Canonfire :: View topic - Economics of the Flanaess
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Wed Jun 04, 2008 11:58 am
Economics of the Flanaess
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I'm particularly interested in the economy of the Flanaess, specifically in trade routes, merchant companies and resources.
I'm also interested in merchantile prestige classes specific for Greyhawk, if any has been already developed.
Could you suggest me where to find these info, if available, or alternatively inspiring materials designed for other settings?
many thanks!
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Wed Jun 04, 2008 5:51 pm
Re: Economics of the Flanaess
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I posted the map on my photo website. I DID NOT CREATE THIS. I DO NOT KNOW WHERE I GOT THIS.
The file name is actually flanroad.gif
http://www.pbase.com/azato/image/98146830/original.jpg
Gaspar wrote:
I'm particularly interested in the economy of the Flanaess, specifically in trade routes, merchant companies and resources.
I'm also interested in merchantile prestige classes specific for Greyhawk, if any has been already developed.
Could you suggest me where to find these info, if available, or alternatively inspiring materials designed for other settings?
many thanks!
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Wed Jun 04, 2008 6:06 pm
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If I may be so immodest, here is an adventure I posted. Still a work in progress.
http://www.canonfire.com/cf/modules.php?name=Forums&file=viewtopic&t=3097
At the bottom of this topic there is an RTF attached.
http://www.herogames.com/forums/showthread.php?t=62030
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Wed Jun 04, 2008 6:26 pm
Re: Economics of the Flanaess
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I had a crazy thought that I have not, until now, shared. I think that adventures written for the SF game TRAVELLER would make great fantasy adventures. With some obvious modifications they should work. There are a number of possible scenarios from arms running, to transporting contraband, to searching for lost ships, to transporting important people.
Gaspar wrote:
I'm particularly interested in the economy of the Flanaess, specifically in trade routes, merchant companies and resources.
I'm also interested in merchantile prestige classes specific for Greyhawk, if any has been already developed.
Could you suggest me where to find these info, if available, or alternatively inspiring materials designed for other settings?
many thanks!
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Posts: 221
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Thu Jun 05, 2008 5:28 am
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A few books of note for merchantile games - nothing Greyhawk Specific though:
http://www.xrpshop.citymax.com/catalog/item/3906392/3605517.htm
I have the 1st edition of this book, and it is among the best I have ever seen for simulating economics in a manoral system, period.
http://www.xrpshop.citymax.com/catalog/item/3906392/3605486.htm
Same line, this time for the Silk Road. Its a less location based economic simulator that is also really good.
Neither of these are for the DM wanting quick and simple, but if you're looking for in depth and highly flexible, you've found it.
Also, T20, the Traveller D20 game rules, has a system for simulating economies which is pretty decent, though hefty conversion will be necessary.
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Sat Jun 07, 2008 3:52 am
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How does that differ from the original Traveller system?
MikelAmroni wrote:
Also, T20, the Traveller D20 game rules, has a system for simulating economies which is pretty decent, though hefty conversion will be necessary.
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Sat Jun 07, 2008 5:04 am
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I am not sure where I got this. The file name was GK-ECON.RTF
Subj: North Province Economy
Date: 97-02-26 05:17:35 EST
From: LoupRouge
Trying to post this for the second time. AOL is not working well at all. Anyhow, I’ve figured an economic system for the Great Kingdom, taken from Ivid the Undying and WOG (1983), plus filling in the gaps—example: if Atirr exports weapons, it must make them, and to make them, it must have a source of iron and a source of energy—coal or charcoal. Since there is no forest around, it must have coal.
In reading the import/export list, note that the more important trading partners come first, and their more trading commodities come before the less important ones. The first section, laying out what the area produces, is organized by the type of activity, not it’s importance (gps).
