Coins of the Flanaess | From the Greyhawk Grimoire #1

Section one describes the appearance of coins found in particular areas of the Flanaess.
Section two gives a list of definitions for use in section three.
Section three provides detailed information on relative values and ideas on how to handle coins in your Greyhawk campaign.

SECTION ONE - Coin Appearances


Platinum Plates - Mayor's side profile is depicted on the front.
Gold Orbs - a crude depiction of the city on the front.
Electrum luckies - a set of merchants scales on the front.
Silver nobles - slightly oval, a depiction of a barge sailing down the Selintan river.
Copper commons - Greyhawk's coat of arms on both sides.
Note: The reverse or "tails" side of all Greyhawk cities coinage is the same. It is a depiction of the city's coat of arms and beneath it in old Oeridian is inscribed "Aytonomoy" which translates as autonomous, meaning independent.


Platinum paladin - round with an inscribed edge with Furyondy's coat of arms on one side and a portrait of Belvor IV on the other.
Gold wheatsheaf - round (some slightly elliptical) a sheaf of wheat on one side the other blank.
Electrum knight - oval with various coats of arms on both sides.
Silver Sheridan - tower on one side and a crown on the reverse.
Copper common - coarse design of a horse's head on one side and a set of crossed staves over a sack on the other.
The nation's coins are minted in Verbobonc.


Platinum sterling - large and round with Nyrond's coat of arms on one side and a likeness of the king on the other.
Gold noble - crossed sword and spear on one side and a shield with Nyrond's coat of arms on the other.
Electrum shine piece - bright with a hole in the center. On one side in old Oeridian is written "faithful and honest", on the other side are a pair of intertwined snakes.
Silver shield - small shield shaped, Nyrond's coat of arms on one side and a great helm on the reverse.
Copper common - leaf stave on one side and a pair of sacks and stalks of wheat on the other.


Platinum mayor - round, a depiction of a town on one side and an up turned sword on the other.
Gold Flora - a large hornwood tree is on the face of the coin and on the other side is the semblance of a full rose.
Electrum Bluie - bluish, a large stag is depicted on one side and on the other a double bladed battle axe.
Silver penny - a rearing unicorn is on the front and on the back a bow and three arrows.
Copper Noble - plain round coins with bulging sacks on both sides (what's in the bags isn't clear).


Platinum Emperial - coat of arms on one side and a crown on the other.
Electrum Lords - A ship under sail on one side and the other side depicts the ship at rest.
Gold Luckies - cities coat of arms on one side and on the other a sword and axe crossed.
Silver commons - sacks of wheat on one side, crossed staves on the other.
Copper orbs - slightly elongated with a merchants scale depicted on the front and on the back is the cities coat of arms.


Urnst is two countries but are similar in coin design.
Platinum Knight - The specific states coat of arms on one side and a Charging Knight on the other.
Gold Sovereign - The individual Nation's Arms on one side, on the other side is a side profile likeness of the ruler, in the county its a woman, the duchy a man.
Electrum Nobles - A depiction of a merchants scale is on the front and the individual Nations arms on the other side.
Silver Majestics - A unicorn on one side, Nations arms on the other.
Copper common - Nations arms on both sides.

Note: when I state the word nation I mean that the duchy's coins have their nations emblem or whatever and then the county's coins have its nations emblem or whatever on its coins. The two nations have their own coinage its just I listed them together because the coins are so similar. The only thing that changes is either individual nations coat of arms and depiction of its ruler.

The Nations that make up Aerdy:

Note: The following is from the Ivid The Undying accessory and is repeated here merely to keep you from having to look it up. All lands of Aerdy use the standard AD&D game conversion rate for coinage of different kinds. However, different provinces mint their own, slightly varying, coins.

The Imperial currency minted in Rauxes is still accepted throughout Aerdy, in as much as any coinage is. The coins used are:

Platinum Orb: a rectangular, flat disc with the image of the Orb of Rax on both sides.
Gold Ivid: a circular coin with a milled edge, bearing the face of Ivid V on one side and the staff, orb and crown of the overking on the reverse.
Electrum Noble, Silver Penny, Copper Common: These are all circular coins without milled edges, bearing the heraldic symbol of the Great Kingdom on one side and that of the House of Naelax on the other.

