Social Class & Origin

Overview


Upon character creation, every PC must select Social Class and Origin by interacting with the starting window available in the OOC Starting Zone.

In the context of TDN, Social Class primarily dictates the apparent social standing of every PC existing in a predominantly human dominated region, the Swordbelt; in particular the nation of Amn. This is not a blanket catch-all mark or indication of a PC's relations, notoriety, or infamy within the scope of the server. For such specifics, we will be leveraging a separate system called Reputation (link TBD).

Chiefly, in terms of roleplay purposes, the intention of this system is to establish and remind players how the setting will perceive and treat a PC in general circumstances, as well as to help DMs in tracking and immediately making use of a PC's Social Class within DM interaction where applicable. It's possible for PCs to both fall and rise in station, entirely through RP and staff discretion - as such a PC's Social Class can originate from either birth or circumstance from the get-go and/or be changed along the lifespan of a character. There are very few hard setting restrictions when it comes to races and Social Classes, however demihumans in the Lands of Intrigue tend to reach the Middle echelons of society at best, and currently elves are unable to reach higher than Commoner in both Amn and Tethyr due to pre-existing prejudices and ill history between both ethnic groups of humans and the elves themselves.

For purposes of feigned or unknown (to the PC) Social Class, PCs falling under either of these categories should pick the Social Class feat that they're attempting to pass themselves off as or otherwise outwardly belong to. Should the need ever arise for changes, DMs are able to adjust a PC's Social Class on request, but please keep in mind that this will be considered on a case-to-case basis, rather than being guaranteed. For example, a PC posing as a Foreign Serf who is eventually outed to be a native charlatan running from justice, will be guaranteed to receive a Social Class change, whereas an established PC with a sudden OOC change of heart would be unlikely to receive a Social Class change.



Origin



Amn
Description: Hailing from Amn, whether from the North or South, you are for all intents and purposes a native of the land.
OOC addendum: While anyone can freely pick this Origin, it's highly recommended that you only do so if you are well-versed in TDN's setting and lore, both canon and homebrew. A PC of this Origin will be able to fit into day-to-day crowds better and may be overlooked more easily, as well as being able to communicate better with the masses on average.



Tethyr
Description: Hailing from Tethyr, whether from the North or South, you are nonetheless seen as an outsider within Amn.
OOC addendum: While anyone can freely pick this Origin, it's highly recommended that you only do so if you are well-versed in TDN's setting and lore, both canon and homebrew. A PC of this Origin will be able to fit into day-to-day crowds better and may be overlooked more easily, as well as being able to communicate better with the masses on average. Note: elves native to the Wealdath mechanically belong to this Origin by default, please choose this if you intend to play one such PC.



Foreign
Description: Hailing from lands either distant or near, you are not native to Amn and are thus seen as an outsider.
OOC addendum: While this Origin is the easiest for new players, a PC of Foreign Origin may not be able to fit into day-to-day crowds and may be not overlooked as much as others, if at all, as well as possibly suffering from communication issues with the masses or otherwise. A PC of this Origin cannot be current nobility in their background, however former / disowned nobility is acceptable with the Disavowed background feat. The range of Social Class players initially choose from is dictated by their Origin. As an example: A Tethyrian would only have the option to become a Commoner or Serf of Amn, whereas a Foreign Origin would only be able to pick Serf within Amn without IC advancement.



Social Class



Serf
Description: Whether by birth or circumstance, you are of the lowest echelons of society within Amn, with minimal to no rights, and lacking value and worth in the eyes of the world at large.

The vast majority of the population, serfs have minimal rights and endure harsh living conditions. They typically reside in city slums or work under nobility as overworked laborers. Despite their low status, serfs can blend into crowds and communicate effectively with other common folk, making them less noticeable in the bustling city environment. Their lack of wealth heavily influences their daily struggles and opportunities.

OOC addendum: Serfs typically live in the slums of cities without anything to call their own, or directly under nobility and their Houses as overworked labourers, or perhaps as destitute vagrants, but regardless of origin they are the poorest of the poor, forgotten, downtrodden, and used like tools meant to be worn out, discarded, and ultimately replaced. A PC of this Social Class, particularly when combined with Amnian or Tethyrian Origin, will be able to fit into day-to-day crowds better and may be overlooked more easily, as well as being able to communicate better with the masses on average.



Commoner
Description: Whether by birth or circumstance, you are of the lower echelons of society within Amn, with middling rights and worth.

Slightly better off than serfs, commoners occupy the lower echelons of society with middling rights and worth. They usually live in modest conditions, either renting or owning property and generally lead stable lives. Commoners are the backbone of urban and rural communities, blending into crowds and communicating well with the masses. Wealth plays a significant role in their ability to improve their living conditions and social standing.

OOC addendum: Commoners are better off than serfs, usually living in middling conditions and boroughs with rented or owned property, and generally have lives worth living. A PC of this Social Class, particularly when combined with Amnian or Tethyrian Origin, will be able to fit into day-to-day crowds better and may be overlooked more easily, as well as being able to communicate better with the masses on average.



Citizen (this is only attainable via RP and DMs)
Description: By circumstance, you are of the middle echelons of society within Amn, enjoying greater benefits and rights - you are perceived as having value and worth far above that of the lower castes.