North Province
Agriculture—Crops
Staple Crops: Potatoes, Oats
Cash Crops: Hops (for Beer)
Agriculture—Livestock
Sheep
Goats
Hunting, Fishing, and Trapping
Fishing
Shellfish: Cockles (Atirr)
Whaling (Kaport Bay)
Marine Products: Kelp (Atirr), Sea Salt (Kaport Bay)
Mining
Gold Ore
Silver Ore
Sand and Gravel
Coal (Atirr)
Granite (Eastfair)
Slate
Food Manufacturing
Sausage
Fats and Oils
Lantern Oil (Whale Oil from Kaport Bay)
Alcoholic Beverages
Beer and Ale
Textile Manufacturing
Wool Fabric
Finished Goods: Hosiery
Leather and Skin Working
Oilskins (waterproof)
Vellum
Glass, Clay, and Cement Manufacturing
Glass Bottles
Window Glass
Cement, Mortar, and Concrete
Finished Metal Goods
Weapons (Atirr, using Snow Barbarian iron and local coal; swords, chain mail, scale mail, plate mail)
Tools, Plows (Atirr)
Jewelry
Silverware
Institutions
Health Spa (Bilebrine)
Professional Services
Sailors
EXPORTS TO:
Twin Cities: Gold, Silver, Coal, Armor, Weapons, Tools, Salt, Lantern Oil, Hosiery, Glass, Silverware, Jewelry
Central/Naelax: Gold, Silver, Weapons, Armor, Beer, Tools, Lantern Oil, Salt, Wool Fabric, Hosiery, Vellum, Glass
Free Cities: Silver, Coal, Tools, Armor, Weapons, Hosiery, Glass, Gold, Silverware, Jewelry
Ratik: Weapons, Tools, Armor, Hosiery, Lantern Oil, Silver
Sea Barons: Weapons, Tools, Armor, Granite, Glass
Snow Barbarians: Gold, Silver, Coal, Lantern Oil
Frost Barbarians: Silver, Coal, Lantern Oil
Adri: Armor, Weapons, Tools
IMPORTS FROM:
Twin Cities: Pasta, Carpets and Rugs, Outerwear
Free Cities: Horses, Ships, Citrus Fruit, Bronze, Lanterns, Pottery
Central/Naelax Lands: Leather Clothing/Armor, Cheese, Soap
Adri: Medicinal Herbs, Fur Clothing, Mushrooms, Bows and Arrows, Lumber, Blueberry Preserves
Sea Barons: Sugar, Ships, Spices, Medicinal Herbs Medegia: Sails, Cotton Fabric
Subj: Adri Forest Econ.
Date: 97-02-26 20:48:07 EST
From: LoupRouge
Adri Forest
Agriculture—Crops
Special Crops: Medicinal Herbs
Forestry
Lumbering
Berry Collecting: Blueberries
Mushroom Collecting
Fruit and Tuber Collecting
Hunting, Fishing, and Trapping
Fishing (Harp River)
Hunting for Meat: Rabbits
Hunting for Fur: Minks
Food Manufacturing
Blueberry Preserves
Leather and Skin Working
Fur Clothing
Weapons Manufacturing
Bows and Arrows
Spears
Battle Axes
EXPORTS TO:
North Province: Medicinal Herbs, Fur Clothing, Mushrooms, Bows and Arrows, Lumber, Blueberry Preserves
Central/Naelax Lands: Medicinal Herbs, Fur Clothing, Bows and Arrows, Lumber, Blueberry Preserves
Darmen: Fur Clothing, Medicinal Herbs, Bows and Arrows, Blueberry Preserves
Ahlissa: Medicinal Herbs, Bows and Arrows
Almor: Medicinal Herbs, Bows and Arrows, Lumber
Nyrond: Medicinal Herbs
IMPORTS FROM:
North Province: Armor, Weapons, Tools
Ahlissa: Armor, Weapons, Tools
Central/Naelax Lands: Leather Armor/Clothing, Cheese
Subj: Central GK/Naelax Econ.
