Money and Merchants: Difference between revisions

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[[Category:Epic Path]]
[[Category:Epic Path]]


=== Currency ===
 
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==Merchants==
==Merchants==
Merchants are Non-Player Characters who will but treasure items from the Player Characters for money, or will accept money for goods.  A Merchant is thus a store, from which the players can buy and sell and convert the 'stuff' they find on their adventures into 'stuff' which they want to use to improve their characters and tell their stories.
Merchants are often, but not always, found in a settlement.  The size of the settlement usually determines how many merchants there are there, and how renowned they are.  Merchants in bigger cities generally have bigger shops and access to more money and more and better 'stuff' to sell to the players.
Consult the chart and information below to determine how 'good' a merchant is in a particular city.
It is also possible to have traveling merchants, in a tinker's wagon, a caravan, a flying carpet, etc.  It is also possible to have wondrous merchants, such as genies who appear at dawn at a certain crossroad, a magical fountain into which you throw money until the desired item appears, and a million other things.
It is encouraged to make merchants available on a fairly regular basis, to avoid your players being dressed in rags with chests full of loot they cannot spend.





Revision as of 23:55, 4 March 2017


Astraldiamonds.jpg


Money

Money, or currency, is the medium of exchange which players use to buy goods and services, such as magic weapons and food. Most common currency is in the form of small coins struck from various metals. All such coins are abstracted to weigh 100 to the pound. Copper coins are bigger than gold coins, for example, but they all weigh one one-hundredth of a pound. Astral Diamonds and Fontispieces are far, far more valuable than metal coins.

Astral Diamonds are small clear beautiful crystals that are mined in the Astral Plane and are extremely uniform due to their method of formation. Every Astral Diamond is exactly like every other Astral Diamond. This uniformity makes them excellent currency.

A Fontispiece is a tiny shard of the Nascent Seed. Or maybe a crystallized bit of the True Dark. Or maybe a spark thrown off by the Fount of Reality. Or maybe something else entirely. Regardless of their origin, they are found everywhere, in every dimension and reality, and are remarkably beautiful and durable. They make an ideal currency if you are really, REALLY, rich.

Astral Diamonds and Fontispieces also weigh one one-hundredth of a pound.

The values of the various currencies are multiples of ten, until you reach platinum coins, which are worth one hundred gold each. Astral Diamonds and Fontispieces are each then worth one hundred times as much as the currency below them. An exchange rate chart is included below.

In general, almost all prices are quoted in gold pieces, meaning the currency system is a bullion currency based on the gold standard.


Coin Copper Silver Gold Platinum Astral Diamond Fontispiece
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
Fontispiece (fp) 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 Fontispiece is one million Gold Pieces.


Merchants

Merchants are Non-Player Characters who will but treasure items from the Player Characters for money, or will accept money for goods. A Merchant is thus a store, from which the players can buy and sell and convert the 'stuff' they find on their adventures into 'stuff' which they want to use to improve their characters and tell their stories.

Merchants are often, but not always, found in a settlement. The size of the settlement usually determines how many merchants there are there, and how renowned they are. Merchants in bigger cities generally have bigger shops and access to more money and more and better 'stuff' to sell to the players.

Consult the chart and information below to determine how 'good' a merchant is in a particular city.

It is also possible to have traveling merchants, in a tinker's wagon, a caravan, a flying carpet, etc. It is also possible to have wondrous merchants, such as genies who appear at dawn at a certain crossroad, a magical fountain into which you throw money until the desired item appears, and a million other things.

It is encouraged to make merchants available on a fairly regular basis, to avoid your players being dressed in rags with chests full of loot they cannot spend.


Settlement Sizes

Coins.jpg
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.