Guidelines: Wealth, Status, and Society

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Guidelines:

Wealth, Status,
and Society

A MYTHRAS Gateway supplement


by Matthew Eager

Justin Farquhar (Order #31536937)


Guidelines:
Wealth, Status, and Society
A MYTHRAS Gateway supplement by Matthew Eager

Notes Disclaimer
This game aid is meant to transform the tracking of character This supplement is not a scholarly essay on economics, soci-
wealth from an accounting exercise that can feel rather ology, anthropology, history, philosophy, or anything else.
divorced from the rest of the game, to an integrated piece of That said, its ideas about society and socioeconomic systems
the narrative that many prefer to be the backbone of a cam- are meant to be rooted in historical reality, not made up from
paign. Using this system, the Games Master and players alike whole cloth. The background ideas and assumptions in this
might more naturally identify opportunities for further adven- supplement have accumulated organically from many sources
tures and character development. over years of amateur contemplation, not formal academic
In addition to material wealth, these guidelines address research. The original work and added value of this game aid
related concepts of status, class, reputation, and societal orga- are the translation of numerous existing ideas to MYTHRAS
nization. Building upon and synthesizing ideas and rules from game mechanics, and the unification of those mechanics.
core MYTHRAS, its supplements, and other sources, Wealth, Sta- In developing these guidelines, many sources have been
tus, and Society presents a cohesive toolkit for addressing how a influential and helpful. These include the core MYTHRAS rules
character fits into the larger milieu of culture and civilization in themselves; its supplements Monster Island, Mythic Rome, and
your game world. Mythic Constantinople; and other d100 games, primarily Avalon
You are free to use this material in your personal gaming Hill’s RuneQuest, 3rd Edition and Chaosium’s Basic Roleplaying.
pursuits, for fun. If you use it to build a scenario or other The goal here has been to synthesize existing ideas and extend
product for publication, please consider giving due credit. You them, to create rules additions that are:
are welcome to write to old.bones.publishing@gmail.com con- ➢ useful, above all;
cerning the best form of attribution for your purpose. ➢ simple, or at least straightforward;
➢ realistic, or at least suitably grounded; and
➢ flexible, for further adaptation.
Most of the inspiration for Wealth has come from Mythic Rome
and Basic Roleplaying, while most for Status has come from
Copyright © 2021 by Matthew Eager
Monster Island. Most of Society was inspired by RuneQuest, 3rd
Edition.
All rights reserved. The purchaser is permitted to share
hardcopy prints of this document for personal use in nor-
mal gaming pursuits, but otherwise may not copy, record,
or distribute it in any form, in whole or in part, without the Society
written permission of the author. Excerpts may be cited for To set the stage, we offer a background discussion about how
reviews or scholarly discussion. and why a society forms, and its structure described in terms
of settlements. The size of a settlement determines how its
First edition: 2021, Old Bones Publishing people interact and how they organize themselves, which in
turn impact customs, laws, and economy. Readers more inter-
This product references the MYTHRAS rules, available from ested in cutting directly to game mechanics could skip ahead to
The Design Mechanism at www.thedesignmechanism.com, “Wealth”, but then may find themselves referring back later to
and all associated logos and trademarks are copyrights of clarify the ideas underlying those mechanics.
The Design Mechanism. Additional Authorized Material In a modern world offering individual freedom, plenty, and
within this product is reproduced with permission from security, it can be difficult to remember where society came
The Design Mechanism. The Design Mechanism makes no from and why we should even be bothered with it at all. In
representation or warranty as to the quality, viability, or practical terms, society developed as a means to address
suitability for purpose of this product. scarcity, danger, and survival in a much harsher world. The

The Moria font is used with the permission of its creator,


Russ Herschler. The TeX Gyre Pagella font is used per the
GUST license.

—1—
Justin Farquhar (Order #31536937)
from Primitive to Nomad to Barbarian to Civilized culture,
Real World, using the terms of the core MYTHRAS rules.
Game World Some of the terminology here is intentionally vague, espe-
cially regarding numbers. For example, when referring to mul-
The ideas herein about social groups and societal devel-
tiples of powers of ten in population counts, “a few” could be
opment are based on the history of our actual world, with
taken to mean “1 to 3”, while “many” could mean “7 to 9”.
humans starting off in relatively small familial groups. The
The size ranges of population centers feature some overlap.
reasons are rooted in our heritage from primate forebears
For example, a very large town may have more residents than
through evolution, but such reasons may not be relevant to
the smallest city. Population is not the sole defining feature of
your game world, especially if it has a more mythic flavor.
a settlement, nor always the most interesting.
No matter your specific creation story, if it can accommo-
Distances are mostly expressed in terms of the league, which
date the idea that in the dim past people were few and far
is how far a typical person can typically walk in one hour—
apart, but then learned how to join forces for survival and
about 5 km (3 miles).
grew more numerous and prosperous, then this supple-
In terms of religion and magic, in what follows “priest” gen-
ment’s view of societal organization can probably remain
erally could be replaced by “shaman”, “mystic”, or “sorcerer”,
useful for thinking about your game setting.
depending on the particular game world. Do consider whether
Humans may be weak and slow, but they are clever at
literacy is important to a particular magic tradition, and how
abstraction, and have hands that can grip and tongues that
likely the members of a settlement are to be able to read and
can speak. Thus they can plan, and make and use tools to
write. This can vary greatly, but in general one might expect
help them survive, and teach others to do likewise. In your
literacy to be more common in Civilized than in the other types
game world, humans may be just one of many species to
of cultures, and in cities rather than smaller population centers.
which these facts pertain—and just one of the species that
Considering common adventuring activities and motives, the
have developed societies. Relations between species would
Games Master may want to pay the most attention to under-
add yet another aspect to the complexity of the world,
standing and detailing the smallest population centers. In a
beyond mere culture or nationality.
realistic ancient agricultural society, the vast majority of people
to be met live in villages, out in the countryside. If your adven-
turers spend most of their time exploring the wilds to find
will to live is strong, and people always need protection from a things lost to time (i.e. those things that scavengers before them
host of threats, including starvation, exposure, injury, disease, have not already found and looted), then probably they deal
infirmity (in youth as well as old age), animal predators, and most often with frontier folk in villages or even individual
even other people. homesteads.
In the ultimate distillation of tribalism, the world consists of
Us and Not Us, the in-group and the out-group. The funda-
mental goal of society is to keep Us alive. Whether this is bet- Hearths
ter accomplished by competition or cooperation with Not Us is We begin with the hearth, a group of perhaps as many as a
frequently debated, case by case. In a world of scarcity, compe- dozen people, probably all belonging to the same family. The
tition can look good (especially to those who feel they have the hearth is essentially the humble fire (if not an actual structure
upper hand), but it only addresses short-term problems, one of brick or stone) at the focus of a home. Abstractly, it repre-
after another. The long-term, transformative solution is actu- sents the intimacy of sharing resources in a single household.
ally cooperation, which can relieve problems of scarcity or
threat through generosity and creativity. This is the answer
that leads to the development of society (civilization). Staying
in one place is a great way to conserve food energy and effect
better systems for coping with threats, but it requires the Scale and Intimacy
development of agriculture, and shared knowledge. Larger Hearth means intimacy, and probably family. Here shar-
settlements can survive threats and manage scarcity better, and ing is essentially unavoidable; hoarding is probably not
create more. even a consideration, never mind being unconscionable.
Within a family, in a world of scarcity there may be no con-
cept of private property at all; there is only Us, only Ours,
with no need for money or exchange rates or accounting.
Population Centers
Everyone works, everyone creates, everyone receives.
This background discussion offers context to keep a setting
When you all know everyone else, what is wealth, or sta-
feeling realistic and self-consistent, whether world-building in
tus, or reputation? Those concepts arise only when a social
advance or creating a settlement on the fly. It is also the basis
group becomes large enough for complexity to emerge in
for the thinking behind the rules developed in the rest of the
its structure. Also as a group grows, specialization occurs
supplement.
and work and goods become commoditized and abstracted,
There is a basic assumption that social structure increases in
rather than being valued in a more direct, personal way.
complexity and scale of population centers as one proceeds

