Trades of the World
"A kingdom’s strength is not measured by its swords alone, but by the hands that craft, the ships that sail, and the coins that change them."
From the dry and bustling coasts of Brandjörden to the icy rivers of Thortyr, trade is the lifeblood that binds realms together, keeping populations fed, armies equipped and burghers rich. Merchants and guildsmen travel across perilous seas and treacherous forests to exchange not only their goods, crafts and services, but also their culture, religion and knowledge. While some see trade as a mere exchange of coin, others recognize it as an invisible hand that shapes entire kingdoms.
Each kingdom boasts its own riches - some born from the soil, others from the hands of artisans and craftsmen, while their needs and desires form the invisible force that drives caravans and merchant ships across the world. Unique in their own way, the nations of the world have long shaped and specialized the goods they trade, with some being more or less self-sufficient.
Richest of all cities in Mellanvärlden, the Griffin City, also known as the Last Port of the West, stands as the world's grandest trading hub. Its bustling markets overflow with goods from every corner, and its harbors are constantly filled with merchant fleets, ever eager to exploit shifting tides of supply and demand. Shrewd and opportunistic, its merchants thrive on whispers of fluctuating prices, swiftly dispatching ships to seize surplus commodities at a pittance or to unload hoarded treasures where scarcity drives desperation—and wealth. Sarusa's main economical activities include, aside from trading: Knowledge and Technology exchange - the Red Citadels sells blueprints, inventions and books to visiting merchants, although at a hefty price and also keeping their most valued inventions a secret; Ship-Building - encompassing all steps, such as advanced carpentry, rigging, sail-making and more, Sarusa is the home of the greatest shipwrights and captains, their full-rigged ships and galleons an emblem of the City-State's naval dominance; Mercenaries - With advanced, gunpowder-based weapons and organized pike battalion tactics, many mercenary bands hail from Sarusa, offering their services to nobles and kings all around the Wintermar - something few of them can hope to afford; Goldsmithing, Minting and Jewelry-making - buying mined, crude gems from Preomona and Brandjorden, Sarusian artisans produce marvelous jewels that fires up the greed of monarchs far and wide. For that reason, the throne of the city lies inside the illustrious Sapphire Palace; Food-production - the plains around Sarusa are fertile, warm and safe, compared to the north. Because of that, pilgrims coming to the south often gaze upon endless fields of wheat, barley and other grains, rows of fresh produce and fragrant orchards filled with sweet, bright fruit; Armosmithing - As one walks across the bustling streets of the city, they'd hear the hammering of the anvil and spinning of the grindstone, as smiths and master armorers craft and shape outstanding pieces of plate and munitions, which are later sold in distant markets. Other remarkable trades from Sarusa include: Alchemy, Oil-making, brewery and cartography.
Umera
The city of angels, as it is often called, a place for entertainment, for extravagance. Umera summons merchants, travelers and nobles from all corners of the world - Nobles after the finest arts, longing to hear beautiful verses of poetry and gaze at dramatic plays. Safe surroundings and firm laws guarantee that investors and merchants won't face banditry, deceit, or the fickle whims of rulers who see wealth as theirs to seize. Like Sarusa, much of Umera's revenue comes from trading, given they can afford to maintain a substantial fleet of merchant ships, many lendable for those aspiring to buy and sell goods across the Wintermar at the same time as they bring coin to their city. Not only, the similar weather and available plains make it optimal for extensive agriculture and ranching. Silversmithing - rivalling sarusian guilds of goldsmithing, the umerans excel when it comes to the pale metal; Mining - the Sky Peak Mountains are filled with an extensive network of caves and mines rich in precious metals and iron ore, all which can accessed through tunnels that lead directly into the city, albeit being kept utterly safe from infiltration. Winery - like all forms of art, wine-making is an intricate process the inhabitants of the south have long learned to enjoy and master. Other trades include: Artisanry, Fishing, Masonry, Art craft, Tailory, Dye-making and cobblery. Umera also holds a large body of physicians, cooks and architects that are offer their services for foreigners - although at a price few can pay.
Legacya
Given it's rather recent independance, Legacya was left with the poorest lands of former Snadov †, and because of that, their economy is still getting back to its feet. Much of their revenue relies on resource extraction and exportation - mining operations on the Sky Peaks and the Mountains of Hope, from which they get iron ore, gold, silver, tin and copper. The large forests that cover the province of Vologa harbors some of the best wood in Mellanvärlden, only coming behind of quality Trerian Darkwood. On top of these, the terrain makes it adequate for extensive farming, although many times farmers are forced to deal with the risk of monsters and creatures that become more frequent the further north. Other trades include candle-making, carpentry services, weavery, furriery, tannery and other textile crafts.
