── ⋅ ── Trade + Diplomacy While each clan strives to be self-sufficient, no territory is perfect. Floods, droughts, harsh leaf-bares, disease, prey shortages, and natural disasters can leave even the strongest cats in need of assistance. In these situations, clans may choose to trade resources, tools, or knowledge with one another. Trade is never guaranteed and is entirely dependent on the current political climate. Some leaders may encourage cooperation and maintain strong diplomatic relationships, while others may refuse outside help altogether. Personal rivalries, recent conflicts, and past agreements can all influence whether a trade is accepted or denied. There is no official currency within Eldritch. Instead, trades are negotiated by value - whether that means exchanging prey for herbs, crafted tools for building materials, or one service for another. Envoys are often responsible for opening negotiations, though leaders or deputies may choose to handle important agreements themselves. Every clan possesses skills and craftsmanship that others cannot easily replicate, making trade an important part of life despite the borders that divide them. A successful agreement can strengthen alliances for generations, while a failed one may leave tensions simmering long after the exchange is over. ── Common goods include: - Food and prey during shortages - Herbs and medical supplies - Crafted tools and equipment - Building materials - Decorative items and jewelry - Knowledge, maps, or discoveries - Extra paws for large projects ***NOTE: No clan is ever obligated to accept a trade. ***NOTE: Because there is no set value, every negotiation is unique. ***NOTE: Clans reluctant to offer help may struggle with gaining help when needed. ***NOTE: These agreements may be renewed, broken, or renegotiated at any time depending on current leadership. ── ⋅ ──