—2—
Justin Farquhar (Order #31536937)
stretching twice as far beyond that is an intervening realm of
Example Hearth: pasture and woods, before one treads on the fields of the next
The Wayside Inn village. Under optimal conditions, though, there may be no
isolation at all, with fields packed back to back.
In the southern reaches of Clewd Country near Long-
In terms of crafters, merchants, and trade in a village, the
wood Forest, midway on the long stretch of road between
numbers and variety are limited. Residents mostly take care of
Hallach and Havenhold, a lone farmstead stands open to
themselves, so there is little specialization, though some may
travelers. The Wayside Inn, a fixture in these parts, is run
be found. Professions are truly mundane and may include e.g.
by the tough, loyal, and caring Hovryn, one of the most
weaver, thatcher, carpenter, potter, and smith. A priest or
powerful women in the region. She is warm, welcoming,
shaman may tend a shrine here, honoring a local god of agri-
cheerful, and shrewd—everything her husband isn’t. That
culture or empire, or a spirit of place. Traveling salesmen (ped-
taciturn farmer, Craddoch, seldom speaks, and when he
dlers) visit now and then.
does it is rarely pleasant. Hovryn cleaves to Craddoch
despite his defects, and more than makes up for them, as
the motive force behind the success of the inn. The middle-
aged couple has five children, all married save the
youngest; all of them, plus spouses and their own small
children, live here and work together. This extended family
has kinship ties in all of the local settlements, and is well Example Village:
respected. Underwood
The inn itself began as a large farmhouse with an Underwood is one of several hamlets in a particular cor-
attached barn, typical for the area, and has been expanded ner of the frontier of Grath Country. The border of this
several times over the decades. Now one added wing holds land is marked by the great Longwood Forest to the north
the guest rooms, while another is for the young families. and west; marching north through it for two days leaves
Though not a warrior, Craddoch has always been a seri- one in the territory of the rival Clewd people. The terrain
ous participant in the local militia, which is strong out here here is rugged but not totally inhospitable, featuring rolling
on the frontier. The stern patriarch is determined to defend hills and some broken places, with soil that varies from
his family and home as needed. Thus when the beast-men rocky to muddy. There are damp and boggy patches, and
suddenly appear and infect the neighboring villages with sinkholes. Farming is not easy here, but some spots are
zombie plague, it is natural that the survivors flee to the lush with native grasses, so herding sheep is a natural and
Wayside, to seek shelter and make their stand against the productive livelihood. Hunting and gathering in the dense,
oncoming hordes. deep Longwood Forest are also key to the success of the
local villages, though there is an air of mystery and fore-
boding among those trees. There are tales of folk disap-
pearing in there, never to be seen again. Dangerous ani-
In terms of a “permanent” settlement, for the hearth we might mals such as wolves and bears are known, but seldom
instead mean “ongoing”, as in what the group experiences day encountered.
after day as a lifestyle, not “permanent” as in returning to the Like most small villages, Underwood is not unusual at
same stones or brick fireplace every day. The hearth might be all, or at least it seems so to those who grow up there. The
just a campfire to homeless Civilized folk in a great city, or codger known as Old Gorm scolds the children, but also
mobile hunter-gatherers of Primitive or Barbarian culture, or teaches and looks out for them. He gets along with the
Nomads. A hearth could also represent a lone homestead of the priestess Kala Sweetgrass, but not with Dolgram the
farmers or ranchers on the frontier, far from their nearest smith. The hunter Pohl Poggard brings his game to sell
neighbors (a league or more away, say). Whatever the culture each week. There is always beer and a tale to be had at the
or circumstances, the hearth is the smallest social unit. public house. Everyone here knows each other—and each
other’s business. Most take comfort in this, or do not think
about it at all, but a few find it stultifying. Those odd folk
Villages tend to leave at first opportunity, to seek adventure in the
Neighboring hearths may coalesce into a village that is home wider world. Nevertheless, they do find occasion to return
to tens of people, or even a few hundred. In the wilderness to their roots here from time to time, and when they do the
there may be no larger type of settlement, and even in heavily reunions might be sweet, or bittersweet. Those folk might
populated Civilized farmlands, most communities are villages. be reminded of why they left in the first place. No, nothing
In a Primitive society, the village is probably the largest type of ever changes in Underwood...until it does.
settlement. Nomads also tend to roam in mobile encampments
no larger than this, unless they temporarily gather.
Even villages that are close to one another are often mildly
isolated. Walking from the buildings at the center of a farming
hamlet, the tilled earth extends perhaps half a kilometer;

—3—
Justin Farquhar (Order #31536937)
Towns
At least as large as the biggest village, and perhaps populated
Scale and
by a thousand residents, is the town. Here one definitely Social Distance
expects to find a smith crafting everyday metalware. One or Larger groups offer advantages to their members, but
more priests maintain shrines to the gods of agriculture and humans need space, and have finite attention to give. Per-
the state religion, and perhaps a deity special to the place’s haps there is a key length scale at which ”out of sight, out of
founders or patron; there may even be a small temple. A defin- mind” sets in. There may also be a key time scale, beyond
ing feature of a town is its weekly market, where traveling mer- which one forgets about someone whom one does not see
chants sell to the residents and each other, promoting exchange often. Perhaps there is furthermore a limiting count, a max-
of goods from distant centers of production. Towns are gener- imum number of associates to whom one can meaningfully
ally farther apart than villages—perhaps two leagues. relate, a set that starts with the people physically closest to
In some societies a town may include the domicile of a land- us and works its way outward in space and time.
lord, who offers leadership and protection in exchange for food At some scale, physical distance can amount to social dis-
and other material support, including taxes. This landlord is a tance, and social distance can lead to a perception that
minor noble, with a title along the lines of “knight”. some people in the larger group are no longer actually Us.
This is a redefinition of “Us”, essentially, and the phenome-
non behind the formation of cliques. Subsets of people
with common viewpoints, needs, or proclivities seem to
form spontaneously, through communication. These sub-
Example Town: sets may either interact or isolate themselves. To make
Crafton matters still more complex, an individual might belong to
Crafton is a large market town of about 2000 souls in the more than one such subset.
western foothills of Pied Peak. It is a regional center of
trade and manufacture, sending raw materials and finished
goods down the Green River to the Gartharis River and on
to Nor Port, or over land to Cylder or Nyren in the east.
Cities
The lush rolling plains to the west support quality agricul-
Farther apart than towns are the larger cities that, as focal
ture and grazing, so there are many farms and hamlets
points of knowledge, culture, and wealth, exemplify the crown-
within a day’s walk. The great West Wood provides abun-
ing achievements of civilization. Though cities come in several
dant lumber, game, and other natural products. Even the
sizes and vary a lot, every one has a permanent market in
poorest farmers here are not so badly off, compared to
which goods are bought and sold daily; this is a defining fea-
those in other regions. Crime is uncommon. The region is
ture. A city is where one may find an armorer in addition to
idyllic, and life here is good.
numerous simple smiths, along with a great variety of crafters,
Within its walls, Crafton hosts a permanent market that is
artisans, and merchants. Wares from across the region and
the largest in the region. Shops open onto a central square,
possibly beyond find their way here for sale; generally, all day-
where a hundred or more people haggle and trade all day.
to-day items for common folk are available. Following natu-
Peddlers and fancier traveling merchants gather here as
rally, cities are located along prominent trade routes with good
well, as do wandering purveyors of food, drink, and diver-
transportation, whether by road, river, or sea. Beyond these
sion. All common crafts are represented here, but armor
commonalities, every city is unique, and each one probably
and weapons of war are hard to find in this peaceful
features a particular point of pride, whether it be a holy site, a
region. Mounts, beasts of burden, and livestock are easy to
wonder of nature, a college, a military stronghold, or some-
come by. Specialty products include fine wool fabric and
thing even more unusual. Cities often arise at the sites of
clothing, good musical instruments and furniture of local
famous temples, and host numerous lesser shrines as well.
wood, and marble and other stone from the nearby quarry.
A small city, from many hundreds of residents up to a few
On the west side of town is a Minor Temple to the pan-
thousand, probably does not seem small at all to neighboring
theon that is worshiped throughout The Realm. This site is
folk, the vast majority of whom hail from picayune settlements
well attended but rather plain. On the east side of town is
in the countryside. Any trip to the city is a big deal to them. A
the lord’s mansion. It includes barracks for the constable
small city is usually 10 leagues or so (a long day’s walk) from
and his few soldiers, a tower with a panoramic view, and
the next city of any size. Importantly, the small city is the
something even more unusual: a dungeon, for tax evaders
largest type of population center that can be supported by
and the occasional bandit.
locally sourced food; beyond this category, additional proven-
There are several respectable inns around town...plus the
der must be imported to sustain the populace.
Dark Horse. This public house has no rooms to let, but
Although by definition Nomads do not make permanent
does feature a stage with nightly performances. This dive
homes, smaller bands may occasionally gather in a temporary
is also a brothel and gambling den. Its proprietor is a good
encampment the size of a small city. Such a gathering contin-
source of news and gossip. Many an adventure might
ues until business is concluded or local food supplies are
begin in the Dark Horse.
exhausted.

