ECONOMY

For Tales of Nevriande, we try to keep the functional systems in place in the world we’ve created as simple as possible to avoid confusion. The economy of Nevriande is no different. However, there are some aspects of it that you should be familiar with. This simple guide should help you with exploring your character’s financial situation, or answer any questions about the economy that you may have.


NOTE: It is not required for you to map out all of your character’s expenses, nor is it essential that you include it in your threads. This system is set up for those who choose to use it, and may make your plans a little easier if your character is a merchant or income-reliant. It also serves as an explanation for curious minds who want to understand the infrastructure at work for the world.

Nevriande Coin Design

About the Currency

For all intents and purposes, most characters in this roleplay rely on a barter system in order to import or export goods. For example, many merchants have specific trades that they rely on. Each village also has unique imports and exports that they rely on for trade as well. However, there is a monetary system in place. Beyond the trade of goods, the tribes of Nevriande use a gold coin system in order to assign value and participate in high-value purchases. Coins are made with bronze, cut it into rounds and stamped on both sides the design of a sword and two halves of a sun.

Each tribe operates like a central government, and so the distribution of wealth tends to trickle down from each of these governments. Skyheimr, being the capital, is also the epicenter for the general currency. Governments maintain the most money, as they are the ones doing high-stake trading and managing the economy. However, some governments are more well-off than others. Take this into consideration when evaluating your character’s economic status.

The wealth epicenter is the heart of the economy. Income creators are villages that produce mass quantities of goods and create a lot of value and wealth for the economy. Income dispersers are places that create less wealth and instead cultivate an environment of refining and selling goods rather than creating them. All villages are generally comfortable and have their own methods of wealth and sale, but some are much more skilled than others in different areas.

WEALTH EPICENTER

Skyheimr

Being the epicenter of the economy, Skyheimr has the most wealth to readily distribute of all of the villages and land. It is the central government, therefore all major exports, trade negotiations, and offers of services must pass through it for approval or adjustments. Skyheimr also boasts a bountiful merchant economy, allowing it to continuously accumulate wealth via merchants all across Nevriande. Skyheimr also collects a small percentage of trade tax from the villages under its jurisdiction in order to maintain the economy, upkeep roads and pathways, and financially support general operations throughout the land.

INCOME CREATORS

Wolf's Bluff, Bear Hollow, Honeyreach

The villages of Wolf's Bluff, Bear Hollow, and Honeyreach make up the majority portion of the economy where wealth creation operates through raw materials and goods. Though their wealth is not quite as abundant as the capital, these villages tribes possess a variety of imports and exports that are essential to the population, including: food, weapons, armor, minerals & ore, and basic supplies for architecture. Due to this, these tribes have a regular income and strong advantages with negotiations. Wolf's Bluff produces stone and ore, Bear Hollow produces lumber and food, and Honeyreach produces agricultural products.

INCOME DISPERSERS

Northmaw, Riverstead, Breakwater

These three villages control what’s left of the economy, and have many trade negotiations and exports to navigate as well. These towns typically support the processing or trading of goods, offering popular marketplaces or skilled craftsmen to process the goods from the other villages. Northmaw uses metals to create weaponry and armor, Riverstead is a trading hub in the heart of the continent which travels can reach easily through the river systems or on paw and Breakwater provides various goods at market such as fish, jewelry and luxury items.



The levels of wealth in Nevriande

Beyond the confines of the major economy, there are smaller economies present in every village and family. This portion of the guide explains how these economies function on an individual level.

The following class system is a guide for the wealth of a character, and should be used to determine how much gold your character would readily have to spend, as well as get a good idea of what sorts of things your character would need to be spending money on.

Financers

This class contains all individuals at the highest level of their political system, and so it is strictly limited to royalty and chieftains. Individuals in this class are part of the wealthiest tier due to the fact that they are responsible for both their own expenses and the group they lead. These individuals possess the wealth of their village/kingdom, and use that wealth to purchase massive quantities of things for those who rely on them. This includes but is not limited to: tools, weapons, food, building materials, supplies, medicines, etc.

Just because these individuals oversee a vast quantity of wealth does not mean that they can readily spend it however they please. They have the
most wealth at their disposal, but with this wealth comes large responsibility. These individuals are responsible for everyone below them having what they need, so much of where their wealth goes is predetermined. The remaining wealth is for personal use.