Velden
The heart of former Snadov, with the pale city of Bratislen standing opulent at the core of the kingdom - a former power of Människar. Much of Velden's economy lies in the military trades, such as weapon, fletchery and armorsmithing, dedicated not only for arming and maintaining the heavy infantry and cavalry of the nation's army, but also for exportation - much of Umera's plate armor comes from Velden. The snadovians also practice ranching all across the central plains, keeping large herds of cattle and other livestock, but most importantly, they're the best horse-breeders and trainers of the continent, reason as to why Snadovian cavalry was known for mowing down armies without breaking a sweat. Rivalling Sarusa, the Vaults of Bratislen, which lie beneath the Capital Spire, are an intricate and deep collection of tunnels and chambers where the academics and scholars of Velden go to study and produce knowledge. Other trades include: Guild Work, Adventuring, Book-selling, Masonry, Mining, Alchemy , Herbalism, Brewery and Architecture services.
Vevia
A trader nation much like Umera and Sarusa, Vevian merchants seek out of their ports and into the Wintermar for thriving markets and business opportunities, although suffering significant harassing from the Trerian raiders from the north. Lebetyn and other key cities of the coastal nation are home to countless artisan guilds and organizations that, although only occasionally match the southern standards, at least sell their goods at a much more affordable price, earning their place in the world market. Vevia is also the locus from within many banks have emerged, such as the Ironclad, one of the major banks in Människar, which gives the nation further credit when it comes to business potential. Being an aspiring maritime power, the coastal villages, towns and cities of Vevia are bustling with veteran sailors and buccaneers that are willing to venture into the ocean for coin, and many pirate ships fill their crews directly at the Lebetyan port. Other trades include: Mining, Forestry and Lumber selling, Carpentry services, Textile manufacture, Locksmithing, Blacksmithing, Ship Building, Fishing, Wine-making, and Oil pressing.
Arialor
The theocracy of Människar does little business with its neighbors, at least when compared to the southrons, as the nation constantly tries to remain independent from external trade, instead relying on their domestic market, and often failing at preventing famines and inflation. Still, Arialor still holds significant economical power, mostly brought in by religious and official expeditions - the inquisition works all around the central kingdoms, hunting the [marked, confiscating the properties of the sinful and charging monastic and religious fees from almost the entire continent. The Larian Blade, overseen by The Order of the Star, also establishes many adventuring expeditions to seek out relics, artifacts and treasure where it can be found. For actual trade, the kingdom mostly sells wood and ores from the Guardian Mountains, having one of the few known mines of Struntine, which they sell and exchange with the Dwarven mountain-homes in their surroundings. Other trades include: Ranching, brewery, rope-making and Bowyery.
Treria
Shunned and isolated, the Spear Peninsula is home to proud and fierce warriors, fathers and clansmen that would rather take their own lives than carry on under the rule or influence of external nations. Treria has no road connections with the neighboring nations, as their coastal villages lie surrounding by dark forests and cold bogs, both swarming with all manner of hostile creatures and monstrosities. They obtain their sustenance from the chilly waters of the north, hunt most sources of meat from Peninsula (even if that means less noble ones) and farm some hardy crops during their brief summer. Still, the majority of their needs and desires comes through raiding - daunting fleets of enhanced longships sail out into the Wintermar, going as far as the Brandjordian coast in search for vulnerable and defenseless mercantile vessels filled with goods and treasure. Moreover, due to extreme scarcity of gold in the northern regions, the trerian people use solely silver as coin, while the little gold they do find and raid is used as currency for their trading with Umera, their only mercantile partner. Although the Umerans refuse to act as "fencers", they'll gladly buy the Darkwood, gold and pelts from the northerners, often in exchange for grain, spices and other food.
Thortyr
The sleeping giant of Människar, a remnant of the Engelian Empire, Thortyr is a militaristic and isolationist nation located at the extreme north of the continent, possessing the largest and best trained army in Mellanvärlden. For the most part, the kingdom is largely self-sufficient when it comes to food, mostly because of their millenary and advanced techniques of production, capable of harvesting and growing produce (specially fungi) year-round beneath their fortress-like cities. They also detain the secrets to Frystine smithing, which awards their knights and elite soldiers the best armor and weapons possible. Despite such a hegemony when it comes to military prowess, the north is severely lacking in rare metals like gold and silver, as well as several resources that can only be found in warm climates, such as alchemical reagents, some dyes, spices, cotton and many others. For this reason, caravans are occasionally seen crossing the heavily monitored borders and strict, cold ports of Thortyr, bringing valuable goods from Sarusa, Preomona and Velden. The northerners rarely mind the salty prices the southrons charge for their products, but they do so by demanding exquisite quality for what they buy, as well as strict arrival and departure times. Aside from weapons, armor and knowledge (books, teachers and opportunities for foreign scholars), Thortyr also sometimes offers paid services such as masonry for neighboring kingdoms, an example of such being the impenetrable Castle Hrür, built in Vevian territory by thortyan masons. The kingdom also sells large amounts of iron ore, extracted at the Frozen Peaks to the extreme north. Finally, master smiths and artisans also offer their services in refining and smelting Akreotine, as merchants and burghers often find it cheaper to buy raw Akreum from Preomona and have it smithed by thortyan masters, rather than buying already-crafted weapons from the preomonan markets.