The same coins are used in South Province, but the design differences are that the Platinum Orb has the symbol of the Great Kingdom on one side; the Gold Ivid has that symbol instead of that of the regalia of the overking; and the other coins have the boar's - head symbol of South Province rather than that of the House of Naelax. In North Province, coins are the same as in South Province, save that the draconian shield symbol of that province replaces that of South province on coins. Old Medegian coins show the face of the Censor of Medegia on one side and the shield designs of Medegia and the Great Kingdom on the Reverse. Here, the gold coin was known stubbornly as a "Gold Crown" and not a Gold Ivid as elsewhere.


Note: The three nations that make up the Ulek states are separate but they are so mutually involved with each other that they share the same coinage. A council with members from all three states oversees and reviews the coinage. They and their representatives can enter in any mint in any one of the Nations at any time without warning. There are laws on coining that the council enforces and they have the powers of arrest for infractions involving currency in any one of the three nations. Older coins minted individually by the three nations before a common coinage system was developed are now accepted at their full value in any of the countries chief marketplaces. It is not necessary to visit a money changer to convert the old coins to new ones as the old ones are still accepted just about everywhere.

Platinum Noble - Slightly octangular coin. It has a side view of a rearing dragon (Type indistinguishable) that looks as if its about to spew fire.
Electrum Penny - A sphinx, resting on its haunches looking down at someone wearing robes (race is indeterminable because the figure is hooded). Apparently the two are in a riddling contest.
Gold Florin - Has a depiction of an Eagle in flight. A full moon is under it and to the left, a radiant sun down and to the right.
Silver Groat - It bears the side view of a family of three unicorns walking towards the right edge. The one on the far right is large and appears to look at the holder. The mother and colt follow along behind looking ahead.
Copper Bit(s) - Bears a depiction of a sheathed sword slanted at 45 degrees, pommel up.

Note 2: The reverse for all denominations of Ulek coinage is the symbol/mark of the god Zilchus. (As a side note it is considered the "tails" side whenever the coin has to be flipped). It can be found on reference card 4 in the From the Ashes boxed set. For those that don't have it, the symbol is a bag of coins with several coins lying about around it. This in no way should be assumed to mark the importance of that faith in that realm.(Followers of Zilchus in the Ulek states do point out, however, the growing prosperity since the symbol was put on the coins a few years ago. Other priesthoods state it as coincidence). Also, all Ulek coins are milled to prevent clipping and it also helps improve the durability of the coin.


Platinum Emperor - It has King Scotti's Face on one side with the words "Dominus noster" in old Oeridian (our lord) below it. The reverse side has the nations coat of arms.
Gold Eagle - Shows an eagle perched on a branch but with its wings out. The reverse has Keoland's coat of arms.
Electrum coins: Keoland doesn't make many (the rareness doesn't make them any more valuable). The coins simply bear
Keoland's coat of arms on one side and now posses the symbol/sygil of the gods Zilchus on about half and Heironeous on the other half of the coins produced. (Note: Zilchus appeared on Keoland's coinage after the Ulek states put it on theirs and those countries began to prosper. Obviously Keoland is blatantly copying them and again this coin does not in anyway mean that the priesthood of Zilchus is more prominent than any other).
Silver legions - Bears three Keolandish legionnaires (soldiers) standing at attention. Their spears are in their right hands, pointing up, their shields are on their left arms (full body shields). Reverse bears Keoland's coat of arms.
Copper senators - bears the inscription in old Oeridian "senatus consutlo" (By order of the senate). Copper coins are made and under the authorization of Keoland's senate. The reverse bears Keoland's coat of arms.


By Iuz I mean the original land named after that entity. It does not refer to the countries now occupied and controlled by him (post FTA). It is unknown if the new conquests will continue to make currency, and if they do, if it will be of the old or some new design.

All coins no matter what the denomination are similar. The symbol/coat of arms of the land of Iuz is on both sides of the coin. Older coinage which is still in circulation has the coat of arms on the reverse side and a semblance of Iuz (in the form of an old man) on the face. This was discontinued, as foreigners began to decline accepting it because some claimed the eyes on the coin seemed to follow the holder when the coin was out.

There have been several coin designs over the years and will probably be more as designs seem to change at a moments whim. No matter what the design, several things remain the same.

1) Iuz's coinage is never a work of art. There are more orcs in the land of Iuz than humans and big appreciaters of art work they are not. The coinage is always simple and crude looking but functional.

