Lore: Trade and money

Water is the real currency

Money, debt and government in the belt all follow from three facts about water, mass and distance. Figures here are approximate.

Three facts

Water is the scarcest thing that moves
Every journey, shipment and litre drunk draws on the same ice. Ceres holds most of the old belt's water, so its quotas are the strongest economic power in the belt, even though it doesn't run the money.
Moving mass costs water
Every tonne shipped costs reaction water, so the goods worth trading are either light and valuable, or bulk flung by mass driver.
Light lag keeps power local
Messages cross the belt in minutes; ships take years. Money moves at light speed, but goods, people and soldiers don't. Whoever runs the ledger has reach across the belt; whoever holds the water has power where it matters.

Four monies

Four kinds of money circulate, and choosing which to hold is a political act.

MoneyIssued byBacked bySpends
League creditThe Shackleton League, on the Solar Web ledgerTrust in the Web and the LamplightersAnywhere the Web reaches
Aurelian creditThe Aurelian Company's rival ledgerAurelian's holdings of the Old PaperCompany holdings, and Free Ports that sign on
Company creditEach Charter CompanyThe company storeInside that Company's towns
Colony scripIndividual settlementsThe settlement's goods and promisesInside the issuing settlement only
League credit is hard money
Credits are entries on the Web ledger, and nobody outside the League can create them. A settlement earns them only by selling outside itself, and loses them through imports, fees and outsiders' wages. Every colony's border is a balance of payments.
Scrip is a settlement's printing press
A colony can pay its people in its own scrip, which buys colony goods but not imports. Issue more than there are goods to buy, and prices rise or queues form, and people start asking for part of their pay in League credit. A daughter colony issuing its own scrip is often its first step towards independence.
Company credit is scrip with a markup
Charter Companies pay in their own credit, spent at the company store, like the coal towns that paid miners in scrip. It is the Old Paper in miniature.
The ledger is a fault line
The League's Web and Aurelian's rival ledger compete for the Free Ports. Banking with one costs standing with the other.

Debt

Debt is the belt's oldest institution. The Exodus was built on credit, and some families are still paying for their ancestors' berths.

The Old Paper
Exodus-era berth debts, passed down through families. Aurelian holds most of it, and Charter-born families can still be bonded to it after six generations. The Red Clans never owed it, and the Debtless burn it.
Aurelian loans
Aurelian lends more than it holds, which is how new credit enters the belt. A loan is fast money now, and a debt that outlives the leader who signed it.
Inherited debts
A colony's debts pass to each new leader, along with the last leader's promises and enemies. A loan taken by a founder can shape a colony for generations.

Every splinter colony leaves owing something, though not always money. See what each one owes.

Freight

Orbits, not engines, set how long freight takes. A cheapest-route crossing of the belt takes two to four years whatever drive the ship uses, so the drive mostly decides how much water the trip burns.

FreightDriveWater per tonne of ship and cargo, 5 km/s crossingUsed for
Slow freightElectricAbout 0.15 tAlmost all long-distance cargo
ExpressSteam or hydrogenAbout 3 t, on steamUrgent cargo and short hops, faster at steep cost
Mass driverNone carriedNoneBulk flung off a rock: ice and metal
Trips run as legs
No small ship can cross the belt in one go, so voyages hop between water stops. Ice fields are the belt's coaling stations: steam ships refuel anywhere with ice and a melter, while hydrogen needs a depot that can split and liquefy it. Selling water to passing ships is one of a frontier colony's best incomes.
Embargoes work slowly
When Ceres embargoes a colony, the depot doesn't close; it stops being refilled. Stock runs down over months, and a colony that hasn't built its own industry finds out what it depends on.
Spoiler: what the ice carries

A Ceres splinter that repays its ice debt in frontier ice ships Interloper material into the heart of the old belt.

Every refuel is a risk too. Melting Interloper ice at a coaling station is warm, wet processing: exactly the condition that ends a Long Sleep.

And in a belt this short of carbon and nitrogen, a living organic species is an enormous resource. Kessane wants rime biomass first.

What the belt sells

Goods worth trading across years of transit are either light and valuable, or heavy and cheap to throw.

KindExamplesWhy it pays
Light, high valueHelium-3, spices, platinum-group metals, Marr chips, relicsNearly weightless, so shipping costs almost nothing
Bulk by mass driverIce, steel, iron, basaltNo propellant spent to launch it
ServicesWater and refuelling, docking, remote work over the WebNothing has to be shipped
Almost never madeChips, fission fuel, precision opticsLost industries, with one supplier or a fragment of Earth as the source

Spices repeat the oldest pattern in trade: tiny in mass and huge in value. See what people eat.

Helium-3

Helium-3 is the frontier's cash crop: almost useless to a small colony, and very valuable to the few who can burn it.

The solar wind implants it in regolith over billions of years, so only native rock with old soil holds any. Interloper debris has had only 150 years of sunlight and holds essentially none. A harvester bakes a few hundred tonnes of regolith a day, using megawatts of heat, and counts its output in grams.

The by-products matter more. Baking the regolith also releases nitrogen and carbon, and for a small colony those are the harvester's real value: nitrogen for the farms, carbon for the vats. The helium-3 is cash on top.

Only Ceres, Brannock and Shackleton Port run fusion, so only they buy, and every sale takes a side. Selling to Brannock fuels its warships, angers Ceres and the League, and marks a colony as Company-linked, which draws Debtless raids.

How settlements provide

Every settlement answers the same question differently: what do people get as a right, and what do they buy? The blocs already span the whole range.

PositionHow needs are metPayBelt example
Common holdEverything in kind; everyone takes a share of outputNone, or a small allowanceRed Clan holds, Seedkeeper vaults
QuotaRations and permits from the stateLow wages for extrasCeres Assembly
Charter townThe employer provides, and charges it against payCompany credit, spent at the company storeCharter Companies
Free ledgerNothing is provided; everything is boughtFull wagesShackleton Port
No rulesWhoever you take on, you feedBarter, favours, salvage sharesThe Scatter

These are points on a spectrum, and most settlements mix them. Each has a point, and the belt's arguments about them are real disagreements.

Common holds
Ride out lean years well, because scarcity is shared and rationing is accepted. But they struggle to keep specialists, and every allocation becomes a political argument.
Quotas
Keep everyone alive and look fair on paper, but shortages bring queues and black markets.
Charter towns
Are efficient and keep people fed, but they turn workers into debtors, and resentment grows with the debt.
Free ledgers
Attract specialists and traders, but lean years price people out. Charging for water in a crisis is explosive.

Most of the belt honours the air right. Metering air is possible, and some company towns have done it, but it marks a settlement as the worst of its kind.

Where survival is provided in kind, wages are small and buy comforts: feast-day bread, spices, private quarters, a real meal. And a colony that shares everything but hires outsiders at League rates creates two classes. Few things in a small colony cause more resentment.

Government

Who decides is a separate question from who provides. A common hold can be run by one founder or by a council; a free ledger can be an assembly or a merchant oligarchy.

FormHow decisions are madeHow leaders changeBelt example
Founder's charterThe leader decreesA designated heir, or deposition when people are angry enoughYoung splinter colonies; the Charter Company dynasties
CouncilRepresentatives must agree on major decisionsThe council choosesThe Occator Court; Shackleton Port's Launch Families
AssemblySettlers voteElectionsThe Red Clans' Moot; what the Kerwan Reform wants for Ceres

As in classical Greece, a daughter colony can run differently from its mother. The further its ways drift, the harder it pushes for autonomy, and issuing its own scrip is often the first step. For the questions that divide a colony from within, see daughter colonies.