Goods and Finances
Goods and Finances
The currency used in the Renewal campaign is based around three precious metals. Copper, Silver and Gold. From these metals most nations mint a coin which has a value placed upon it by the people. The exchange rates between nations are roughly equal as no one nation has a 'market dominance'. The exchange rate between coins is:
| 4 copper = 1 Silver | 4 Silver = 1 Gold |
It is important to remember that the currency is debased. That is the amount of the precious metal in any given coin is probably only around 50% of it's volume. The rest being made up of base metals. It is also important to remember that money is in fact a consensual agreement in society, and that it's actual worth is only equal to that which individuals put on it. Having a bag of coins is only worth as much as you or whoever you are trading with agree upon. This does not mean that a lengthy discussion establishing a coins worth should happen every time a player wants to buy something, but a player should be mindful of what money really represents.
Each Faction mints it's own silver and copper coins, and it is generally accepted that the general honour and self interest of the Faction is good enough to guarantee it's coinage. There are other coins in circulation from lands far and wide. These are generally accepted as it is found that they too have the requisite amount of copper or silver in them.
Gold Pieces
The only exception to this is gold. Gold is such a precious metal and the general rivalry between Factions is such that no 'gold standard' can be agreed. Many years ago amongst this confusion a unique gold coin with a pierced centre came into circulation. Tested by many Factions and individuals it was found that this coin, unsullied, always contained the same amount of gold. As inquiries were made it was found that a small group of Nomadic people who worked with precious metal were responsible for the coin. Little is known about this group except that they are accepted by the Nomadic Council, and one assumes they therefore must uphold the Nomad Lore. What is known is that these coins are consistent and the only coin widely accepted as a 'gold piece'.
What follows is a general price list for most goods, services, armour and weaponry. They are general prices but again may vary due to scarcity and demand. The prices given for services by skilled individuals are there as a guideline their costs may vary wildly upon their skill, what they have been asked to do and the rarity of that skill in the marketplace. From these prices players can estimate the value of other items they may wish to purchase before buying. They are based upon the premise that a skilled worker may earn approximately two silver pieces a day. However, like most premises it is an assumption based upon what worth somebody else places upon that time.
| Food |
|---|
| Days food Poor | 2c |
| Days food Standard | 1s |
| Days food Fine | 2s |
| Bottle of Wine | 2c |
| Bottle of Good Wine | 1s |
| Pint of Ale | 1c |
| Pint of Good Ale | 2c |
| Clothing |
|---|
| Weather Proof Clothes | 7s |
| Fine Clothes | 10s+ |
| Ritualists Robe | 10s+ |
| Miscellaneous Items |
|---|
| Canvas Sack | 1c |
| Leather Back Pack | 2s |
| Wooden Chest | 3s+ |
| Iron Chest | 29s + |
| (Price of the lock is not included in the above) |
| Simple Lock | 8s |
| Complex Lock | 15s |
| Lantern | 6s+ |
| Mirror, metal | 12s+ |
| Mirror, glass | 40s+ |
| Tinderbox | 2c |
| Lute | 65s |
| Drum | 6s+ |
| Horn | 9s+ |
| Chain /Ft | 4s |
| Cold Iron Chain /Ft | 40s |
| Cold Iron rivets (each) | 3s |
| Hirelings and Tasks |
|---|
| Gate guard per day | 2s |
| Foot soldier per day | 2s |
| Sergeant per day | 4s |
| Leader per day | 10s+ |
| Mercenary for specific battle | 2s |
| Magical Equipment and Tool Kits |
|---|
| Alembic | 50s |
| Glassware | 19s |
| Brazier | 5s |
| Scales | 13s |
| Mortar and Pestle | 2c |
| Hourglass | 10s |
| Abacus | 1s |
| Astrolabe | 133s |
| Glass workers tools | 10s+ |
| Tanners tools | 4s+ |
| Bowyers tools | 10s+ |
| Blacksmiths tools | 15s+ |
| Carpenters tools | 8s+ |
| Stonemasons Tools | 8s+ |
| Locksmiths tools (inc. picks) | 16s+ |
| Mechanicians tools | 48s+ |
| Special Items |
|---|
| Mundane paper (per sheet) | 1s |
| Mundane Book bindings | 5s+ |
| Superior Book Bindings | 24s+ |
| Weapons and Armour |
|---|
| Superior Cost | Master Cost | Silver Cost | Cold Iron Cost |
| Arrow | 3s | 4s | 20s | 56s |
| Crossbow Bolt | 7s 2c | 15s 2c | 38s | 115s |
| Dagger | 8s 2c | 17s | | |
| Ornate Dagger | 15s | 30s | 34s 2c | 138s 2c |
| Short sword | 14s 3c | 30s | | |
| Ornate Short Sword | 24s 1c | 48s | 52s | 204s 3c |
| Long/Bastard sword | 21s 1c | 42s | | |
| Ornate Long/Bastard Sword | 35s 3c | 71s | 79s 1c | 311s 1c |
| 2H Sword | 34s | 68s | | |
| Ornate 2H Sword | 51s 2c | 103s | 87s 3c | 401s 2c |
| 1H Axe | 18s | 36s | | |
| Ornate 1H Axe | 24s 1c | 48s | 49s 1c | 131s 1c |
| 2H Axe | 21s | 43s | | |
| Ornate 2H Axe | 31s 3c | 62s | 64s | 236s |
| Pole Arm | 22s 3c | 45s | | |
| Ornate Pole Arm | 33s 1c | 67s | 64s 1c | 232s 3c |
| Quarter Staff | 6s 2c | 13s | | |
| Ornate Quarter Staff | 21s 3c | 44s | 67s 2c | 311s 2c |
| Shield | 9s | 15s 1c | No | No |
| Ornate Shield | 17s 2c | 30s | No | No |
| Bows | 16s | 20s | | |
| Ornate Bow | 24s | 28s | | |
Note: Superior weapons can hold an enchantment for 1 year. Master weapons can be enchanted for life. They still need to be enchanted in some manner to be magical though!
It is assumed the normal 'free' items players have are mundane and effectively have no special value. These items will not have cards to denote their existence.
ArmourWhilst the body is divided into 6 locations (see: Rules of Play: Hit Locations) for the purposes of wounding, it is divided into 18 locations for the purposes of calculating armour weight and pricing. The 18 locations are only used for this calculation and no other.
The locations break down as follows. Full suit = 18 locations. ( Head 2, Chest 3, Abdomen 3, Upper leg 2 each, Lower leg 1 each, Upper arm 1 each, lower arm 1 each)
| Armour Costs per location |
|---|
| Superior Cost | Master Cost | Silver Cost | Cold Iron Cost |
| Leather (light) | 8s | 10s | No | No |
| Light chain / Ring mail (medium) | 19s 1c | 21s 2c | 192s 1c | 288s 3c |
| Heavy Chain (Heavy - Max for foam plate) | 32s 3c | 40s | 372s 2c | 491s 1c |
| Plate mail (Extra Heavy) | 33s 1c | 41s 2c | 332s 1c | 498s 3c |
Note: Superior armour can hold an enchantment for 1 year. Master armour can be enchanted for life.
Silver items are not pure silver but an alloy with a suitably large silver content. Cold Iron is nearly 100% pure Ferrous specially treated to make serviceable items. It is an extremely complex procedure, hence the astronomic cost.