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    Canonfire :: View topic - Economics of the Flanaess
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    Economics of the Flanaess
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    Novice

    Joined: Oct 22, 2001
    Posts: 1


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    Wed Jun 04, 2008 11:58 am  
    Economics of the Flanaess

    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!
    Apprentice Greytalker

    Joined: May 01, 2008
    Posts: 25


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    Wed Jun 04, 2008 5:51 pm  
    Re: Economics of the Flanaess

    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!
    Apprentice Greytalker

    Joined: May 01, 2008
    Posts: 25


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    Wed Jun 04, 2008 6:06 pm  

    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
    Apprentice Greytalker

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    Posts: 25


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    Wed Jun 04, 2008 6:26 pm  
    Re: Economics of the Flanaess

    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!
    Journeyman Greytalker

    Joined: Nov 14, 2005
    Posts: 221


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    Thu Jun 05, 2008 5:28 am  

    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.
    Apprentice Greytalker

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    Sat Jun 07, 2008 3:52 am  

    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.
    Apprentice Greytalker

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    Sat Jun 07, 2008 5:04 am  

    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?
    Grandmaster Greytalker

    Joined: Nov 07, 2004
    Posts: 1846
    From: Mt. Smolderac

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    Sat Jun 07, 2008 7:27 pm  

    That's a really interesting file. Thanks, azato.
    Master Greytalker

    Joined: Aug 17, 2004
    Posts: 924
    From: Computer Desk

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    Sat Jun 07, 2008 7:36 pm  

    Very interesting file; thanks for posting. Smile

    Perhaps it can start a trend; anyone want to do something similar for another nation.
    Grandmaster Greytalker

    Joined: Aug 05, 2004
    Posts: 1446


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    Mon Jun 09, 2008 1:02 pm  

    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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    GVD
    Master Greytalker

    Joined: Jul 13, 2002
    Posts: 1077
    From: Orlane, Gran March

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    Mon Jun 09, 2008 4:56 pm  

    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.
    Apprentice Greytalker

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    Mon Jun 09, 2008 5:54 pm  

    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.
    Apprentice Greytalker

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    Tue Jun 10, 2008 4:28 pm  

    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!
    Grandmaster Greytalker

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    Tue Jun 10, 2008 4:40 pm  

    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.
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