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Money Matters - Banks, Coin & Prices

"Three ways to carry your wealth: in your purse, on your belt, or in the vault. Only one of them doesn't spill out when you're knocked face-down in an alley."

Coin makes the world move. Four denominations cover everything from a loaf of bread to a fully equipped warband. Banks in every city keep your savings safe across long journeys and bad luck. Prices are real - they move with supply, reputation, and faction standing - and knowing what things actually cost stops you from being squeezed. This is the working guide.


The coins

Four denominations, a hundred of each to the next step up:

equals
1 silver (s) 100 copper (c)
1 gold (g) 100 silver (100s = 10,000c)
1 platinum (p) 100 gold

Prices display in the most readable denomination - "2s 50c" instead of "250c"; "1g 5s" instead of "10,500c". Small everyday things cost coppers; serious gear runs to silver and gold; platinum shows up at the top end of the market and in trade between merchants.


What things cost - a working reference

These are the rough bands as of current prices. Exact figures vary with supply, your reputation, and the vendor:

Category Typical range
Bandage ~1s
Torch ~25c
Loaf of bread 20–50c
Inn bunk (one night) 1–3s
Healing potion 5–15s
Basic iron weapon 20–50s
Quality weapon (journeyman-grade) 1–5g
Gear repair 5–50s depending on damage
Trainer fee (early ranks) a few silver
Trainer fee (higher ranks) several gold
Temple healing (per missing HP) 5s minimum
Town fine varies - 2–50s depending on the offence

On trainer costs: training fees are still being calibrated (the underlying costs are un-migrated from an earlier era and lean cheap for now - don't assume the current rates are final).


Banks - your global account

Every city has a bank. They all share a single account - deposit in Ghelmyon, withdraw in Millhaven. The account stays with you across your entire career.

City Bank
Ghelmyon Market quarter (Hester Vane)
Millhaven Village Green (Harwick the Prudent)
Thornwood Near the main square (Ilsa Clearwater)
Darkhollow Slag Market (Drennic Coalbrow)
Greenweald Off the Village Green (Pemberly Hearthstone)

Banking commands

Command Does
deposit <amount> Put coin in your account
deposit all Deposit your whole purse
withdraw <amount> Take coin out
withdraw all Empty your account into your purse
balance Check your account balance
/bank Bank summary (balance + vault contents)

You must be at a bank with a banker NPC present to use these. Outside banking hours (very late at night), the banker may not be available - visit during business hours.


The vault - item storage

Each bank also has a 20-slot vault for storing items you don't want to carry:

Command Does
store <item> Put an item in the vault
retrieve <item> Take an item out
vault List what's stored
/vault Vault summary

The vault is shared across cities - store a sword in Ghelmyon, retrieve it in Darkhollow. Useful for keeping crafting materials, spare gear, or anything you can't carry but don't want to lose.


What drains your purse

Coin goes out about as many ways as it comes in - that's intentional:

  • Gear and supplies - weapons, armor, bandages, potions, torches, food.
  • Training - trainer fees scale with the skill's current rank (cheap early, noticeably costly at higher ranks).
  • Healing - temples charge per missing HP (minimum 5s, typically scaling with the damage).
  • Repairs - equipment degrades; a blacksmith or relevant craftsperson restores it.
  • Living costs - inn rooms, occasional fines, bail if the guard catches up with you.
  • Faction donations - temple tithe and similar, for standing.

How prices move

The same item isn't the same price everywhere or to everyone:

  • Location. Each city has its own price character - goods common to that city are cheap; goods that must be hauled in cost more. Buying in one town and selling where the item is scarce is the core of trade.
  • Your reputation. Standing with a vendor's faction or guild moves their prices in your favour. Hostility moves them the other way.
  • Supply and demand. Flood one buyer with the same goods and their price craters - they've got more stock than they can move. Spread a large haul across vendors, or across cities, to hold the value.
  • Vendor's purse. A merchant who's had a slow week can't pay a rich price. Coin flows both ways.

Quick earning reference

See Making a Living for the full guide. The short version:

  • Shifts - the steady engine. A working block at a venue pays a purse plus skill progress and faction standing.
  • Selling loot - clear a bandit camp, sell what they were carrying.
  • Crafting - finished goods reliably beat raw materials in value.
  • Trade - buy cheap where a good is plentiful, sell dear where it's wanted.
  • Quests and bounties - notice-board jobs pay coin (and occasionally gear).

Tips

  • Keep a working float. Carry enough for a night's lodging, a bandage, and a meal. Deposit the rest. A knocked-out character loses a levy on their purse to cover treatment - less to lose if most of it is vaulted.
  • balance before a big purchase. Your purse and your bank balance are separate. Check both.
  • Reputation pays twice. Better prices from vendors and better stock. The standing you earn through shifts and faction quests compounds into savings.
  • appraise before you sell. Know what a thing is worth so you don't get low-balled on a quality item.

See also