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Economics & Currency Guide 2

### B. Party Economics

Typical Party Size: 4-5 characters

Monthly Operating Costs (All Members):

Housing: 20-50 gold talents (depends on comfort level)

Food: 10-20 gold talents

Equipment maintenance: 5-10 gold talents

Supplies (rope, candles, etc.): 2-5 gold talents

Transportation (horses, passage): 5-20 gold talents

Contingency fund: 10-20 gold talents

Total: 50-125 gold talents/month

Sustainable Questing:

- Party needs 100+ gold talents/month in quest income to operate comfortably

- Below this = poverty/desperation (forces dangerous work)

- Above 200+ = wealth accumulation (can invest/save)

## V. EQUIPMENT PRICING

### A. Weapons

Common Weapons:

Knife/dagger: 1-3 silver talents

Club/staff: 2 silver talents

Sword (simple): 5-10 silver talents

Sword (quality Modegan cutlass): 20-50 silver talents

Spear/pike: 3-5 silver talents

Bow: 10-20 silver talents

Arrows (20): 1 silver talent

Crossbow: 20-30 silver talents

Bolts (20): 2 silver talents

Axe: 5-10 silver talents

Rare/Magical Weapons:

Sygaldric blade (glyph-enhanced): 50-200 gold talents

Fae weapon (if findable): 100-1000+ gold talents

Historical/famous blade: 500-5000+ gold talents

### B. Armor

Basic Armor:

Leather jerkin: 5 silver talents

Leather armor (full): 20 silver talents

Metal breastplate: 50-100 silver talents

Full plate armor: 200-500 silver talents

Helmet: 5-20 silver talents

Quality/Magical:

Master-crafted armor: 1.5-3x base cost

Sygaldric armor (protection glyph): 100-300+ gold talents

Fae-touched armor: 500+ gold talents

### C. Adventuring Gear

Standard Kit:

Rope (50 feet): 1 silver talent

Grappling hook: 2 silver talents

Lantern: 2 silver talents

Oil (per flask): 1 copper talent

Candles (10): 1 copper talent

Bedroll: 1 silver talent

Waterskin: 2 copper talents

Backpack: 3 silver talents

Pickaxe: 2 silver talents

Shovel: 2 silver talents

Lockpicks: 5-20 silver talents (quality varies)

Total Basic Kit: 20-30 silver talents (~0.3 gold talents)

### D. Horses & Transportation

Horses:

Draft horse (pack/plow): 20-40 gold talents

Riding horse (common): 30-60 gold talents

War horse (trained): 80-150 gold talents

Quality saddle: 5-15 gold talents

Bridle/tack: 1-3 gold talents

Horseshoes/maintenance: 1 silver talent/month

Travel:

Ship passage (basic, 1 week): 5-10 gold talents

Ship passage (cabin, 1 week): 20-50 gold talents

Coach travel (per 100 miles): 2-5 gold talents

Innkeeper’s lodging (per night): 1-5 silver talents

## VI. MAGICAL COSTS

### A. Sygaldric Works

Simple Gram (Single Rune):

Basic materials (parchment, ink): 1-2 silver talents

Energy cost (caster’s body heat): variable (1-10 silver talents equivalent)

Professional inscription fee: 5-20 silver talents

Total: 10-30 silver talents

Moderate Grammarie (4-7 Runes):

Materials (durable surface, special inks): 5-20 silver talents

Energy cost: significant (20-100 silver talents equivalent)

Professional inscription fee: 50-150 silver talents

Total: 100-300 silver talents (~1-3 gold talents)

Complex Grammarie (8-15+ Runes):

Materials (rare metals, special dyes): 50-200 gold talents.

Energy cost: extensive (master-level sympathist required)

Professional inscription fee: 200-1000+ gold talents

Total: 500-2000+ gold talents

### B. Sympathy (Active Casting)

Energy Cost (In Silver Talents Equivalent):

Simple working (light/heat): 1-5 talents

Moderate working (moving object): 10-50 talents

Complex working (multi-link): 50-200 talents

Dangerous working (combat, extended): 200+ talents

Sympathist's Hourly Rate (Mercenary Work):

Apprentice: 5 silver talents/hour

Skilled (Re’lar): 20 silver talents/hour

Expert (El’the): 100 silver talents/hour

Master: 500 silver talents/hour (rarely hired as labor)

### C. Naming (Theoretical Cost)

Research Phase:

Months/years of study: unpaid (personal obsession)

Materials (books, rituals): 10-100 gold talents

Failed attempts: potential death (infinite cost)

Activation Cost:

Speaking name once: unknown (existential change)

Continued use: unknown (possible corruption/binding)

## VII. BLACK MARKET PRICING

### A. Forbidden Goods

Contraceptive Knowledge:

Herbal recipe: 5-20 silver talents

Private instruction: 1-5 gold talents

Abortion Services:

Street Doctor treatment: 10-50 silver talents (very risky)

Experienced healer: 5-20 gold talents (safer)

Magical acceleration: 50-200 gold talents (Fae-touched? Sympathist?)

