Medieval Economics
by Philip McGregor
This was originally a two part article in
NFB23 & 24, 1978/80.
When I recently saw Phanarzul's article on Economics
(NFB22) I was interested to see his conclusions on how to revise the pitifully inadequate
economic system provided in D&D. While it was an interesting article, I felt that it
did not explain as fully as possible the reasons which make a Medieval economy the most
realistic to use in a Fantasy or D&D style world.
Before I am drowned out by the many anguished howls from
those DMs who will claim that "my world is not Medieval - so it doesn't need a
medieval economy" I would like to point out that the term 'Medieval economy' does not
merely refer to that which existed in Europe in the period after the fall of the Roman
Empire - what it does refer to is a pre-industrial economy.
Thus if your society is pre-industrial it will have the
following general characteristics: a population that is mostly involved in subsistence
agriculture (85% or more), with the few Urban dwellers involved in at most handcraft level
industries that rarely employ more than 2-3 workers. The general level of technology is
fairly low due to a lack of a large enough leisured middle class to stimulate industry
into creating technological advances.
Unless your society is reasonably close to the above
structure you are moving towards the process of industrialization that resulted in the
great technological and scientific advances of the Renaissance - something D&D is not
suited to fit in with.
The major limiting factor in a Medieval/pre-industrial
society is the extreme fragility of the urban concentrations that provide what limited
amounts of manufactured goods there are - as well as providing the basis for future
development into an industrializing society. As I have noted above, 85% or more of a
county's population will be involved in more or less subsistence agriculture. In fact,
some conservative estimates show that it required at least 10 farmers to support every
urban dweller.
The obvious factor here is that any reduction of the number
of farmers, whether by war or by plague, is going to result in a similar reduction in the
number of Urban dwellers, mainly through starvation but also because of a loss of rural
markets for their manufactured goods.
There were 4 major reasons for this fragility. Firstly, the
initial lack of a suitable plough, which limited cultivation to thinner, less fertile
lands until about 1000 AD. Secondly, the use of biennial crop rotation, which left half of
all cultivable land fallow each year until the introduction of triennial rotation about
800 AD, which left only a third fallow. Thirdly, the use of oxen as draught animals rather
than the twice as efficient horse, due to poor harnesses which which tended to choke a
horse limiting loads to about 250lbs. In the 800's a new type of harness was introduced
that increased load capacity fivefold. Finally, the very low agricultural productivity
which varied between a return of 3 to 4.7 times the amount of grain sown, and from which
next year,s seed had to be taken.
The limited chemical knowledge of the time meant that only
the richest bullion mines could be operated. This, coupled with the fact that a token
currency had not yet been thought of, meant that there was not enough gold or silver to go
round. This in turn meant that frequent and massive currency debasements were necessary to
meet the growing need for currency that increasing trade and industry demanded. The
problem became so bad that at one stage 'silver' shillings minted in Germany contained no
silver at all. These problems naturally caused a rollercoaster ride of depressions and
recoveries, as well as limiting economic development and growth.
Two final limiting factors are also important to note.
These were the shortage of iron and the uncertainty of transport in the Medieval period.
Iron was in very short supply due to inefficient working methods and because deep shaft
mining was impossible without powered water pumps. This meant that iron tools and utensils
were rare, and were used mainly by the rich and well-to-do, with bronze items being used
by the great mass of the people.
The shortage of iron also meant.that chain or scale mail
was easier and cheaper to make - despite the long hours of labor involved - than full
plate, which would have been incredibly expensive, even if enough iron could be found to
construct it. The shortage was so acute that many ironworkers depended on scrap metal for
raw materials for much of the period involved.
Since the breakdown of law and order that came with the
fall of the Roman Empire the major and the safest form of transport became sea transport.
Yet even this medium was not all that it could have been, as the compass had not yet been
invented and thus sea travel was limited almost totally to coast hugging except for a few
well known routes, mainly in the Mediterranean.
These then were the major limiting factors on the
development of the Medieval world that a DM should keep in mind when developing his
D&D campaign.
But what do they mean in game terms, one might well ask.
Well, Chaots can no longer go around slaughtering innocent farmers, unless they wish to
starve to death. Famine is a real possibility with the margin of cereal production so low.
