Each new character receives a onetime allotment of 3d6×10gp. This money is used to purchase new equipment. It is assumed that the character is already equipped with normal clothes, shoes or boots, belt, and coat. EVERYTHING HAS BEEN REDONE TO MATCH THE SETTINGS ECONOMY AND PRICING.
At this point there are only three (out of six!) base coin types in Hyperborea at the moment and they are:
gp or Gold Pieces and 1gp = 10sp or 50cp.
sp or Silver Pieces and 1sp = 5cp; 10sp = 1gp.
cp or Copper Pieces and 50cp = 1gp; 5cp = 1sp.
Coins are typically minted in penny weight, so a single coin weighs about 1/100th of a pound. When considering coin stowage and encumbrance, 100 coins equals about one pound of weight. Ingots, bars, or “bricks” may also be used. These might have a value of 100 or more coins. Ingots are oblong in shape and usually worth their weight in coins; e.g., a three-pound silver ingot is worth 300 silver pieces.
Minted coins are typically cast with the image of a deity, sovereign, or legendary figure, whilst some might be stamped with a crest, rune, or other symbol. In the Hyperborean City-State of Khromarium, for example, the image of the toad god Xathoqqua graces many a gold coin.
Other coins might be found throughout the realm, including bronze pieces (bp), which are equal in value to copper pieces. In other instances, heavy coins may have multiplied values. For example, a treble-weight gold piece has a 3-gp value, and so on.
The barter system is also still alive and well in Hyperborea especially in out of the way places etc.
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).
Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods below shows the value of commonly exchanged goods.
The most basic goods, priced at 1cp, are 1 lb. of wheat. Slightly dearer at 2cp are 1 lb. of flour or one chicken. A staple necessity, 1 lb. of salt, costs 5cp. Moving up to silver, items priced at 1sp include 1 lb. of iron or 1 sq. yd. of canvas. At 5sp, one can acquire 1 lb. of copper or 1 sq. yd. of cotton cloth. Reaching the gold standard, goods costing 1gp are 1 lb. of ginger or one goat. Doubling that price to 2gp buys 1 lb. of cinnamon or 1 lb. of pepper, or one sheep. A cost of 3gp will fetch 1 lb. of cloves or one pig. More precious materials, priced at 5gp, include 1 lb. of silver or 1 sq. yd. of linen. Goods valued at 10gp are 1 sq. yd. of silk or one cow. Larger livestock and luxury spices are costlier: 1 lb. of saffron or one ox is 15gp. Finally, the most precious metals are priced significantly higher, with 1 lb. of gold costing 50gp, and the extremely rare 1 lb. of platinum commanding a price of 500gp.
Opportunities abound to find treasure, equipment, weapons, armour, and more in you explorations. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
As a general rule used but, undamaged weapons, armour, and other equipment fetch 50% of their original cost when sold in a market. Weapons and armour used by monsters are rarely in good enough condition to sell but may be sold as scrap to smiths and the like at 5% of their original cost.
Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. However the best possibility is in cities, such as Khromarium. (see LORE, DOWNTIME ACTIVITIES)
These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, Franz might require you to find a buyer in a large town or larger community first.
Characters can find or acquire both Cut and Uncut gems in their travels. Most cut gems in Hyperborea are pebble-sized cabochons (shaped and polished as opposed to faceted). The resulting form is usually a convex obverse with a flat reverse. Most cut gems are faceted by gem cutters and jewellers see @Jeweler's Tools. Finely faceted gems can increase the value of the stone. Gem value is determined by type, size, cut, and other factors. So, a semiprecious stone that is finely cut and polished may be worth more than a precious stone of rough craftsmanship. Likewise, an enormous gem may be worth as much as ten times its listed value. Also, the history of a gem may influence its worth. So as a Rule Cut and faceted (Crafted) gems are typically valued at 10%–50% of their uncut values listed under their Item sheet in the Items World Tab.
GM to roll 2d6 Result to the Uncut Gem Value Variability:
a result of 2 = Flawed/damaged stone, −50% base value.
a result of 3–4 = Imperfect craftsmanship, −10% to −40% base value (roll 1d4).
a result of 5–9 = Base value unchanged.
a result of 10–11 = Fine craftsmanship, +10% to +40% base value (roll 1d4).
a result of 12 = Roll a d6: 1–5 result = Master craftsman ship, +100% base value; 6 = +500% base value.
On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full base value in the market and can be used as currency.
Adventurers can pay NPCs to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear page 3. HIRELINGS. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A skald might pay a tailor to make exquisite clothing for an upcoming performance in front of a noble.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a small bandit army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.
SERVICES (Food and Drink): The tavern and inn are oft frequented by adventuring parties. The following rates are typical of most civilized towns and cities in Hyperborea. See ITEMS, Gear/Food.
SERVICES (Room and Board): Here follow typical short- and long-term lodge rates in places of civilization (towns, cities, and the like). See ITEMS, Miscellaneous.
SERVICES (Transportation): When adventurers seek to arrange passage over sea or land, the following rates are typical of most port towns and cities. Passage assumes the passenger(s) and the respective conveyance share a like destination. If the destination requires a special trip, or a rowboat drop-off at a remote coast, costs might increase by ×5, ×10, ×20, or greater, depending on the circumstances. Refer to LORE, WATERBORNE EXPEDITIONS for more information on sea voyages.
Horse-drawn wagon driven by teamster; wagons may accommodate multiple passengers.
Woolly mammoth–drawn wagon train driven by one or more teamsters; rate includes five cubic feet of cargo per passenger. Cargo (with the exception of personal belongings) is typically stored on a separate wagon specifically designated for such. A wagon train typically has a small unit of guards to protect against banditry, monsters, and other threats.
The finest accommodations on a ship (providing such exists): a private cabin that sleeps up to four passengers. Ample storage space provided in the cabin with an additional 5–10 cubic feet in a cargo hold.
Decent accommodations on a ship (providing such exists): a cabin typically with two to four sets of bunks shared by four to eight passengers. Storage space for belongings provided in the cabin, or three cubic feet in a cargo hold.
A seat (or standing room) on a ferry, raft, or small boat; or a bunk in the common passenger hold of a larger ship. Little storage space for belongings (backpack, sack, etc.); additional storage necessitates the purchase of another fare.b