Fading Suns FAQ (Frequently Asked Questions) We at Holistic Design have received many queries concerning the costs of goods in the Fading Suns universe. Hence, we provide this excerpt from the forthcoming book: "Forbidden Lore: Technology" (in stores December) * Economics There are few subjects in the Known Worlds as confusing to most people as is economics. Very few can stand far enough back to understand the big picture. An interstellar eye is called for, and such a vantage point can only be held by those in the five major houses, the Merchant League, the Church, or the Emperor. And all these factions disagree on key economic principles. Certainly the Emperor is on the top of the economic food chain. He controls the unit of commerce - the firebird- enforcing its use and ensuring that only the Imperial Mint can turn out genuine firebirds. The penalties for counterfeiting are steep, ranging from long-term incarceration for minor offenses to execution for major scams. Next in the chain are the nobles houses. The individual fortunes of the houses rise and fall, but the five major houses collectively control most of the wealth in the Known Worlds. The Hawkwoods are getting richer and richer while the Hazat see their coffers dwindling in their war against the Kurga Caliphate. They are beginning to rely increasingly on plunder from that barbarian empire to make up for their losses. Most noble's fortunes come from the simple fact that they own almost everything - the land and the people of the Known Worlds. The profits from the labors of most peasants - crops, handicrafts, industrial goods, etc. - all goes into the hands of the few lords who rule over them. Very little wealth is returned to the peasants; usually only enough to keep them alive and relatively docile, although often the barest of living circumstances is afforded them. The nobles' wealth is spent on a variety of things, from the upkeep of the nobles' estates and the training of house armies and navies, among other things. Money is also distributed to the guilds in the form of contracts for various goods - the building of palaces, the manufacture of war machines, legal experts to aid in suits against other rivals, and many other services besides. A large chunk of noble money also goes to Church tithes. Such tithes are often coerced through threat of excommunication, but are more often given by lords who are genuine believers in the Church and its commandments. The Church and the Merchant League have perhaps the same amount of total holdings (the League has more tech and resources, but the Church owns more land). However, most Church wealth is in the hands of the Orthodoxy, with little among the other sects. The Merchant League's wealth is spread relatively equally between the major guilds, but each guild experiences boom and bust periods. Among the lowest in the chain are the yeomen, those freemen with no strong or direct ties to a house, sect or guild. These usually make up the membership ranks of small, local guilds, crafters, minor money lenders or any variety of tasks too small or onerous for a person of higher class to take on. The last link in the chain are the serfs, the peasants who do not even own their own freedom. They are born in thrall to a noble house and usually spend their entire lives on the fief in which they were born. The majority of Known Worlders are of this miserable class, too uneducated to even realize just how low they are. If most serfs were told about the egalitarian rights which were afforded to all Second Republic citizens, they would refuse to believe such a world ever existed. Li Halan serfs even believe that they were placed into their caste by the Pancreator and have no choice but to live out the poor role given to them in this life. * Income With power comes wealth. Below are the average yearly incomes for residents of the Known Worlds. They represent a variety of salaries: stipends for noble house members, average contract payments for guildmembers, and allowances for Church priests. The classes listed below are suggestions only; local conditions or personal tragedies can radically change income. A low ranking minor guildmember on Leagueheim may make much more than a similar fellow on Cadavus, and not all barons are equally wealthy; some build great debts or rule fiefs that have suffered war or natural disasters, cutting down the income gleaned from them. Firebirds/year Class 1 Serf 5-100 Yeoman 100 Low rank (3 pts - 7 pts) minor guild 300 High rank (9 pts - 11 pts) minor guild 200 Low rank (3 pts - 5 pts) major guild 700 High rank (7 pts - 9 pts) major guild 100 Low rank (3 pts - 5 pts) priest * 400 High rank (7 pts - 9 pts) priest * 1000 Knight, Bishop (Good Riches) 3000 Baronet, Consul (Well-off Riches) 5000 Baron, Archbishop (Wealthy Riches) 10,000 Earl/Marquis, Count, Dean (Rich) 20,000 Duke (Filthy Rich) * Church income adjusted by sect as follows: Amaltheans (-10%), Eskatonic Order (-20%), Avestites (-30%), Preceptors (-15%, no expense account but no limit to personal riches) * Firebird Prices Presented here are some guidelines for determining the firebird costs for a variety of items. The quantity of different items, worlds and conditions prevents a comprehensive list of prices for each planet. Instead, take the following conditions into account when characters attempt to purchase an item on one of the Known Worlds: Price Variation Condition -10 - -20% Supply exceeds demand (wine on Aylon, high tech on Leagueheim) -30 - -50% Supply greatly exceeds demand (slaves on Pandemonium) +10 - +30% Demand exceeds supply (penicillin on Severus, food on Leagueheim) +50 - +100% Demand greatly exceeds supply (passage off Pandemonium. luxury goods on Stigmata) +30% Select manufacture: only one source makes the item (jumpkeys from the Charioteers) +10 - +20% Select outlet: only one place sells it on that planet (books on Kish) +30 - +50% Locally proscribed (books on Pyre) +100% Universally proscribed (Vau tech) * Equipment Benefice Costs The Benefice cost for certain items were omitted from the rulebook; suggested costs are given below. Item Benefice cost Fusion cel 1 each Grenade 2 each Medical Gear: Physick's Kit negligible MedPac 1 (2 with Elixir) Expedition MedPac 2 Surgery Kit 3 NanoTech MedPac 5 Elixir 1 for injector, 1 per 5 doses Communications: Muster Voice Box (Squawker) 1 (2 for wrist model) Whisper Pin 2 Starlight LRCD 3 Light: Fusion Torch negligible Tools: Mech Tools 1 Volt Tools 1 Hi-Tech Tools 1 - 2 pts per piece Security Systems: Thieves' Keys 1 Scrambler Pad 3 Restraints: Muster Chains 2 Wet Jacket 4 Planetary Transportation: (some sample vehicles) Brute cart (10 firebirds) 1 Scraver Scrounger 9 (sort of a mega-pickup truck; 3000 firebirds) Hoverbike (9000 firebirds) 10 Air Yacht Skimmer (25,000 firebirds) 20 Wagon of Paulus Hopper (15,000 firebirds) 17 More details on such topics as sources of income, investment and credit, the Preceptors sects of the Church, and more (starships, artillery, psychic tech, alien tech, etc.), can be found in "Forbidden Lore: Technology" (available December 1996) Visit our web site at: www.holistic-design.com or the Holistic Design folder in the AOL Online Gaming Forum (keyword: GCS) Bill Bridges Fading Suns dude www.holistic-design.com