2) Big amounts of electrum and platinum coins are not manufactured. Iuz just doesn't have the resources. This doesn't mean that electrum and platinum coins that are made are more valuable, just scarce. (Electrum and platinum coins are as poorly manufactured as the rest so there are no coin collectors interested in collecting them for their beauty). This means that if players are loaded down with copper, silver and gold coins they are not going to be able to lighten the load by converting them to electrum and platinum coins. You can get some electrum and platinum pieces but not a lot.

3) As for copper pieces, only about half are actually copper and another half are actually made from bronze or a similar metal. This doesn't make one more valuable than the other as both are equal in value (in this case value is set at the amount of raw metal in the coin, less of the more valuable metal is put in its coin than that which goes in the other one).


These three currently don't produce coins but have returned to the bartering system. I'm simply going to go into them here as players will eventually be dealing with them at some point and should know how to deal with them.

The Ice, Frost, and Snow barbarians have in the past and probably will again in the future make coins. Currently the Snow barbarians are the dominate group and they feel that coins should be got by raiding and not by putting people to work in mines to dig ore. The three groups trade and carry out commerce through bartering. The one tool that is critical to have in dealing with them are merchants scales. Fear not if the traveler doesn't posses these the barbarians will furnish some for their use. Needles to say the scales provided wont be accurate or weighed in the travelers favor. There is an old saying, "never use another's scales". The barbarians will not accept coin from people they don't know at face value. They will want to weigh the coins first and more often than not it seems foreign coins are not of the correct weight (of course this is blamed on the poor value of foreign coins and not on the scales that have been rigged in the barbarians favor). The barbarians will take bits and pieces of precious metal as readily as coin. They don't hesitate to break objects up and use the pieces in trade. They'll gladly tear the arm off a silver statuette, weigh it for value and then use it to pay for lunch. Then do the same with the other arm at suppertime. This doesn't mean their stupid. If they're near somewhere that values something they have, and its worth a lot in one piece they'll gladly head to that port and do business. They just have a tendency to be a very impatient people and if they need drinking money then they'll gladly start busting up and tearing off chunks of something valuable.

It should be noted that the barbarians are more or less honest among themselves when it comes to trading. They are also honest when it comes to people from Ratik (if its positively known for a fact that the person is from there). Their honest with people from Ratik out of respect (obviously if that respect for a particular person is lost for some reason they're fair game). The reason they're honest with each other is that blood feuds and vendettas have erupted many times where money is concerned and this is to be avoided. Especially now that they have Aerdy, The Hold of Stonefist and Bone March to play with (to them war is fun). Added to the hostility level is the fact that weregelds have risen and it gets to be to expensive to kill fellow barbarians. (Weregeld is a fine inflicted on someone who has killed someone unjustly. It is placed by the lord and it is a monetary reimbursement that a person must pay to the family of the person he wronged. When and if the fines paid then the person receiving the money agrees to call off the vendetta/clan feud and make peace with the wrong doer. The setting of high weregelds is common when times are troubled to prevent wars at home so that everyone can concentrate on war abroad. It should be noted that weregelds are not set for killing foreigners unless that person is there by request or under the protection of a Thegn (lord) or one of the kings).

It can be dangerous trading with the barbarians but if the people doing the trading don't complain to loudly at being cheated they should survive. After dealing with someone two or three times they'll actually use their other scales (the honest ones, the ones they use for fellow barbarians and people from Ratik). Of course if trading in a foreign marketplace, they'll be a little more polite and agreeable. If the exchange is taking place on the quarter deck of their longship and its out to sea then the person they're trading with had better smile often and not complain to loudly. They are not thieves (well they think their not) and if a person gets to vocal in their objections the person can keep their goods but find themselves sinking to the bottom of the Solnor Ocean with their trade goods wrapped around their neck. It should be noted that the barbarians are not subtle. When they're irritated they will blatantly put out their hand and push the scale to a more favorable reading. When this happens it is best to smile back and pay what is requested unless you are sure you can beat them in melee.

It should be noted that by and large they are almost honest with those they deal with, it is only a few that are blatant cheats though all will trade shrewdly. It is only with their enemies and people that have truly offended them that simple trades become combat encounters.


Veluna's coinage is very simple. It has Veluna's coat of arms on the front and the god Rao's symbol/sygil on the back. It should be noted that in this case the symbol of this deity on the coinage does show the importance of that faith in that realm. The ruler of the realm is the arch cleric of Rao and while there are temples to other Lawful Good deities in Veluna their congregations are small and it is the followers of Rao that have most if not all the political power. The coinage here is milled to prevent clipping and to help lengthen the life of the coin. Platinum, Electrum, Gold, Silver and Copper are all minted here.