—4—
Justin Farquhar (Order #31536937)
a large, efficient government to manage those necessities. The
Scale And Behavior shore of a major river, lake, or ocean is a natural spot for a
In a world of scarcity, people band together or perish, so metropolis. It becomes difficult to reckon how far apart two
at the smallest group scales they do not dare mistreat each metropolises might be, but tier by tier larger population centers
other much. When one knows everybody else (and espe- tend to have greater distances between them, which suggests
cially when they are relatives), one probably does not even hundreds of leagues between centers of this scale.
consider stealing from or otherwise harming them. Love In a modern setting, metropolises may sprawl so far that they
and respect aside, shame is a potent deterrent, and shun- fuse into an even larger conurbation known as a megalopolis.
ning is a death sentence in a hard world. Crime, then, is This sort of settlement is common in futuristic worlds (particu-
generally reserved for the Other (Not Us). larly in the dystopian cyberpunk genre), but seems unrealistic
The first, most powerful steps to justifying mistreatment for a premodern setting.
of people are to successfully identify them as Not Us, and
then to dehumanize them. Once they are no longer objects
of moral concern, any indignity or crime may be perpe-
trated against them without compunction. This rationaliza- Example City:
tion is the basis of many -isms. Tozer
When a settlement grows large enough that some of its The ancient city-state of Tozer, Gateway to the World, is a
members no longer know each other personally, its social metropolis teeming with fleshpots and corruption, a
bonds weaken, and the concept of the Other makes crime tremendous, diverse, and vibrant city. During the day its
more attractive. The idea that harming one of your own is streets heave with countless thousands of people, animals,
tantamount to harming yourself gets relaxed. Suddenly the and vehicles. Traders from distant reaches convene here,
distance between people creates the illusion of a nameless, bringing not just goods but also news and ideas from
faceless victim, and why not steal from or harm such an across the world. Languages, cultures, foods, arts, and
individual, who is not really even a person at all? philosophies clash, mix, and adapt. Scores of gods are wor-
shiped here, but no matter which others may be favored, all
citizens revere Tozer (or profess to).
A medium city, hosting a few thousand to many thousands of Beyond reputable business and entertainment, every day
residents, is typically 15 or 20 leagues from the next center in and night a small fortune changes hands among those who
this tier. Following from above, a settlement this large cannot truck in depraved pleasure, and its conjoined misery. Val-
be sustained by the immediate environment, and thus is forced ues and norms vary the world over, but at this crossroads
to import food from afar. The marketplace in a medium city is all manner of dissolute behavior has been sown, and has
well developed and sophisticated, with warehouses to store flourished. If there is a bottom to these depths, it has not
any oversupply, and to assemble goods prior to bulk exporta- yet been plumbed. In Tozer anything is available, for a
tion or subsequent to bulk importation. Luxury items such as price—anything except perhaps justice, a capricious luxury
weapons of war and fine clothing are made here. upon which not even the wealthy can rely.
Even more impressive is a large city, with many thousands or The current emperor Hammurakt the Seventh is ruthless
even a few tens of thousands of inhabitants. In an ancient set- about protecting and expanding his kingdom, but is far less
ting, many nations will not contain a settlement larger that this. committed to its people, as long as the taxes keep flowing
The capital of a small kingdom, or the administrative center of in. He lusts for power and uses the state’s organized,
an imperial province, is of this scale. Although a Barbarian bureaucratic military to meet his goals. His soldiers and
culture might produce such an advanced urban center, at this priests publicly distribute small sums to a lucky few of the
level one most often deals with a Civilized society. A large city poor, to keep them tame, while remaining coldly indifferent
is a hub of manufacturing and import/export business, and a to the omnipresent degradation. To the masses dignity is a
source of luxury goods for those of especially refined taste and myth, but the elite enjoy a nearly carefree life of privilege—
means: the best fabrics and clothing, the latest culinary inven- unless something unusual happens.
tions, superb musical instruments, fine art, etc. Such a splen- Capital of the sprawling empire of the same name, Tozer
diferous settlement might also feature great poverty, of course, sits at the foot of Mount Ilsitob, at the southeastern edge of
if the local potentate were indifferent. These major centers are Nurged’s Pass through the Mountains of the Gods. The
far apart: typically about a week’s travel, 60 leagues or more. city lies close to the great River Tumesh, which floods its
The apotheosis of civilization is the metropolis, which is at banks each spring. Provinces consisting of conquered city-
least the size of a large city, but possibly much larger (some his- states extend far to the south, east, and even north, where
torical examples were at the level of a million citizens). As the Border Hills form a natural boundary between the
individualized as every city is, every metropolis is more so; no Empire and the rival nation of Duresh. To the east and
two are alike in their details. The circumstances fostering the south, relatively fertile farmlands stretch over rolling hills
evolution of a metropolis are just as idiosyncratic, but logistics and valleys; farther south is scrubland. To the west the ter-
invariably demand massive resources of food and potable rain is too arid for farming and soon gives way to desert,
water; wide avenues for high throughput of trade vehicles; and and then a wide salt flat.

—5—
Justin Farquhar (Order #31536937)
Wealth
Our scale for a character’s Wealth has seven steps. There is a
Keeping Ideas
baseline assumption that these Wealth levels are from the point Straight
of view of a complex, stratified society (Civilized, or possibly This supplement addresses many ideas, such as Wealth,
Barbarian). The terminology we have chosen does not exactly Value, Purchasing Power, Social Class, Status, and Reputa-
match that used in the core rules or supplements, which them- tion. To avoid confusion, please refer to the notes below.
selves vary. In particular, our scheme expands both ends of the ➢ Wealth is attached to an individual person (character),
Wealth spectrum, with more emphasis on the poor. Even for a but could be extended to apply to a family, settlement,
game setting or character that has been developed using or any group of individuals. It describes a standard
another system with different terms, it should be rather of living, and replaces a SP tally on a character sheet.
straightforward to identify the Wealth level in our scheme that ➢ Value is attached to items (goods and services), and
corresponds to what the Games Master or player has in mind. replaces prices in SP from the core rules.
At the bottom, Destitute folk struggle just to survive every ➢ Purchasing Power is the intersection of Wealth and
day. In the wild, they rely on Survival or perhaps hunting Value. In this scheme it specifically answers the ques-
skills to eke out sustenance and shelter that may not even be tion, “Can my character obtain this item?”
enough to keep them alive for long. In a city, Streetwise is the ➢ Social Class refers to an individual’s membership in an
key to knowing where to find garbage to eat, or a safe overhang abstract group, a bit like belonging to a Cult or Broth-
to sleep beneath; using other skills may seem even more unsa- erhood. Requirements for membership might include
vory. In this tier, the food and drink might not be fit for ani- having enough Wealth, belonging to the right family
mals and is in very short supply, clothing is rags (but there may or cadre of families, practicing a certain profession,
not be any at all), and any shelter is temporary and barely pre- performing certain deeds, or taking oaths. Benefits
vents exposure (but, again, there may not be any at all). Desti- and restrictions could include Wealth, but are more
tute people own only what they carry, and that is usually of the generally expressed in terms of power and control, or
lowest quality. The only job of the Destitute is to find what is perhaps freedom and responsibility. Whether Wealth
needed to survive the day; they have no time to perform other begets Social Class, or vice versa, is left open.
work. Misery, privation, and desperation are the watchwords ➢ Status is attached to a person, family, or other group,
here. Almost by definition one does not reside in this tier for and could be a consequence of either personal distinc-
long, because continued existence here is absolutely uncertain; tion or group membership. Here Status is distinct
either one stumbles upon a way upward, or dies. Examples of from Social Class, and the two do not necessarily go
such individuals include the most neglected prisoners, escaped hand in hand. Status is handled like a skill.
slaves, the shunned, outlaws, and those who used to occupy ➢ Reputation, like Wealth, is attached to an individual
the tier or two above but now have lost everything. but could be extended to any group—or even to an
A Marginal existence features sustenance, shelter, and cloth- object, place, or event. Usually it is associated with
ing at the bare minimum to guarantee survival, or nearly so. individual distinction rather than group membership.
Even the lowest slaves and crudest unskilled laborers must be Reputation is handled as a modifier for skill checks.
kept alive for the next day’s work, and so they get the lowest- For maximum flexibility and generality, we mindfully
quality food and drink that still keeps them going; the crudest keep separate the concepts of Wealth, Social Class, Status,
and Reputation. The core MYTHRAS rules and those in
Mythic Rome, on the other hand, tie Wealth to Social Class
directly. The Games Master needs to decide which of these
concepts are interesting for a particular setting, and how
Eye of the Beholder they will interact. Our goal is to make this as straightfor-
While everyday folk living in Primitive, Nomad, or even
ward as possible.
Barbarian hunter-gatherer cultures might not have an
abundance of material goods, they should not be consid-
ered Destitute in the same way as Civilized folk would be,
and they generally would not see themselves in that same
tunic and shoes in cold climates (but perhaps just a loincloth
light. Such individuals might be (incorrectly) deemed Des-
and bare feet in a warm land); and a sheltered place to sleep at
titute by ignorant settled folk, but there are important dif-
night, possibly with a blanket or straw bedding, and probably
ferences: Among truly Destitute people there is almost
in flophouse-style shared quarters with no privacy. Personal
surely a sense of desperation that is absent from those who
possessions are very limited, and there may be no place to stow
are prepared for and dedicated to “living off the land”.
them while working. While there may well be a sense of des-
Thus the Destitute probably feel intense pressure to scrab-
peration or hopelessness among those at this level, there is also
ble to a higher Wealth tier as soon as possible, yet that sort
some sense of stability, and (bleak) expectations for tomorrow.
of concern is unfamiliar to those from societies with differ-
Poor people are the less successful among everyday folk.
ent norms (beyond the baseline commonality that nobody
Depending on the time and place, the majority of citizens will
wants to starve).
most likely be in this tier or the one above, and any switching

