Equipment

This chapter covers all sorts of equipment and services your adventurer might need to survive the wilds.

A Note on Economics

The average peasant can expect to earn the equivalent of 4 Gold in a year. This comes down to an average earning of just over 1 copper a day. Wealthier individuals (nobles, land owners, merchants) tend to be worth substantially more.

A group of adventurers coming into town and throwing around gold like water can easily disrupt the local economy.

Coinage and Trade Goods

The Copper Piece (cp)

The copper piece is the true heartbeat of the local economy, representing the gritty reality of daily survival for the vast majority of the population. Since a single coin is nearly equivalent to a full day’s labor for a peasant, it is handled with care and respect, exchanged for essential bowls of pottage, single candles, or a handful of grain. To a commoner, a small pouch of copper isn't just “pocket change”—it is the week's rent, the next pair of sturdy work boots, or the difference between a warm hearth and a cold night. In the hands of an adventurer, copper is the currency of the mundane, used for tolls, cheap stables, and the simple necessities that keep a journey moving without drawing the greedy eyes of the local underworld.

The Silver Piece (sp)

The silver piece serves as the “professional standard,” acting as the primary currency for the middle class, skilled artisans, and veteran mercenaries. Because one silver is worth ten copper—essentially a week and a half of a laborer's total productivity—it represents a significant “milestone” of wealth that a typical peasant might only see during a successful harvest or a daughter’s wedding. It is the coin of choice for purchasing quality steel daggers, hiring a literate scribe, or securing a private room at a respectable inn. Seeing a silver coin slapped onto a tavern bar commands immediate attention, signaling that the spender is a person of means who likely possesses a specialized trade or a dangerous set of skills.

The Gold Piece (gp)

The gold piece is a rare and heavy symbol of “Apex” status, existing almost entirely within the realms of high nobility, international trade, and elite military orders. For the average person, a single gold coin represents an entire season of life—three months of grueling toil condensed into a small, shining disc—making it a legendary object that many villagers will never actually touch in their lifetime. These coins are the “capital” of the world, used to purchase warhorses, commission suits of plate armor, or pay the ransoms of captured knights. When an adventurer produces gold, they are no longer just a traveler; they are a Tier-shifting force of nature whose presence can disrupt local markets and attract both the highest honors and the deadliest of predators.

Snap Coins (sc)

The Snap-Coin is a practical marvel of low-level minting, designed with deep, cross-hatched grooves that divide the face of a standard copper piece into eight equal, triangular wedges. In a world where a single copper represents a full day's grueling labor, these pre-scored “star-coins” allow a peasant to manually snap off a single Bit or Shard to pay for a lone candle or a crust of bread without needing a smith’s shears. Over time, the currency in circulation becomes a jagged collection of broken geometry, with “full wheels” being a rare sight in the pockets of the poor. For an adventurer, the Snap-Coin is a tactile reminder of the economy's “Floor,” where even a fraction of a coin is worth the effort of breaking it, and a pocket full of mismatched copper shards is the true mark of someone who has lived life at the level of the soil.

Trade Goods & Livestock

Trade goods and livestock are an excellent way to carry large amounts of wealth while at the same time lowering the likelihood of theft. A barrel of ale and a sheaf of wheat are unlikely to walk off on their own in the middle of the night. Livestock can be a handful to manage without the right skills, but with them, it will walk itself to market.

Selling Prices

For the purpose of selling the spoils of your adventures, you can assume a base price of one-half the listed cost. A contested roll against Bartering can be used to influence this price - both up and down.