in any but the most lawful cities... And even then, it would depend in part on how the city was ruled, and on the culture of the city/nation.

Are they allowed in Cormyr, for example? What about Sembia? Does the Church of Tyr anywhere function as lawyers in some capacity (I've found in my campaigns that they often arbitrate disputes, at least)?


Really, that comic is the only reference to lawyers in the Realms that I know of.

quote:
Originally posted by Icelander

quote:
Originally posted by Wooly Rupert

Here's a tidbit I read the other day:

quote:
In Japan, there is one lawyer for every 7325 people.
In France, there is one lawyer for every 1634 people.
In the US, there is one lawyer for every 288 people.


Now, I don't know how accurate those numbers are, but if they're even close to correct, they show how each culture is different. The source I got these numbers from was discussing how the Japanese, with their more group-oriented society, don't litigate civil disputes as much, and that their laws are structured (according to that author) in a more common sense manner.

With laws in the Realms often being very straight-forward, and with sometimes capricious rulers in place, I just don't see there being much room for lawyers in the system.


Where there are laws, there is a need for people who specialise in applying and interpreting it.

We can maybe assume that civil litigation is rare, in the absence of clear cut breach of contract cases, and that magistrates in most places actively investigate the cases, rendering prosecutors and defence counsel unnecessary; but I can't see how you escape the need for large-scale merchants and moneylenders to have experts who write, interpret and enforce their contracts.



If the laws are logical, straight-forward, and well-explained, I don't see a need for someone to interpret them.

And if there are mechanisms in place to prevent breach of contract -- like neutral third parties or magical reinforcement -- then lawyers are again unnecessary.

I think you're trying to apply modern, real-world thinking to a world that is neither modern nor real. The laws of most Realmsian nations are simply not complex enough to require interpretation.

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Talwyn
Learned Scribe

Australia
222 Posts

Posted - 25 Jul 2008 :  02:24:29  Show Profile  Visit Talwyn's Homepage Send Talwyn a Private Message  Reply with Quote
From campaigns I've been involved in both P&P and also online NWN, lawyers are hardly about and it was often paladins and priests of Tyr who investigated legal matters on behalf of which ever noble or mechant who needed legal representation. Of course, Tormish paladins and priests also where often consulted however they would defer to the Tyran's clergy on such matters unless they were absolutely certain on the point of law.

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Icelander
Master of Realmslore

1864 Posts

Posted - 25 Jul 2008 :  02:29:54  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

He didn't see a need for them. He felt they were not only unnecessary, but undesirable.

Well, everyone will have his peccadillos.

quote:
Originally posted by Wooly Rupert

Really, that comic is the only reference to lawyers in the Realms that I know of.

And that short story in Realms of Mystery, of course. And references to the magistrates in Waterdeep, Luskan, Raven's Bluff, etc.

quote:
Originally posted by Wooly Rupert

If the laws are logical, straight-forward, and well-explained, I don't see a need for someone to interpret them.

Making logical, straight-forward and well-explained laws that can't be interpreted in more ways than one is a task that has seldom or never been successfully carried out in our history. When it has succeeded, it has generally been because of the heroic efforts of trained lawyers, not blind luck.

Human nature in Faerun is pretty much the same as here. And here people have shown an amazing ability to read the same thing in many different ways.

quote:
Originally posted by Wooly Rupert

And if there are mechanisms in place to prevent breach of contract -- like neutral third parties or magical reinforcement -- then lawyers are again unnecessary.

Neutral third parties sound an awful lot like lawyers to me. It helps their credibility if they're priest of Tyr or Waukeen, of course, but their function is to work as arbitrators and lawyers.

In my game, Waukeenar clergy offers to witness business contracts for a fee (based on the wealth involved in the contract). Anyone breaking such a contract, as interpreted by the presiding priest and the god, incurs the displeasure of Waukeen.

Tyrrans do something similar, with a wider application. They don't charge, but will only witness agreements the making of which they believe serves the cause of Tyr.

quote:
Originally posted by Wooly Rupert

I think you're trying to apply modern, real-world thinking to a world that is neither modern nor real. The laws of most Realmsian nations are simply not complex enough to require interpretation.


Lawyers aren't a modern invention. They've existed in every single society that becomes complex enough.

And the simpler and shorter laws are, the more room there is for different interpretations. That may not be a problem when a ruler can say 'my interpretation goes', but it is definitely problematic when those laws affect only private individuals and the ruler has no special interest in resolving the dispute.

If there courts who resolve such disputes, we've got lawyers. And if there aren't; Sembian, Waterhavian, Amnian and Theskan trade will be that much less profitable and that much more difficult.

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Icelander
Master of Realmslore

1864 Posts

Posted - 25 Jul 2008 :  02:33:08  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Talwyn

From campaigns I've been involved in both P&P and also online NWN, lawyers are hardly about and it was often paladins and priests of Tyr who investigated legal matters on behalf of which ever noble or mechant who needed legal representation. Of course, Tormish paladins and priests also where often consulted however they would defer to the Tyran's clergy on such matters unless they were absolutely certain on the point of law.


Indeed. That interpretation seems to fit, based on Faiths and Avatars, for example.

I've got a priest of Tyr in my campaign who is essentially the chief legal advisor of a merchant company he owns a part of. Not to mention the conscience of said company.

His temple isn't all that happy with his involvement in mercantile matters, but haven't forbidden it yet.

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 25 Jul 2008 :  02:38:46  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Really, that comic is the only reference to lawyers in the Realms that I know of.
Lawyers have been mentioned in a few Realms sources.

The one reference that immediately comes to mind is a rather prickly description of lawyers by Elminster in one of the 'Wizards Three' articles. The 'Wizards Three' lawyer reference is in "Once More the Three" [DRAGON #200]:-

“’Lawyer’? What’s a lawyer?” Dalamar asked.

“An agent for thieves and the like, widely used in this world to keep folk from using their swords. They fence with words, not blades,” Elminster replied. Mordenkainen grunted around a forkful of lasagna, “If I know anything about such envoys, most of them doubtless will soon be bigger thieves than those they represent.”



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Rinonalyrna Fathomlin
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Posted - 25 Jul 2008 :  14:29:54  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
Having worked and studied in the legal field, I have to come down on Icelander's side in this. I, personally, would have lawyers in my Realms.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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Eldacar
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Posted - 25 Jul 2008 :  15:16:47  Show Profile Send Eldacar a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

He felt they were not only unnecessary, but undesirable.

I agree with him.



I do recall a scene from Spellfire, though (at least, I think it was Spellfire) where Mirt had a problem with a particular merchant attempting to renege on a deal he'd made with said moneylender. He solved it, IIRC, by staging a deception with Laeral, wherein he asked her to crawl across the carpet and kiss his feet, begging for mercy. The merchant in question was suitably impressed (or perhaps "terrified" is a better term for it?) and fell into line.

In real life, there'd probably be a lawyer and so on to deal with that, but if there aren't any lawyers in the Realms (or at least Waterdeep), then one must needs be more inventive.

"The Wild Mages I have met exhibit a startling disregard for common sense, and are often meddling with powers far beyond their own control." ~Volo
"Not unlike a certain travelogue author with whom I am unfortunately acquainted." ~Elminster
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