Money and Merchants: Difference between revisions
No edit summary |
No edit summary |
||
Line 4: | Line 4: | ||
[[File:astraldiamonds.jpg|right|400px]] | [[File:astraldiamonds.jpg|right|400px]] | ||
{| border="1" cellpadding="5" style="text-align:center" | {| border="1" cellpadding="5" style="text-align:center" | ||
! width=" | ! width="120" | Coin || width="100" | Copper || width="100" | Silver || width="100" | Gold || width="100" | Platinum || width="100" | Astral Diamond || width="100" | Flawless Diamond | ||
|- | |- |
Revision as of 21:06, 3 March 2017
Currency
Coin | Copper | Silver | Gold | Platinum | Astral Diamond | Flawless Diamond |
---|---|---|---|---|---|---|
Copper Piece (cp) | 1 | 10 | 100 | 10,000 | 1,000,000 | 100,000,000 |
Silver Piece (sp) | 1/10 | 1 | 10 | 1,000 | 100,000 | 10,000,000 |
Gold Piece (gp) | 1/100 | 1/10 | 1 | 100 | 10,000 | 1,000,000 |
Platinum Piece (pp) | 1/10,000 | 1/1,000 | 1/100 | 1 | 100 | 10,000 |
Astral Diamond (ad) | 1/1,000,000 | 1/100,000 | 1/10,000 | 1/100 | 1 | 100 |
Flawless Diamond (fd) | 1/100,000,000 | 1/10,000,000 | 1/1,000,000 | 1/10,000 | 100 | 1 |
Some Common Conversions:
- One Silver Piece is ten Copper Pieces.
- One Gold Piece is ten Silver Pieces.
- One Platinum Piece is one hundred Gold Pieces.
- One Astral Diamond is one hundred Platinum Pieces.
- One Astral Diamond is ten thousand Gold Pieces.
- One Flawless Diamond is one million Gold Pieces.
Settlement Sizes
Settlement Type | Population | Base Limit | Purchase Limit | Coffer Limit | # of Magic Shops | Merchant DC | Spellcasting |
---|---|---|---|---|---|---|---|
1. Thorp | fewer than 60 | 50gp | 500gp | 1,000gp | likely none | 20 | 1st (CL 1) |
2. Hamlet | 61 to 300 | 200gp | 1,000gp | 5,000gp | likely none | 22 | 2nd (CL 3) |
3. Village | 301 to 2,000 | 1,000gp | 5,000gp | 15,000gp | 1 | 25 | 3rd (CL 5) |
4. Small Town | 2,001 to 10,000 | 2,000gp | 10,000gp | 50,000gp | 1d3 | 27 | 4th (CL 7) |
5. Large Town | 10,001 to 50,000 | 5,000gp | 25,000gp | 150,000gp | 1d6 | 30 | 5th (CL 10) |
6. Small City | 50,001 to 300,000 | 10,000gp | 40,000gp | 500,000gp | 2d4 | 35 | 6th (CL 12) |
7. Large City | 300,000 to 1,000,000 | 50,000gp | 150,000gp | 100ad | 3d6 | 40 | 7th (CL 15) |
8. Metropolis | 1,000,001 to 5,000,000 | 100ad | 300ad | 1000ad | 6d6 | 50 | 8th (CL 20) |
9. Megalopolis | 5,000,001 to 50,000,000 | 200ad | 700ad | 5000ad | yes | 60 | 9th (CL 24) |
10. Dimensional Nexus | 10,000,000 and up | unlimited | unlimited | unlimited | yes | 90 | 9th+ (CL 25+) |
Settlement Descriptions
- Thorp
A Thorp is a very small permanent settlement, usually clustered around a road or at the end of a trail. A thorp will have 1-15 houses, often around a single merchant. A thorp is too small for community defenses or improvements, so each house is individually fortified in hostile areas.
- Hamlet
A hamlet is a small permanent settlement which has its own street, often lined with 2-4 shops, with houses in a loose cluster around it. Community improvement might be some graveled walkways, light fences, and some ditches, so each house is individually fortified in hostile areas.
- Village
A village has one or several cross streets, although they are still dirt. At the various crossroads 2-8 shops are located, with houses clustered around them. The village is large enough to have several alleyways as well. Community improvements are limited to gravel footpaths and perhaps a cobbled square between the four largest shops. Community defenses consist of organized fences and ditches, although most houses are still fortified in hostile areas.
