VAARNISH TRADE GOODS

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. 

d20TypeFound ValueComplication
1Wine D6 bottles1 per bottleFragile 
2Animal HidesD4 hides1 per hideBulky (2 slots per hide)
3Olives D20 x 1001 per 100 olivesPerishable 
4Poetry Scrolls  D8 scrolls 1 per scrollDelicate, flammable
5OreD10 sacks1 per sackHeavy (2 slots per sack)
6Honey D8 jars1 per jarFragile  
7Erotic Statuettes D6 Statuettes 1 per statuette Cause public disorder
8Cheese D6 wheels1 per wheelPungent, perishable
9PerfumeD6 bottles 1 per bottlePungent, fragile 
10Shells D100 shells1 per 20 shellsFragile 
11Beer D20 bottles 1 per bottleFragile 
12Grubs D20 x 100 grubs 1 per 100 grubsAlive, must be fed
13Rare WoodD10 logs1 per logBulky (2 slots per log), flammable
14EggsD8 eggs1 per eggFragile, may hatch
15Sugar D6 bags 1 per bagAttracts insects
16Pottery  D6 pots1 per potFragile 
17Coffee  D6 bags1 per bagPerishable 
18Rare FlowersD12 flowers1 per flowerFragile, Perishable
19Preserved Fish D10 fish 1 per fishPungent, perishable, attracts predators (DIS on encounter rolls)
20Preserved Meat D10 cuts1 per cutPungent, 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. 

d20Quality
1Infected (No value)
2Ancient (Half base value)
3Shabby (Half base value)
4Heavy (x2 base slot weight) 
5Colourless 
6Ritual  
7Simple    
8Decadent 
9Spiny 
10Synthetic   
11Glass 
12Clockwork 
13Quicksilver 
14Ornate 
15Crystalline 
16Iridescent 
17Featherlight (half base slot weight) 
18Colossal (x2 base value, x3 base slot weight)
19Exquisite (x2 base value)
20Masterwork (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.

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