—6—
Justin Farquhar (Order #31536937)
(dukes, senators, and the like). Among this crowd aestheticism
Starting Wealth is a major concern; beautiful things are sought, even if they
In the core rules for character generation (MYTHRAS, page have no particular purpose. Apparel is stylish and comfort-
21), starting money is determined by Culture, Social Class able, and possibly luxurious. Homes are sprawling, and there
(for Money Multiplier as well as Background Resources), may be several. Food is delicious and superabundant, though
and dice roll. To employ instead the scheme in this supple- there may be additional mouths to feed, as the Affluent usually
ment, first write up the character’s backstory, choose Cul- retain employees, servants, slaves, devotees, sycophants, or
ture and Career, and then simply choose the Wealth level other underlings. Among its other “firsts”, this Wealth level is
and corresponding starting equipment that seem appropri- where one may finally begin to access the levers of power, in
ate to the character’s concept. The tables on page 24 of the most societies.
core rules should still be helpful in choosing equipment, Beyond mere affluence, the truly Wealthy experience levels of
once the Games Master has found what seems to be the splendor incomprehensible to fellow citizens even just two tiers
corresponding table entry. Determining that correspon- below. Such people can mobilize tremendous resources, at the
dence would seem straightforward, but the details (e.g. scale of an entire city (in the form of an army, say, or reserves of
about the availability of armor and weapons) could vary cash or materiel). Beyond splendor, power is the watchword
greatly from setting to setting, so we choose not to try to here. In many societies this sort of wealth goes hand in hand
spell them out in these all-purpose guidelines. with the elite in government (queen, regent, archon, etc.) or
religion (high priest), although the mightiest in business or the
military or magic may also feature; indeed, there could be
strong overlap among these types. Directly or indirectly, indi-
of the majority between these tiers is a pertinent indicator of viduals at this Wealth level control much of what happens in,
the society’s fortune (and perhaps of impending revolution). and to, the lower tiers. In a given society, there might be no
This Wealth level features shabby clothing that is completely level of wealth and associated power above this one.
functional, even if stained or dowdy or slightly frayed; housing On the other hand, a particular civilization could include
that is secure and perhaps drafty but occasionally cozy, with those to whom even kings bow. Kingdoms are not empires,
privacy from neighbors; and adequate, nutritious food (though and an emperor may have a host of kings as vassals. This
it may not be tasty). Material possessions are not abundant, utmost level of Wealth is termed simply Unsurpassed. Under
but everyday tools and items are at hand, and shortages are these conditions it is possible that, by divine law or tyrannical
rare. Poor folk include farmers of inferior land or ability, assertion, the few at the very top own everything in their soci-
crafters of lesser skill or less valuable goods, skilled workers of ety. Such people have access to resources at the scale of an
less significant or ubiquitous trades, midrank servants of entire province or kingdom, minimally. At this level, wealth
decent masters from the upper tiers, and many professional and power are inseparable and essentially synonymous.
thieves. Life at this Wealth level is not easy, but it is stable,
though there is naught to spare.
The Common existence is the first in which citizens normally
have enough all the time, and can even scrimp and save a bit
Value
Our scale for an item’s Value also has seven steps. Again, the
for rainy days or special occasions. Food is simple but good
following descriptions are primarily from the point of view of
and ample, tools are reliable, housing is snug, and clothing is
a relatively advanced society, though they may be more univer-
durable and nice. A commoner’s household may feature quite
sally applicable than the Wealth tiers.
a number and variety of possessions, almost all of a functional
Garbage is what people who are not Destitute throw away,
nature, but possibly including a few that are purely aesthetic.
because it is deemed useless. Such food is spoiled or otherwise
Folk in this tier include farmers of fertile land or superior tal-
repulsive; clothing is falling apart and irreparable; shelter is
ent, crafters and artisans of high ability or valuable products,
not reliably protective and may fall down on its occupants; and
and typical merchants who move sizable shipments of goods.
tools and other goods are broken or dysfunctional. Folk who
This is the first Wealth level at which life is truly comfortable,
live off Garbage—scavengers, by definition—endanger them-
rather than merely tolerable or worse, and as its name indicates
selves and live at the edge of Exposure (MYTHRAS, page 82).
is hopefully the tier enjoyed by many people. Again, the bal-
For example, the Games Master may rule that subsisting on
ance between the fractions of citizens in the Common and Poor
such low-grade food induces permanent levels of Fatigue, or
tiers is an indicator of the health of a settlement or society.
runs the risk of contracting a disease. Using weapons or tools
Above the commoners are the Affluent, the first group in
of such low quality results in breakage at the worst possible
which members routinely have more than they need for con-
moment, perhaps with injury. Such items have a score of 0 in
tented daily living, and thus may enjoy the pleasures of excess.
the Item Quality Table (MYTHRAS, page 67), according to the
People in this tier may not actually have to work every day to
rules for Equipment Manufacturing.
survive, or their “work” may be of a rather different type. Such
One small step up, Shoddy goods are barely usable and nearly
citizens could include master crafters, great artists, learned
worn out. They are not truly reliable and will soon need
scholars, well-connected merchants and moneylenders, power-
replacing, but they are still better than nothing. These are
ful priests, cult heroes, and important nobles and politicians
items scoring 25 per the Item Quality Table. Food of this qual-

