I've been wondering how the economic system works. First off, a few notes about the clan:
1. They're a trading clan. They're known for their steel weapons, and the clan trades with other clans for what it needs. This trade isn't making anybody rich--these are still Cimmerians living in little round hovels, most with rock walls and thatched roofs. But, the clan has made enough over the last couple of decades that they haven't needed to raid their neighbors for the things they need.
2. The clan is remote, located in the northern Cimmerian, centrally located in the foothills of the Eiglophian Mountains, on the south side of the Vanir-Aesir border. So, trade is usually limited to that with other Cimmerian clans, although the clan does have an agreement with an Aesir clan, which provides their main source of iron-ore.
3. Therefore, trade is usually done through barter. The Cimmerians use and understand the value of coins, and they accept them sometimes--especially if the Cimmerians do a lot of trade. But, your average Cimmerian who usually only trades with his clansmen will not accept coin as payment.
4. Cimmerians value practical items. They want things that they can eat--things that will keep them warm. Weapons are prized. Armor is typically not valued high, but helms, shields, and light armor holds the most value. Things like jewelry and non-practical clothing holds little value for a Cimmerian. He's interesting in things that will help him stay alive in the harsh enviornment of his homeland.
What I've been doing is allowing the PCs to roll weekly wealth, when they're in the village and not on an adventure, using the 3.5 Craft rules. You basically make a skill check, and the total of your roll is how many silver pieces the character earned that week.
Instead of silver pieces, I call the wealth "trade units". It's not coin the character it gaining, it's a good pair of winter boots, three rabbit pelts, an iron helm, and a freshly strung hunting bow. Barter system.
So, for example, one of my PCs is a Trapper. So, once a week, when the character is in the village the entire week, the player will roll a Craft Trapping skill check, the result giving the PC some wealth in trade units.
These trade units the character uses to buy supplies and equipment he needs from his kinsmen.
OK, so here's my question....
Given all I've said above, how do you think the economic system works within the single-village clan?
I'm thinking that there is a semi-socialistic set-up. The trapper, for example, goes out and gathers the animals from the traps. Some of these he keeps for himself. Half, he gives to the clan (to feed the non-hunters, like the old lady who makes clothes for people, or the tanner who works with the animals the PC brings him).
This means that, when a weekly wealth check is made, the amount to the PC is reduced by 50% to account for what he has given away to the clan.
What do you guys think of this? Do you have a better idea on how to run wealth in this game? Do you think a Cimmerian clan would operate a different way?
I'm open to ideas as I haven't yet locked this idea down in my game.
EDIT: Population. There are 336 people in the entire clan. 140 live in the village. The rest live in outlying homesteads.
In the village, there are 63 children, 49 warriors, 25 elders, and 2 clansmen in their twilight years.
In the entire clan, there are 151 children, 118 warriors, 60 elders, and 7 clansmen in their twilight years.
Since most of the clansmen trade among themselves, this will give you an idea of the size of the market.
Edited by Boot, 14 April 2012 - 08:22 PM.