DAGE: Dark Ages Campaign World -- Game Info

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Trade

Dage relies heavily on barter as a means of trade, as the collapse of the Empire devalued its currency. To simulate this using the AD&D system, assume that the actual monetary value of items is translatable between items -- that is, one longsword is worth maybe three short swords, which is worth maybe a week's stay in a decent inn. The gp values should be used as a reference for equivalent values between items. However, barter does depend on the need for particular items, so GMs and players should not assume that just because an item is of equivalent (or greater) worth, that someone will want to trade for it.

Despite this collapse of trade, coins still exist, but often have little value (what's a farmer going to do with a piece of metal that no one else wants?). As a result, coins become just another item to barter. The Ciliano Empire's currency is still worth something, as well as the coins used by the various Caliphates, however. Older Kadian coins are generally worth only the weight of precious metal in them, repayable in large cities only.

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Common coinage, 1315 KY:

SOURCE \ Coin PPGPEPSPCP
CILIAN BesantPyronNomisaIlon
CALIPHATES* DrachmaLydanPala
OLD KADIAN AureusDenariiCentarii
EASTERN EMPIRES* PentarcheUnarcheDecarcheCentarche

* These are only examples of coins from this region.

The "generic" gold piece, silver piece, etc. is a classification term used to refer to the relative worth and metallic composition of currencies. Thus, one can correctly call a Cilian pyron a gold piece; as well as a Caliph's drachma, or an old Kadian aureus. Exchange rates differ radically in different towns and cities, though, so they will not always be interchangeable.

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Equipment

The technology of Dage is not as advanced as other medieval fantasy worlds, restricting the equipment available to adventurers. While all of the basic necessities exist, they are harder to procure (generally 150% to 200% of the list price outside of cities) and some more advanced items do not exist.

Beginning adventurers typically spend all of their starting money on items, as coins themselves have little value outside of cities. Some "smart buys" include trade goods such as salt, finished goods like boots and tapestries, foods and animals. Many groups of adventurers can do well to invest in trade goods and be able to support themselves with more than the treasure they might find.

Clothing: All but hose available; silk clothes = 300% list price.

Miscellaneous: No block & tackle, bolt case, glass bottles, lanterns, magnifying glass, paper, spyglass; locks are of poor quality, silk rope = 300% of list price.

Weapons: No arquebus, awl pike, composite long bow, crossbows, jousting lance, or mancatcher available.

Armor: No brigandine, field plate, full plate or full plate barding, great helm, or plate mail available.

Transport: No carriage, horse yoke, pony cart, or sailing ships available.

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Written by Eric Dobbs; last updated 5/15/96; comments, suggestions, or questions are welcome.