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  1. Temerant
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Economics & Currency Guide 1

# ECONOMICS & CURRENCY GUIDE: COMPLETE REFERENCE

## I. CURRENCY SYSTEM

### A. The Talent: Standard Unit

Temerant uses a talent-based system divided into silver and gold denominations.

Exchange Rate:

1 Gold Talent = 100 Silver Talents

1 Silver Talent = 100 Copper Talents

Physical Form:

- Gold talents: Coins stamped with Maer's seal; reliable, trusted across Four Corners

- Silver talents: Standard currency for most transactions; widely accepted

- Copper talents: Small change; rarely used except in slums

- Barter: Common in rural areas and with Ruh; no formal exchange rates

Stability:

- Gold talents hold value across centuries; inflation minimal

- University maintains monetary stability through arcane oversight (rumor)

- Tarbean underworld occasionally floods market with counterfeits; authorities suppress

### B. Purchasing Power Benchmarks

What One Silver Talent Buys:

• 1 loaf of bread (quality varies)

• 1 decent meal at tavern (ale included)

• 1 night’s lodging (poor quality inn)

• Basic candles (1 week supply)

• Simple tool (hammer, saw, knife)

What One Gold Talent Buys:

• Comfortable meal + lodging for 1 month

• Quality sword or weapon

• Skilled laborer’s weekly wages (5-7 talents)

• Merchant’s stock of trade goods

• Bribing low-level official

What 100 Gold Talents Buys:

• Fine horse + tack

• Annual rent (nice apartment)

• Modest sailing passage across sea

• Formal education (1 year, non-magical)

• Significant bribe to mid-level official

## II. COST OF LIVING

### A. Annual Expenses by Class

Peasant/Slum Dweller:

Rent: 5 silver talents/month (60/year)

Food: 3 silver talents/month (36/year)

Clothing: 2 silver talents/month (24/year)

Fuel (heat/light): 1 silver talent/month (12/year)

Tools/replacement: 5 silver talents/year

Total: ~140 silver talents/year (~1.4 gold)

Notes: Subsistence living; high disease/mortality; minimal comfort.

Working Class (Craftsman, Laborer, Soldier):

Rent: 2 gold talents/month (24/year)

Food: 1 gold talent/month (12/year)

Clothing: 3 silver talents/month (36/year)

Fuel: 2 silver talents/month (24/year)

Ale/entertainment: 1 silver talent/month (12/year)

Tools/replacement: 10 silver talents/year

Total: ~75 gold talents/year

Notes: Stable living; modest comforts; family possible.

Merchant/Professional (Doctor, Artificer, Skilled Tradesman):

Rent: 5 gold talents/month (60/year)

Food: 3 gold talents/month (36/year)

Clothing: 1 gold talent/month (12/year)

Fuel: 5 silver talents/month (60/year)

Entertainment/dining: 5 silver talents/month (60/year)

Staff (servant or apprentice): 5 gold talents/year

Supplies/tools: 25 gold talents/year

Total: ~200 gold talents/year

Notes: Comfortable living; can afford quality goods; supports dependents.

Nobility (Minor Lord, Knight, Successful Merchant Prince):

Estate maintenance: 50 gold talents/month (600/year)

Household staff (5-10 people): 100 gold talents/year

Food/entertaining: 20 gold talents/month (240/year)

Clothing: 10 gold talents/month (120/year)

Horses/transport: 30 gold talents/year

Hobbies/personal items: 50 gold talents/year

Taxes/tithes: variable (100-500+/year)

Total: 1000+ gold talents/year

Notes: Luxury living; extensive property; political influence.

Royalty/High Court (Maer, Master, Prince):

State functions: unlimited

Personal wealth: 10,000+ gold talents/year

Expenditure: Whatever desired; limited only by political cost

Notes: Effectively unlimited resources; wealth measured in property/political power.

### B. Tarbean Living Costs (City-Specific)

Tarbean is expensive; costs 30-50% higher than provincial towns.

Poor Quarter (Slums):

Rent: 3 copper talents/month (essentially free)

Food: 2 copper talents/week (minimal, often stolen)

Clothing: rare

Fuel: scavenged

Total: ~2-3 silver talents/month

Working Quarter:

Rent: 8 silver talents/month

Food: 5 silver talents/month

Clothing: 2 silver talents/month

Fuel: 2 silver talents/month

Total: ~17 silver talents/month (~2 gold/year)

Merchant District:

Rent: 5 gold talents/month

Food/dining: 3 gold talents/month

Clothing/grooming: 2 gold talents/month

Entertainment: 2 gold talents/month

Total: ~120 gold talents/year

Noble Quarter:

Rent: 20+ gold talents/month

All other costs: scaled upward

Total: 500+ gold talents/year

## III. FACTION-SPECIFIC COSTS

### A. University of Arcanum (Tuition & Fees)

Admission (One-Time):

E’lir entry exam: 20 gold talents (covers testing, materials)

Re’lar advancement: 50 gold talents (materials, advanced instruction)

El’the advancement: 100 gold talents (rare materials, personal Masters)

Master candidate: 200+ gold talents (depends on research focus)

