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
- Moonwood timber from the Eternal Forests - prized for magical resonance in construction
- Iron, copper, and rare metals from the Ironspine-Mountains
- Crystalwing dragon scales - extremely rare, used in high-level enchantments
- Freshwater fish from Lake Serenith - staple food for the heartland
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.
- Route: Valoria City → Fort Sentinel → Ironhold → Port Haven
- Travel time: ~3 weeks end to end by horse
- Security: Regular military patrols, toll stations at key points
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
- Politics - Trade policy and government regulation
- Kingdom-of-Valoria - The kingdom’s economy in detail
- Cities-And-Settlements - Trade centers and marketplaces
- Technology-And-Innovation - Impact of technology on trade
- Races - Economic roles of different races
- Great-Rift - The Rift’s impact on overland trade routes
- Dwarven-Holds - Dwarven economy and mountain trade
- Shadow-Trade - Illegal Rift-Shard trafficking network