—7—
Justin Farquhar (Order #31536937)
ity is stale, possibly moldy, off-tasting or flavorless, and of
dubious nutritional value. In this Value tier, clothing is torn or Invaluable Treasures
threadbare; furniture is cracked and splintered; and housing is A truly remarkable (and probably singular) item may be
drafty, leaky, sagging, and probably hosts vermin. so desirable that it does not change hands for long periods
Cheap items, while still usable, are not as good as one would of time. If it is not being traded, does the concept of Value
hope or expect. Old and well-worn, or perhaps simply of infe- apply? It is difficult to reckon the Value of unique precious
rior make from the start, these are items with a score of 50 or items; here the category Invaluable is reserved for them.
75 per the Item Quality Table. Tools and weapons are notched; For example, in our world, how much is the Mona Lisa
food is edible but definitely not good; clothing is worn and actually worth? In a literal, tautological sense the answer is,
frumpy but serviceable; and shelter is dingy and cracked, but whatever someone will pay for it at the moment of sale.
not too drafty or leaky. Until an item is actually exchanged, its Value is merely
As the name suggests, Typical is the Value standard for every- putative. This is true of all goods, but we tend to think of
day items made with the quality that one would expect in a mundane things only in terms of their utility, without
fair deal. These are goods that have been competently crafted becoming attached to them, and in principle we are willing
to a score of 100 per the Item Quality Table. In this tier, cloth- to sell them at any moment. However, when some sort of
ing fits well, is sturdy and protective, and may even look nice; a inherent value is attributed to a special thing, the sky’s the
house is shipshape and proof against the elements; and food is limit. The sentimental value of heirlooms may be beyond
fresh and healthful. reckoning to some, though to others the cash value is nil.
Expensive merchandise includes everyday items bearing In this case, one man’s treasure is another man’s trash. See
Enhancements (a score of 125 or 150 in the Item Quality Table), also the later discussion of access.
as well as things that are inherently more valuable than usual
because they are rare, of refined taste, or made of costly materi-
als. In many settings armor and weapons of war fall into this
category, as do objets d’art such as sculptures and paintings,
fancy jewelry (especially with gemstones), well-bred horses,
exotic food and drink prepared to high standards, and fashion-
able clothing cut from sublime fabrics. Shelter in a city might
be a townhouse with multiple floors, salons, and bedchambers,
plus servants’ quarters, while in the countryside it might be a
villa with a vineyard, orchard, or farm.
Priceless items are of inconceivable value to common folk,
and might be directly equated with the ruling class. Clothing
is marvelous, food is glorious, and living space includes walled
compounds and castle complexes as big as villages. Prized
personal possessions include crowns, scepters, religious icons
of utmost artistry, and basically the very best of everything.
Jewelry in this category is solid gold (unless there is a more
valuable material) with large or huge top-quality gemstones.
Finally, there are one-of-a-kind items that can only be termed
Invaluable, as their prices would be beyond reckoning, if they
ever were to change hands. Refer to the boxed text “Invaluable
Treasures”. Exchanging merchandise at this level could affect
the fortunes of an entire kingdom or empire. Probably only
durable—very durable—goods, not services, fall into this cate-
gory. Buildings include lavish great temples and palaces the
size of a town. The greatest magic items are Invaluable, natu-
rally.

—8—
Justin Farquhar (Order #31536937)
Purchasing Power in Terms of Value and Wealth

Value/Wealth Destitute Marginal Poor Common Affluent Wealthy Unsurpassed

Garbage yes yes yes yes yes yes yes

Shoddy maybe yes yes yes yes yes yes

Cheap no maybe yes yes yes yes yes

Typical no no maybe yes yes yes yes

Expensive no no no maybe yes yes yes

Priceless no no no no maybe yes yes

Invaluable no no no no no maybe yes

Purchasing Power Treasure


These Wealth and Value scales are steep, especially at the top, In this scheme, a pile of loot from an adventure is defined by
and one’s Wealth level sets a threshold of purchasing power the following parameters: narrative description, Value, num-
beyond which one may not venture far. In the corresponding ber of Recipients, and Duration. Specific items of interest may
table above, the threshold of financial stability is marked with be detailed individually. Rather than specifying fixed values,
bold “yes” entries that lie along the diagonal. Below each bold dice rolls could be used to spice things up. When the Games
“yes” is a “maybe”, indicating that a purchase is at the limit of Master knows how many characters might share in the spoils,
affordability. Beyond that, the answer to “Can I afford this?” is setting the number of recipients is easy; if the number is
simply “no”. unknown, a dice roll can be used to indicate the range. Keep-
When a character wants to buy something, check the Value of ing things vague can help, especially if writing a scenario for
the item against the character’s Wealth level in the table of pur- sale. Some examples:
chasing power. An entry of “yes” indicates that the character ➢ Just as the treasure map promised, an adventurer finds a
has the means to obtain it, period. An entry of “maybe” means box of gold coins buried behind the old tree at the corner
that a successful Haggling contest (MYTHRAS, page 56) is of the graveyard. This trove is Expensive, and could sup-
required. This contest could be affected by the character’s port a family of 4 for 2 years.
Social Class, Status, or Reputation; see the later discussions. ➢ Defeating the band of raiders that has been terrorizing
Situational Modifiers may apply, in which obtaining a sack of the region for months yields a cache of stolen goods com-
treasure or some other dramatic turn of events (detailed in the prising textiles, tools, pots and pans, rope, oil, salt, and
following sections) temporarily shifts the Wealth level of a cheap wine. The cache is of Typical value and could sup-
character—or the Value of items—by some number of steps, for port 6 people for 2 months. In addition, the bandits’
some span of time (which could be “permanently”). In terms armor, weapons, mounts, cash, and jewelry are an Expen-
of standard of living (food, clothing, shelter, and any leisure sive collection and could support those 6 people at that
activities; daily lifestyle), the character may enjoy what the new even higher standard of living for another 3 months.
Wealth tier offers, for as long as it lasts. Afterward, the higher- ➢ A band of small-time thieves has mere moments to shovel
level services and consumables are no longer available. For as much loot as they can from the County Treasury into
example, fancy clothing can no longer be kept in good repair their burlap sacks. In that brief time, each robber can
and so becomes soiled and tattered, and suddenly impecu- grab enough silver and copper coins to represent a Typi-
nious tenants are evicted from posh rentals. cal haul that could support 1 scoundrel for 4d6 months.
Instead of enjoying a relatively extravagant lifestyle based on ➢ Slaying the ancient firedrake under the mountain rewards
consumable goods and services, the player may ask the Games the few survivors with a tremendous hoard of silver,
Master for one durable item (or possibly several, depending on gold, gems, jewelry, weapons, armor, and countless items
the details; a standard adventurer’s kit, for example) of the cor- of marvelous craft. Its value would be Priceless to an
responding Value tier. Again, items of a Value marked “yes” entire clan of 100 or more, for generation upon generation
are simply obtained, while those marked “maybe” require (i.e. permanently). In addition, buried somewhere in the
Haggling. piles is the largest ruby in the world, the Heart of God,
which by itself is Invaluable. (If only it were not cursed...)
The Value of treasure bestows upon its recipients the same
purchasing power as if they were of the corresponding Wealth
tier, for as long as it lasts. In the table, find the row for the trea-
sure’s Value, then move across to the bold “yes” value that
marks the threshold for a Wealth tier. Thus a character spend-

—9—
Justin Farquhar (Order #31536937)
ing a bag of gold coins with a Value of Expensive has purchas-
ing power as if she were Affluent. A person trading a pig of Settlement Size
Typical value has the purchasing power of a Commoner; at first and Pricing
blush this may not seem interesting, but it is if that person usu-
A more complicated scheme might have different Values
ally leads a Marginal existence. One man’s trash is another
for an item in different markets, with the distance (and
man’s treasure.
steps of difference in settlement size) between an item’s
Treasure of the same Value as one’s Wealth level does not
point of manufacture and point of sale shifting its Value
change that level, but does render Easy any Haggling check at
upward. This is how merchants earn their wealth, after all.
the “maybe” tier. Treasure of a Value below one’s Wealth level
While this could lead to players attempting to game the
does not increase purchasing power in any noticeable way. For
system to amass easy riches for their characters, “easy” is
example, a king who obtains another herd of sheep is hardly
the key word here, and that behavior could be used as a
any richer at all, relatively. In this sense the idea of “treasure”
source of drama and plot hooks.
is truly in the eye of the beholder, and one man’s treasure is
The Value scale in this supplement is not fine enough to
another man’s trash. Acquiring treasure never leaves one
account for the modest changes in price that arise from
worse off, but it may not make a real difference to one’s stan-
transporting goods over moderate distances. Here all
dard of living.
goods that have traveled far enough to be deemed “exotic”
are simply Expensive. It may be more productive to con-
sider instead availability (scarcity): In the “wrong” market,
Dramatic Turns of whether that is due to distance or temporary circum-
stances, shift an item’s Value up one or more steps, and
Events
make any attempt to get a “maybe” item one grade harder.
To provide excitement and verisimilitude in play, a charac-
This is the equivalent of shifting every local’s Wealth down,
ter’s life ought to have ups and downs marked by notable hap-
for the purpose of that specific purchase. If world-building
penings, even aside from adventuring. Throwing a wedding
in advance, the Games Master might want to make notes
celebration, for example, might diminish one’s Wealth for
about availability of goods in certain markets at certain
months afterward. To account for this in our scheme, define
times, but it might be more fun just to let matters develop
such a Dramatic Turn of Events just like Treasure. Indeed,
during play and record precedents then.
acquiring a bag of treasure is just one example of a Dramatic
A side benefit is that this approach should enhance the
Turn of Events. It may be easier to describe the temporary
narrative aspects of the game. Indeed, shortages and gluts
change in Wealth in terms of steps of difference, rather than an
are examples of Dramatic Turns of Events.
absolute Wealth tier. Realize that, as in the example of a costly
wedding, the new Wealth level may be lower than the usual
one. Living beyond one’s means can never last, and hard times
may displace kinder days. Wealth raise, but do obtain food that is one Value tier bet-
One benefit of using this more narrative-oriented scheme for ter; e.g. for now, the Poor can afford Typical food.
reckoning Wealth is that it can be tied seamlessly to campaign ➢ The gods are displeased, and famine stalks the land. All
milestones, either as an effect of storyline development (spoils farmers and their landlords across the region suffer a
from adventuring), or a cause (plot hooks and scenario seeds). Wealth cut of two levels, which lasts until this time next
These game mechanics could also be handily integrated with year. Others in the region do not take this Wealth cut, but
Background Events (MYTHRAS, pages 17–20). can obtain only food that is two Value tiers worse; e.g. for
Some examples: now, the Affluent can get only Cheap food. Everyone
➢ While the company is off adventuring, the village’s cattle who was Poor has now become Destitute, in terms of risk-
are raided by a rival tribe. All villagers have their Wealth ing starvation.
reduced by two steps, which means everyone is now
➢ A character receives an unexpected inheritance, which
either Marginal or Destitute. This penury will last until
lifts her and her immediate family’s Wealth level to Afflu-
some brave souls steal the cattle back.
ent for a year. Among the many heirlooms is a mysteri-
➢ War shortages reduce the Wealth level of the characters, ous dagger that apparently can cut anything; it may be
their families, and everyone else in the kingdom by one Invaluable.
step. Belts will remain tightened for as long as the con-
➢ A nemesis pulls strings to have a character’s property
flict lasts. For those not off participating in the fighting,
reevaluated, and suddenly new taxes are due. The vic-
there is no more natural moment or motivation to earn
tim’s Wealth is diminished by one step for 1d3+3 months.
extra cash through risky propositions. Another way to
This affects the character’s entire family, and taking extra
restore the status quo would be to end the war.
care of them may distract him from the villain’s larger
➢ The gods are pleased, and this year’s harvest is a bumper plans...but should this treachery come to light, the discov-
crop. All farmers and their landlords across the region ery could instead preoccupy him with a lust for revenge.
enjoy a Wealth raise of one level, which lasts until the
next harvest season. Others in the region do not get this