This middle echelon enjoys greater benefits and rights, perceived as having considerable value and worth. Citizens are typically from respected or wealthy backgrounds, such as merchants, accomplished priests, or skilled artisans. They own property and enjoy a higher standard of living. While they blend into crowds and communicate effectively, their status makes them slightly more noticeable than commoners or serfs. Achieving the status of a citizen often requires significant merit or connections, with wealth sometimes, but not always, contributing to elevated status.

OOC addendum: A PC of this Social Class is typically from a respected or wealthy status, but not to the same extent of nobility. Citizens are essentially middle class, ranging from wealthy merchants to accomplished priests, and much more. They usually own property, and sometimes plentifully so. This Social Class, when combined with Amnian or Tethyrian Origin, will be able to fit into day-to-day crowds better and may be overlooked more easily, as well as being able to communicate better with the masses on average, though overall to a lesser degree compared to local Commoners or Serfs.



Noble (this is only attainable via RP and DMs as well as expected to be rare and difficult to attain)
Description: By circumstance, you are of the upper echelons of society within Amn, enjoying the highest benefits and rights, as well as the power that comes with nobility. You are invaluable and esteemed to most, if not all.

The upper echelons of society, enjoying the highest benefits, rights, and significant power. They are influential and respected, often controlling large swaths of land and numerous resources. Nobility is rare and difficult to attain, typically requiring a combination of merit, politics, and legacy. While nobles can blend into day-to-day crowds, their status and wealth make them more conspicuous. Their complaints and legal issues are taken very seriously, and the justice system tends to favor them, reflecting their societal importance. Wealth reinforces their influence and authority in their worth to the country, but wealth alone is rarely enough by itself to be granted nobility. Nobles include patriarchs or matriarchs of a distinguished family, their spouses, direct descendants, and heirs. Settlement reeves (mayors) of hamlets, villages, etc., other members of a major family house, guard captains, and magistrates.

Individuals who hold significant power and influence within the societal hierarchy are known as High Nobles. In Amn, it encompasses city reeves (rulers of individual cities like the Harbor King of Murann), patriarchs or matriarchs of major families, members of the Swordbelt Council, the Seneschal (high justice of Southern Amn), the Grand Master of the King's Own (captain of the king's guard), high magistrates, and senior military officers. They wield considerable authority and their actions and well-being are of utmost importance to the realm

OOC addendum: A PC of this Social Class is influential and powerful within Amn, having earned their status through sheer merit or shrewd politics. This Social Class, when combined with Amnian origin, will be able to fit into day-to-day crowds better and may be overlooked more easily, as well as being able to communicate better with the masses on average, though overall to a lesser degree compared to other choices.



Mechanical Impacts


Note: The following information is not at all necessary for players to know, it is listed and detailed here solely for the sake of transparency. It is completely viable to skip this section altogether.

Country of OriginModifier
Local+0
1-Step (I.e. Amn to Tethyr / Tethyr to Amn)-1
2-Step (Foreign)-2


Social Class status is based on Origin & modifiers are in play if a PC is not from the country they are operating within. For example, A Tethyrian Citizen would only be looked at as a Commoner in Amn. A Foreign Noble would only be looked at as a Serf in Amn. Due to proximity, Amn and Tethyr only have a -1 adjustment.
  1. Amn/Tethyr Caravans.
  2. Fame/Infamy/Reputation.
  3. Merchant Prices.
  • A PC receives a modifier in a given country that impacts Fame/Infamy/Reputation. I.e. A PC from Tethyr would have a slightly more difficult time establishing Fame/Reputation in Amn than a PC from Amn.
    • Alternatively, a PC from Tethyr would have an easier time establishing notoriety and infamy in Amn compared to a PC from Amn.
    • A Foreign PC would have the most difficulty establishing Fame/Reputation, yet has the easiest time establishing notoriety and infamy in Amn or Tethyr.
  • Nobles and Citizens, regardless of Origin, pay more at merchants across the server, while Serfs and Commoners do not.
  • Origin Impact on Tethyr/Amn:
    • As an example: A PC from Tethyr upon character creation would only have the option to be a Commoner or Serf of Amn, whereas a Foreign PC upon character creation can only be a Serf within Amn and Tethyr without IC advancement.


Fame
- Only impacted by Social Class since this is a singular scale and not related to country (reputation is country-based).
Social Class
Serf: -1 Towards Fame & +2 Towards Infamy
Commoner: No Change towards Fame, No Change for Infamy
Citizen: +1 Towards Fame, -1 Towards Infamy



Reputation
Minus towards gaining Rep = harder to gain Rep
Plus towards losing Rep = easier to lose Rep



Origin
Local-To-Region: No Change.
1-Step (to Amn, or Tethyr): -1 Towards Gaining Rep, +1 Towards Losing Rep (In other words, it is easier to become notorious if you're from another country)
Foreign: -2 Towards Gaining Rep, +2 Towards Losing Rep



Social Class
Serf: -1 Towards Gaining Rep & +2 Towards Losing Rep
Commoner: No Change towards Gaining Rep, No Change for Losing Rep
Citizen: +1 Towards Gaining Rep, -1 Towards Losing Rep


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