Myth-Weavers (
-   Archive (
-   -   Trade (

Voxanadu Jan 8 '12 12:12pm

Alright, so I think it's a good idea if everyone selects 10 Major exports.

You may trade each export with 1 country. I am aware this is unrealistic, but it will aid in determining what countries have a tie each other before game play.

Feel free to post your ten major exports here, and what you're looking for. Work out what you want to trade amongst yourselves and post the finalized version in this thread.

I appreciate the help.


Edit: Also, expect anything that doesn't have those exports on the post to be moved to the OOC: Fourth Wall Thread.

Sonny Walker Jan 8 '12 8:22pm

Waywood Forest
Chief Waywood Exports: (NOT FINAL)

1. Lumber
2. Wine (Waywine and Campaigner)
3. Silver (contracted)
4. Longspears
5. Books (contracted)
6. Wooden Shields
7. Artisan's Tools/Musical Instruments
8. Fine Art
9. Paper
10.Hemp/Rope (Contracted)

Chief Waywood Needs:
1. Steel or Iron
2. Cotton
3. Light Armor
4. Leather
5. Oil
6. Precious Stones
7. Special Metals
8. Wool
9. Horses

About Waywood:
Physically speaking, two main features dominate the landscape the realm of Waywood: The Waywood itself, a large, dense forest, and the Waymarch mountains. Thus, these provide the majority of the realm's exports. Wood, paper, and wooden weapons and shields, as well as rare components, from the depths of the forest, and silver from the great veins in their part of the mountains. Additionally, the realm is known for its skilled craftspeople and its culture.

Indeed, local weaponsmiths will make composite longbows, but only export the easier-to-make simple longbows, while keeping the better weapons in local hands. Interested parties could, of course, travel to Waywood and purchase one or two for private use, as there is no law against their sale, but prices might be high, and availability uncertain. The great number of halflings and gnomes in the realm will allow for nearly equal availability of small-sized weapons, however.

Waywood's halfling-heavy region of Grassdown, is well known for its bounty, but of its harvests, only the wine travels well. Its high quality food generally makes the short trip to the capital, where talented chefs make excellent meals unavailable elsewhere. Indeed, it is Waywood's unofficial doctrine to entice talented and skilled people from outside the realm to come live there, where their abilities will be put to good use. Likewise, the small flocks of sheep (along with goats and pigs) don't provide enough wool to exceed local demand.

While great amounts of stone are available, transport is not easy, and the amount quarried is low. Most or all of the stone is currently used in-realm. Some iron ore exists in the mountains, but not enough to export, or even to easily meet the needs of the many smiths and toolmakers in the realm. Gold is nonexistent as far as many can tell, gems are rare, as are mithril and adamantium, which are so rare as to be guarded state secrets and used only in a literal handful of items.

Despite the lack of gold in the realm, or perhaps because of it, the metal is not highly prized in the realm, beyond jewlers, and they generally work in silver, except on orders from outside the realm. In fact, gold exchanges at a slightly lower rate here than normal, and any gold coins that do exist in the realm are generally paid away first, especially to outsiders. It's become a bit of a cultural thing, and anyone who chases gold is seen as grasping, and asking for gold is a faux pas. The local dwarves don't quite get it, and will gladly accept gold (but at the same rate as the rest of the realm, being savvy), though they know better than to make it obvious, and will make a half-hearted show of being displeased with gold. However, as they do most of the silver mining, it's understood that they want to give silver away more than take it in. Copper trades a bit higher than normal, as it has many uses and is not plentiful, while silver's value is tempered by its abundance and trades normally. This disparity in exchange is not generally taken great advantage of, as the weight of the amount of copper needed to make any money off the different exchange rate would counterbalance its slightly enhanced value. Still, a savvy traveler might carry a little extra copper in his pocket and trade gold for silver outside the realm's borders, and in doing so see himself a few drinks richer at a local pub.

Gavinfoxx Jan 9 '12 12:58am

Well, I'll have to go find that list I made some time back, and condense it into 10!

