Money & the Economy¶
"A purse of coppers in Greenweald is a purse of coppers. Carry it to where the buyers are hungry and it's something more. The coin doesn't change - the place does."
Ghelmyon runs on coin, and the economy is a real one: prices move, vendors run out of money, and what's worthless in one town is wanted in the next. You don't need a spreadsheet - but knowing how the money works turns a grind into a living.
The coin¶
Four denominations, a hundred of each to the next step up:
| equals | |
|---|---|
| 1 silver (s) | 100 copper (c) |
| 1 gold (g) | 100 silver |
| 1 platinum (p) | 100 gold |
Prices show in the highest sensible denomination - a price of "1g 5s 20c" is one gold, five silver, twenty copper. Small everyday things (a bandage, a torch) cost coppers; serious gear runs to silver and gold; platinum is for the truly valuable.
Earning it¶
Money comes from honest work, clever trade, or the quiet professions:
- Shifts - the steady earner. Sign on at a venue for a working block and collect a purse plus skill and standing. See Making a Living.
- Loot & selling - take it off a downed foe, find it in the world,
and
sellit to the right vendor. - Quests & bounties - notice-board jobs and wanted-poster turn-ins pay coin (and reputation).
- Crafting to sell - a finished good reliably beats its raw materials in value; craft, then sell.
- Trade & arbitrage - buy where a good is cheap, sell where it's dear (below).
- The underworld -
steal,pickpocket,roband fencing stolen goods. Faster, riskier, and the law remembers (see Crime & Stealth).
What drains it (the sinks)¶
Coin flows out about as many ways as it flows in - that's by design, and it keeps the world honest:
- Gear, supplies and consumables - weapons, armor, bandages, potions, reagents.
- Training - paying a trainer to teach a skill (cost rises as the skill climbs). See Skills & Training.
- Repairs - keeping equipment from degrading to useless.
- Healing - a temple or healer's fee for serious wounds (see Wounds & Healing).
- Living costs - rent, upkeep, wages, the occasional fine or bail when the law catches up with you.
- Donations - to temples and faith, for standing.
The trick to staying ahead isn't hoarding - it's keeping more coming in than going out, and not over-paying for either.
Why prices move¶
The same item isn't worth the same everywhere or to everyone. Three levers matter:
- Where you are. Each town has its own price character - a good that's common locally is cheap; a good that's scarce there fetches more. This is the heart of trade: buy low in one town, sell high in another.
- Who you are. Your reputation with a vendor or faction moves their prices in your favor - friends give better deals than strangers.
- Supply and demand. Flood a single buyer with the same goods and the price craters - they've got more than they can move. The signal is plain ("he'll take it, but for coppers"); when you see it, carry the rest somewhere else. Vendors also hold a finite purse a poor merchant can't pay a rich price.
Tips¶
appraise/ check value before you sell - know what a thing is worth so you don't get lowballed (the appraise skill feeds the/pricecheck - value plus who nearby will buy).- Don't dump everything on one vendor - split a big haul across buyers, or across towns, to dodge the saturation crater.
- Reputation pays twice - better prices and better stock. The shifts you work and the factions you favor compound into discounts.
- Carry, don't hoard - coin sitting in a purse does nothing; goods bought cheap and carried to a hungry market are where the margin is.
See also¶
- Making a Living - the steady income engine.
- Crime & Stealth - the fast, risky coin.
- Commands You Should Know -
buy,sell,/stock,/priceand the trade verbs.