The observant reader will note that I have not listed all the nations and their coins in the Flanaess. There are several reasons for this. One is that I wanted to only give descriptions that the average adventurer would actually come into contact with on a regular basis. The nations I mentioned have existed a good while and have produced coins which are now spread far and wide across the world so that some can be found on orcs and in dragon hoards and be passed along by merchants. The nations I haven't mentioned do produce coins its just that they aren't as sought after in marketplaces and thus have not spread as far. DMs who have campaigns based in area's I have not mentioned are encouraged to make up the nations coinage for their campaigns. One day when I have some time I'll try to come back and detail all the nations I haven't covered but that project isn't going to be soon.

SECTION TWO - Coinage Terms

Alloy - When the primary precious substance in a coin is combined with a cheaper metal to make a more durable but also a coin of cheaper composition.

Clipping - Process by which unscrupulous persons would shave or shear around the edges of a coin. These shavings would be saved and the amount of precious metal shaved could add up depending on how many coins were shaved. After the coin was shaved it would naturally be put back into circulation by the person doing it, though now the coin would be underweight and somewhat brittle. Archeologists have unearthed buildings dedicated to clipping that date all the way back to Roman times.

Counterfeiting - It should come as no surprise that this existed in ancient and medieval times. The penalties for it ranged from imprisonment to death.

Debasement: To reduce to a lower value, to adulterate a coin by the addition of something of less value: a lowering of purity and quality, and consequently of value. Basically when this happened is when a ruler needs a lot of money fast and doesn't have enough precious metals to make the required amount of coins the ruler adds a cheap metal to the coin. This means that the ruler can make more coins. However the value of the coin begins to drop when its discovered that the coin doesn't have the amount of precious metal it should. Rome is famous for its debasement of coinage but the Greek coins before the Hellenistic times were very rarely debased.

Depreciation of Currency - When a nations currency value falls. This can happen because of wars (such as happened in Europe after each of the two world wars), or an increase of the ratio of imports over exports, but the reason most often was because a ruler was trying to increase their personal wealth (see debasement). Sometimes the value of a nations currency is devalued on purpose. When a nations currency value falls it increases purchases by foreign investors (thus increasing exports) and encourages people at home to buy local products (thus decreasing imports). In short it makes things inside the country cheap for foreigners but stuff outside too expensive for natives.

Evasions - This is similar to counterfeiting. When the punishments for counterfeiting began to rise some counterfeiters turned to evasion. What evasion means in this case is that a fake coin was carefully made to resemble an actual legal tender coin but not to be an exact copy. Words on the coin would intentionally be misspelled, the likeness of the ruler (if one was present on the coin) would be misconstrued etc. That way if the person was caught he could claim that he did not counterfeit or copy any coins and so in fact evade the counterfeiting laws. This method worked very well in England because so few people, especially among the poor, could read. It should be noted that the less valuable coins were picked on because obviously the evaders did not want the richer, and thus powerful people to get angry. Also the more well to do could read and probably more easily spot the fake coins. It should also be noted that a whole market for these coins sprang up and you could actually buy these coins at about half their listed value (though the place you bought them from obviously did not advertise).

Milled edge (not to be confused with milled money) - A coin rim which has been raised in relation to the surface of the coin. This discourages clipping and makes the coin more durable and thus, last longer. When I used the term milled in the coin descriptions, this is what I meant.

Mint marks - These are tiny marks on coins that designate which mint (if several exist in a nation) the coin was made. In addition it is common for the date the coin was minted to be placed on the coin. This stuff is on the coin for several reasons. One is in case the coin needs to be recalled for some reason such as it being determined that an improper mix of metals were put into that batch of coins. In addition, if a new coin design is introduced a recall will be issued for older coins and these are always taken up in batches to prevent a rush at authorized coin collection areas (for example coins minted in 574 at mint whatever will be recalled for a month, then another batch will be recalled the next month). It is through looking at mint marks that the history of a coin can be determined and it is this which many collectors look at to determine authenticity.

SECTION THREE - Relative Coin Values

It would probably be more realistic to come up with a big chart and put on it every coin in relation to every other coin but this would be too complicated to do and for users to follow. I intend to keep things simple. Someone may want to come up with some complicated formula for determining a coins value in relation to every other coin on Oerth but there is a good reason why there all similar.