1. Leather Goods / Furs / Hides (Including Armor)
2. Chitin Goods (Including Armor and shields)
3. Wool Goods (Often Dyed)
4. Porcelain
5. Lacquered Wood Goods, of exotic woods (Including small amounts of bows of Exotic woods, like Serren, and some Bronzewood or Livewood items are available in small quantities)
6. Plant based Spices
7. Plant and Vermin based Dyes & Perfumes & Cosmetics (generic 'make you pretty' sort of stuff)
8. Plant and animal and Vermin based Poisons and Alchemical items
9. Fine Cheeses
10. Domesticated Animals

Erikkin Jan 9 '12 6:12am

Jade Mountains
Chief Exports

1. Iron and Steel
2. Swords
3. Spears
4. Metal Armor
5. Metal Shields
6. Rare Metals (Gold, Silver, Copper, etc.)
7. Gemstones
8. Coal
9. Animal Pelts (Mainly Bears and Predatory Cats)
10. Spirits

Voxanadu Jan 12 '12 12:11am

Pejerasate - Trading
1. Salt
2. Soap Stone
3. Sand Stone
4. Slaves
5. Wheat
6. Silk
Crafted from insects
8. Gemstones
9. Glass Beads
10. Marble

Mirtai Jan 12 '12 8:35pm

The Elven Court: Trade

1. Fish
2. Grain
3. Vegetables
4. Woodworking (all sorts, included mastercrafted)
5. Masonry (mostly stone and marble... more elven work than dwarven.)
6. Boats (all sorts)
7. Enchanted Weapons and Armor
8. Scrolls
9. Potions
10. Wands

NM020110 Jan 18 '12 2:35am

Realm: Wallachia

Less tentative list, now.

1.) Mercenaries: Wallachian ex-military men tend to be easy to come by, and usually will still have their equipment. If that's not enough, one can hire active duty personnel from the government offices in Sevastepool, or if one desires elite forces, one could hire a few Rangers from the guild hall(bring plenty of gold if attempting this).

2.) Exotic flora (No grenade trees; they were all destroyed in an attack by an Unknown Creature. Yes, there were a few hundred. Yes, the army was guarding them. No, no-one survived with a description. No, the nearby city did not survive.)

3.) Exotic fauna (Selection varies. The Rangers captured a number of displacer beasts recently, and they will be on sale.)

4.) Steel weapons (The mine is have an infestation problem, but this should clear up shortly. It had better, with two divisions and the Rangers working in the area.)

5.) Steel armor (Spiky bits included. Wallachians don't like to be eaten or grappled, and neither should you.)

6.) Citizenship: Wallachia extends an open invitation for any who wish to settle there, and the process for applying is made very simple and quite easy(literally just sign on the bottom line of a three page document; officials will help if you need it).

7.) Alchemical Items (There is a surplus of around 300 per week for now. Later there might be more.)

8.) Crossbows (While the Ranger special is not for sale, light and heavy crossbows can usually be found on the market. Occasionally a military-issue repeater will find its way here, as well...)

9.) Exotic Drinks (Some of the workers at the mines have found a vine that, when ground, make an interesting powder. When places in water, it dissolves and makes a very potent drink. It may be a while before this gets to the markets, but other exotics are quite available.)

10.) Exotic Foods (The process for baking the powder into a bread and having it not be horrifyingly spicy is still under research, but for the spice lovers this bread is to die for. <The Wallachian government claims no responsibility for any deaths that may occur as a result of consumption.>)

11.) Hostile Fauna (Waywood Forest and Chimeria only): On occasion a creature will come out of the jungles and wander into a neighboring realm. The remnants of walls mark the area that citizens should keep away from...

Mathis Jan 30 '12 5:28pm

Rayan Mak
10 exports, may be subject to change.

1. Grains.
2. Horses.
3. Cotton and Linen clothing, produced.
4. Technology (Quality weaves, mills/millstones/sawmills).
5. Pottery (Tiles, mosaics).
6. Wool clothing, produced.
7. Hemp.
8. Tobacco.
9. Exotic Foods (Peppers, chili, garlic, coffee, oranges, dates).
10. Crossbows, both light and heavy and of expert craftsmanship.

