Duil Economy

Duilintinn’s economic system is a combination of inter-house trade, various national guilds, and a standardized currency system.

## Trade

Duilintinn relies on a combination of internal trade between its own Noble Houses and international trade between itself and other kingdoms in Tirónar and other continents of the Mortal Realm.

## Guilds

Guilds are an important part of Duilintinn’s economy, education system, and politics. Unlike the Noble Houses, which are instituted by the government, guilds are created by the people. In fact, many of Duilintinn’s modern guilds originated long before the quest to found the kingdom. The government grants these guilds the right to exert their influence over areas of their jurisdiction, and in return, the guilds provide the services necessary to run the kingdom in their own special way.

## Agriculture

> **See more : Agriculture**
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The vast majority of Duilintinn’s agricultural output occurs in House Brody. However, small, self-sustaining farms (crops and livestock) exist in all parts of the kingdom, usually cultivated by farmers who, for whatever reason, decided they wanted to live in another Noble House. This allows the local towns to have a more immediate supply of food to supplement the supplies from House Brody. Root vegetables will grow almost anywhere and are the most common crop for farmers trying to grow a little extra food.

Beekeeping is also a major agricultural industry throughout Duilintinn and is the primary source of sweeteners in Duil cuisine. Beekeepers aren’t really regulated to a specific house, but certain areas are just better for bees than others. You’ll find a LOT of beekeeping operations in House Brody and House Marvin because there are so many plants in those areas for the bees to pollinate. They are slightly less common closer to the mountains/trees in these regions though; apparently bees prefer low-altitude areas with less shade. You’ll also find beekeepers in the valleys of House Jameson and scattered intermittently across House Schneeplestein. House Jackie has regulations in place for beekeepers and where they can keep their hives due to the large amount of wild and domesticated horses that roam/are ridden through the plains at top speeds. No one wants their hive to be trampled or their horse to be spooked because they ran into a random beehive! Usually, beekeepers in House Jackie are found near the streams and rivers that flow through the region.

## Industry, Science, and Technology

The scientific center of Duilintinn is Fionport, House Schneeplestein, home of the Scholars’ College, Lifeworker Institute, and Keepers of Memory guild hubs. The technological center of Duilintinn is Monacoil, House Marvin, home of the Inventors’ Guild hub.

Duil industry mostly uses hydraulic water wheels, livestock, or simple manpower to power the various tools and machines used to produce goods and services. Within the last three decades, steam power and clockwork have also risen in technological popularity among inventors, though these techniques have yet to enter mainstream use. Duilintinn is aware of the use of pólvora (i.e. gunpowder) in Tandeli, but it’s considered too dangerous, uncontrollable, and generally redundant to use in a kingdom with so many mages.

Copper is by far the most commonly used metal in Duil industry. Not only is it durable and easy to work with, but copper is one of the two necessary ingredients for bronze, which of course is a major technological milestone for any civilization. In addition, it’s antimicrobial properties are well known and applied by Duilintinn’s medical community. While other metals such as bronze and steel are stronger, copper is still commonly used for everyday objects such as pots, tools, hinges, etc., largely due to how much of it has been in the mines of the Northern Mountains.

## Transportation

Duilintinn has fairly well-maintained roads, usually made of brick. Bricks are relatively easy to make, can pave roads and keep dust and mud from ending up in sidewalks, drain easily, and don’t wear down or get stuck in hooves. They do have to be maintained on wet areas, where dirt sweeps through the cracks and causes the road to cave, but that’s easy to fix.

However, certain areas have different materials for their roads. Cities and towns with well-preserved architecture from the Feadhainn Era and Waldren Occupation have precise stonework for their roads. In rural regions of the dry Monaidh Plains, there are long stretches of roads simply made of firm, packed dirt. Cobblestone is sometimes used in towns close to rivers, which make rounded stones easy to find and eliminate the need to make bricks. And, of course, some extremely rural towns across Duilintinn still have mud roads.

Most travel throughout the interior of Duilintinn is done on horseback. However, aquatic travel is also used in specific places. The Loch Glas crossing between Monacoil and Athglen is one of the most commonly used ways to enter and exit the Draoidh Valley. Members of The Watch often travel between the Iolla Beacon Outpost and Domhainn Outlook Outpost by boat, rather than take the longer route by land. The Guardian River is sometimes used to transport goods across the Monaidh Plains, though the adjacent road is used far more often.

International travel for work is rare simply due to how geographically isolated Duilintinn is. Between the forest and the mountains, the only real way in or out of the kingdom is the Eastern Coast (which is incredibly dangerous during the winter). I’m sure that some diplomats and traders would go back and forth during the warmer months, but Duilintinn is otherwise remarkably self-sufficient.

## Internal and Inter-House Trade

Duilintinn relies heavily on the distribution of goods within the kingdom to support itself, either through government-sanctioned inter-house trade or by individual entrepreneurs. Both realms of the economy are supported by the Merchants Guild.

