2010
DISCUSSIONS:
  • MECHANICS
  • RULES:
  • KNOWN WORLD
  • RULES OF PLAY
  • GAME MECHANICS
  • CHARACTER GENERATION
  • CHARACTER RACES
  • VETERAN SKILLS
  • FUNDAMENTAL MAGIC
  • CORPOREAL SPELLS
  • MAGE SPELLS
  • SHAMAN SPELLS
  • SPELL LISTS
  • RANK 3 SPELLS
  • CASTING AS A WEDGE
  • RITUAL MAGIC
  • ALCHEMY
  • CRAFTING
  • DISEASES
  • GOODS & FINANCES
  • WEAPON SAFETY
  • DANGEROUS PLAY
  • 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 Silver4 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 Poor2c
    Days food Standard1s
    Days food Fine2s
    Bottle of Wine2c
    Bottle of Good Wine1s
    Pint of Ale1c
    Pint of Good Ale2c
    Clothing
    Weather Proof Clothes7s
    Fine Clothes10s+
    Ritualists Robe10s+
    Miscellaneous Items
    Canvas Sack1c
    Leather Back Pack2s
    Wooden Chest3s+
    Iron Chest29s +
    (Price of the lock is not included in the above)
    Simple Lock8s
    Complex Lock15s
    Lantern6s+
    Mirror, metal12s+
    Mirror, glass40s+
    Tinderbox2c
    Lute65s
    Drum6s+
    Horn9s+
    Chain /Ft4s
    Cold Iron Chain /Ft40s
    Cold Iron rivets (each)3s
    Hirelings and Tasks
    Gate guard per day2s
    Foot soldier per day2s
    Sergeant per day4s
    Leader per day10s+
    Mercenary for specific battle2s
    Magical Equipment and Tool Kits
    Alembic50s
    Glassware19s
    Brazier5s
    Scales13s
    Mortar and Pestle2c
    Hourglass10s
    Abacus1s
    Astrolabe133s
    Glass workers tools10s+
    Tanners tools4s+
    Bowyers tools10s+
    Blacksmiths tools15s+
    Carpenters tools8s+
    Stonemasons Tools8s+
    Locksmiths tools (inc. picks)16s+
    Mechanicians tools48s+
    Special Items
    Mundane paper (per sheet)1s
    Mundane Book bindings5s+
    Superior Book Bindings24s+
    Weapons and Armour
    Superior CostMaster CostSilver CostCold Iron Cost
    Arrow3s4s20s56s
    Crossbow Bolt7s 2c15s 2c38s115s
    Dagger8s 2c17s
    Ornate Dagger15s30s34s 2c138s 2c
    Short sword14s 3c30s
    Ornate Short Sword24s 1c48s52s204s 3c
    Long/Bastard sword21s 1c42s
    Ornate Long/Bastard Sword35s 3c71s79s 1c311s 1c
    2H Sword34s68s
    Ornate 2H Sword51s 2c103s87s 3c401s 2c
    1H Axe18s36s
    Ornate 1H Axe24s 1c48s49s 1c131s 1c
    2H Axe21s43s
    Ornate 2H Axe31s 3c62s64s236s
    Pole Arm22s 3c45s
    Ornate Pole Arm33s 1c67s64s 1c232s 3c
    Quarter Staff6s 2c13s
    Ornate Quarter Staff21s 3c44s67s 2c311s 2c
    Shield9s15s 1cNoNo
    Ornate Shield17s 2c30sNoNo
    Bows16s20s
    Ornate Bow24s28s

    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.

    Armour

    Whilst 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 CostMaster CostSilver CostCold Iron Cost
    Leather (light)8s10sNoNo
    Light chain / Ring mail (medium)19s 1c21s 2c192s 1c288s 3c
    Heavy Chain (Heavy - Max for foam plate)32s 3c40s372s 2c491s 1c
    Plate mail (Extra Heavy)33s 1c41s 2c332s 1c498s 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.