Alluabid
Alluabid, the Jewel of the Sands, stands as a beating heart of commerce in the desertic lands of Brandjörden, where caravans laden with exotic silks, fragrant spices, and rare gemstones arrive from the distant South. Its vast bazaar, a labyrinth of color and sound, is unmatched in scale, offering everything from masterfully woven carpets to alchemical concoctions whispered to hold ancient secrets. Near-inexistent taxes and lots of cheap labor make it a heaven for the sheiks and merchants to open new businesses, safe from the greedy eyes of manniskarian nobility or preomonan law-writers. The rulers and caliphs of the city-state care little about enforcing their law, so long as the coin keeps flowing through their gates and ports, as gangs dominate the streets and shopkeepers and business owners need to hire their own muscle to maintain order. Despite that, merchants from across the known world gather beneath its grand archways and bridges, brokering deals over steaming cups of spiced coffee while scribes record transactions in ledgers of gold-inked calligraphy. The city’s looms weave fine silks and rich textiles, filling the markets with flowing robes and intricate tapestries, while artisan guilds oversee masterwork decor, masonry, and metalwork. Mercenary companies, hardened by desert warfare in the Kaliin Union sell their blades to distant rulers, all while grocers keep the bustling metropolis fed. With well-guarded mints that produce coins of high purity and an elite corps of mounted guards patrolling the desert roads, Alluabid is often seen as the capital of trade and luxury in Brandjörden, standing as a strong rival to Sarusa and Umera.
Argontos
Argontos is a city built on discipline, industry, and warfare. Its mercenaries rank among the most respected and expensive in Mellanvärlden, trained from a young age in strict martial traditions, upon which their elite force, the Myrmidons, don't fall too far behind of even Thortyan Knights. Not only, the city’s wealth also comes from its rich mines, producing akreotine, gold, and lots of gemstones that fuel both its economy and infrastructure. Beyond its walls, the jungles of Preomona provide rare biological materials—saurid bones for armor and weapons, potent alchemical ingredients, and exotic hides traded at a high price. Finally, Argontos is known for its expert glassmakers, crafting everything from durable lenses to intricate mosaics, standing as a key trade partner to Sarusa and Umera, whose glass-making industries struggle to match the quality of Argotan masters.
Thespeos
Renowned for its intellectual and artistic pursuits, Thespeos is a beacon of philosophy and wisdom in Preomona, attracting scholars and thinkers from all corners of the world, offering a wealth of knowledge and wisdom in its esteemed academies. The city's democratic structure sets it apart in Mellanvärlden, where decisions are made by consensus at the Alitheia and thespians gather to discuss matters of importance, greatly contributing to the betterment it's economy, infrastructure and society as a whole. Their crafts and teachings attract visitors from across the continent, seeking the city’s fine art, summed by its reputation for quality silver and gemstones, as its artisans produce works that enthrall even the proudest kings. Southron merchants often come to the city seeking to hire its fabled painters, whose vibrant canvases capture the essence of life in a way sculpture, music and poetry can't seem to match. Beneath its picturesque streets, Thespeos has extensive akreotine mines that fuel the city's economy. With a blend of philosophy, art, and industry, it is a beacon of creativity in the across the Wintermar.
Artacia
A power of ancient and modern times, Artakia fills all the gaps Thespeos lacks when it comes to investment to sciences and education. While thespians often prefer to debate their ideas in the open, focusing in politics and philosophy, artacians seek to discover new remedies, invent war engines and decipher long-lost languages. Atop the plateau of the Upper City of Artacia also lies the Cognite, an immense college dedicated to the study of countless fields of natural philosophy, engineer, alchemy and more, upon which many scholars and enthusiasts come to learn, albeit at a hefty price. The Akadímia of Scribes, settled inside the Cognite works day and night to copy and maintain alive the knowledge from both bygone eras as well as the present time, selling their scrolls for all who meet their charges. Beyond its intellectual pursuits, the city’s vineyards produce some of the finest wines in Mellanvärlden, while its extensive food production systems, which benefit on the ample availability of water, ensure a steady supply of resources for both its population and the growing demand of nearby regions. The city also plays a vital role in the production of high-quality rope, used in everything from merchant trade to military engineering, which further cements its status as a city of both knowledge and industry.
Kaliin Union
Thriving as a powerful commercial alliance, the Union's economy is intricately woven through the exploitation of slaves, raw materials, and luxury goods. Extensive mining operations churn out vast amounts of gold, silver, and ores, harvested by the toiling of the lowest class. Silk and fine textiles, highly coveted by the manniskarians and preomonans, are not only produced across the whole of the Peninsula of Chains, but also bought at a lower price from the Ladakh and the cities beyond the volcano. In addition to these, rare spices and other exotic commodities flow through ports towards the north, where they're sold for rivers of gold. The Union’s strategic position also strengthens its role as a trade nexus, its corsair-infested waters acting as a barrier against foreign vessels that may attempt to reach further south. Despite its brutal practices, the Kaliin Union is crucial link in the economic balance around the Wintermar. Other trades include pelts and alchemy ingredients from Brandjörden and beyond, shipwright services and dyes-making, particularly the deep-magenta Murik, extracted from clams and crustaceans found around the coral reefs of the Peninsula.