- Small Town
A small town has a main street and numerous smaller streets, usually very crooked. Alleys are plentiful. Community improvements are numerous but unorganized. The main streets are cobbled, all else are dirt. The small town defenses are a sturdy wooden palisade with a ditch which encloses the town. Some houses are still fortified, but some are not.
- Large Town
A large town has a boulevard and several main cross streets, with a web of side streets. Many alleys are present. Most streets and many alleys are cobbled. The large town has a large wooden palisade and stone gatehouses. Many houses are still fortified, but many are not.
- Small City
A small city has a boulevard with flagstones, many main avenues, many side streets, and numerous alleyways. All areas are improved at least a little, with even the meanest alleys cobbled. The city will have a tall wooden palisade with a moat and stone gatehouses, with more vulnerable approaches with sections of stone wall.
- Large City
A large city has many boulevards and streets, all of them fully flagged. Side streets and alleys are cobbled. The large city will have a tall stone wall and stone gatehouses. Many houses are still fortified, mostly in the richest sectors of town. A large city has many areas, each with its own character, such as a Noble's Quarter and a Thieves Den.
- Metropolis
A metropolis has a vast web of boulevard and streets and alleys, most of them flagged and the remainder cobbled. The metropolis has an outer stone wall and most sections of the city are separated by internal walls that may larger of smaller than the external walls. A metropolis has a myriad of sections, with several noble areas, several slums, etc.
- Megalopolis
A megalopolis is like unto a nation that is entirely city. Numerous walls divide a metropolis into numerous areas, but signs of civilization will extend for tens of miles in all directions. Subsidiary and ancillary cities and settlements often surround a metropolis.
- Dimensional Nexus
A Dimensional Nexus is a vast city which is a hub used to trade between an entire plane of existence and another entire plane of existence. It is so large that it could not exist or support itself without the flow of goods and services from an entire reality. It is more than merely a larger Megalopolis, is is a polity that has become its own nigh-legend. Streets paved in gold, soaring walls of dreams and alabaster, palaces of unimaginable splendor and most of all, the gates to other realities, are all features of the Dimensional Nexus.
Population
This number represents the settlement's population. Note that the exact number is flexible; a settlement's actual population can swell on market days or dwindle during winter-this number lists the average population of the settlement. This flux in population size is more evident in smaller settlements, but even very large cities may experience changes. For example, a summer festival may bring thousands of fair-goers, merchants, and schemers to large town or small city, significantly raising the population for a season. On a larger scale, a yearly pilgrimage for a major religion may bring many thousands or even millions of extra people to a megalopolis. Note that this number is generally used for little more than flavor-since actual population totals fluctuate, it's pointless to tether rules to this number.
Base Value
This section lists the community's base value for available magic items in gp (see Table: Available Magic Items). There is a 75% chance that any pre-made item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. If a player creates a custom item which seems like a common item that most adventurers would want, GM's can decide that the item is like a pre-made item and may be available in town 75% of the time. If the item seems unusual or exotic, it must be crafted as defined in the crafting rules, either by a player with the Creator feat or by a merchant willing to craft the item on the player's behalf.
Purchase Limit
A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.
Coffer Limit
A settlement's coffer limit is the maximum amount of money the entire settlement can scrape together to buy things from the players in a single month. Sometimes it may take days to gather all this money in one place (mainly in smaller towns/villages). Townsfolk who spend every loose gold piece like this will probably travel to a bigger town to sell the newly acquired loot at a profit, so they can pay everyone back.
Number of Magic Shops
This is the approximate number of shops that sell magic items at each settlement type. Note that 90% of the stuff in these shops will be spell components, holy symbols, fake love potions, etc. Only a small portion of the shop deals in the kind of gear an adventurer would seek out. Of course, in a metropolis or other massive population center, there will be whole shops catering specifically to shoppers seeking magic toe rings.
Merchant DC
This is the DC of the diplomacy check made by a player seeking to buy or sell an item to a magic shop. Players may always elect to skip the diplomacy check, and accept a 50% sell value for their items, or buy items for 100% of the merchant's sale price. Note that this is exactly like failing the check to the maximum extent, so really, rolling is encouraged.
See the Diplomacy skill page for details.
Spellcasting
This is the maximum spell level of any casters in the settlement. This can be used to determine whether anyone in the settlement is capable of making a custom magic item or potion.
Link to d20pfsrd Settlements Page.