Treasure In A Land Without Coin Or Quality Goods

Shortly after William Cody's buffalo killing exploits (Buffalo Bill), rubber was introduced to replace bison skin for belt material. Thus after this period, it was indeed the US govt policy to eliminate the native americans need for it. Again, however the depridation of bison was mostly due to industrial needs. When the hunters lost the income source due to introduction of rubber. A secondary need was established and that was to defang the Lakota, which were among the primary tribes being fought against after the civil war.

So not disqualifying the need to hurt the native american resources by eliminating the bison, it was still an afterthought of the bison's primary exploitation.
 

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Well, you could have the PCs find a silver or gold mine and start minting their own coins - Kingmaker is about establishing your own kingdom, and a kingdom needs its own coins.

However, since the initial Kingmaker adventures are about exploring & mapping a "wild" area, the PCs will likely have to pay a percentage of their incomes back to whoever sent them on their mission to colonize/explore/map. So, they'll need to find something valuable.

You could have them find items of value along the way, just not into a neatly stacked pile of gold pieces... on the face of the now dead kobold shaman, the grungy black mask he wore is revealed to be made of high quality, but tarnished, silver, while the kobold leader's shield is inlaid with gold and rubies.
 

In a land of little and no magic; magic is the coin of the realm. Things that could "have power", scalps, fetishes, components, even heads, finger bones, all give power and status. Not just in this world but the next.

Other things: bloodlines and family, the value of a persons word.
 

If the characters are explorers, they'll need bases of operations, supplies and possibly friendly contacts with natives (or they could try overpowering and stealing goods...).

Allies, especially in an unknown land, can be quite helpful (guides, supplies, troops, etc. Just ask Cortez - he and his men didn't survive alone.
 

I can tell ya several things that would be very valuable in the real world and possibly a fantasy one in lieu of coin. To reiterate some of what the others said and to add a few.

Animals, land, tools, certain professions and their labor (blacksmiths), certain goods (paper), valuable but hard to come by goods and commodities, slaves (in certain settings), indentured servants, heirlooms and legacies, raw materials, food, water, survival stuffs, even appealing but basically useless items like beads (if they appealed to the natives or players because they were rare or exotic).

But my suggestion is this. You might be overlooking the player's creativity in exploiting the environment they are exploring if you're thinking about pre-conceived treasure handed out by the DM as the only possibility to their advancement and real fortune.

If it were me, and I was exploring land, and could get my government to support me giving away a few basic but useful or even useless exotic goods in exchange for buying raw materials from the natives then I'd start a business or enterprise.

I'd buy trees, lumber, mines, water rights, settlements, land, animals, etc. and pay trusted associates (I shipped in) local peoples who were good at business (and that I had trained) to run the enterprises for me. Then I'd ship the goods back home and take the money. With the money I'd furnish and equip my own future expeditions, the raw goods and profits from my business ventures and enterprises being my treasure (and my growing treasury). And being reinvested in future and expanded enterprises.

As my business ventures expanded I'd introduce into the areas I was exploring new goods, like paper, refined metals, decorative wares, etc and use these goods to purchase or stake more of the lands and materials I explored. Then your income stream would flow in both directions and would be immensely profitable. (I've done this before as a player to finance player expeditions, to build Keeps and libraries - for my Wizard, to fund public works, to buy political influence, to build churches and guilds, to equip myself and my party, to do charity and philanthropy, and to gain an enhanced PC and player reputation. Also once I bought and equipped a ship and formed a small private militia as a Frontier's Guard. I being the Lord of the Guard after the local King made me a Knight and eventually a Duke.)

Then I'd pay off my initial investors or government and be entirely self-financing. At the same time I'd establish good relations with the locals and build them up politically and militarily and establish my own Realm (semi-independent, entirely independent, or at least operated by a generous charter). My point is don't let your money sit idle and encourage the players to look at their treasure not as a static thing, but as an active, living thing that can be employed in all kinds of profitable ways.

In this way you could establish your own kingdom on the basis of your previous trading and business enterprises (while taking profit and building a self-sustaining financial base) or at least make a deal to form your own Frontier Buffer Zone which you could probably run as you wished (that is mostly independently). My one word of warning, whoever gets good at this will attract the attention of good men who want to join your success, but also mere hangers-on, and will cause envy in those who will want to take by force what you have built by craft. But that's a good player storyline too. Having to defend against schemers your hard won Realm.

Now your players might not think all of this out at first, but I wouldn't necessarily assume they couldn't, and if you encourage them, then they might just play this out on their own, or a very similar scenario. In that way you don't need to give them treasure so much as allow the opportunities for them to develop their own methods of independent Wealth Generation.

Good luck with it, but in my opinion, just supply them with the raw goods and opportunities and then sit back and let them see how they will actually exploit their opportunities. If they're smart they can build their own Realms, and start their own ventures and enterprises and capitalize on their own industry and imagination.
 


Yes, fish is good. Especially when it comes with giant gar, giant octupi, giant squid and dire shark varieties, hehehe... muahahahaha!!

" Your highness, the fish were so big, they could feed on your sailors until the end of time, and never be full! "

These ideas have all been really helpful so far, and I appreciate it.

Keep them coming, ;) .
 
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Other items:

  1. SALT - I am not talking AJ. ;) There was a whole trade route on it.
  2. Spices - this can also mean stuff like coco
  3. Bread - there is reason why word can mean money.
  4. The Gods - as in family gods and spirits. How many "gods" do you have? This is from a book and I wish I could remember the title. The gods were elementals, that were captured and bound to a person, thing or place.
  5. People - slaves, nuff said but also, those that can provide food and goods - hunters or trade goods.
  6. MIGHT is RIGHT - you are powerful enough that you just take and no one will stop you, even doing what you say..."give me your lunch!"
  7. Shiny things - Seashells, beads, just things that catch the eye
  8. Things not every day - metal weapons in the stone age. stuff like that.
 
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