• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Temerant
  2. Lore

Economics & Currency Guide 3

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

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## 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

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## 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 |

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## 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

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## 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.