The reason the coins in the Flanaess are all so similar is because in the past there were only a couple vast empires. There were three big ones, The kingdom of Aerdy, Keoland and the somewhat shady and mysterious Baklunish descendant Zeif, Tusmit and Ekbir empire. (Note that there were old ancient empires older than this but its the more recent ones given above when nations began truly meeting in commerce. Also note that for the last empire given above that there are no hard facts about it. There is just a history that once the three were one nation. This is hinted at in From the Ashes and I'm building on it here). The kingdom of Aerdy stretched from modern Perrenland all the way to the Solnor ocean. Keoland had control over just about all the nations currently surrounding it now. It is only natural that when these empires began to deal with each other they began to adopt a similar form of currency. Weights for coins and the amount of precious metal put in the coins became established. When these three big empires broke up it is only natural that the new countries formed from them kept the old coining practices of the mother empire though the symbols depicted on the coins did immediately change. So it is not necessary to come up with some vast complicated system for establishing a coins value. Granted there are barbarian groups and wild savages around that trade through bartering but all in all coins are standardized.

Now that we know why coins are all so standardized in manufacture we must go into why there not all worth the same. Just because there is agreement on the manufacturing of coins doesn't mean there all worth the same. One reason a gold coin from Highfolk is not equal the same to one from Dyvers is because of exchange rates. In the Dungeon Masters Guide it suggests an exchange rate of from 10% to 30% and I agree with this. In real world Middle Age times, after the rise of nationalism, foreign coins were not allowed to be used. The king wanted his own coinage circulated and no one else. (The reason for this varied and I'm not going to go into it here). Setting an exchange rate can be tricky so I'll try to set one here. What follows is merely suggestions and not to be mistaken as official. DMs know their campaigns better than anyone and thus should set their own standards.

Countries on relatively good terms and bordering each other should get the best rates. I would put this at 10%. Countries that don't have good relations with each other and don't posses a vital trade commodity the neighbor needs should be set at around 15%. Countries that don't border one another but are close by (say one country is between them) and have a major river or waterway easily navigable as a route of commerce open to them should also have an exchange rate of about 15%. Countries that meet the first part of the previous requirement but don't share a major river or waterway should have an exchange rate of about 20% UNLESS these two have a tight trade pact or one nation or both has a commodity the other desperately needs. If this is the case set an exchange rate of 10 - 15% keeping in mind the expense of overland travel and the importance of the commodity the two nations trade. Now for those nations that have no dealings with one another and are far away from each other, say like Perrenland and the Yeomanry or Ekbir and the Hold of Stonefist, the exchange rate should be about 30% if not higher. If the two nations in question are on a navigable waterway but not the same one, no mater how far apart, then lower it slightly to 25%. Now for all this there are exceptions which I'm going to go into now. Note that the following is only suggestions and DMs are free to change them and come up with their own.

Early Timeline

The Kingdom of Aerdy: The nation is the standard for stability regardless of the fact that the throne has changed hands rather bloodily many times. It has the largest and best trained army on Oerth and no power or combination of any two powers are a serious threat to it. The nation has a long history and this also is in part what makes its coins so valuable. The nation has faced few serious threats over its time and so many look on its coins as a reliable commodity. Because of this and also because of the large number of people and valuable as well as diverse number of commodities the kingdom has this nations coins are always exchanged at a low exchange rate, say around 10% or 15% regardless of how far away. Obviously some restrictions apply. If a tribe of savages doesn't know anything about coinage or its value then they could care less if its Aerdian minted coins or not. Also this doesn't apply to nations extremely far away like Ull or Zeif unless in your campaigns these nations have more contact and its more frequent than what's listed in either of the two published box sets. Lastly, by Aerdy I mean the core kingdom. For coinage made inside the Great Kingdom I set the exchange rate at 5% (by this I mean coin from North Province, South Province, Medegia, Almor and The Sea Barons. If a campaign puts Ratik under the rule of the Great Kingdom (the boxed sets list Ratik as a province but doesn't tell when it gained its independence) then it should likewise have its coinage exchange for 5% within the Great Kingdom).

