So far in this project, I really love the emphasis I have placed on social class as determining both economic and sorcerous power. Rereading the Elric novels now, one thing stands out - only noble characters are given names. All the barkeeps, sailors, and soldiers who live (and mostly die) in the pages are unnamed. As Moorcock writes,
Outside in the middle of the square, at noon, still lay the lonely body of the last Vilmarian crewman. Nobody had known his name. Nobody felt grief for him or tried to compose an epitaph for him. The dead Vilmarian had died for no high purpose, followed no fabulous dream. Even in death his body would fulfill no function. On this island there was no carrion to feed. In the dust of the city there was no earth to fertilize.
Considering that the crewman had conceivably spent months in the employ of Duke Avan, and that he was one of the few crewmembers left alive after the Olab attack, the suggestion that 'nobody had known his name' seems counter intuitive. People in survival situations come to know each other intimately, doubly so in small numbers depending on each other to stay alive.
By contrast, main characters are all named and are nobles with 'high purpose' - Emperor Elric, Princess Cymoril, Prince Yrkoon, Lord Smiorgan, Duke Avan, etcetera. The lowest named character is Vassliss, daughter of a rich merchant, but tellingly she is also the reincarnation of a Melnibonean noblewoman. These named nobles all sport magic weapons, silver armor, their own transport, and fine robes. The anonymous commoners around them - who cares?
(Note: This is not to suggest that Moorcock is anti-plebian or elitist. He is writing from a British tradition of royal heroes, as exemplified in all the incarnations from Emperor Elric, to Prince Corum, and Lord Hawkmoon. This is opposed to the more commoner heroes of American writers like Fritz Leiber, whose Fafhrd and Grey Mouser come from barbaric and roguish backgrounds respectively, and who come to know other common or lower caste people intimately and always by name.)
To reflect this, in today's post I want to outline a system for linking item quality and durability to wealth level. This might get a bit fiddly, so whereas I would definitely use all the rules and ruminations I have posted already, I consider this one optional until tested at the gaming table.
Socioeconomic Unfairness in Stormbringer
I am inspired, of course, by the wise words of the late Terry Pratchett. For those who don't know, Pratchett wrote the seminal Colour of Magic series, a satire of the fantasy adventure genre that nevertheless was much more compelling and thought out than the majority of serious fantasy works on the market.
In one of Pratchett's books, the captain of the city watch, Sam Vimes, voices his 'Boots' theory of socioeconomic unfairness:
“Take boots, for example. He earned thirty-eight dollars a month plus allowances. A really good pair of leather boots cost fifty dollars. But an affordable pair of boots, which were sort of OK for a season or two and then leaked like hell when the cardboard gave out, cost about ten dollars. Those were the kind of boots Vimes always bought, and wore until the soles were so thin that he could tell where he was in Ankh-Morpork on a foggy night by the feel of the cobbles.
But the thing was that good boots lasted for years and years. A man who could afford fifty dollars had a pair of boots that'd still be keeping his feet dry in ten years' time, while the poor man who could only afford cheap boots would have spent a hundred dollars on boots in the same time and would still have wet feet.
This was the Captain Samuel Vimes 'Boots' theory of socioeconomic unfairness.”
To contrast with Vimes' boots, Elric's armor and the ancient sword of Aubec he wields show incredible durability and quality, the latter having been taken centuries earlier.
To reflect this disparity, I will extend the class system and currency difference to items and their quality.
Income & Item Quality in Stormbringer
In an earlier post on currency, I linked social class to the currency of income. This time, I turn the same paradigm to item quality and durability. For items or services on the Price List (1.3.5), as well as for all weapons (3.5.2) and armor, apply the following price modifiers to determine quality. I have given an example of a weapon, armor, transportation, lodging, and food for reference.
1/2 price
Dispossessed level (ie Beggars, wanderers, guildless thieves)
Quality: Flimsy and fragile. Weapons suffer instant destruction on a fumble, items last 1 adventure or 1d4 weeks of normal use.
Examples: Rusty sword, battered armor, broken down nag, leaky hut, gruel (-5% all skills till better sustenance found).
Normal price
Rural Folk level (ie Hunters, Farmers)
Quality: Average. Weapons break as normal if rolled on the fumble table. Items last 6 adventures or 1d6 months of normal use.
Examples: Hand crafted bow or spear, often repaired armor, sturdy workhorse, comfy cabin, hearty stew.
x 5 price
Urbanite level (ie Merchants, Rogues)
Quality: Made by journeymen. If broken weapon is rolled on the fumble table, the player can make a Luck roll (D8 vs GM, highest roll wins) to see if the item stays intact. Good for the character's natural lifespan.
Examples: Fine balanced blade, city guard armor, riding horse, small house, balanced meal.
x10 price
Clergy or scholar level
Quality: Superior. Made by experienced craftsmen. May have a minor demon, virtue, or elemental in accordance with the cult. Good for the character's natural lifespan. Usually received for meritorious service to their church.
Examples: Ceremonial silver mace, burnished armor, horse & cart, stone tower, fine wine & cheese.
x50 price
YK Nobles level
Quality: Master craftsman level. Each is one of a kind, usually gifted by court. No money changes hand per se, the item is invaluable, but can only be destroyed on purpose.
Examples: One of a kind crafted blade (equal to a Virtue), bespoke suit of armor (with a Virtue), horse & carriage with driver, manor house, 3 course banquet.
x100 price
YK Royalty
Quality: Invaluable. Each is one of a kind, usually gifted by a local deity or clergy head. No money changes hand per se, and the item is invaluable and practically indestructible.
Examples: One of a kind crafted blade (equal to Virtue or demon depending on alignment), bespoke suit of armor (equal to Virtue or demon depending on alignment), horse & carriage with drivers & ceremonial guards, keep or castle, 9 course banquet of delicacies.
x500 price
Melnibonean Nobility
Quality: One of a kind, usually gifted by minor Chaos nobles, legendary ancestors, or historical figures and handed down as heirlooms. No money changes hand per se, and the item is invaluable and practically indestructible.
Examples: Legendary crafted weapon (equal to Virtue or demon), legendary crafted armor (equal to Virtue or demon), own galley with slave crew, fine chambers in a central tower, cruelly prepared exotic foods & drugs.
x500, 000 price
Melnibonean Imperial
Quality: Legendary. Each is one of a kind, usually gifted by Chaos Lords or mythical figures, often lost technology handed down as heirlooms. No money changes hand per se, but the item is invaluable, usually enchanted, and indestructible.
Examples: Aubec's sword or Stormbringer, dragons or the golden battle barges. Legendary crafted weapon, legendary crafted armor, own galley with slave crew, fine chambers in a central tower, cruelly prepared exotic foods & drugs.
This framework is also useful for characters wishing to make, buy or sell fantastical items. Be warned, trying to sell any item of YK noble or above can call the unwanted attention of thieves, families, or supernatural entities bent on reclaiming the item. Best to keep them to yourselves or lock them away for special occasions.
Note that a character living at their station will be expected to pay 1/10 of their income on living expenses per month.
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