Currency

Coins are the universally accepted currency in the world. The most common coin is a copper coin (Sayatsu), as it is the coin of the commoner. Typically, a commoner makes one silver coin (Samitsu)—ten copper coins—for a day’s worth of work. A coin is about a one inch in diameter and has a durability of two and one hundred coins equal one pound. All coins have a square hole in their center so they can be stacked on a coin stick (Tsu Rusata) for easy storage and transportation. Coin sticks (Tsu Rusata) can be found in the gear section.

While commoners get paid equal to one silver coin for a day of labor most of the time, they are given ten individual copper coins. It is an extremely rare case for a commoner to see, let alone own, gold coins. Blacksmiths and other artisans have a few gold coins as they craft products nobles and merchants desire. In times of war, artisans profit exponentially, which easily allows them to become wealthy.

Gold coins are used by adventurers as a lot of their equipment is expensive enough that a commoner wouldn’t be able to afford most of it. When collecting your treasure, it is common to convert your coins up to the next highest coin in order to save room in your purse. Below is the table that explains the exchange rate for coins; the ratio is 10:1.

Coin Exchange Rates

Orbs

Orbs are a unique type of currency that can be interchanged with coins. Each type of orb has a special property that makes them more useful than just currency, which is why they are unique. The appearance of the orbs is a glass ball with ground up gemstone. The process of grinding the gemstones using energetic tools causes the orbs to gain their glow and special properties.

Each orb is slightly smaller than an inch in diameter and produces light based on their color. The amount of light varies between the orbs. Orbs weigh about the same as coins, one hundred orbs weigh one pound.

Orbs are universally accepted and are nearly impossible to fake. The ground up gemstone has a unique look as it materializes the energy within it making it shine. Additionally, the nearly perfectly cylindrical shape of the orbs requires precise measurements while they are forged using energetic tools.

When exchanging coins for orbs, you are purchasing an orb. Except that while the orb has its own properties, it is also still currency and can be used. Use the table to determine the exchange rate when exchanging coins for orbs.

Quartz Orbs (Common)

These small white balls give off light and aid in plant growth. Their light is constantly active and does not require any kind of activation like the other orbs. Every five orbs produces 20ft. of light.

Emerald Orbs (Uncommon)

These green balls can't light up a room, but they can fix over channeling and reverse aging. Each orb has one charge of which it removes a single instance of over channeling and adds back your vitality in years to your age. They can reverse aging effects caused by spells and other unnatural abilities. The orb’s power cannot reverse aging beyond your natural age.

To activate a single charge, ten essence must be sent into the orb and only the person holding the orb is affected. Once the charges have been used, the orb’s color fades to white, giving it a quartz orb look and value. Emerald orbs cannot be recharged.

Jet Orbs (Rare)

The rarest of all the orbs, these small black balls, produce a faint glow of black light (not enough for a light source) and can restore your sanity. Each orb has five charges, and activating a charge restores twenty mental health. If you choose, it decreases your insanity stage by one.

Activating the orb requires ten essence to be sent into the orb and only the person holding the orb is affected. Once the charges have been used, the orb’s color fades to white, giving it a quartz orb look and value. Jet orbs cannot be recharged.

Ruby Orbs (Uncommon)

These small red balls can produce red light and intense amounts of heat in a five-foot radius. For every twenty ruby orbs, the heats intensity is increased by five feet and deals 1d4 fire damage if contact with the orb is made. Every twenty orbs produces ten feet of red light.

To activate the heat, one essence must be sent into an orb. Pooling these orbs together allows for a single activation of multiple orbs. It is common for more wealthy blacksmiths to use ruby orbs in their forges instead of the more traditional methods of smith work. The wealthier aristocrats will use ruby orbs in fireplaces instead of wood.

Optional: Kingdom Currency

For a more immersive game experience, this gameplay option changes the currency of the world to have multiple types depending on the empire. Each region uses a different form of currency in order to separate themselves from each other. Each type of currency has the respected empires symbol imprinted on the currency it uses. Although all currency exchange rate is 10:1, most banks charge an exchange rate fee when exchanging currencies.

Coins are the main currency used throughout the book. If using this option, the cost of equipment does not change, as the conversion rate for each form is equal.

Currency Types

Chip

Small wedges of metal that are about 1-inch long. The different values of the chips are based on the metal they are made of.

Chip Exchange Rates

Cube

A small cube of metal that is about 3/4th an inch big. The different values of the cubes are based on the metal they are made of.

Cube Exchange Rates

Loop

A metal band that is semi-oval and has grooves on both sides. Like coins, the loops are composed of copper, silver, and gold. Loops are easily distinguishable from jewelry rings in that they are minted to have specific markings and shape.

Loop Exchange Rates

Currency by Empire

Below is a list of the currencies used throughout the world. The listed currency for each empire is the main currency used, but all other currencies are accepted. However, some establishments might only accept their empire’s currency, in which you would then have to go to a bank and exchange currencies.

Starting Currency

There are a few options what starting equipment you can choose from. As stated in chapter one, the three options are to buy your starting equipment à la carte, commoner start, or picking a static amount of gold. If choosing to buy your starting equipment à la carte, roll 4d4 and multiply is by ten.

4d4x10 = Starting Gold Coins

Static Gold

Start with 100gc worth of equipment. Spend it all or save all of it for the adventure. It’s up to you.

Commoner Start

This option has you starting based on your traits and how becoming an adventurer results in not having much to your name. Maybe you only have the clothes on your back, a sack or bag, a farming tool or blacksmith hammer and a small amount of food, but not much more. You can only spend 2d10 silver coins at the marketplace, but no weapons or armor.

2d10 samitsu (silver coins) & no buying weapons or armor

If you get any equipment, extra coin, or other objects from traits, you keep them on top of the starting silver.

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