The Kingdom-of-Valoria controls most major trade routes in western Aethelgard, but independent merchant guilds and foreign powers maintain significant economic influence.

Currency

Gold Crown (Valoria)

The standard currency of the western kingdoms, minted in Valoria City. One gold crown is roughly equivalent to a week’s wages for a common laborer.

  • Denominations: Gold crown, silver mark (1/10 crown), copper bit (1/100 crown)
  • Acceptance: Valoria and allied nations; dwarven holds accept at fixed exchange
  • Counterfeiting: A serious crime, punishable by hard labor in the mines

Dwarven Stone Tokens

Carved stone discs used in dwarven commerce, valued by weight and mineral content rather than face value. Made from precious stones and metals compressed into small discs.

Barter

In frontier areas, remote villages, and the Wildlands, barter remains common. Traded goods serve as currency where coins are scarce.

Major Trade Goods

Magical Items

Arcane and divine artifacts are the most valuable commodities in Aethelgard. Traded through the Grand Bazaar of Valoria and specialized auction houses.

  • Enchanted weapons and armor - Command premium prices from military buyers
  • Potions and reagents - Consumable magic, high demand from adventurers and mages
  • Scrolls and spell components - Sold through the University of Valoria and private dealers
  • Risk: Counterfeit magical items are increasingly common; certified appraisers are essential

Natural Resources

Luxury Goods

  • Elven wine and silverleaf tea from Silverleaf
  • Dwarven clockwork mechanisms from Ironhold
  • Silk and spices from eastern trade (limited access due to the Great Rift)
  • Gemstones - dwarven mines produce the finest gems in the known world

Trade Routes

The Royal Road

The primary overland route connecting all major cities of the kingdom. Well-maintained and patrolled, but long and subject to seasonal disruptions.

The Silver Circuit

The maritime route along the Silver Coast, connecting fishing villages, Port Haven, and foreign ports beyond the Azure Sea.

  • Primary cargo: Fish, salt, timber, manufactured goods
  • Vessels: Mix of Valorian warships and independent merchant vessels
  • Risk: Pirates operate in the southern waters

Mountain Pass Routes

Through the Ironspine Mountains, connecting human and dwarven markets. Critical for mineral and metal trade.

  • Key pass: The Stone Gate between Valoria and Ironhold
  • Seasonal: Closed during winter storms (3-4 months)
  • Toll: Controlled by dwarven gatekeepers

The Shadow Trade

Illegal trade routes used by drow, smugglers, and the Shadow-Council. These routes bypass taxes and tariffs while moving forbidden goods.

  • Routes: Underground tunnels, hidden coastal coves, magical transport
  • Goods: Illegal necromantic materials, stolen artifacts, slaves
  • Enforcement: The Crown actively hunts Shadow Trade operations with limited success

Major Economic Powers

The Kingdom of Valoria

Controls taxation, minting, and regulation of trade within its borders. The Merchant’s Guild advises the crown on economic policy.

  • Strengths: Agricultural surplus, manufacturing, magical industry
  • Weaknesses: Dependent on dwarven metal and elven magic imports

The Dwarven Holds

Control mineral wealth and master craftsmanship. Their guilds operate as quasi-governmental bodies.

  • Strengths: Monopoly on high-quality metals and gems
  • Weaknesses: Limited agricultural capacity, dependent on human food imports

The Elven Enclaves

Trade sparingly, primarily in magical knowledge and rare botanical products. Elven goods command premium prices due to scarcity.

  • Strengths: Unique magical products, irreplaceable knowledge
  • Weaknesses: Small trade volume, isolationist tendencies

Independent Merchant Guilds

Powerful non-state actors who operate across borders, sometimes challenging governmental authority.

  • The Grand Consortium - Human-run, controls overland trade
  • The Sea Wind Company - Maritime trade and shipping
  • The Stone Cutters - Dwarven-run gem and metal brokers

Economic Tensions

  • Tariff disputes between Valoria and the Dwarven Holds over metal pricing
  • Smuggling undermines the crown’s tax revenue
  • Magical monopolies - the University of Valoria’s control of magical item certification creates resentment among independent mages
  • Eastern trade potential - The Great Rift blocks overland routes to eastern markets, creating enormous pressure to find alternative paths

See Also