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Equipment and Wealth
Initial Equipment
Class | Initial wealth |
---|---|
Acolyte | 5d4 x 10 GP |
Arcane | 4d4 x 10 GP |
Bodhisattva | 5d4 GP |
Brute | 2d4 x 10 GP |
Combatant | 5d4 x 10 GP |
Hunter | 5d4 x 10 GP |
Marksman | 4d4 x 10 GP |
Mercurial | 4d4 x 10 GP |
Shaman | 2d4 x 10 GP |
During the creation of your character, your basic equipment is the sum of:
- Equipment provided by your past,
- Equipment provided by your class.
Also during the creation of your character, you can choose not to start with this sum of equipment, but rather with an initial value in money, based on your class, with the final value being obtained by rolling the Initial Wealth dice of your class with the GM.
This way, you don't start with the equipment provided by your past or class, and can use this value to assemble your own basic equipment set.
Together with your GM, you can decide what equipment you want to buy and how you got there. Maybe you want a specific weapon that isn't found in your area, or maybe you just stole that equipment at some point and it's been going on ever since.
In any case, the basic sets are structured with the basic and general needs of the characters in mind, but you may have somewhat peculiar needs.
Wealth
Just like in our world, each city-state and nation in Runeterra has its own currency, with the relationships between these locations having their own variations and exchange rates.
Depending on the characteristics of the adventure, or campaign, these relationships may have greater narrative weight and even in the rules, with a Piltover coin being accepted even in Ionia, while a Noxian coin may not be accepted in a Demacian city.
For practical reasons, the rules are structured around the universality of gold and silver, which can operate across the economic boundaries of regions. The role of currency can be fulfilled by other commercial goods, such as jewelry, precious stones in various stages of polishing, animals and even works of art.
However, when we talk about nobility or the relations between city-states and nations, the scale of these values assumes another proportion, with shipments of gold or other precious minerals, rights to a mine or the use of ports, leadership positions in large institutions, among many other forms of negotiation. Thus, the scale in which coins are counted one by one serves basically for negotiations between adventurers and merchants.
Coinage
Coin | CP | SP | EP | GP | PP |
---|---|---|---|---|---|
Copper (CP) | 1 | 1/10 | 1/50 | 1/100 | 1/1000 |
Silver (SP) | 10 | 1 | 1/5 | 1/10 | 1/100 |
Electro (EP) | 50 | 5 | 1 | 1/2 | 1/20 |
Gold (GP) | 100 | 10 | 2 | 1 | 1/10 |
Platinum (PP) | 1000 | 100 | 20 | 10 | 1 |
Common coins come in several different denominations based on the relative value of the metal from which they are minted. The three most common coins are the gold piece (GP), the silver piece (SP), and the copper piece (CP).
With one gold piece, a character can buy a quiver, 15 feet of good rope, or a goat. A skilled (but not exceptional) craftsman can earn one gold piece per day. The gold piece is the standard unit of measure for wealth, even though the coin itself is not commonly used. When merchants discuss deals involving goods or services worth hundreds or thousands of gold pieces, the transactions do not usually involve the exchange of individual coins. Instead, the gold piece is the standard of measure for value, but the actual exchange is in gold bars, letters of credit, or valuable goods.
A gold piece is worth ten silver pieces, the common currency of commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn. A silver piece is worth ten copper pieces. A single copper piece buys a candle, a torch, or a piece of chalk.
Additionally, unusual coins made of other precious metals sometimes appear in hoards. The electrum piece (EP) and the platinum piece (PP) originate from fallen empires and lost kingdoms, and sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about 10 grams, so one hundred coins weigh approximately one kilogram.
The Trade
Goods can be found all over the world, however not all regions trade in the same way.
Bilgewater. Bilgewater has a sea route that trades with almost every region of the world, with the exception of Ixtal, in Bilgewater you can find all kinds of goods and currency. The price of products in Bilgewater varies depending on the seller, many may be trying to trick you to get more gold for themselves.
Bandle City. It is not known how commerce works in Bandle City, or even if it exists. And if it does, it must be something very strange.
Demacia. No "official" trade with the Demacian common people is permitted, however the crown purchases goods from other places and resells them to the population, controlling the entire local market. Demacia does not trade with Noxus.
Freljord. It is rare for a Freljord tribe to trade with another rival tribe, but all accept goods from outside.
Shadow Isles. There must have once been some sort of trade within the cursed islands, but today it is not known if there is a living soul within the Shadow Isles, only that several treasures from the past and extraordinary magical items are hidden there.
Ionia. Ionia's trade is mainly between producers, as many years ago Ionia was a peaceful civilization. Its crops, fabrics and medicinal products were its main sources of exchange. However, with the Noxian invasion, weapons for the self-defense of its population began to be traded.
Noxus. Noxus probably has the largest variety of products for sale, with the expansion of the empire and possession of land, Noxus has a variety that goes from Eka'sul (common animals of Shurima) to Dark Steel.
Piltover. You can easily find expensive clothing and hextech weapons in Piltover, and you can also trade with merchants who have traveled the world in search of new goods for their shop.
Shurima. There is a high rate of mercenaries in Shurima, they are willing to do anything... for the right amount of gold, even raiding the tomb of their ancestral capital. Animals, silk, clay, glass and gold are extremely common in Shurima and you may find a golden gauntlet torn from an arm lost in the desert.
Targon. The Rakkor have many animals from which they obtain wool, milk, and leather, in addition to the wealth that the Mountain provides them. Their weapons are made of gold or silver, and their blacksmiths are extremely skilled, sometimes imbuing the weapon with magic and selling it for hundreds of gold pieces.
Zaun. Here you will find unconventional and even destructive items, it is not a good idea to try to trick a Zaunite merchant, he may end up wanting to get back at you... from your corpse.
Cost | Good |
---|---|
1 CP | 0.5 kg of wheat |
2 CP | 0.5 kg of flour or a chicken |
5 CP | 0.5 kg of salt |
1 SP | 0.5 kg of iron or 1 m² of canvas |
5 SP | 0.5 kg of copper or 1 m² of cotton fabric |
1 GP | 0.5 kg of ginger or a goat |
2 GP | 0.5 kg of cinnamon or pepper, or a sheep |
3 GP | 0.5 kg of cloves or a pig |
5 GP | 0.5 kg of silver or 1 m² of linen |
10 GP | 1 m² of silk or a cow |
15 GP | 0.5 kg of saffron or one ox |
50 GP | 0.5 kg of gold |
500 GP | 0.5 kg of platinum |