Moonflower: 5 → 20-50 silver talents/dose
Opium: 2 → 10-20 silver talents/dose
Poison: 50 → 200-500 gold talents
Magical Services (if mages scarce):
Sympathist labor: 20 → 100-500 silver talents/hour
Sygaldric work: 100 → 500-2000 gold talents/gram
---
## XI. HOUSE RULES & ADJUSTMENTS
### A. Difficulty-Based Economy
For Easier Campaigns:
- Increase all quest rewards by 20-50%
- Reduce all costs by 20%
- Allow equipment to last longer before degradation
For Harder Campaigns:
- Reduce quest rewards by 20-50%
- Increase all costs by 20-50%
- Add maintenance/depreciation to equipment
- Include more failed jobs (no payment)
### B. Wealth Tier Tracking
Use simple wealth tiers instead of exact gold:
Desperate (0-100 gold): Poverty; decisions driven by survival
Poor (100-500 gold): Struggling; must work regularly
Comfortable (500-5,000 gold): Stable; can afford quality items
Wealthy (5,000-50,000 gold): Rich; can invest/influence
Aristocratic (50,000+ gold): Elite; political power
---
## XII. QUICK REFERENCE COST TABLE
| Item/Service | Cost |
|---|---|
| Bread (loaf) | 1 silver talent |
| Tavern meal (with ale) | 1 silver talent |
| Night at poor inn | 1 silver talent |
| Quality sword | 10-20 silver talents |
| Riding horse | 30-60 gold talents |
| University tuition (annual) | 60-150 gold talents |
| Church tithe (working class, annual) | 24-48 gold talents |
| Doctor consultation | 1-5 silver talents |
| Doctor surgery | 10-50 silver talents |
| Simple sygaldric gram | 20-50 silver talents |
| Complex grammarie | 200-1000+ gold talents |
| Assassination contract (city target) | 100-500 gold talents |
| Stolen goods (% of market value) | 20-50% |
| Master-level sympathist (hourly) | 500 silver talents |
| Rare poison | 50-500 gold talents |
| Dragonroot (per dose) | 10-50 gold talents |
| Magical artifact (minor) | 50-500 gold talents |
| Rare tome | 50-500 gold talents |
| Party monthly operating cost | 50-125 gold talents |
---
## XIII. USING ECONOMICS IN CAMPAIGNS
### A. Resource Scarcity
- Low-cost material rare? Creates quests to acquire it
- High-cost item desired? Forces long-term saving or theft
- Faction service expensive? Players must choose between factions or find alternative
### B. Moral Dilemmas
- Black market opportunity? Lucrative but risks faction attention
- Illegal work? High pay but legal/moral cost
- Betrayal for money? Tests character loyalty
### C. Long-Term Planning
- Party property? Maintenance costs force continued adventure
- Hired retainers? Monthly payroll commits party to income stream
- Faction patronage? Steady income but controls party direction
### D. Story Integration
- Economic collapse? Quest-driver (famine, war, plague)
- Faction bankruptcy? Desperation forcing extreme action
- Party insolvency? Debt slavery, crime, sacrifice required
---
## XIV. SUMMARY
Economics in Temerant:
- Gritty & realistic: Resources matter; poverty is real threat
- Faction-integrated: Each faction has specific economic hooks
- Scalable: Works for party of beggars or nobility
- Dynamic: War/inflation/shortage changes available resources
- Playable: Concrete numbers enable decision-making
The economy is not just flavor—it's constraint that shapes story.