Date: 97-02-26 20:49:34 EST
From: LoupRouge
Central/Naelax Lands
Agriculture—Crops
Staple Crops: Wheat, Corn
Special Crops: Apples (around Dustbridge)
Agriculture—Livestock
Beef Cattle
Dairy Cattle
Hogs
Horses
Food Manufacturing
Sausage
Cheese
Fats and Oils
Animals Fats and Oils
Corn Oil
Soap
Tallow Candles
Alcoholic Beverages
Apple Brandy
Leather and Skin Working
Leather Clothing and Armor
Belts, Bridles, and Harnesses
Backpacks, Saddle Bags
Woodworking
Furniture
Institutions
Bardic Colosseum (Delaric)
Colleges and Universities (Delaric)
Mages Guild (Delaric)
Professional Services
Mercenaries (Carnifand)
Sages
Engineers (Delaric)
Architects (Delaric)
EXPORTS TO:
Darmen: Sausage, Cheese, Apples, Beef Cattle, Hogs, Soap, Leather Clothing/Armor, Tallow Candles
Medegia: Sausage, Cheese, Leather Clothing/Armor, Beef Cattle, Hogs, Soap
North Province: Leather Clothing/Armor, Cheese, Soap
Free Cities: Cheese, Soap, Tallow Candles
Twin Cities: Cheese, Soap, Tallow Candles
Sea Barons: Soap
Ahlissa: Leather Clothing/Armor, Soap
Adri: Leather Armor/Clothing, Cheese
FLANAESS: Apple Brandy
IMPORTS FROM:
Darmen: Wine, Gems, Formal Clothing, Underwear, Jewelry, Tomatoes, Canoes and Barges
North Province: Gold, Silver, Weapons, Armor, Beer, Tools, Lantern Oil, Salt, Wool Fabric, Hosiery, Vellum, Glass
Twin Cities: Outerwear, Beer, Carpets and Rugs
Adri: Medicinal Herbs, Fur Clothing, Bows and Arrows, Lumber, Blueberry Preserves
Free Cities: Citrus Fruit, Pottery, Tiles
Medegia: Outerwear
Grandwood: Gold
Sea Barons: Sugar, Medicinal Herbs, Spices
Subj: Twin Cities Econ.
Date: 97-02-26 20:50:37 EST
From: LoupRouge
Twin Cities
Agriculture—Crops
Staple Crops: Wheat, Corn
Cash Crops: Hops (for Beer)
Agriculture—Livestock
Sheep
Goats
Hunting, Fishing, and Trapping
Fishing (Winetha, Pearl Beacon)
Marine Products: Pearls (Pearl Beacon), Eels (Winetha)
Food Manufacturing
Pasta
Alcoholic Beverages
Beer and Ale
Textile Manufacturing
Woolen Fabric
Outerwear
Carpets and Rugs
Hats and Caps
Leather and Skin Working
Vellum
Organizations
Libraries (Winetha, Treltern)
Professional Services
Sages (Winetha)
EXPORTS TO:
North Province: Pasta, Carpets and Rugs, Outerwear
Central/Naelax Lands: Outerwear, Beer, Carpets and Rugs
Free Cities: Carpets and Rugs, Outerwear
Sea Barons: Beer, Outerwear, Pasta
Ratik: Carpets and Rugs
Snow Barbarians: Carpets and Rugs
Frost Barbarians: Carpets and Rugs
FLANAESS: Pearls
IMPORTS FROM:
North Province: Gold, Silver, Coal, Armor, Weapons, Tools, Salt, Lantern Oil, Hosiery, Glass, Silverware, Jewelry
Sea Barons: Ships, Lumber, Sugar, Rum, Bananas, Sausage, Figs, Galda Fruit, Spices, Medicinal Herbs
Free Cities: Horses, Lantern Oil, Citrus Fruit, Pottery, Tiles, Bronze, Lanterns, Oilseed Oil
Darmen: Wine, Gems, Formal Clothing, Underwear, Jewelry
Central/Naelax Lands: Cheese, Soap, Tallow Candles
Medegia: Cotton Fabric, Outerwear
Subj: Sea Barons Econ.