—10—
Justin Farquhar (Order #31536937)
Unintended Usage that she can buy (or rent) an item on the spot for use today, and
sell (or return) it tomorrow. This is the key function of cash: It
Dividing a treasure hoard among fewer recipients increases
is a portable, abstract, convenient medium of exchange.
its yield per person, in terms of either its Value or Duration,
On the other hand, a character might choose not to be bur-
while dividing it among more recipients decreases its yield.
dened by carrying his own food or drink when poking around
For a given Value level, to reckon a change in Duration sim-
a well-stocked town, as long as he has a few coins. Out in the
ply rescale using this formula:
wild, though, those coins cannot be eaten or drunk; they
DActual = DListed × RListed / RActual
become useless when they no longer grant access to the
in which each D is a Duration and R a number of Recipients.
desired goods. (Then the Survival skill becomes, one might
Thus a trove (of any particular Value) that was imagined to last
say, worth its weight in gold.)
4 months for 5 recipients would for 3 recipients last 4×5/3 =
There are also other situations in which a particular type of
almost 7 months. Meanwhile, a hoard that would last 9 weeks
currency might be useless. If chieftain Gragor the Grim has no
for 6 recipients would for 10 recipients last only 9×6/10 =
use for gold and will only trade the legendary Sword of Slayers
about 5½ weeks.
for the head of his hated enemy, then that head is the only
Reckoning a change in Value is trickier. To shift one notch up
“currency” granting access to the sword of interest. This sort
on the Value scale, and thus increase purchasing power, a pile
of unconventional, specialty currency—which might instead be
of treasure either will not last as long or will support fewer
favors, for example—could be the basis of access to not just a
recipients, so we need to divide DListed × RListed (which measures
unique transaction, but an entire class of transactions, or even
the total amount of treasure) from the formula above by some
an entire economy. Such access requirements allow for story
scale factor. A factor of 5 seems about right, but for easier
hooks galore. The use of specialty currency is essentially
arithmetic the Games master might instead choose 4 or 6 or
Barter, and the Games Master may prefer to invoke those rules
some other value. Thus an Expensive trove that was imagined
(MYTHRAS, pages 55–56) in such a case.
to last 4 months for 5 recipients while providing an Affluent
Does it matter whether you have your own ladder, if your
lifestyle could instead provide a higher Wealthy standard of
cousin who lives a short walk down the road has one, and is
living for 4×5/5 = 4 person-months, i.e. 1 person could live that
willing to lend it to you at a moment’s notice? Does it matter
way for 4 months, or 2 people for 2 months, or 8 people for ½
whether you own a book, if there is a library in town? Access
of a month, etc.
also encompasses the idea of borrowing. This may be narra-
On the other hand, cheapskates might prefer to live a less
tively more interesting than plain ownership, especially in the
extravagant lifestyle for a longer period of time. In that case,
context of the “maybe” tier of relatively high-value gear that
we multiply by 5 instead of dividing. Thus the same Expensive
might be just out of reach. In that case, failure in the Haggling
trove above could provide a Common lifestyle for 4×5×5 = 100
contest could be interpreted by the Games Master as a “no,
person-months, i.e. 1 person could live that way for 100 months
but” result: No, the character cannot acquire the desired object
(over 8 years!), or 2 people for 50 months, or 4 people for 25
outright, but she can borrow it for the time being—and that
months, or 20 people for 5 months, etc.
will come at the explicit cost of a favor to the owner. This idea
Be careful, though, about reckoning changes in Value and
could also be used to address a Dramatic Turn of Events in
spending treasure. If a character already gets to live at a given
which purchasing power is temporarily reduced due to short-
Wealth tier, even in the absence of windfall treasure, then there
age. “Terribly sorry, old chum, but I’m all out of rope; every-
is no point in spending that Expensive trove above to keep liv-
one is, these days. I suppose I could lend you my own coil, if
ing the same Common lifestyle—unless the character intends
you bring it back in a week, and promise to help me shear the
to stop working altogether (retire). When a character plans to
sheep then.” Borrowing is an excellent basis (but not the only
resume her usual career during downtime from adventuring
one) for establishing an economy of favors.
and does not want to raise her standard of living, then it seems
The concept of ownership is not central to all societies. Per-
better to just keep the trove in reserve as savings, to pay for a
haps in some culture nobody can own the land, or all tools are
one-off expense like a funeral or celebration, if ever needed.
community property belonging to the group as a whole, yet
not to any individuals, including the crafters who created
them. In such a culture thievery would not be a crime, as the
Access idea would make no sense; probably there would not even be a
The concept of access expands the idea of material wealth, word for it. Characters from that background might make
particularly in the contexts of travel, specialty currency, owner- troublesome gaffes in a foreign land...
ship, and societal relations. Even in the absence of private ownership, access could still
Sure, your character owns a farm, and with it a ladder and be an issue. Perhaps a clan member of higher status could
buckets and a table and chairs and a larder full of food—but demand use of a tool, even if another were already in the mid-
does she have any of that stuff right here and now? This illus- dle of a project, or a chieftain could deny access entirely, as a
trates why an accurate personal equipment roster is important legal punishment (or even just out of spite). “You have sinned
during play. If a character has been separated from the things against our village; go till the earth with your bare hands.”
she needs, then it is as if she did not own them at all, for the
moment. Fortunately her Wealth level dictates the amount of
money or portable valuables she happens to have with her, so

