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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. Não é permitida nenhuma comercialização “oficial” com o povo comum Demaciano, entretanto a coroa compra mercadorias de outros locais e revende para a população, controlando todo o mercado local. Demacia não comercializa com Noxus.
Freljord. Dificilmente uma tribo de Freljord comercializa com outra tribo rival, entretanto todos aceitam mercadorias vindas do exterior.
Ilhas das Sombras. Um dia deve ter havido uma espécie de comércio dentro das ilhas amaldiçoadas, mas hoje não se sabe se existe uma alma viva dentro da Ilhas das Sombras, apenas que lá está escondido diversos tesouros do passado e itens mágicos extraordinários.
Ionia. O comércio de Ionia se dá principalmente entre produtores, como há muitos anos Ionia era uma civilização pacífica suas plantações, tecidos e produtos medicinais são suas principais fontes de troca. Entretanto com a invasão Noxiana passou-se a comercializar armas para a defesa pessoal de sua população.
Noxus. Provavelmente Noxus possui a maior variedade de produtos para venda, com a expansão do império e posse de terras, Noxus possui uma variedade que vai desde Eka’sul (animais comuns de Shurima) até Aço Negro.
Piltover. Você pode facilmente encontrar roupas caras e armas hextec em Piltover, além de negociar com mercadores que viajaram o mundo em busca de novos produtos para sua loja.
Shurima. Existe uma alta taxa de mercenários em Shurima, eles estão dispostos a fazer qualquer coisa… pela quantidade certa de ouro, até mesmo invadir a tumba de sua capital ancestral. Animais, seda, argila, vidro e ouro são extremamente comuns em Shurima e talvez você possa encontrar uma manopla de ouro arrancada de um braço perdida no deserto.
Targon. Os Rakkor possuem diversos animais em que retiram lã, leite e couro. além da riqueza que a Montanha os dá. Suas armas são feitas de ouro ou prata, e seus ferreiros são extremamente habilidosos, podendo às vezes imbuir a arma com magia e vendê-la por centenas de peças de ouro.
Zaun. Aqui você encontra itens não tão convencionais e até mesmo destrutivos, não é uma boa ideia tentar passar a perna em um mercador Zaunita, ele pode acabar querendo dar a volta por cima… do seu cadáver.
Custo | Bem |
---|---|
1 PC | 0,5 kg de trigo |
2 PC | 0,5 kg de farinha ou uma galinha |
5 PC | 0,5 kg de sal |
1 PP | 0,5 kg de ferro ou 1 m² de lona |
5 PP | 0,5 kg de cobre ou 1 m² de tecido de algodão |
1 PO | 0,5 kg de gengibre ou uma cabra |
2 PO | 0,5 kg de canela ou pimenta, ou uma ovelha |
3 PO | 0,5 kg de cravos ou um porco |
5 PO | 0,5 kg de prata ou 1 m² de linho |
10 PO | 1 m² de seda ou uma vaca |
15 PO | 0,5 kg de açafrão ou um boi |
50 PO | 0,5 kg de ouro |
500 PO | 0,5 kg de platina |