Date: 97-02-26 22:12:04 EST
From: LoupRouge
Sea Barons
Agriculture—Crops
Cash Crops: Sugarcane
Vegetables: Plantains
Special Crops: Galda Fruit, Figs, Bananas, Medicinal Herbs (Fairisle), Spices (Fairisle)
Forestry
Lumbering (Oakenisle)
Hunting, Fishing, and Trapping
Fishing: Tuna
Hunting: Rock Lizards, Wild Goats, Gulls
Marine Products: Clams, Squid
Mining
Tar (Asperd Isle)
Food Manufacturing
Sausage (Lizard and Goat)
Sugar
Fats and Oils
Fish Oils
Alcoholic Beverages
Rum
Samberra (from fruit on Least Isle)
Woodworking
Shipbuilding (Oakenisle)
EXPORTS TO:
Free Cities: Bananas, Sugar, Figs, Rum, Tuna Fish, Squid, Sausage, Tar, Fish Oils (Rel Astra), Galda Fruit, Clams, Samberra
Twin Cities: Ships, Lumber, Sugar, Rum, Bananas, Sausage, Figs, Galda Fruit
Medegia: Sugar, Ships, Bananas, Figs, Rum, Galda Fruit
North Province: Sugar, Ships
Ahlissa: Ships, Sugar
Darmen: Sugar
Central/Naelax Lands: Sugar
GREAT KINGDOM: Medicinal Herbs, Spices
IMPORTS FROM:
Free Cities: Wheat, Corn, Pasta, Citrus Fruit, Bronze, Lanterns, Leather Clothing/Armor, Beer, Boots and Shoes, Oilskins, Lantern Oil, Pottery
North Province: Weapons, Tools, Armor, Granite, Glass
Medegia: Sails, Outerwear, Rice, Beans
Darmen: Gems, Underwear, Wine
Twin Cities: Beer, Outerwear, Pasta
Ahlissa: Silver, Armor, Weapons, Tools, Silverware, Jewelry Central/Naelax Lands: Soap
Subj: Free Cities Econ.
Date: 97-02-26 22:13:36 EST
From: LoupRouge
The Free Cities/Gull Cliffs
Agriculture—Crops
Staple Crops: Wheat, Corn
Cash Crops: Tobacco, Hops (for beer)
Special Crops: Citrus Fruit (around Rel Astra), Oilseed
Agriculture—Livestock
Horses: Light War Horses (Ernhand, in Rel Astran territory)
Mining
Copper Ore (Gull Cliffs)
Clay (Ountsy)
Food Manufacturing
Pasta
Fats and Oils
Oilseed Oil
Corn Oil
Lantern Oil (Vegetable Oil, Sea Baron fish oil)
Alcoholic Beverages
Beer and Ale
Orange Brandy (Rel Astra)
Leather and Skin Working
Leather Clothing and Armor (Rel Astra, from Grandwood)
Gloves (Rel Astra, from Grandwood)
Boots and Shoes (Rel Astra, from Grandwood)
Belts, Saddles, Bridles, Harnesses (Rel Astra, from Grandwood)
Backpacks, Saddle Bags (Rel Astra, from Grandwood)
Oilskins (Rel Astra, from Grandwood)
Glass, Clay, and Cement Manufacturing
Pottery, Earthenware
Bricks (Ountsy)
Tiles (Ountsy)
Woodworking
Shipbuilding (Rel Astra)
Brooms and Brushes
Metal Working
Bronze Making (Rel Astra, from Onnwall tin and Gull Cliffs copper)