Heavy land transport will move at the slow pace of teams of oxen, and ships will be very
slow also, hugging the coastline all the time. Finally, most warriors will be armed in
chain or scale mail at best, unless they are incredibly wealthy (successful Dungeon
adventurers maybe?).
Wages
The important thing to remember is that actual money
(coinage) was scarce - and only those who possessed it could buy manufactured goods. This
meant that Serfs/Villeins/Peasants operated on a barter economy, doing without
manufactured goods for the most part. The market for such items was limited to the richer
peasantry (Yeomen), the landed Gentry, rich merchants, and the Nobility. However, even
within these classes money wasn't plentiful, and the supply could dry up very quickly
(especially after a bad harvest, when all free coinage went towards buying food - after
all, you can't eat a new sword!) making the Demand Factor for manufactured goods very
elastic.
As already indicated, the only item for which demand cannot
be cut by too much is, of course, food. During the Medieval period, the major type of food
consumed was cereal (wheat, corn, maize etc) with meat and fish being relatively scarce.
Fortunately we can determine that the average annual consumption of cereals worked out at
300kg per person, or 1200kg for the average family of four. We also know the average
number of working hours available annually, and with these two pieces of information it
becomes easy to work out average wages - if we know food prices.
England 1320 160kg cereal cost 37 shillings
France 1339-69 100kg of cereal cost 50 shillings
Thus in England the minimum hourly wage had to be 1.75
pence. Similarly in France it would be 2.5d. In most cases of course this food would have
been grown by the family themselves, or in the case of laborers in cities provided by
their employers. On top of this, there would almost certainly have been a payment in cash;
to the farmer this would have been in the form of extra crops for barter. Such payments
would probably have been on a similar scale to that suggested next:
Unskilled Laborer ½d/day 3½d/week
Skilled Laborer 1-2d/day 7-14d/week
Skilled Craftsman 3-6d/day 14-42d/week
This gives an average conjectural weekly wage as follows:
France England
Unskilled Laborer 15¾d 21d
Skilled Laborer 19-26d 24-31d
Skilled Craftsman 34-54d 38-59½d
Those persons who are self-employed would have to pay for
their own food as well as making a bit extra if possible out of their profits.
Prices
Now that we have an idea of the wages paid to laborers, we
can work out what items would have cost if we know how long it took to produce a
particular item. For instance, Chainmail took 12 months to produce (a suit down to the
knees, with long sleeves and integral hood and mittens) and Plate Armor took 24 months -
probably by a team consisting of a Master Craftsman, Skilled Craftsman and two Skilled
Laborers Thus Chainmail would cost about 676 shillings in labor alone; it is reasonable to
assume that profit and materials would boost this by 100% giving us a 'for sale' cost of
1352 shillings, or about £67. Plate Armor would cost about twice as much, say £134. If
we also remember that the major armor producing areas (for Plate Armor anyway) were in
Italy and Germany, we must add middleman profits depending on distance end safety of
travel of say 50-100%, bringing us to £201 - £268. This latter price tallies with the
known price paid by an English King for a suit of Plate during the Hundred Years War of
5000s.
Of course armor was a luxury item and profits were charged
accordingly. Second or third hand Armor may have cost a quarter of the new price. Other
items would probably have less excessive profit margins, being from 10-50% at each step.
NB - DON'T use the times for production given by TSR or
Judges Guild, as they are more the result of wishful thinking than any real knowledge of
Medieval production times.
Medieval Wages and Prices
English army 1316-1415, per day, not including any share of
loot and plunder!
Dukes 13/4d Mounted Archers ) Welsh Vintenaries 4d
Earls 6/8d Armoured Infantry )6d Foot Archers 3d
Barons 4s Hobilars ) Welsh Spearmen 2d
Knights 2s Vintenaries )
Constables 1s
1321-1420 (England):
Horse £7 Mule £1
Cereal 2d/lb Iron 5s/kilo
1339-69 (France):
5lb Twisted Candle 7/6d 2oz Medicine 1s Bronze Coffer £1/14s
Flour/lb 3d Horse £20 Draught Horse £10
Ox £4 Mule £6 Donkey £5
Knife Blade 2/6d Blankets 2/6d Mail Hauberk £30
10z silk 1/3d Wine/qrt 2/6d Lance Head 2/6d
Stirrups 2/6d Mirror 1s Paper/ream £3
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