### Trade Options

Individuals who produce some sort of product have two options. Either they can sell their goods to the government of their Noble House at a reasonable price, or they can attempt to make more profits by selling their wares on their own.

The benefit of selling to the government is consistency and convenience; they’ll pick it up for you and will always buy whatever you are willing to sell. The benefit of selling on your own is independence and the ability to haggle out your prices for a better profit.

### Inter-House Trade Process

A portion of the goods sold to the government of each Noble House is given to Cordoire as a form of taxation. After this, the five Noble Houses trade these goods between their governments. At the end of this process, each governing body (including that of Cordoire) has a large supply of goods from all corners of Duilintinn.

With the help of the Merchants’ Guild, the government then acts as a resupply warehouse, where people who run general stores will purchase these goods in bulk and sell them in their area of residence for a profit. This ensures that every area of the kingdom has a variety of goods necessary to function as a society.

### Primary Exports of Each Noble House

While there is a diversity of occupations in all regions of Duilintinn, each Noble House specializes in producing large amounts of specific goods and services, using guilds and government-sponsored programs to incentivize the pursuit of these occupations in the region.

#### House Jackie

House Jackie is most well-known economically for its warriors, weapon and armor smiths, stables, and messengers. House Jackie is the muscle of Duilintinn. In addition to their renowned smithies and top-quality weapons and armor, the guilds of House Jackie train and deploy most of the guards and mercenaries that protect Duilintinn outside of The Watch.

In addition, House Jackie has recently developed a fire brigade system and is currently working on sending trained men to spread this system across the other Houses (much to the relief of House Marvin).

With their large population of wild horses, House Jackie also prides itself on being the source for all of Duilitninn’s equestrian needs. For this reason, the Wander Legacy’s guild hub is located in this Noble House, causing many messengers to choose House Jackie as well.

Three specific guilds hold the most economic and political sway in House Jackie: The Guard Coalition, Mercenary Syndicate, and Wander Legacy. However, all of Duilitintinn’s guilds have at least a minor presence in every Noble House. In particular, the Craftsmen’s Guilds focused on smithing and leatherwork have a strong following in the region, despite technically being centered in Cordoire.

#### House Marvin

House Marvin is the source of most magical education, goods, and services in the kingdom. Those who wish to study or benefit from the deep, unexplored studies of magic often travel or live there. In addition, House Marvin boasts the kingdom’s greatest- if also the most reckless- inventors and alchemists. New discoveries are being made there every day that benefit the kingdom as a whole (but so are new house fires).

Further from the urban population on the banks of Loch Glas, many citizens of House Marvin make their living on the magical flora and fauna that thrive in the Draoidh Valley. The plants native to the region often have magical properties and are used in a variety of potions, drinks, and medicines, so most agricultural pursuits in House Marvin revolve more around hunting and gathering this magical flora and fauna than actual agriculture.

Three specific guilds hold the most economic and political sway in House Marvin: The Mages’ Guild, Inventors’ Guild, and Foresters’ Guild. However, all of Duilitintinn’s guilds have at least a minor presence in every Noble House. In particular, the Inventors’ Guild often works in collaboration with House Jameson’s Artisans’ Guild.

#### House Schneeplestein

House Schneeplestein is most well-known economically for its doctors, scholars, researchers, and significant role in Duilintinn’s foreign trade and maritime travel.

House Schneeplestein is the local center of educational and scholarly culture, boasting the best schools, doctors, and libraries in the kingdom. The majority of doctors in other houses spent time studying under House Schneeplestein’s finest professionals, or else are members of House Schneeplestein themselves living in another region of the kingdom. Members of House Marvin send their magical discoveries and inventions to House Schneeplestein for further research and study, while administrators of other houses will often send messengers to House Schneeplestein when facing difficult economic, social, or policy dilemmas. While other lands might send those seeking answers on a pilgrimage to an oracle or deity, citizens of Duilintinn will commonly make plans to visit the lands of House Schneeplestein when facing a difficult decision (this also includes members of House Schneeplestein themselves, who will rarely draw any sort of conclusion without conferring with their peers).

Three specific guilds hold the most economic and political sway in House Schneeplestein: The Lifeworker Institute, Scholars’ College, and the Keepers of Memory. However, all of Duilitintinn’s guilds have at least a minor presence in every Noble House. In particular, the Merchants Guild plays a significant role in the region, especially in the capital city of Fionport, despite technically being centered in Cordoire.

#### House Brody

House Brody is most well-known economically for its farmers and miners, although other trades such as tanners, carpenters, lumberjacks, and more are extremely common. House Brody is the source of almost every raw natural resource Duilintinn needs. From the metals needed in House Jackie’s smithies, to the leather and dyes used by House Jameson, to the main food supply for the entire kingdom, House Brody is an invaluable part of the kingdom’s infrastructure and, by extension, The Watch.

House Brody is also the primary agricultural region of Duilintinn, responsible for many of Duilintinn’s staples, including:  beans, barley, peas, oats, rice, potatoes, herbs, wheat, leafy green vegetables, rye, and root vegetables. They are also the main distributor of alcohol in the kingdom since there’s a lot of grain being grown there. In addition, livestock cultivated in House Brody include chickens, cattle, sheep, geese, and fish.