Bronze Lanterns
Other Manufacturing
Pens (from Feathers)
Ink (from Sea Baron squid)
Pigments
Guano (dung fertilizer, Roland)
Institutions
Colleges and Universities: Astrology (Ountsy)
Libraries (Farlen)
Banks (Rel Astra)
Professional Services
Sailors
Sages
EXPORTS TO:
Sea Barons: Wheat, Corn, Pasta, Citrus Fruit, Bronze, Lanterns, Leather Clothing/Armor, Beer, Boots and Shoes, Oilskins, Lantern Oil, Pottery
North Province: Citrus Fruit, Horses, Ships, Bronze, Lanterns, Pottery
Twin Cities: Horses, Lantern Oil, Citrus Fruit, Pottery, Tiles, Bronze, Lanterns, Oilseed Oil
Megegia: Citrus Fruit, Ships, Pasta, Beer, Pottery, Pigments, Lantern Oil, Tiles
Grandwood: Wheat, Corn, Citrus Fruit, Beer, Pottery
Darmen: Pigments, Citrus Fruit, Tiles
Central/Naelax Lands: Citrus Fruit, Pottery, Tiles
Dullstrand: Oilskins, Bronze, Lanterns
Lordship of the Isles: Oilskins, Bronze, Lanterns
Ahlissa: Pottery
Ratik: Bronze
Snow Barbarians: Bronze
Frost Barbarians: Bronze
GREAT KINGDOM: Gloves, Ink, Pens, Tobacco
FLANAESS: Orange Brandy
IMPORTS FROM:
Sea Barons: Bananas, Sugar, Figs, Rum, Tuna Fish, Squid, Sausage, Tar, Fish Oils (Rel Astra), Galda Fruit, Clams, Samberra
North Province: Silver, Coal, Tools, Armor, Weapons, Hosiery, Glass, Gold, Silverware, Jewelry
Grandwood: Bark Rope (Rel Astra), Gold, Deerskins, Peat, Baskets
Medegia: Sails, Cotton Fabric, Outerwear, Beans
Darmen: Wine, Gems, Formal Clothing, Underwear
Twin Cities: Carpets and Rugs, Outerwear
Central/Naelax Lands: Cheese, Soap, Tallow Candles
Ahlissa: Silver
Subj: Grandwood/Lone Heath Econ.
Date: 97-02-26 22:14:26 EST
From: LoupRouge
The Grandwood and the Lone Heath
Agriculture—Crops
Staple Crops: Wild Rice (Lone Heath)
Special Crops: Medicinal Herbs
Forestry
Gathering Tubers
Bark Rope Making (Grandwood)
Hunting, Fishing, and Trapping
Fishing (Lone Heath)
Hunting for Meat: Deer (Grandwood), Birds, Lizards (Lone Heath)
Mining
Gold Ore (gnomes of the Grandwood)
Peat (Lone Heath)
Leather and Skin Working
Leather Clothing and Armor
Boots and Shoes
Woodworking
Basketweaving
EXPORTS TO:
Free Cities: Bark Rope (Rel Astra), Gold, Deerskins, Peat, Baskets
Darmen: Gold, Medicinal Herbs
Central/Naelax Lands: Gold
Medegia: Gold
Ahlissa: Gold
GREAT KINGDOM: Medicinal Herbs
IMPORTS FROM:
Free Cities: Wheat, Corn, Citrus Fruit, Beer, Pottery
Darmen: Wine
Ahlissa: SilverSubj: Medegia Econ.
