World Archive
A traditional high fantasy world of ancient crowns, elder races, divine light, living forests, dwarven deeps, dragon covenants, ruined empires, and a...
Updated
World Guide
A traditional high fantasy world of ancient crowns, elder races, divine light, living forests, dwarven deeps, dragon covenants, ruined empires, and a...
Updated
Topics: fantasy worldbuilding, characters, factions, relics, creatures, locations, canon.
Archive Record
How quests, ruins, monster parts, relic custody, inns, guides, temples, and crowns form an economy.
Updated
Tags: economy, relic, guild.
Scope: the adventurer economy is the network of labor, risk, law, and belief that forms around dangerous places. It includes lantern oil, rope, mule hire, map copies, healer fees, writ stamps, grave insurance, relic appraisal, porter wages, guide rights, monster bounties, and inns that survive on parties who may not return.
Town lifecycle: a frontier town grows when a ruin is discovered, booms when salvage is safe enough for mid-rank parties, corrupts when sponsors arrive, and collapses when the dungeon is exhausted, sealed, cursed, or claimed by a stronger authority. Some towns hide danger because their economy depends on continued delving.
Monster markets: regulated parts include wyvern venom, troll blood, manticore spines, wight bronze, greenwake pollen, name-eater ash, and behemoth echo organs. Each part has legal, medical, military, or religious use, which means a monster hunt can attract merchants before mourners finish burying victims.
Relic valuation: relics are priced by power, custody risk, political consequence, saint association, repair cost, corruption exposure, and whether the object can be used without changing ownership law. A weak relic with clear legal custody may sell better than a strong relic that could start a succession dispute.