I can't say I've used or seen this option.
However it brings up a very interesting idea, and you can simply look at even the U.S.-Canada, or kind of like Europe in places before the Euro.
If I go to the Canadian/American boarder, often times I can use both currencies at their relative pricings.
In application, certain regions of control in the Mud's world could have their own currency in addition to the standard global currency. The ruler of a kingdom may come in to possession of a permanent imbuing magic item which could be used for creating a token currency. With an exchange rate available, the kingdom's rulers could create tokens as a means of first paying back merchants in global currency (trade them in) and establish value.
Perhaps the kingdom's military would rather spend on their economy, buy weapons and armor from crafters in town. Want to make sure the army soldiers don't use that money for corruption? Give them five tokens per person, announce to the town that 2 tokens are worth a weapon, 2 are worth a breastplate, and 1 is worth a night's stay in town.
Eventually through RP and demand, and use, you could hopefully generate the need for more tokens, the value of tokens being used on other goods, and get a real localized economy going.
Explaining the items in person, crafters could make custom currency with a regulated embuing tool. Under examination, magical or by item, merchants can verify the legality of the token and what kingdom has implanted a unique ID on it.
Of course, refining must occur, but it's an excellent start to a localizing currency idea. As long as there are regulated ways of letting players build an economy, it could actually work if there's enough involvement.
Otherwise, as simple as "2 tokens for one good sword" is still a form of currency. Merchant goes and trades his 2 tokens for one young cow. Primitive, but applicable. The more use it gets, the more involved it becomes.
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