Date: 97-02-26 22:15:27 EST
From: LoupRouge
Medegia
Agriculture—Crops
Staple Crops: Rice
Cash Crops: Cotton
Vegetables: Sweet Potatoes, Beans
Hunting, Fishing, and Trapping
Fishing (Barrish)
Alcoholic Beverages
Rice Wine
Textile Manufacturing
Cotton Fabric
Canvas
Outerwear
Textile Bags and Sacks
Sails
Tents
EXPORTS TO:
Free Cities: Sails, Cotton Fabric, Outerwear, Beans
Sea Barons: Sails, Outerwear, Rice, Beans
Twin Cities: Cotton Fabric, Outerwear
North Province: Sails, Cotton Fabric
Ahlissa: Sails, Cotton Fabric
Darmen: Outerwear
Snow Barbarians: Sails
Frost Barbarians: Sails
Central/Naelax Lands: Outerwear
GREAT KINGDOM: Sacks
IMPORTS FROM:
Central/Naelax Lands: Sausage, Cheese, Leather Clothing/Armor, Beef Cattle,
Hogs, Soap
Free Cities: Citrus Fruit, Ships, Pasta, Beer, Pottery, Pigments, Lantern
Oil, Tiles
Sea Barons: Sugar, Ships, Bananas, Figs, Rum, Galda Fruit
Ahlissa: Armor, Weapons, Tools, Silverware, Jewelry
Darmen: Wine, Tomatoes, Gems, Formal Clothing, Underwear, Pasta, Canoes and
Barges
Grandwood: GoldSubj: Darmen Lands Econ.
Date: 97-02-26 22:16:41 EST
From: LoupRouge
Darmen Lands
Agriculture—Crops
Staple Crops: Wheat, Rice
Cash Crops: Cotton
Vegetables: Melons, Tomatoes
Special Crops: Grapes
Agriculture—Livestock
Sheep
Mining
Gems (Kalstren, Nublish)
Salt (Nublish)
Food Manufacturing
Pasta
Alcoholic Beverages
Wine
Textile Manufacturing
Cotton Fabric
Wool Fabric
Formal Clothing
Underwear
Leather and Skin Working
Vellum
Woodworking
Canoe and Barge Building (Hornish)
Metal Working
Jewelry
Institutions
Museum of Antiquities (Kalstren)
Professional Services
Mercenaries (Jalpa)
EXPORTS TO:
Medegia: Wine, Tomatoes, Gems, Formal Clothing, Underwear, Pasta, Canoes and
Barges
Central/Naelax Lands: Wine, Gems, Formal Clothing, Underwear, Jewelry,
Tomatoes, Canoes and Barges
Ahlissa: Wine, Formal Clothing, Underwear
Free Cities: Wine, Gems, Formal Clothing, Underwear
Twin Cities: Wine, Gems, Formal Clothing,
Underwear, Jewelry
North Province: Wine, Gems, Formal Clothing, Underwear
Sea Barons: Gems, Underwear, Wine
Western Lands: Wine
Grandwood: Wine
IMPORTS FROM:
Central/Naelax Lands: Sausage, Cheese, Apples, Beef Cattle, Hogs, Soap,
Leather Clothing/Armor, Tallow Candles
Ahlissa: Armor, Weapons, Tools, Chickens, Silver, Silverware, Peanuts
Free Cities: Pigments, Citrus Fruit, Tiles
Medegia: Outerwear
Adri: Fur Clothing, Medicinal Herbs, Bows and Arrows, Blueberry Preserves
Grandwood: Gold, Medicinal Herbs
Western Lands: Hogs
Sea Barons: SugarSubj: Ahlissa/South Prov. Econ.
Date: 97-02-26 22:17:44 EST
From: LoupRouge
Ahlissa/South Province
Agriculture—Crops
Staple Crops: Wheat, Corn
Vegetables: Peanuts, Tomatoes
Agriculture—Livestock
Chickens
Food Manufacturing
Pasta
Mining
Iron Ore
Silver Ore
Gems
Metal Working
Armor
Weapons
Tools, Plows
Silverware
Jewelry
Professional Services
Sailors
Slaves (from raids on Almor, Nyrond, and the Iron League)
EXPORTS TO:
Darmen: Armor, Weapons, Tools, Chickens, Silver, Silverware, Peanuts
Central/Naelax Lands: Armor, Weapons, Tools
Medegia: Armor, Weapons, Tools, Silverware, Jewelry
Sea Barons: Silver, Armor, Weapons, Tools, Silverware, Jewelry
Adri: Armor, Weapons, Tools
Grandwood: Silver
Free Cities: Silver
IMPORTS FROM:
Darmen: Wine, Formal Clothing, Underwear
Idee: Coal
Sea Barons: Ships, Sugar
Medegia: Sails, Cotton Fabric
Central/Naelax Lands: Leather Clothing/Armor, Soap
Adri: Medicinal Herbs, Bows and Arrows
Grandwood: Gold
Free Cities: PotterySubj: Western Lands Econ.
