In Valerick, one will find a wider array of equipment and options than you may be used to in your normal DnD esque settings. Valerick is a place where industrial revolution is meeting magick, where one may find knights wielding halberds and swords fighting alongside musketeers and magisters alike. It is a place in technological flux, a place in transition, and as such, an exceedingly wide and varied array of goods are available to those of more adventurous tendencies.
The largest cities in Valerick are places where all this comes together, with market places where pretty much anything you can imagine, and some things you cannot, may be available to you, for a price. Such unique and fanciful ideas will not be covered here. Nor will basic trade goods, though of course their is economy and trade to consider, as one should expect.
Wealth
One of the big things to adjust to is how wealth works in Valerick. As an industrial revolution takes grip of the continent, very quickly, things invert. Currency becomes the common method of exchange, and the idea of bartering, trading goods and services directly for other goods and services, mostly has died or is most commonly employed in large company to company transactions. The Guild system, one that has spread like wildfire, has even risen the humble farmer and peasant to a position of notable existence beyond mere survival. Though not wealthy by any means, we are seeing the beginning of those whom work the land being able to take some part in society, being able to afford some small pleasures here and there, because now they have the means to do so. Though not centralized, exchange rates do exist, and banking organizations between the nations of Valerick communicate rather regularly, with some level of general good faith, keeping the complex wheels of the continental economy moving. Banking services are available to even the common folk, though mostly only used in large cities.
As such, coinage becomes far more important to understand, and on Valerick that also works a bit different as well. You have four increments of coin here, and they all work on a simple system of tens. A silver moon is worth ten copper stars for example. However carrying coins directly, except in smaller denominations (silver and copper). Carrying Gold or Platinum coins in physical form is not common, unless one travels frequently between countries. Otherwise it is safer, cheaper, and far less weight to carry promisary notes from the nation in question's banking organization and entrust your funds to their safe keeping. The best way to think of Valerick's economy is to see silver and gold as basically dollars and tens.
So the way the coin system works is there are 10 copper stars to a silver moon. 10 silver moons to a gold sun. Finally 10 gold suns to a platinum comet. The promisary notes come in increments between these of course, for example, a five sun note exists, that sort of thing. Because of this changing of systems occuring admist this industrialization, even common folk oft are carrying a bit of capital on them.
The final thing to consider within this is starting wealth. It is recommended you just work with equipment from the classes and backgrounds themselves, but if you insist, then the table in the base 5e material will still work here. It is safe to assume those whom sell their services to do the various dangerous and difficult tasks adventuring sorts oft do would not be poor, or at least would have made a good living up to this point in their lives and at least have some decently nice stuff in their possession.
Selling Treasure
Selling your hard earned loot in Valerick generally speaking is as simple as finding the appropriate merchant or tradesperson to sell it too. Towns and Cities are plentiful in options for moving all manner of goods, whereas small towns, villages and their like, you may find yourself having a harder time. However some general rules of thumb to consider;
Arms, Armor, and other such Adventuring Gear: Often the stuff taken off monsters is in no shape to use or sell, unless you happen to know some esoteric collector of some kind, that is the first thing to consider. Besides that, however, so long as it is in good shape, such goods normally can be moved for about half their normal value on a quick sell. Unlike base DnD type settings it is worth noting for GMs and players, that the sorts of potions and other alchemical devices one might find on Valerick, by and large, fall into this category, or at least a good number of base potions, stimulants, herbal extracts and other concoctions.
Magick Items: Selling any sort of magickal artifact, trinket, or may the Ascended forgive, grimoires, can be problematic, and even potentially deadly. Grimoires and other spellcaster associated objects are of the utmost difficulty, as anyone but a licensed magister possessing such items is a heretical offense. Though not true heresy, one will find themselves left financially destitute, and imprisoned for an average of ten years just for possessing such an object and not having a Magister's License. The exceptions to this are those rare runecrafted works of the dwarven peoples, or the magnicore marvels of masterful gnomish crafter's. However such items are rare treasures indeed and not easily acquired, nor easily sold. Such transactions do not have a good 'percentage' value to place upon them, and are best left to roleplay. This category includes things like the more complex workings of an alchemical nature as well, as one should expect, and raw manna gems as well.
Jewels, Jewelry, and works of art, literature, or other such thing: These sorts of things retain their full market value, and are oft seen as good as currency, at least jewelry or jewels are. Artworks, especially paintings or sculptures, but also written works, oft will need you to go through the effort of seeking someone quite knowledgeable to inspect it and give you a writ of verification as to its authenticity, especially if you claim it to be an original by someone long deceased, or a cultural artifact of some sort. You can trade them for the coin of course, but oft you can use them as straight currency of a sort themselves, if you so wish, dependant upon the situation of course. Jewels and Jewelry is especially a popular, rather less traceable method of commerce favored by many involved in less....above board business dealings.
Trade Goods: These are the core of any economy, the simple day to day goods that keep things going, and the measure of stock really. Their values may flucuate some over time, but by and large they have a consistency that other things, especially works of art or their ilk, do not have. We are talking about simple things. Spices, silks, grain, salt, iron ore, timber, etc etc. The raw materials upon which any economy is built. These too can be used as more or less straight currency, though normally only in large volume transactions is such a thing done now, it is not a common practice amongst regular folk.
All items have a rarity along with the regular information you may expect. Rarity effects how easy things are to acquire and find. Based on settlement size decides how easy things are to find. There is an easy reference table here below to utilize for GMs and Players;
Item Rarity | Thorp-Hamlet (500 population max) | Small Village (501-1200 population) | Large Village (1201-2500 population) | Frontier Town (2501-6000 population) | Town (6001-10000 populaton) | Large Town (10001-18000 Population) | Small City (18001-40000 Population) | City (40001-65000 Population) | Large City (65001-100000 Population) | Metropolis (100001+ Population) |
---|---|---|---|---|---|---|---|---|---|---|
Common | 50% | 75% | Always Available | Always Available | Always Available | Always Available | Always Available | Always Available | ||
Uncommon | 25% | 50% | 75% | Always Available | Always Available | Always Available | Always Available | Always Available | ||
Scarce | 10% | 25% | 50% | 75% | Always Available | Always Available | Always Available | Always Available | Always Available | |
Rare | Not Available | 10% | 25% | 50% | 75% | 90% | Always Available | Always Available | Always Available | |
Exotic | Not Available | Not Available | Not Available | Not Available | 10% | 25% | 50% | 75% | 90% |