Chereads / The Chronicles Of Eldric / The Fantasy World's Economy

The Chronicles Of Eldric

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Synopsis

The Fantasy World's Economy

1. Zor (Common Currency)

Region: The trade-heavy, cosmopolitan regions and major cities.

Appearance: Circular silver coins with a stamped emblem of a griffin (symbol of protection and prosperity).

Exchange: Widely accepted and often the base currency for trading conversions.

Value: Standard unit for day-to-day transactions; used by merchants, travelers, and locals alike.

Origin: The Zor was minted by a coalition of trading guilds, making it a universal currency among different territories. Known for being "the coin of the people."

2. Rubies and Diamonds (Nobility Currency)

Region: Reserved for the noble or wealthier regions, especially near mining-rich lands.

Appearance: Small gemstones cut into specific sizes, often sealed in tiny glass casings.

Exchange: Rarely used by commoners, often exchanged in high-society or noble transactions, from land deeds to major goods.

Value: Rubies and diamonds serve as a currency of prestige, with diamonds being more valuable. One diamond might equal 50–100 zor, while one ruby could be worth about 30 zor.

Origin: This currency emerged from territories with abundant gemstone mines, where nobles deemed metal too "mundane" for their dealings. The glass casing standardizes the value, ensuring the gems remain a stable currency.

3. Copper Pips (Everyday Currency)

Region: Rural areas, markets, and among the lower classes.

Appearance: Small, copper coins with an engraved compass rose, symbolizing the journey of the common people.

Exchange: Used by laborers, farmers, and for small trades like food, daily supplies, or a night's stay at an inn.

Value: Much lower than the zor, around 10 pips to 1 zor.

Origin: Forged by local blacksmiths for ease in everyday trade. It's the currency of the working class and often exchanged hand-to-hand in marketplaces.

4. Florens (Magical Currency)

Region: Predominantly in magical or arcane communities and areas near academies and enchanted lands.

Appearance: Iridescent coins with a faint glow, embossed with a mage's staff or ancient rune.

Exchange: Accepted primarily among magic users, often in exchange for spell scrolls, enchanted items, and magical services.

Value: Equivalent to about 5 zor, though valued higher in magical circles.

Origin: Said to be imbued with trace amounts of magic, Florens are minted by arcane guilds and enchantments keep them secure. They serve as both currency and a source of minor magical energy.

5. Drakes (Military or Guild Currency)

Region: Strongholds, mercenary camps, and guild-controlled areas.

Appearance: Hexagonal coins with an embossed dragon, used by guilds and military forces.

Exchange: Used for transactions related to weaponry, supplies, and payment among soldiers or guild members.

Value: 1 Drake equals approximately 5 zor.

Origin: Initially created by a powerful mercenary guild, Drakes are now used by nearly all military forces and in weapon markets.

6. Gilds (High Artisan Currency)

Region: Artisan towns, especially those known for craftsmanship like blacksmithing, jewel crafting, and potion-making.

Appearance: Octagonal coins made of a unique gold alloy, stamped with intricate patterns to prevent forgery.

Exchange: Used by guild artisans, craftsmen, and collectors.

Value: Very valuable, around 100 zor per Gild.

Origin: Gilds originated from a legendary artisan guild that prided itself on luxury and quality. Still used by craftsmen who trade valuable goods like fine jewelry, masterful weapons, or rare potions.

For an inn and basic goods like bread, here's a breakdown based on the established currency system, considering that prices vary depending on the inn's quality, location, and any magical amenities provided.

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Inn Prices

1. Basic Inn (Small town or rural area):

Night's Stay (simple bed in shared room): 2–3 Copper Pips

Private Room (basic, small): 8–10 Copper Pips

Meals (basic fare like stew and bread): 1–2 Copper Pips per meal

Ale or Simple Drink: 1 Copper Pip

2. Moderate Inn (Town or city with more travelers):

Night's Stay (shared room): 5 Copper Pips

Private Room: 15–20 Copper Pips

Meals (slightly better, stew with meat and fresh bread): 3–4 Copper Pips per meal

Drink (Ale or basic wine): 2 Copper Pips

3. Quality Inn (Busy city area or frequented by merchants):

Night's Stay (private room): 1 Zor

Private Suite (larger room with some amenities): 3–5 Zor

Meals (varied selection, fresh meat, vegetables, bread): 5 Copper Pips to 1 Zor per meal

Drink (Fine ale or house wine): 2–3 Copper Pips

4. Luxury Inn (For nobility or wealthy merchants):

Night's Stay (private suite with amenities): 5–10 Zor

Royal Suite (high-end, plush bedding, private bath): 20–25 Zor

Meals (lavish, several courses): 2–3 Zor

Drink (High-quality wine or rare liquor): 1–2 Zor

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Food Prices (In a Market Setting)

1. Basic Bread Loaf (small, common wheat): 1–2 Copper Pips

2. Fine Bread Loaf (bigger or made with finer ingredients): 4–5 Copper Pips

3. Meat (e.g., a small portion of stew meat): 3–5 Copper Pips

4. Cheese (small wedge, common variety): 3–4 Copper Pips

5. Fruit (apple or small bunch of berries): 1–2 Copper Pips

6. Vegetables (bundle, like carrots or potatoes): 2 Copper Pips

7. Wine (small bottle, common): 8–10 Copper Pips

8. Fine Wine (specialty or imported bottle): 1–2 Zor

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Examples of a Day's Expenses for an Average Traveler:

1. Budget (Simple Inn, Meals):

Inn stay: 8 Copper Pips (private room)

Meals (2): 4 Copper Pips

Drink: 1 Copper Pip

Total: 13 Copper Pips (~1.3 Zor)

2. Moderate (Town Inn, Better Meals):

Inn stay: 1 Zor

Meals (2): 8 Copper Pips

Drink: 3 Copper Pips

Total: 1 Zor and 11 Copper Pips

3. Luxury (City Inn, Lavish Meals):

Inn stay: 5 Zor

Meals (2): 2 Zor

Drink: 1 Zor

Total: 8 Zor