Annual Tuition (Including Room & Board):

E’lir: 60 gold talents/year

Re’lar: 100 gold talents/year

El’the: 150 gold talents/year

Master: negotiated individually (100-300+)

Additional Costs:

Materials/components: 10-50 gold talents/year

Research supplies: 20-100+ gold talents/year (depends on focus)

Library access fee: 5 gold talents/year

Master’s personal fee: 10-50 gold talents/month (for advanced instruction)

Total Cost to Become Master:

- Entry to El'the: 170 gold talents

- 5 years El'the study: 750 gold talents

- Master candidacy: 200+ gold talents

- Total: 1,100+ gold talents (11+ years of skilled laborer wages)

Scholarships/Waivers:

- Maer provides 20-30 full scholarships annually (highly competitive)

- Rare merit-based waiver (1-2/decade)

- Most students work or have noble patronage

### B. Church (Tithes & Services)

Required Tithe:

Peasant/poor: 1 silver talent/month (12/year) or 10% of income

Working class: 2 silver talents/month (24/year)

Merchant/professional: 5 silver talents/month (60/year)

Noble: 10+ gold talents/month (120+/year)

Sacramental Services (Optional):

Marriage blessing: 1 gold talent

Funeral rites: 5-20 silver talents (depends on ceremony)

Birth blessing: 2 silver talents

Grave blessing: 1 silver talent

Extreme unction (last rites): 2 silver talents

Confession penance: 1-5 silver talents (depends on sin)

Hospitaler Medical Care:

Examination: free (tithe-funded)

Simple treatment: free

Complex surgery: 5-20 silver talents

Overnight lodging: 1 silver talent/night

Extended care: negotiated

Exceptions:

- Hospitaler cares for extreme poor free (tithe mandate)

- Serious injury/plague: free care (community obligation)

- Wealthy patients subsidize poor

### C. Doctors (Private Healing)

Consultation:

Simple examination: 1-2 silver talents

Diagnosis: 2-5 silver talents

Rare condition assessment: 5-10 silver talents

Treatment:

Simple remedy (cold, minor pain): 2-3 silver talents

Moderate treatment (infection, internal): 5-10 silver talents

Surgery (bone-setting, stitching): 10-20 silver talents

Complex surgery (amputation, extraction): 20-50 silver talents

Ongoing care (chronic condition): 2-5 silver talents/week

Rare Ingredients:

Dragonroot (per dose): 10-50 gold talents (if available)

Moonflower extract: 5-10 gold talents/dose

Rare herbs: 5 silver - 2 gold talents/dose

Poison antidotes: 10-100 gold talents (depends on poison)

Midwife Services:

Simple birth: 5 silver talents

Complicated birth: 10-20 silver talents

Contraceptive knowledge: 1-5 gold talents

Abortion procedure: 10-50 gold talents (illegal, high risk premium)

Prenatal care: 3-5 silver talents/month

Payment Plans:

• Often negotiate based on patient wealth

• Barter common (goods, future services, sexual favors)

• Street Doctors willing to work for “future payment” (risky)

• Wealthy clients pay premium for discretion

### D. Tarbean Underworld (Criminal Costs)

Protection Money (Per Month):

Slum dwelling: 1-2 silver talents

Small shop: 5-10 silver talents

Merchant business: 1-2 gold talents

Gambling house/brothel: 5+ gold talents

Illicit Services:

Information: 2-10 silver talents (depends on value)

Theft contract: 5-50 gold talents (depends on risk/target)

Assassination: 50-500+ gold talents (depends on target status)

Poison supply: 10-100 gold talents (depends on type/quantity)

Stolen goods: 30-70% of market value

Counterfeits: 50-80% of market value

Fencing (Stolen Goods):

Common item: 20-40% of value

Rare/magical item: 10-30% of value (higher risk)

Gambling & Vice:

Dice game: 1 copper - 5 silver talents per bet

Card game: 1 silver - 1 gold talent per hand

Brothel (per hour): 1-5 silver talents

Brandy (quality): 2 copper - 1 silver talent/cup

Smokepowder/recreational drugs: 1-10 silver talents/dose

## IV. ADVENTURER ECONOMY

### A. Typical Quest Rewards

Local (Small Town/Village):

Fetch/carry task: 1-5 silver talents

Pest elimination (rats, minor creatures): 5-10 silver talents

Monster hunting (2-3 creatures): 10-20 silver talents

Escort mission (dangerous): 20-50 silver talents

Magical research task: 20-100 silver talents

Total per job: 1-5 gold talents average

Regional (City/Maer's Lands):

Complex investigation: 20-50 silver talents

Theft/recovery: 50-200 silver talents

Mercenary work (dangerous): 100-500 silver talents

Artifact acquisition: 200-1000+ silver talents

Magical research: 50-500 silver talents

Total per job: 5-50 gold talents average

High-Level (Faction Work/Apocalyptic):

Faction espionage: 100-500 silver talents

Assassination (high-profile): 500-5000 silver talents

Artifact recovery (Amyr level): 500-2000 gold talents

Name research support: 1000+ gold talents

Total per job: 50-500+ gold talents