SageBahamut Jan 30 '12 11:00pm

Top 10 Chimeria Exports:
1 Grain
2 Wood (it is known that the Basinmen of Chimeria Low produce a small amount of Serrenwood, Darkwood, and Thistledown each year)
3 Fish
4 Mercenaries
5 Ships
6 Shipping (Chimeria has an enormous coastline, so they make a bit of coin escorting the trade ships of other nations along it)
7 Cattle
8 Tobacco
9 Trained Dogs
10 Alcohol (the Basinmen, again, produce a lot of beer and whisky and a drink that is a decent analog to vodka, while the people along the coast compete annually with the Waywood for wine production)

Chimeria needs:
1: Metals of all sorts and metal goods. Chimeria produces almost none of their own, and so import almost all of what they need. (I imagine they trade extensively with the Jade Mountains region for the precious metals.)
2: Magic. Chimeria has only a couple of full-fledged magic schools, so production-grade magic items are more often imported than locally made.
3: Elven Masonry - The people of Chimeria claim that they all have a drop or two of elven blood in them, and their love of elven architecture endures in every major city.

Burning Spear Jan 31 '12 12:14am

Amber Mark
Exports:1: Wine (the best on the continent) heavy Amber (red) mostly, like Spanish/ French wine, liked by nobles across the continent.
(Shipped in amber coloured glass or Alabaster vases or in wooden barrels.)

2: Dried Grapes/ Coconuts (The southern Amber Mark contains enough of this to export it, fresh coconut milk is highly used internally though.)

3: Ships but on commission, aka no mass production for export and only after approval by the state.

4: Papyrus/ Paper (Large amounts of Papyrus is made in the soutern region of The Amber Mark, however, because of the extensive use fo wood, both woodpulp and papyrus is also used to manufacter higher quality paper, most papyrus is used in every day use and for scrolls, paper mostly used for book creation, even small scale imports are done to the Waywood Forests, but this not not significant on any scale.)

5: Glass/ Glass blown items (One of the specialties of craftsmenship they invented, now is mostly used for Wine, alchemy and windows, enough is made to export.)

6: Dwarven build items (Dwarf-craft/ mw) (The dwarves in the Eastern Amber Mark province produce exceptional quality items of all sorts and are renowned for their ability to copy almost anything they import.)

7: Dry Pasta's (A specialty from this country, they use it for personal consumption and export alike.)

8: Granite/ Marble/ Alabaster/ Obsidian (as a side product, Marble and Granite are used extensively as building materials, Alabaster mostly for jewelry and utensils (in place of pottery for the more exquisite items).)

9: Pearls (Used mostly in magic and jewelry, or as currency, they are cultivated all over the "medditirainian" warm coast, pearl diving is a serious job.)

10: Iron (as massive amounts are mined, there is a lot of overflow, thus it is exported.)

Indigenous used resources:
1: Basic Lumber, mostly Pine, used for shipbuilding, and food.

2: Iron and Steel (Enough Iron is mined to export it, but only enough steel to use indeginously)

3: Rare Metals (Gold, Silver, Copper, etc.) (enough gold is mined for minting, silver is mined only for holy purposes, but massive amounts of copper and bronze are made for everyday use.)

4: Grain (Wheat/ Barley/ Rye) for Pasta production (Grain is used for pasta and Animal feed, Pasta is used in huge amounts, even for export.)

1: Linen and/or Silk, mostly for the sails of ships (Because the Amber Mark does not have any production of either, but there is a great need, they import this on a grand scale.)

2: Oxen/ Sheep (Although Oxen are bred on a small scale indeginously, there is a greater need then what is produced, therefore the need for import. Sheep are not known in this region, thus the need for its wool is filled by import of sheep's wool, sheeps meat is considered a delicacy thus many sheep end up on the table after some time.)

3: Wool (see Sheep.)

All times are GMT +1. The time now is 5:39pm.

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2015, vBulletin Solutions, Inc.