Holders

This class contains all individuals in leadership positions throughout the kingdom and villages. Advisors, council members, business owners and anyone who has an elevated position over their group and employs or manages workers. These leaders are often independently wealthy and responsible for other characters' health or income through their management or leadership position.

Individuals of this class are considered
wealthy; they are compensated well due to their management over other characters. Paired with a stable income and their needs often being taken care of, this gives this class ability to spend their vast extra income as they see fit. While a business owner would have the resources to purchase large quantities of many of these things, however the figurehead of a smaller group or business may not. If your character has reason to possess wealth, you may express that.

Laborers

This class encompasses any villager or citizen of the kingdom who is directly employed or works for their village or kingdom, including basic village positions and jobs. If your character has a rank in a tribe that's not directly reliant on selling goods, this is their class.

Being employed by a government, these characters have stable income and access to resources through their leader(s). They have more leeway with what they spend their money on, but are not considered high-income. This class exists on a spectrum, as well. Those with higher ranks are compensated more than those with lower or beginner ranks. Families can also pass wealth down onto their descendants, leading in some residents having more money than their same-ranking neighbors.

Independents

This class includes any individual that creates their own wealth regularly. Merchants, artisans, crafters, jewelers, brewers, etc. These creators directly control their own income based on the goods or services they create and/or produce. This class does not include loners who take their wealth from others.

This class also exists on a spectrum depending on how valuable or readily available their
customers and product delivery are. Those without a customer base or with a less valuable good or service will find a harder time accumulating wealth than someone with a highly desired source of income.

Borrowers

This class encompasses any loners or characters who find their wealth via illegal means. As it is harder for these individuals to come into wealth, the likelihood that they will seek taking from those with income is likely. The risk associated with this lifestyle is high.

A skilled thief may have a decent amount of wealth if your explanation is valid, but a new thief or a hired killer is likely going to struggle to amass a mountain of wealth. Purchasing necessary or wanted goods may come harder,
depending on their success with finding and taking income from another.

Outliers

This class encompasses any character without a reliant source of income, regardless of their living situation. For example, someone who has recently been robbed, a wanted fugitive or a nomad living off the land may fall into this category.

Whether it is due to being out of work or unable to find it,
this character has little to no money to their name. Characters who choose to abstain from the economy altogether also fall into this category, and often will hunt and gather their own needs rather than purchase or barter for them.

FAQ / CLARIFICATION

  • Is it required to use this system? Do I need to keep track of my character’s income?

Absolutely not. This system is in place for those who find this aspect of Nevriande interesting and want to incorporate it, or for those with merchant/craftsmen characters that want to understand how the economy works. If it seems like too much to you or isn’t something you find interesting, you can absolutely get away with normal threads that don’t go into this much detail.

  • Can my character change classes?

Yes! These classes are simply a guideline, and depending on the direction you take your character, their economic status can change. These classes aren’t necessarily labels to put on your character sheet, but rather basic guidelines to help you understand what your character could realistically purchase / do with their income. It’s not set in stone!

  • My character is a criminal, but they’re very skilled at thieving. Are they still lower-class?

Not necessarily. The order of these classes - while generally ranging from highest income to lowest income - is not an exact estimation of wealth. Any class below financers is considered fluid and depends on your character's wealth management, so it’s entirely possible that your character could begin to make more or less money. Have fun with it!

  • Do we have a list of the exact prices for things? How do I know my character’s exact income?

While having a budget can be fun, it’s unnecessary in terms of the roleplay. Rather than using exact prices or amounts, we price things based on a spectrum of value. For example, jewelry crafted from Breakwater would be considered a luxury item, so by rights, would cost more gold. Medicine to aid with sleep is more readily available, so it would likely cost less gold. The exact amount of an item or exact profile of your character’s income isn’t necessary so long as you understand what your character could realistically buy.

  • My character is middle-class, but I want them to buy a luxury item/garment. Can I still do this?

Of course! As these classes aren’t set in stone, it’s possible that your middle-class character may receive a bonus or come into some money. As long as you can justify it, anything is possible! A government employee could easily get a bonus for an extra quest; a merchant could easily buy cheaper supplies and save up some money for a luxury item. It’s up to you, so have fun with it! At the end of the day, a middle-class character isn’t going to purchase a luxury hillside resort, but there’s plenty of options out there for you to have flexibility.