Addictive Substances:

Moonflower (per dose): 5-20 silver talents

Grief vine (per dose): 3-10 silver talents

Opium (per dose): 2-8 silver talents

Smoke powders (recreational): 1-5 silver talents/dose

Poisons:

Common poison (hemlock, nightshade): 5-20 silver talents

Rare poison (aconite, custom blend): 50-500 gold talents

Antidote (varies by poison): 10-1000 gold talents

Poison master’s service: 100-1000+ gold talents

Magical Artifacts:

Sygaldric trap (minor): 10-50 gold talents

Fae artifact (small, non-sentient): 100-500 gold talents

Chandrian evidence (if obtainable): 1000+ gold talents

Ancient tome: 50-500 gold talents

Name research (partial): 100-1000+ gold talents

### B. Stolen Goods Values

Typical Merchant Goods:

Bolts of silk: 5-10 gold talents (retail), 2-3 gold (fenced)

Quality wine (case): 20-50 silver talents (retail), 5-10 (fenced)

Jewelry: highly variable, 20-50% of retail when fenced

High-Value Goods:

Noble painting: 50-500 gold talents (retail), 10-50% when fenced

Jeweled crown: 100-1000+ gold talents (retail), 10-30% fenced

Magical item: 500-5000+ gold talents (if recoverable at all)

## VIII. FACTION WEALTH & RESOURCES

### A. University Annual Budget (Estimated)

Income:

Maer patronage: 500+ gold talents/year

Student tuition: 800-1200 gold talents/year

Fishery (arcane construction): 200-500 gold talents/year

Rents (property holdings): 100-200 gold talents/year

Other: 100+ gold talents/year

Total: ~2000+ gold talents/year

Expenditures:

Master salaries: 400-600 gold talents/year

Student stipends: 200-300 gold talents/year

Building maintenance: 300-500 gold talents/year

Materials/research: 200-400 gold talents/year

Staff: 150-250 gold talents/year

Other: 200+ gold talents/year

Total: ~1500-2000 gold talents/year

Typical University Surplus: 0-500 gold talents/year (tight budget; dependent on patronage)

### B. Church Annual Budget (Estimated)

Income:

Tithes (all classes): 5000+ gold talents/year

Noble donations: 500-1000 gold talents/year

Land rents: 500-1000 gold talents/year

Burial/sacrament fees: 200-500 gold talents/year

Total: ~6000+ gold talents/year

Expenditures:

Clergy salaries: 2000+ gold talents/year

Hospitaler operations: 1000+ gold talents/year

Building maintenance: 500-1000 gold talents/year

Charity/poor relief: 500-1000 gold talents/year

Administration: 300-500 gold talents/year

Other: 500+ gold talents/year

Total: ~4500-6000 gold talents/year

Typical Church Surplus: 500-1500 gold talents/year (stable; conservative spending)

### C. Maer's Court Annual Budget (Estimated)

Income:

Taxation: 20,000+ gold talents/year

Trade tariffs: 5,000-10,000 gold talents/year

Military contracts: 2,000-5,000 gold talents/year

Noble tributes: 1,000-3,000 gold talents/year

Other: 2,000+ gold talents/year

Total: ~30,000+ gold talents/year

Expenditures:

Military (army, navy): 10,000-15,000 gold talents/year

Court operations: 2,000-5,000 gold talents/year

University patronage: 500-1000 gold talents/year

Church tribute: 500-1000 gold talents/year

Intelligence (Amyr proxy): 2,000-5,000 gold talents/year

Infrastructure: 2,000-5,000 gold talents/year

Luxury/royal: 2,000-5,000 gold talents/year

Other: 2,000-5,000 gold talents/year

Total: ~20,000-35,000 gold talents/year

Typical Maer Surplus/Deficit: -5,000 to +10,000 gold talents/year (highly variable; Maer often in debt)

### D. Tarbean Underworld Annual Revenue (Estimated)

Income:

Theft/robbery: 5,000-10,000 gold talents/year

Gambling houses: 2,000-5,000 gold talents/year

Brothels/vice: 2,000-5,000 gold talents/year

Protection rackets: 1,000-3,000 gold talents/year

Black market: 1,000-2,000 gold talents/year

Assassination contracts: 500-1,000 gold talents/year

Total: ~12,000-26,000 gold talents/year

Expenditures (Internal):

Soldier/enforcer salaries: 3,000-5,000 gold talents/year

Leadership payoffs: 2,000-4,000 gold talents/year

Overhead (hideouts, tools): 1,000-2,000 gold talents/year

Bribes (guards, officials): 1,000-3,000 gold talents/year

Losses (theft, violence): 1,000-2,000 gold talents/year

Other: 1,000+ gold talents/year

Total: ~8,000-16,000 gold talents/year

Typical Underworld Surplus: 4,000-10,000 gold talents/year (wealthy but volatile; war losses can be catastrophic)

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## IX. ADVENTURE ECONOMIC SCENARIOS

### A. Party Poverty (100-500 gold total)

Situation: Recently formed party; limited resources.

Options:

- Take risky low-level quests (1-5 gold/job)

- Work for factions (Church, Doctors) in exchange for gold

- Steal/burglarize (high risk, moderate reward)

- Sell equipment/possessions

Timeline: 2-6 months to achieve stable cash flow

### B. Party Comfort (5,000-20,000 gold total)

Situation: Established party; regular income.

Options:

- Invest in property/business

- Upgrade equipment/horses

- Hire retainers/servants

- Commission sygaldric works

- Fund faction loyalty (patronage)

Timeline: 6-12 months of successful questing

### C. Party Wealth (50,000+ gold total)

Situation: High-level adventurers; major faction notice.

Options:

- Commission rare/magical equipment

- Purchase land/property

- Become patrons (fund other adventurers)

- Influence factional politics

- Commission name research

- Acquire Fae artifacts

Risk: Attracts enemies (thieves, assassins, factions wanting control)

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## X. INFLATION & ECONOMIC CHANGE

### A. Long-Term Trends

Historical Inflation:

- Talent values stable over centuries (University influence?)

- Major wars cause temporary inflation (20-30% price increase)

- Trade disruptions cause shortages (black market premiums)

- Discovery of new resources (rare herbs) lowers prices

Campaign Adjustments:

- If campaign spans many years: inflation 1-2% annually (minimal)

- If campaign includes major war: inflation 20-50% during/after

- If party gains faction influence: prices may shift based on their influence

### B. Black Market Inflation

Controlled Substances (if shortage):