Nyrond: The thing to know about Nyrond is that it has over a million consumers and also contains at least a few of every demi human race known. It doesn't produce many precious metals or any other really valuable commodities other than some rather plain and ordinary gems so this is not the reason its coinage is valuable. Its simply the number of people and the stableness of its government as well as the relative safety the traveling trader enjoys within the country. Just about every traveling merchant makes Nyrond a stop on his trade route. Its really the merchants who determine the value of a nations coins and they have made Nyrond's coins a valuable commodity.

Greyhawk City: This city is hardly the role model of stability. Its wealth and power have fluctuated many times through the centuries and will continue to do so. It has controlled all the land called the plains of Greyhawk and at times been lucky to just control what is immediately around its walls. Some have said it would be nice if the city would just control what happened within its walls. The reason Greyhawk cities coins are so valuable is because its the crossroads of the world. Its been said before, and its true, that you can buy anything in Greyhawk city. Just about everything a person would need to buy is there and many traders go do business there so that they don't have to travel to the source of the goods they are seeking. Greyhawk city is basically a merchants city and traders come from all over to do business there.

The following two nations are not part of the "big three" but they are definitely important in there spheres of influence.

Dyvers is situated in an ideal place. Its the most accessible port on the Nyr Dyv, is situated at the mouth of the Velverdyva/Att river (which join before emptying into the Nyr Dyv) and those two rivers are vital commercial waterways. Dyvers coins thus make their way around the Nyr Dyv and up the river. A good exchange rate would be 5 - 10% for those countries which the river runs through or who border the Nyr Dyv.

Keoland periodically irritates and aggravates its neighbors with its political and sometimes military aspirations of becoming or returning to an Empire. Despite this its economy and production capabilities are vital to those nations surrounding it. The nations surrounding it just don't have the sheer number of craftsmen and their diversity that Keoland has. Those nations surrounding Keoland just don't have much choice but to deal with Keoland to obtain the goods they want or need. The nations around Keoland commonly sell the raw materials they can harvest for processing in Keoland into finished goods which they then buy back. In addition, Keoland has goods which can not normally be obtained within the borders of another nearby nation. Many traders come down from the free cities and elsewhere just to trade in Keoland and these goods spread outward from there. So, with this in mind lets set the exchange rate for the nations around Keoland at about 5 - 10%. The exchange rate would normally be about 5% but during times of political tension between one nation and Keoland then raise the exchange rate for Keoland's currency to 10%. Note: the above applies for surrounding nations setting exchange rates for Keoland coins for their own. Keoland itself always keeps its exchange rate a little higher because a) it can get away with it and b) it liked the additional revenue. Set Keoland's exchange rate for neighboring outside coinage at a steady 10%. In times of trouble it could be raised to 15%.

Late Timeline 

In campaigns occurring later in the timeline several things change. The exchange rates are entirely optional and the DM is free to ignore it and stick with what it says in the campaign guide. There are again three dominant nations but the roster has changed considerably.


Everyone accepts this cities coins because its looked on as the bank that can never default and if it does then everyone is doomed anyway. The cities coinage is definitely a sought after commodity after the war. I would set the exchange rate at 10% except for in the most geographically isolated places. It should be noted that this figure is rather arbitrary and doesn't take into account campaign circumstances. For example the kingdom of Nyrond desperately needs money and very well could set an exchange rate of as high as 20% to raise revenue. Also, 10% is the figure other nations put on the cities coinage and that isn't the figure the city places on theirs. There are many factors in determining what exchange rate the city keeps on foreign coinage. Its determined by stability of the kingdom in question, how well the kingdoms markets survived the war, the quantity of trade carried out and the nations level of hostility with the city. These factors will differ in individual campaigns. The exchange rate should be set anywhere from 10% - 25% depending on individual campaign circumstances (for instance the Ulek states would get a 10% exchange rate because they are stable, have a strong market and still carries out a lot of trade and thus merchants need the coins. Nyrond on the other hand is basically bankrupt, politically unstable, has no market left, traders are afraid to go there even if the country was producing anything or the people could afford to buy anything which it isn't and they cant. For this I would set the exchange rate at 20% to 30% and that is being generous.


These nations combined together are turning into the bank of the Eastern Flanaess. They are bailing everyone out with financial assistance. There has been talk about the Urnst states and the Ulek states setting up a joint loan/grant program to help those nations hit hardest by the wars and its aftermath (sort of like the Marshal plan carried out by the U.S. in Europe after W.W.2). Campaigns continuing this theme should set the exchange rate to get Ulek coinage at 10% (again keep in mind individual campaign circumstances). Even those nations like Nyrond that need the tax revenue would probably accept Urnst coinage at 10% because of fear of alienating Ulek and because they desperately need the money. This exchange rate is for nations accepting Ulek coin and not an exchange rate for Ulek accepting foreign coin. See how the city of Greyhawk sets its exchange rate for details as the reasons are the same.

