Curious Pastimes - Rules: Goods and Finances
Date: 17 Apr 2009
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 Silver
4 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 Poor
2c
Days food Standard
1s
Days food Fine
2s
Bottle of Wine
2c
Bottle of Good Wine
1s
Pint of Ale
1c
Pint of Good Ale
2c
Clothing
Weather Proof Clothes
7c
Fine Clothes
10s+
Ritualists Robe
10s+
Miscellaneous Items
Canvas Sack
1c
Leather Back Pack
2c
Wooden Chest
3s+
Iron Chest
29s+
(Price of the lock is not included in the above)
Simple Lock
8s
Complex Lock
15s
Lantern
6s+
Mirror, metal
12s+
Mirror, glass
40s+
Tinderbox
2c
Lute
65s
Drum
6s+
Horn
9s+
Chain /Ft
4s
Cold Iron Cnain / Ft
40s
Cold Iron rivets (each)
3s
Hirelings and Tasks
Gate guard per day
2c
Foot soldier per day
2s
Sergeant per day
4s
Leader per day
10s+
Mercenary for specific battle
2c
Magical Equipment and Tool Kits
Alembic
50c
Glassware
19s
Brazier
5s
Scales
13s
Mortar and Pestle
2c
Hourglass
10s
Abacus
1s
Astrolabe
133s
Glass workers tools
10s+
Tanners tools
4s+
Bowyers tools
10s+
Blacksmiths tools
15s+
Carpenters tools
8s+
Stonemasons Tools
8s+
Locksmiths tools (inc. picks)
16s+
Mechanicians tools
48s+
Special Items
Mundane paper (per sheet)
1s
Mundane Book Bindings
5s+
Superior Book Bindings
24s+
Weapons and Armour
Superior Cost
Master Cost
Silver Cost
Cold Iron Cost
Arrow
3s
4s
20s
56s
Crossbow Bolt
7s 2c
15s 2c
38s
115s
Dagger
8s 2c
17s
Ornate Dagger
15s
30s
34s 2c
138s 2c
Long / Bastard Sword
21s 1c
42s
Ornate Long / Bastard Sword
35s 3c
71s
79s 1c
311s 1c
2H Sword
34s
68s
Ornate 2H Sword
51s 2c
103s
87s 3c
401s 2c
1H Axe
18s
36s
Ornate 1H Axe
24s 1c
48s
49s 1c
131s 1c
2H Axe
21s
43s
Ornate 2H Axe
31s 3c
62s
64s
236s
Pole Arm
22s 3c
45s
Ornate Pole Arm
33s 1c
67s
64s 1c
232s 3c
Quarter Staff
6s 2c
13s
Ornate Quarter Staff
21s 3c
44s
67s 2c
311s 2c
Shield
9s
15s 1c
No
No
Ornate Shield
17s 2c
30s
No
No
Ornate Bow
24s
28s
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 Cost
Master Cost
Silver Cost
Cold Iron Cost
Leather (light)
8s
10s
No
No
Light chain / Ring mail (medium)
19s 1c
21s 2c
192s 1c
288s 3c
Heavy Chain (Heavy - Max for foam plate)
8s
10s
No
No
Plate mail (Extra Heavy)
33s 1c
41s 2c
332s 1c
498s 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, specifically treated to make serviceable items. It is an extremely complex procedure, hence the astronomic cost.
And so it began......
Date: 26 Jan 2012
Dawn breaks, war looms, the evil Lord is gathering his armies to wage a campaign of destruction upon the free peoples of the world. It is up to I, Sir Maximilan Pegasus to stop him, with my trusted band of adventurers we must gather the enchanted sword of Tek, the Shield of Way-Lem and the amulet of Subsidence and together we shall slay this abomination! “TIME FREEZE” And bam, the fantasy world fades away, the enchanted sword of Tek in my hand is a rubber sword smothered in coloured ribbons with a laminated card cable tied to the hilt, I look down and I’m wearing plastic armour and unflattering heropants, and the magical world of my imagination washes away to reveal a field in Wigan, but you know what? It’s larp and I’m a larper, it’s what I do.
I started larping when I was 17, I’d never role-played before, I’d never played D&D or Warhammer, never played WoW or any form of online game, I’d never even read Lord of the Rings, I feel somewhat privileged that I hadn’t done any of those things, I think it gave me an untainted attitude towards what larp could be, I had no preconceptions about saving the maiden fair, slaying the dragon or smiting the liche, to me it was just a new thing to try.
It was cold, really cold, 10am on a September morning, the rain was battering down and I’d been given a faux fur tunic, a mouldy old sword and been pointed towards a man and told, “You’re monstering, there’s the ref he’ll tell you what to do.” I obeyed, I played wave after wave of zombies, orcs and various line monsters and to be honest, was cold, bored and hungry. That is, until lunchtime, the teams switched sides, I got into the kit I’d scrounged up, as with most first timers, a black trenchcoat. I took the mouldy old sword, stood with my fellow adventurers and it hit me, I’m a god damn hero!
Pow, there it was, a new larper was born.
