Common Prices

Ivory tokens are the most common currency of the land, and prices are usually given in ivory. Petty purchases like a loaf of bread or mug of ale are transacted in horn pennies, but we consider such purchases to be trivial and don’t bother tracking them. Significant purchases are transacted in gold, often by the likes of merchants and nobles.

A few ivory pieces (no more than 3 coins):

A handful of ivory (no more than 10 coins):

A full purse of ivory (no more than 50 coins):

A small coffer of ivory (no more than 500 coins):

A chest full of ivory (no more than 5000 coins):

A chest full of gold (no more than 50 000 coins):

Bartering

Many of the merchants and trading partners you’ll encounter on the Archipelago, especially upon the waves or on smaller islands, won’t be interested in transacting in ivory. To trade with such folk, we use a modified version of the bartering procedure described by this blog post.

Bartering is always imprecise, and the value of a given item in a given trade is highly variable. For each merchant, come up with two lists:

You can put anything on these lists, including abstract things like a service the merchant offers or a job they need done. You should adjust them as the fiction develops or the player characters conduct trades. For example, a merchant that was hungry and desperate for food is likely to adjust their demand once you’ve given them enough meals to last them a week. An alchemist who was happy to part with healing draughts yesterday might hesitate to give up their last couple of potions.

To conduct a trade, roll dice for all of the in-demand items the player characters are offering and add up the total. Then roll dice for the in-stock items the player characters want in return. If the player characters roll equal to or higher than the merchant, then the merchant is willing to accept the trade. Otherwise, they’ll need to sweeten the deal.

Player characters can barter to improve their negotiating position in various ways:

When negotiating with a merchant, you usually roll at the risk of exhausting their patience (a progress clock is a good way to represent this). Alternatively, you might roll at the risk of overplaying your hand - perhaps they realise that the thing you’re trying to convince them is worthless is actually something you desperately need!