—11—
Justin Farquhar (Order #31536937)
Status game in which Status and Wealth are not intimately conjoined;
read on. In a game where they are closely bound together and
Across the core rulebook and supplements, concepts involv-
Wealth dictates Status (or vice versa), then the Games Master
ing status and social class seem to be thoroughly blended, and
may prefer to skip the extra arithmetic in any Haggling check.
the terminology is not so consistent. For example, Mythic Con-
stantinople even uses the mixed term “Social Status” (page 14).
In the core rules, a character’s standing in society is addressed
by her Social Class (MYTHRAS, page 21), which sweeps up vari- Status, Social Class,
ous aspects into a single abstract metric: “Social Class mea-
and Wealth
sures the prosperity, resources, and social position of charac-
The core rules consider that Social Class determines a charac-
ters.” However, rather than being intimately related, a char-
ter’s familial wealth, starting money, and standard of living; see
acter’s status, social class, wealth, and reputation might be
the Social Class tables (MYTHRAS, page 24), the Minimum
totally independent in some campaign settings. Once again,
Maintenance Costs table (MYTHRAS, page 55), and the related
we intentionally keep these terms separate, to help the Games
text. In Mythic Rome, Social Class is discussed on page 123, and
Master focus on each one as cleanly as possible.
there is a table that relates a character’s Wealth to the dice roll.
For an independent metric of Status, we adopt the approach
Later on pages 125–130, the entry for each Profession (i.e.
used in Monster Island (pages 21–23, 27, and 32) and Mythic
Career) gives a bonus or penalty to a character’s Status and
Rome (page 132), in which Status has a score like a skill and
describes the appropriate Wealth level. Similarly, in Mythic
functions rather like a Passion. In play this score could be used
Constantinople the tables on pages 59 and 60 directly connect
in many different ways:
Culture, Career, and Social Class.
➢ to Augment a skill check, especially of Influence or Com-
Tying Wealth to Status and Social Class may make the most
merce as in Haggling (and see more on that below);
sense when imagining Civilized societies with large-scale man-
➢ in place of another social skill, especially to assert rank or ufacturing and specialization of labor, yielding a large quantity
compel action by a social inferior (or even a superior, and variety of goods, complex economies, and greater wealth
potentially), in an act of public shaming or “saving face”; disparities. To a lesser extent these conditions may also arise in
➢ as a tie-breaker in an Opposed Roll of social skills (Mon- Barbarian societies, but among Nomads and Primitive peoples
ster Island, page 23, “Ritual Challenges”); material prosperity is comparatively limited, and the difference
➢ as a skill cap (MYTHRAS, page 50); or between the most humble and most exalted in a society may be
➢ as a general indicator of reputation, much as the Lan- much smaller.
guage skill indicates fluency (and see the related discus- Game mechanically, the simplest scheme would be a direct
sion of Reputation). relationship between Status, Social Class, and Wealth in which
In our scheme, Status can boost a character’s chance to obtain a single roll of 1d100 during character generation determines
items at the limit of affordability. In the Haggling contest for a all three aspects. This is essentially what the core rules do,
“maybe” entry in the table of purchasing power, consider the although there the concepts of status, social class, and reputa-
Status scores of the opponents, and use that score to Augment tion are handled rather differently. Thus we create a modified
the Haggling roll for the character with the higher value (who table of purchasing power, with rows above for Status score
may in fact be the seller). This is probably most suitable for a and Social Class that map directly to Wealth categories.

Status, Class, Wealth, and Purchasing Power

Status 01–05 06–20 21–70 71–95 96–99 100 > 100

Social Class Outcast Slave Freeman Gentry Aristocracy Ruling Supreme

Value/Wealth Destitute Marginal Poor Common Affluent Wealthy Unsurpassed

Garbage yes yes yes yes yes yes yes

Shoddy maybe yes yes yes yes yes yes

Cheap no maybe yes yes yes yes yes

Typical no no maybe yes yes yes yes

Expensive no no no maybe yes yes yes

Priceless no no no no maybe yes yes

Invaluable no no no no no maybe yes

—12—
Justin Farquhar (Order #31536937)
To match the scheme for Wealth, we consider more Social
Classes than in the tables on page 24 of the core rules. In our Status Versus
scheme, by design the topmost Social Class corresponding to Wealth
the ultimate Status scores cannot be obtained randomly during
How exactly are Status and Wealth related? Does Status
character generation; either the Games Master would have to
come from Wealth, or vice versa? Does some category of
allow it explicitly by hand, or it would need to be attained later
Status actually prohibit great Wealth, such as when holy folk
during play.
are sworn to poverty? In some (perhaps unbelievable)
Note that in our table above the most likely Status result cor-
game worlds, wealth and status could be inversely related:
responds to the “Freeman”, with a Wealth level of only Poor,
While the wealthy may enjoy their material existence today,
not Common. This is correct. While in some settings one
they will find it impossible to enjoy the eternal peace of
might expect a Freeman to be able to afford goods of Typical
spiritual enlightenment, which is attained only by those
Value, in our example system this is not guaranteed, though it is
who live as ascetics and are revered. In such a society,
still possible. In this harsher social structure, only Cheap items
though, if most people were serious about spiritual health,
can be obtained reliably by our Freeman; Typical goods have
they would quickly give away their wealth to benefit the
only a “maybe” rating, and some luck is required to be able to
poor, raising the standard of living of everyone around
eke out a purchase. Expensive goods are out of the question,
them and leveling that standard for the whole nation—
unless a Dramatic Turn of Events unfolds.
which, incidentally, would remove the need for Wealth and
Variants of this simple scheme could be constructed; the most
Status systems.
obvious would be to alter the 1d100 range for each category, to
reflect a different societal Wealth/Status distribution. One
could also use fewer Social Classes, with multiple Wealth steps
included within the same Social Class. (Using fewer Wealth
categories would entail more profound changes to the entire
Changes to Status
Like a Passion, the Status score may rise or fall during game-
scheme, though, and is not advised.)
play. With the agreement of the Games Master, a player may
The next page presents three such variant schemes. These
spend Experience Rolls to change Status in the same manner as
tables are for the Greek and Frankish Social Classes and the
a Passion. Note, however, that the rules for deepening and
Turkic and Arab Social Classes described on pages 59 and 60 of
waning of Passions allow for large changes of as much as
Mythic Constantinople, and for the classes comprising Tozerian
1d10+10 per occasion; for this reason, the Games Master might
society, as described primarily in the Old Bones scenario The
prefer to treat Status as a regular skill with a 1d4+1 change.
Unapproachable. In that adventure, the protagonist Samal is
Some range bands for the Social Classes are narrow, and if it
from the House of Beboutor, one of the High Families of Toze-
should be difficult to change Classes, then large swings in Sta-
rian society, which renders her unthinkably wealthy and privi-
tus are probably undesirable.
leged, from the point of view of the everyday folk of the city.
The Games Master might also like to call for changes in Sta-
tus according to in-game events, either at will or according to a
list of well-defined situations and point values. See the lists of
accomplishments and situations that contribute to Status on
pages 22 and 32 of Monster Island, for example. Such changes
due to the results of gameplay would not cost Experience Rolls,
and could be assessed either on the spot during a scenario, or
at the end during the reward phase.
Determining an initial value for Status during character gen-
eration might be handled in a number of ways:
➢ with a Random 1d100 roll, as mentioned;
➢ with a list of well-defined situations and point values
(again, pages 22 and 32 of Monster Island may inspire);
➢ according to the character’s particular family history (but
here consider Status versus Reputation); or
➢ by tying Status to membership in a Cult or Brotherhood.
Conversely, sufficient Status might become a requirement
for advancement in an organization.

—13—
Justin Farquhar (Order #31536937)
Greek & Frankish classes in Constantinople

Status 01–15 16–17 18–70 71–95 96–99 100 > 100

Social Class Outcast Slave Poor Freeman Wealthy Free. Aristocracy Royal Emperor

Value/Wealth Destitute Marginal Poor Common Affluent Wealthy Unsurpassed

Garbage yes yes yes yes yes yes yes

Shoddy maybe yes yes yes yes yes yes

Cheap no maybe yes yes yes yes yes

Typical no no maybe yes yes yes yes

Expensive no no no maybe yes yes yes

Priceless no no no no maybe yes yes

Invaluable no no no no no maybe yes

Turkic & Arab classes in Constantinople

Status 01–05 06–20 21–90 91–95 96–99 100 > 100

Social Class Outcast Slave Freeman Prof./Ruling Aristocracy Royal (Unattainable)

