Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Trade agreements between nations
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Deadguy" data-source="post: 482141" data-attributes="member: 2480"><p>I thought that while we are doing so well on lists of goods traded, perhaps it might be worth expanding on one item: luxury goods. This descriptor covers a multitude of things, so I wonder if we can come up with a good list of possible goods.</p><p></p><p>To get the ball rolling, ones that come to mind are:</p><p></p><p>(1) Spices: natural plant extracts have <em>always</em> sold well in RL, because they are consumed drectly in their use. Assuming that the races actually care about their diets (and some won't! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ), then spices can be in transit from great distances. Of course, traditionally the main use of good spices was to cover the taste of spoilage in foods, and that may be less important in a D&D universe. However, people also get a taste for spices: curries anyone? And in a magical world, spices might have more magical effects too, like heightening attractiveness, or calming the mind.</p><p></p><p>(2) Fabrics: people generally have to wear clothing of come kind, and they will generally pay over the odds for hard-weaaring or attractive or useful materials. Consider the mediaeval states of Italy. They <em>could</em> produce their own woolen fabrics, but they were prepared to pay for fustians made from English wool and dyed and woven by Flanders merchants. Why? because these looked better and were harder-wearing. Likewise the wealthy drove a trade in cotton, to make their undergarments (linen and wool knickers are so much more uncomfortable! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). And then there was the silk trade, from the East, for the finest garments. Basically, fabrics are a big inductry in their own right. And again, in a magical world there might well be fabrcs woven with special properties, which are made only in certain locations. These will make a very lucrative trade.</p><p></p><p>(3) Gemstones/precious metals: the need for decoration is driven both by personal vanity and the need to show one's devotion to the deities. The raw materials of this - the gemstones and the precious metals - are traded across long distances. Often they are also used as simple bullion (bulk metals of known purity) in order to pay for other goods. I imagine that the underground races use such materials, including the magical ones like adamantine and mithral, as a primary trade material.</p><p></p><p>(4) Wood: strange as it may seem, fine woods can be worth a small fortune. The woods traded tend to be decorative or hardwearing materials, or ones with special properties. This might be even more important in a magical setting. Players may not think much of bulk shipments of mahogany or darkwood, but they are a good trade material!</p><p></p><p>(5) Manufactured Goods: a catch-all term for things like clocks or furniture. Some peoples and races will have exclusive skills in certain craft forms. Maybe the best clocks are made by the gnomes of Vasdjen; they will trade at a premium ovef other people's goods, at least so long as craftsmen aren't lured away (or abducted!) to other markets. Also, we shouldn't disgregard the idea of style. Whilst anyone can build tables and chests, maybe certain elven craftsmen make particularly pleasing styles. I can see no reason why taste and fashion shouldn't apply equally to the demihuman and nonhuman races too.</p><p></p><p>Okay. That's me done. Anyone else?</p></blockquote><p></p>
[QUOTE="Deadguy, post: 482141, member: 2480"] I thought that while we are doing so well on lists of goods traded, perhaps it might be worth expanding on one item: luxury goods. This descriptor covers a multitude of things, so I wonder if we can come up with a good list of possible goods. To get the ball rolling, ones that come to mind are: (1) Spices: natural plant extracts have [i]always[/i] sold well in RL, because they are consumed drectly in their use. Assuming that the races actually care about their diets (and some won't! :) ), then spices can be in transit from great distances. Of course, traditionally the main use of good spices was to cover the taste of spoilage in foods, and that may be less important in a D&D universe. However, people also get a taste for spices: curries anyone? And in a magical world, spices might have more magical effects too, like heightening attractiveness, or calming the mind. (2) Fabrics: people generally have to wear clothing of come kind, and they will generally pay over the odds for hard-weaaring or attractive or useful materials. Consider the mediaeval states of Italy. They [i]could[/i] produce their own woolen fabrics, but they were prepared to pay for fustians made from English wool and dyed and woven by Flanders merchants. Why? because these looked better and were harder-wearing. Likewise the wealthy drove a trade in cotton, to make their undergarments (linen and wool knickers are so much more uncomfortable! ;) ). And then there was the silk trade, from the East, for the finest garments. Basically, fabrics are a big inductry in their own right. And again, in a magical world there might well be fabrcs woven with special properties, which are made only in certain locations. These will make a very lucrative trade. (3) Gemstones/precious metals: the need for decoration is driven both by personal vanity and the need to show one's devotion to the deities. The raw materials of this - the gemstones and the precious metals - are traded across long distances. Often they are also used as simple bullion (bulk metals of known purity) in order to pay for other goods. I imagine that the underground races use such materials, including the magical ones like adamantine and mithral, as a primary trade material. (4) Wood: strange as it may seem, fine woods can be worth a small fortune. The woods traded tend to be decorative or hardwearing materials, or ones with special properties. This might be even more important in a magical setting. Players may not think much of bulk shipments of mahogany or darkwood, but they are a good trade material! (5) Manufactured Goods: a catch-all term for things like clocks or furniture. Some peoples and races will have exclusive skills in certain craft forms. Maybe the best clocks are made by the gnomes of Vasdjen; they will trade at a premium ovef other people's goods, at least so long as craftsmen aren't lured away (or abducted!) to other markets. Also, we shouldn't disgregard the idea of style. Whilst anyone can build tables and chests, maybe certain elven craftsmen make particularly pleasing styles. I can see no reason why taste and fashion shouldn't apply equally to the demihuman and nonhuman races too. Okay. That's me done. Anyone else? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Trade agreements between nations
Top