Date: 97-02-26 22:18:19 EST
From: LoupRouge
The Western Lands
Agriculture—Crops
Staple Crops: Wheat, Corn
Agriculture—Livestock
Hogs
Professional Services
Mercenaries (Old Ridge)
EXPORTS TO:
Darmen: Hogs
IMPORTS FROM:
Darmen: Wine
Subj: Re:Adri Forest Econ.
Date: 97-02-26 22:22:00 EST
From: LoupRouge
The Adri Forest is unlikely to export or import very much. But they need weapons, so they’re going to export something to get them. I figure the export/import ideas I laid out would satisfy that need. They’d be pretty important to the people of the Adri (probably the humans do the trading), but not very important to the surrounding areas—how much demand for blueberry preserves could there be, after all?
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Sat Jun 07, 2008 7:27 pm
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That's a really interesting file. Thanks, azato.
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Sat Jun 07, 2008 7:36 pm
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Very interesting file; thanks for posting.
Perhaps it can start a trend; anyone want to do something similar for another nation.
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Mon Jun 09, 2008 1:02 pm
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Great map, Azato. And a very workable idea of using some Traveller material to adapt to GH!
One thing to recall about GH economics - it is particularly advanced for a pseudo-medieval period. Every nation's currency is interchangeable (PP, GP, EP, SP, CP) across borders with no exchange rates. Its the Euro for GH! _________________ GVD
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Mon Jun 09, 2008 4:56 pm
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GVD - May be in your campaign, but in my game thee money changers are one of the banes of the players lives. It is a great way to get rid of monty haul treasures... I love to give them, and I love to watch them spend them.
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Mon Jun 09, 2008 5:54 pm
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I think it may be best to start a new thread for each country's export/import discussion.
I will work on a rough draft of a Traveller'esqe trade chart hopefully later this week and post it. UNLESS, of course, somebody beats me to the punch.
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Tue Jun 10, 2008 4:28 pm
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I have been thinking....
Realistically.....
Suppose the common form of trade is silver. Silver per oz = $10.
Country A mints coins that are 1oz and 95% pure. But they are to be accepted as 1oz of 100% pure silver
Country B does the same thing. However, times are getting tough for country B and they decide to mint their coins at 80% purity but it is to be traded as 100% pure silver. People are going to start acting strangely. They will start demanding payment with older coins. They will start hording silver. The government will have to start becoming more draconian in the seizure of foreign currency. There may even be a seizure of precious metals and old currency. Inflation will go up. Shops will still want the same amount of silver for the same goods.
IF the country B decides to take even further actions into devaluing money they it could become absolute chaos, especially if they go to paper money.
What may an interesting twist is to tie each Greyhawk's currency to a real world's currency. So if the standard is Greyhawk and the Greyhawk = US (as far a currency value) you could apply the dollar's buying power versus the country you are headed.
GVDammerung wrote:
Great map, Azato. And a very workable idea of using some Traveller material to adapt to GH!
One thing to recall about GH economics - it is particularly advanced for a pseudo-medieval period. Every nation's currency is interchangeable (PP, GP, EP, SP, CP) across borders with no exchange rates. Its the Euro for GH!
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Anced_Math wrote:
GVD - May be in your campaign, but in my game thee money changers are one of the banes of the players lives. It is a great way to get rid of monty haul treasures... I love to give them, and I love to watch them spend them.
No doubt! I was speaking of GH as written, both in terms of setting canon and D&D rules. The assumption is an international, uniform system of currency, distinguished locally only by the names given to the GPs, SPs etc. Of course, individual DM's may find this too pat and too unrealistic and change matters. _________________ GVD
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