The northern mountains are full of resources such as good workable stone, iron, and copper, so House Brody runs a lot of mining operations. The latter is by far the most common and useful mined resource produced by House Brody; while other metals such as bronze and steel are stronger, copper is still commonly used for everyday objects such as pots, tools, hinges, etc., simply due to how much of it can be found in the Northern Mountains, along with its durability and malleability.

Three specific guilds hold the most economic and political sway in House Brody: The Order of Stone, Farmers’ Guild, and Ocean Men. However, all of Duilitintinn’s guilds have at least a minor presence in every Noble House. This is especially true of House Brody, which provides most of the raw materials that many of these guilds rely on.

#### House Jameson

House Jameson is most well-known economically for its creatives, cultural enthusiasts, creators, and storytellers. House Jameson provides little in terms of necessary goods to the other houses. Instead, they are the hub of artistic culture and expression within the kingdom. Not only do these creative endeavors serve to entertain and delight the citizens of the kingdom, but also many members of House Jameson have begun to turn their skills towards tasks such as cartography, recording famous events, and other purposes useful to the watch beyond simple positivity.

Three specific guilds hold the most economic and political sway in House Jameson: The Bards’ Guild, Grand Troupe, and Artisans’ Guild. However, all of Duilitintinn’s guilds have at least a minor presence in every Noble House. The Inventors’ Guild of House Marvin regularly collaborates with the Artisans’ Guild, and the Bards’ Guild often works heavily with the House Schneeplestein’s Keepers of Memory, and the Craftsmen’s Guilds take a special interest in many of the unique crafts created by House Jameson, especially candles.

## International Trade

Foreign traders are very commonly seen in Duilintinn. Since the winter storms and rocky coastline make it dangerous to enter or leave the country by sea during the winter months, most foreign trade happens during the summer Trade Season.

However, there are also traders who take advantage of the well-traveled roads of Duilintinn and settle down! Duilintinn’s economy is designed to promote internal and external trade, so these traders who live in Duilintinn can get their stock from their countrymen abroad or by selling general goods within Duilintinn. It’s mostly up to personal preference, as well as how much you’re willing to travel back and forth between Fionport.

### Imports and Exports

With such a high population density and an economy that relies more on exporting unique magical goods than natural resources, Duilintinn has a high need for goods imported from other kingdoms, such as crops from Tandeli, Leyfel, and Grancinco that don’t grow in Duilintinn’s climate and especially lumber from places like Lantraeth, Borrike, and Halennor. Haneulian textiles, armor, and weaponry are also popular, though such things are also easily found in Duilintinn, and most of Duilintinn’s ships were constructed in the Island League.

Duilintinns primary exports to the outside world revolve around the magic inherent to the region, particularly animal and plant components with magical properties. However, Duilintinn also cultivates dozens of unique herbs that are in high demand in other lands, which are a much more consistent source of national income. Duilintinn is by no means rich in comparison to other nations of Tirónar, but these two exports allow it to remain active in international trade and acquire the goods that the ecosystems of the Feadhainn Valley cannot sustain on their own.

### Trade Calendar

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Duilintinn’s trade calendar revolves around the intense storms that batter the eastern coasts of Tirónar in the winter months and the southern coasts in the summer months.

Most full-time traders/merchants from Duilintinn will take a ship (or several, if they’re part of a company) south towards Tandeli in the Fall, which is usually your best shot towards traveling between the two storm zones later in the year (Eastern Sea = Winter Storms, Southern Sea = Summer Storms). They’ll stick around that portion of the continent during the worst part of the Eastern Sea’s storm season, spending most of the Winter traveling between Grancinco, Tandeli, and Borrike and trading everything they brought with them for goods in these countries. In the Spring, they’ll return back to Duilintinn and spend a few months preparing for the Trade Season.

Traders who originate in Duilintinn use the Trade Season to restock and trade the goods they’ve acquired during their time abroad. Typically, these traders will set up shop for the full month and then spend the rest of the summer traveling to the edges of the kingdom with their remaining wares. These groups all follow their own consistent annual routes, usually hitting all of the major cities before returning back to Loch Domhainn at the end of the summer.

Some of these traders will also take the time during the summer to travel north to other kingdoms in Tirónar that share the Eastern Sea zone with Duilintinn. Trade flows naturally back and forth between those countries over the course of their sailing season, then shuts down for the storms. It takes a lot less planning, since you don’t have to thread the needle between two different storm zones, spend an entire season abroad, or wait a whole year before you can return to restock on those countries’ goods. This means that goods from countries within your storm zone are naturally more common, cheaper, and easier to come by in comparison to foreign goods from lands in other storm zones.

Regardless, by fall, anyone who wishes to trade in the south will be traveling towards Tandeli, preparing to thread the needle between the summer storms ending in the Southern Sea and the winter storms about to begin on Duilintinn’s coast. Thus, on and on it goes each year.