Trade goods are common units of exchange in the blue wastes. The worth of trade goods is measured in an abstract stat called Value, which generally correlates to an item slot’s worth of the good. Therefore 100 grubs can be exchanged for a single bottle of wine, or for any other item or tool that occupies a single slot.
| d20 | Type | Found | Value | Complication |
| 1 | Wine | D6 bottles | 1 per bottle | Fragile |
| 2 | Animal Hides | D4 hides | 1 per hide | Bulky (2 slots per hide) |
| 3 | Olives | D20 x 100 | 1 per 100 olives | Perishable |
| 4 | Poetry Scrolls | D8 scrolls | 1 per scroll | Delicate, flammable |
| 5 | Ore | D10 sacks | 1 per sack | Heavy (2 slots per sack) |
| 6 | Honey | D8 jars | 1 per jar | Fragile |
| 7 | Erotic Statuettes | D6 Statuettes | 1 per statuette | Cause public disorder |
| 8 | Cheese | D6 wheels | 1 per wheel | Pungent, perishable |
| 9 | Perfume | D6 bottles | 1 per bottle | Pungent, fragile |
| 10 | Shells | D100 shells | 1 per 20 shells | Fragile |
| 11 | Beer | D20 bottles | 1 per bottle | Fragile |
| 12 | Grubs | D20 x 100 grubs | 1 per 100 grubs | Alive, must be fed |
| 13 | Rare Wood | D10 logs | 1 per log | Bulky (2 slots per log), flammable |
| 14 | Eggs | D8 eggs | 1 per egg | Fragile, may hatch |
| 15 | Sugar | D6 bags | 1 per bag | Attracts insects |
| 16 | Pottery | D6 pots | 1 per pot | Fragile |
| 17 | Coffee | D6 bags | 1 per bag | Perishable |
| 18 | Rare Flowers | D12 flowers | 1 per flower | Fragile, Perishable |
| 19 | Preserved Fish | D10 fish | 1 per fish | Pungent, perishable, attracts predators (DIS on encounter rolls) |
| 20 | Preserved Meat | D10 cuts | 1 per cut | Pungent, perishable, attracts predators (DIS on encounter rolls) |
Quality
When discovering caches of trade goods or encountering trade caravans, roll for a basic good type and a quality, which further describes the condition of the goods. Be sure to record the quality as it will affect the value of the goods in different settlements.
| d20 | Quality |
| 1 | Infected (No value) |
| 2 | Ancient (Half base value) |
| 3 | Shabby (Half base value) |
| 4 | Heavy (x2 base slot weight) |
| 5 | Colourless |
| 6 | Ritual |
| 7 | Simple |
| 8 | Decadent |
| 9 | Spiny |
| 10 | Synthetic |
| 11 | Glass |
| 12 | Clockwork |
| 13 | Quicksilver |
| 14 | Ornate |
| 15 | Crystalline |
| 16 | Iridescent |
| 17 | Featherlight (half base slot weight) |
| 18 | Colossal (x2 base value, x3 base slot weight) |
| 19 | Exquisite (x2 base value) |
| 20 | Masterwork (x3 base value) |
Local Value Fluctuations
Each settlement has at least one type of trade good and one quality that is highly valued. When generating a settlement, roll to discover:
- A Good Type and Quality that are prized (x2 base value for goods of this type or quality)
- A Good Type and Quality that are undesirable (half base value for goods of this type or quality)
- A Good Type and Quality that are despised (cannot even give away goods of this type or quality)
If repeat results are rolled, take the next option down.
Note: local modifiers override generic modifiers. For example, a settlement that prizes Infected goods will trade for them at x2 the base value, and a settlement that despises Masterwork items will not trade for them at all.
Example: rolling randomly, we get a settlement where Wine is prized, as are goods that are Featherlight. Rare Flowers and Spiny goods are undesirable, and Animal Hides and Decadent goods are despised. From this we might surmise that the residents hold animal hides and decadence in contempt for some cultural reason.
Valuing Exotica
Items of Exotica are not fungible with trade goods. Exotica are unique and priceless; they are found by delving into vaults or facing similar challenges, not by exchanging them for olives. NPCs who own Exotica will not relinquish them except by force.