URNST (County an Duchy)

These two are in the same situation as the Ulek states. Their coinage is sought because they weathered the wars extremely well and are in a strong position financially and are strong militarily. What I wrote for Ulek goes equally well for Urnst so I wont repeat it here. It should be noted that these two nations have a stronger concern for Nyrond than the Ulek states and that Nyrond and Urnst are meeting to discuss economic concerns constantly (see Nyrond entry for "Marklands").

The next two are powers who are strong in their particular region and should be noted as such but aren't "big time players" on the world stage. Dyvers and Keoland survived the war well but neither managed to increase their importance. What was stated before still holds now. The only difference really is that Keoland's coinage is now more readily sought after and it is more important as an industrial center after the war. The nations surrounding it definitely want to replace stuff lost in the war and Keoland is the only place nearby to purchase this. It remains to be seen if the King of Keoland tries to take advantage of this fact.

Cases of special circumstances

The conquered, destroyed, lost and "acquired" lands. These are the "losers" of the Wars of Greyhawk and the consequences of that loss.

The Great Kingdom: There are fears that the few if any mints Ivid still has under his control may begin to produce debased coins. In addition to this counterfeiting and Evasions are on the rise (see the definitions I gave earlier). So some individual provinces within the Great Kingdom are surviving but the value of Aerdian coinage itself has fallen. Coins currently produced should be valued (outside the country) at 50% of their face value and this is being generous.

The exchange rate for Aerdian coinage and the provinces should be set by the DM as campaign circumstances warrant. If evidence of debasement should come to surface then the international value of Aerdy's coins should plummet. (Note: The value of the coin inside the kingdom itself could remain fairly high throughout this time period if strong pressure is exerted by the King or local lords and they could force a more generous exchange rate). Coins minted before the Greyhawk wars should still hold value. Because the coins have a high ore content (if you want them to posses this that is) I would make the coins still exchange fairly well. Drop the value of the coin by 20% of the value of a similar type coin. For example 1 Gold Ivid from Aerdy should be equal in value to about 8 silver pieces from somewhere else. This should be changed to fit campaign circumstances and location of where the exchange is taking place.

THE LOST LANDS - Geoff and Sterich: Both of these countries are rather unique in that there is an actual effort underway to liberate them. Different campaigns will handle this process differently. I suggest a 5% drop in the value of the coin over and above any normal exchange rate. This is mainly for nearby lands. Lands farther away like the free cities have money changers who call themselves "realists" and will charge an extra 10% - 15% (actually they are just after a higher profit). The longer the two nations are conquered the farther the value of the coin will drop. After about a year and a half double the exchange penalty. Have it fall every year or so until the coins are practically worthless (unless you have the governments making coins in exile; then obviously keep the original value minus 5% because of future uncertainty). Individual campaigns will handle the liberation of these lands or the lack thereof differently so it is impossible to set a hard and fast rule about the value of these two nations coins.

THE CONQUERED LANDS - Shield Lands and Tenh: Both of these are in different circumstances than the lost lands. Namely in that there is little hope in rescuing them from their conqueror despite what the knights of Holy Shielding may say and think. Obviously no new coin is being made and just as obviously no merchants are going to these lands for trade. Drop the value of these coins by 50% or whatever you think is fair in your campaign. Obviously if they were liberated the value of the coins would climb back to their original value but to date there have been no large scale purchases of the coins by speculators (except by one poor sap in Dyvers who now begs at the city gates).

THE ACQUIRED LANDS - Lands taken by the Scarlet Brotherhood: It is hard to come up with something for these lands because not enough information is given on the goings on in them. If the scarlet brotherhood is discouraging merchants and traders to and from these lands then drop the value of their coins by about 30% - 50% depending on campaign circumstances. If the scarlet brotherhood doesn't have complete control over these lands then only drop the value by 15% - 25%. If trade is still going on inside the countries but doesn't go abroad then the value inside the country should still be good. Obviously if no one inside the countries are accepting coins then their value is nonexistent.

built by unclefester | sternzwischen | updated 14-05-29 23:15:23