Value/Wealth Destitute Marginal Poor Common Affluent Wealthy Unsurpassed

Garbage yes yes yes yes yes yes yes

Shoddy maybe yes yes yes yes yes yes

Cheap no maybe yes yes yes yes yes

Typical no no maybe yes yes yes yes

Expensive no no no maybe yes yes yes

Priceless no no no no maybe yes yes

Invaluable no no no no no maybe yes

Status, Class, and Purchasing Power in Tozer

Status 01–10 11–30 31–80 81–95 96–99 100 > 100

Social Class Outcast Slave Common Folk Aristocracy High Families Emperor

Value/Wealth Destitute Marginal Poor Common Affluent Wealthy Unsurpassed

Garbage yes yes yes yes yes yes yes

Shoddy maybe yes yes yes yes yes yes

Cheap no maybe yes yes yes yes yes

Typical no no maybe yes yes yes yes

Expensive no no no maybe yes yes yes

Priceless no no no no maybe yes yes

Invaluable no no no no no maybe yes

—14—
Justin Farquhar (Order #31536937)
Reputation PERSONAL PHYSICAL OR DIFFICULTY
Finally, aside from any Status that might be due to member- SCOPE SOCIETAL SCOPE OF CHECK
ship in a group, a character’s personal Reputation may be of Close siblings,
interest. The MYTHRAS rulebook includes tables for Reputation Essentially no
best friends, Very Easy
and Connections on page 25, but otherwise does not have separation
loving spouses
much to say on it. By slightly extending the core rules, we may
use the Customs score (or Culture, for a foreign group) to
address whether one character knows another by reputation. Immediate family Household Easy
Customs represents all cultural knowledge, “what everyone
knows” or could be expected to know from growing up in a All of a small village;
certain place and era. In this sense it is like Locale, but for Close neighbors, neighborhood in a
social information, rather than information about the natural extended family large village or bigger Standard
world. (normal relations) settlement; kin in the
With this in mind, in our scheme a character’s Reputation is next settlement
quantified in terms of how many bonus grades are applied to
such a check of Customs or Culture, or to the Haggling roll Outside neighbor-
that is required by a “maybe” entry in the table of purchasing hood in a large village
Distant neighbors,
power. or bigger settlement; Hard
estranged family
next settlement over;
kin in a far settlement

Common Knowledge Strangers,


Far reaches of the
To reckon a character’s command of common knowledge, we same city; distant Formidable
shunned relations
set up a table of “cultural fluency” akin to that for Linguistic settlement
Fluency (MYTHRAS, page 47) to furnish a general sense of what Settlement at the
a member of a community knows based on Customs or Cul- Distant strangers
farthest reaches of the Herculean
ture score. The table below keeps the same breakpoints as in from afar
land, or beyond
the core rules, but of course for a given setting the Games Mas-
ter might prefer different ranges, or even a different number of
categories (rows in the table).
Changes to Reputation
It would be most natural (but not essential) to have every
CUSTOMS character begin with a Reputation of zero, with bonus grades
COMMAND OF COMMON KNOWLEDGE being the result of in-game events. For a character to earn a
OR CULTURE
(CULTURAL FLUENCY) reputation, allow a payment of 5 Experience Rolls plus a corre-
SCORE
sponding amount of cash (which may be out of reach) and time
Knows only the basics, cannot recognize or to raise Reputation by one grade. The cost is akin to that for
1–25%
interpret subtlety learning a new magic tradition. Paying a traveling troubadour
Understands everyday behavior and social to sing tales of one’s glory, or buying rounds of drinks at every
26–50% tavern across the countryside, or launching a whisper cam-
mores, including some humor and sayings
paign at every market stall in the city, are examples of how
Has complete common knowledge as if a such news gets converted to common knowledge.
51–75%
native, including history, fables, and adages Alternately, for notable deeds the Games Master might opt to
Has deep knowledge beyond most natives, include a +1 Reputation raise as part of the reward at the end
76% + of an adventure, aside from any Experience Rolls or treasure.
from ancient to recent events, if not hot news
This could become a regular part of designing adventures in a
particular campaign: Did any changes in Reputation occur as a
result of this scenario’s events?
This table suffices for many situations; we only call for a dice
What about a bad reputation? Nobody would pay to be
roll when it is interesting to establish whether a specific piece
known for notorious deeds (or would they...?), but their actions
of information is known. When calling for a check of cultural
might lead to infamy anyway, at the Games Master’s discretion.
knowledge (for example, to see if a character is recognized due
This fits well with the above idea of a direct award at the end of
to Reputation), the Games Master may prefer to apply a bonus
the adventure, whether a player wants it or not! In such a case,
or penalty grade according to how far removed the person is
a character could spend 3 Experience Rolls to change the sto-
from the subject, in physical or social terms. Recall “Scale and
ries about her to whatever she prefers, without actually chang-
Social Distance”. In a hamlet everyone knows each other, but
ing the grade of her Reputation. Keep suitably detailed notes
already in a town of a few hundred there will be some folk
on the character sheet as the campaign develops.
who have little or no contact.

—15—
Justin Farquhar (Order #31536937)
Is all publicity good publicity? In some situations the Games
Combining Reputation,
Master may opt to use the character’s Reputation as a penalty
rather than a bonus. For example, a famous character trying to Status, and Wealth
sneak out of the city unnoticed might have a Formidable time These mechanics may all be used together: When a Haggling
of it. Likewise a person who is infamously dishonest may find roll is required according to a “maybe” entry in the table of
two grades of Reputation a hindrance rather than a help in purchasing power, Augment it using the character’s Status, and
purchasing a chariot, or winning a lawsuit. A person who is an then apply the bonus grade due to Reputation. In extreme
infamous killer, however, may still get a bonus rather than a cases this essentially improves the character’s purchasing
penalty to buy that same chariot. Deciding which way to use power by one notch in the table, when the final skill value gets
Reputation is situational. raised above 95% or the bonus grade climbs to Automatic (if
Can a character erase his Reputation? Even if the Games the Games Master allows that grade in this situation).
Master prefers not to allow this, it is always possible to spread
disinformation, by spending 3 Experience Rolls and Wealth as
suggested above. A character may start a rumor that he has Conclusion
died, or retired, or sailed to a distant shore. Some say he killed The preceding discussion has yielded independent yet inte-
the Duke of Arsy in cold blood, while others insist it was self- grated game mechanics for handling Wealth, Status, and Repu-
defense. Actually erasing a Reputation should be more costly; tation in MYTHRAS. Use all, some, or none of these ideas as
consider 5 Experience Rolls plus cash, per step—the same as the desired, in the context of your particular game. Keep in mind
cost to acquire the current level. that rules of any kind should facilitate and enhance your role-
Perhaps the only way to truly dissociate from one’s Reputa- playing experience, not complicate it or otherwise diminish it,
tion is to take on a new identity. This could be handled in and that the simplest approach is always just to use the rules as
purely narrative terms, but if game mechanics are desired, con- written. For example, money truly is a convenient, abstract
sider a one-time charge of 5 Experience Rolls along with the measure of wealth, and some gamers might prefer just to
associated costs and inconvenience, such as moving a long way assign values in SP to prices, incomes, and treasures. The basic
to a place where (probably) the character is unknown. Appear- premise of this work, however, is that alternatives and exten-
ance-altering magic or surgery, crude or refined, could also sions to the core rules may be of interest, especially when there
play a part. Even so, the past does have a way of catching up to is a desire for less bookkeeping and better integration with the
us, especially when it serves the larger narrative. narrative of a campaign.
As when establishing how magic will work in a particular
setting, for best results this game aid probably should be con-
Specialized Knowledge sulted during the planning stage, before play begins. With
All of the preceding refers to common knowledge. There are care, though, its rules could be introduced at any stage.
nonetheless secrets, news, and uncommon or forgotten lore. It Finally, although these rules have been designed specifically
takes some time for news, gossip, and other information to for MYTHRAS, they probably could be helpful in other gaming
become common knowledge; determine this case by case, and systems as well.
according to distance and connectivity. In a small village,
urgent news being actively spread might reach everyone in
mere minutes; whether it is significant or enduring enough to Acknowledgment
be retained as common knowledge is another matter. In a The author is grateful to Lawrence Whitaker and especially
metropolis, meanwhile, it might take weeks for news to perfuse Pete Nash for an encouraging, helpful critique of this material.
the community. There is still room for Professional skills like
Lore (News and Gossip of the City), or Lore (Clan History).
These can respectively cover things that have not yet had time
to become common knowledge, or those that have passed out
of everyday reckoning.
Taking a broader point of view, a Reputation score could be
assigned not only to an individual, but also to an event, arti-
fact, place, or other object of cultural or historical significance.
This is just another expression of an aspect of scenario or cam-
paign design that the Games Master may already be using.
While all villagers remember the local conflicts of the last few
generations, the famous Battle of Muddy Hill has a grade of
Very Easy associated with it. Likewise, obscure events that
have faded from the public’s mind could carry penalty grades,
in which case Lore (History) might be a more useful skill.

—16—
Justin Farquhar (Order #31536937)

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